Adding differenciation for the Material shapeKey bit

This commit is contained in:
samcake 2017-02-22 18:21:18 -08:00
parent a00216cb4f
commit c7b164d8f2
3 changed files with 46 additions and 33 deletions

View file

@ -97,6 +97,8 @@ ShapeKey MeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
builder.withMaterial();
if (drawMaterialKey.isTranslucent()) {
builder.withTranslucent();
}
@ -478,6 +480,8 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
builder.withMaterial();
if (isTranslucent || _fadeState != FADE_COMPLETE) {
builder.withTranslucent();
}

View file

@ -106,6 +106,7 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
}
ShapeKey::Filter::Builder builder;
isCulled ? builder.withCullFace() : builder.withoutCullFace();
isBiased ? builder.withDepthBias() : builder.withoutDepthBias();
isOpaque ? builder.withOpaque() : builder.withTranslucent();
@ -113,6 +114,7 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
auto simpleProgram = isOpaque ? opaqueProgram : translucentProgram;
auto unlitProgram = isOpaque ? unlitOpaqueProgram : unlitTranslucentProgram;
plumber.addPipeline(builder.withoutUnlit().build(), simpleProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withMaterial().build(), opaqueMaterialProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withUnlit().build(), unlitProgram, state, &batchSetter);
}
}
@ -147,78 +149,78 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
// TODO: Refactor this to use a filter
// Opaques
addPipeline(
Key::Builder(),
Key::Builder().withMaterial(),
modelVertex, modelPixel);
addPipeline(
Key::Builder().withUnlit(),
Key::Builder().withMaterial().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withTangents(),
Key::Builder().withMaterial().withTangents(),
modelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSpecular(),
Key::Builder().withMaterial().withSpecular(),
modelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withTangents().withSpecular(),
Key::Builder().withMaterial().withTangents().withSpecular(),
modelNormalMapVertex, modelNormalSpecularMapPixel);
// Translucents
addPipeline(
Key::Builder().withTranslucent(),
Key::Builder().withMaterial().withTranslucent(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withUnlit(),
Key::Builder().withMaterial().withTranslucent().withUnlit(),
modelVertex, modelTranslucentUnlitPixel);
addPipeline(
Key::Builder().withTranslucent().withTangents(),
Key::Builder().withMaterial().withTranslucent().withTangents(),
modelNormalMapVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withSpecular(),
Key::Builder().withMaterial().withTranslucent().withSpecular(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withTangents().withSpecular(),
Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
modelNormalMapVertex, modelTranslucentPixel);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withTranslucent().withLightmap(),
Key::Builder().withMaterial().withTranslucent().withLightmap(),
modelVertex, modelTranslucentPixel);
// Lightmapped
addPipeline(
Key::Builder().withLightmap(),
Key::Builder().withMaterial().withLightmap(),
modelLightmapVertex, modelLightmapPixel);
addPipeline(
Key::Builder().withLightmap().withTangents(),
Key::Builder().withMaterial().withLightmap().withTangents(),
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
addPipeline(
Key::Builder().withLightmap().withSpecular(),
Key::Builder().withMaterial().withLightmap().withSpecular(),
modelLightmapVertex, modelLightmapSpecularMapPixel);
addPipeline(
Key::Builder().withLightmap().withTangents().withSpecular(),
Key::Builder().withMaterial().withLightmap().withTangents().withSpecular(),
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
// Skinned
addPipeline(
Key::Builder().withSkinned(),
Key::Builder().withMaterial().withSkinned(),
skinModelVertex, modelPixel);
addPipeline(
Key::Builder().withSkinned().withTangents(),
Key::Builder().withMaterial().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSkinned().withSpecular(),
Key::Builder().withMaterial().withSkinned().withSpecular(),
skinModelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withSkinned().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
// Skinned and Translucent
addPipeline(
Key::Builder().withSkinned().withTranslucent(),
Key::Builder().withMaterial().withSkinned().withTranslucent(),
skinModelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withTangents(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skinModelNormalMapVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
skinModelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withSkinned().withTranslucent().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
skinModelNormalMapVertex, modelTranslucentPixel);
// Depth-only
addPipeline(
@ -247,32 +249,32 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3);
// Opaques
addPipeline(
Key::Builder(),
Key::Builder().withMaterial(),
modelVertex, modelPixel);
addPipeline(
Key::Builder().withUnlit(),
Key::Builder().withMaterial().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withTangents(),
Key::Builder().withMaterial().withTangents(),
modelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSpecular(),
Key::Builder().withMaterial().withSpecular(),
modelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withTangents().withSpecular(),
Key::Builder().withMaterial().withTangents().withSpecular(),
modelNormalMapVertex, modelNormalSpecularMapPixel);
// Skinned
addPipeline(
Key::Builder().withSkinned(),
Key::Builder().withMaterial().withSkinned(),
skinModelVertex, modelPixel);
addPipeline(
Key::Builder().withSkinned().withTangents(),
Key::Builder().withMaterial().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSkinned().withSpecular(),
Key::Builder().withMaterial().withSkinned().withSpecular(),
skinModelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withSkinned().withTangents().withSpecular(),
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
}

View file

@ -22,7 +22,8 @@ namespace render {
class ShapeKey {
public:
enum FlagBit {
TRANSLUCENT = 0,
MATERIAL = 0,
TRANSLUCENT,
LIGHTMAP,
TANGENTS,
SPECULAR,
@ -53,6 +54,7 @@ public:
ShapeKey build() const { return ShapeKey{_flags}; }
Builder& withMaterial() { _flags.set(MATERIAL); return (*this); }
Builder& withTranslucent() { _flags.set(TRANSLUCENT); return (*this); }
Builder& withLightmap() { _flags.set(LIGHTMAP); return (*this); }
Builder& withTangents() { _flags.set(TANGENTS); return (*this); }
@ -89,6 +91,9 @@ public:
Filter build() const { return Filter(_flags, _mask); }
Builder& withMaterial() { _flags.set(MATERIAL); _mask.set(MATERIAL); return (*this); }
Builder& withoutMaterial() { _flags.reset(MATERIAL); _mask.set(MATERIAL); return (*this); }
Builder& withTranslucent() { _flags.set(TRANSLUCENT); _mask.set(TRANSLUCENT); return (*this); }
Builder& withOpaque() { _flags.reset(TRANSLUCENT); _mask.set(TRANSLUCENT); return (*this); }
@ -134,6 +139,7 @@ public:
Flags _mask{0};
};
bool useMaterial() const { return _flags[MATERIAL]; }
bool hasLightmap() const { return _flags[LIGHTMAP]; }
bool hasTangents() const { return _flags[TANGENTS]; }
bool hasSpecular() const { return _flags[SPECULAR]; }
@ -170,6 +176,7 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
debug << "[ShapeKey: OWN_PIPELINE]";
} else {
debug << "[ShapeKey:"
<< "useMaterial:" << key.useMaterial()
<< "hasLightmap:" << key.hasLightmap()
<< "hasTangents:" << key.hasTangents()
<< "hasSpecular:" << key.hasSpecular()