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Merge pull request #16499 from HifiExperiments/proceduralMesh
Procedural vertex shaders
This commit is contained in:
commit
f8a9789f86
14 changed files with 254 additions and 36 deletions
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@ -2109,6 +2109,23 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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}
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return false;
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});
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EntityTree::setGetUnscaledDimensionsForIDOperator([this](const QUuid& id) {
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if (_aboutToQuit) {
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return glm::vec3(1.0f);
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}
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auto entity = getEntities()->getEntity(id);
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if (entity) {
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return entity->getUnscaledDimensions();
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}
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auto avatarManager = DependencyManager::get<AvatarManager>();
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auto avatar = static_pointer_cast<Avatar>(avatarManager->getAvatarBySessionID(id));
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if (avatar) {
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return avatar->getSNScale();
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}
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return glm::vec3(1.0f);
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});
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Procedural::opaqueStencil = [](gpu::StatePointer state) { PrepareStencil::testMaskDrawShape(*state); };
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Procedural::transparentStencil = [](gpu::StatePointer state) { PrepareStencil::testMask(*state); };
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@ -153,13 +153,13 @@ void MaterialEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
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if (urlChanged && !usingMaterialData) {
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_networkMaterial = DependencyManager::get<MaterialCache>()->getMaterial(_materialURL);
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auto onMaterialRequestFinished = [this, oldParentID, oldParentMaterialName, newCurrentMaterialName](bool success) {
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auto onMaterialRequestFinished = [this, entity, oldParentID, oldParentMaterialName, newCurrentMaterialName](bool success) {
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if (success) {
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deleteMaterial(oldParentID, oldParentMaterialName);
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_texturesLoaded = false;
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_parsedMaterials = _networkMaterial->parsedMaterials;
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setCurrentMaterialName(newCurrentMaterialName);
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applyMaterial();
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applyMaterial(entity);
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} else {
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deleteMaterial(oldParentID, oldParentMaterialName);
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_retryApply = false;
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@ -183,13 +183,13 @@ void MaterialEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
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_parsedMaterials = NetworkMaterialResource::parseJSONMaterials(QJsonDocument::fromJson(_materialData.toUtf8()), _materialURL);
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// Since our material changed, the current name might not be valid anymore, so we need to update
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setCurrentMaterialName(newCurrentMaterialName);
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applyMaterial();
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applyMaterial(entity);
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} else {
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if (deleteNeeded) {
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deleteMaterial(oldParentID, oldParentMaterialName);
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}
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if (addNeeded) {
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applyMaterial();
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applyMaterial(entity);
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}
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}
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@ -382,7 +382,7 @@ void MaterialEntityRenderer::applyTextureTransform(std::shared_ptr<NetworkMateri
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material->setTextureTransforms(textureTransform, _materialMappingMode, _materialRepeat);
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}
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void MaterialEntityRenderer::applyMaterial() {
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void MaterialEntityRenderer::applyMaterial(const TypedEntityPointer& entity) {
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_retryApply = false;
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std::shared_ptr<NetworkMaterial> material = getMaterial();
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@ -396,6 +396,12 @@ void MaterialEntityRenderer::applyMaterial() {
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graphics::MaterialLayer materialLayer = graphics::MaterialLayer(material, _priority);
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if (material->isProcedural()) {
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auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(material);
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procedural->setBoundOperator([this] { return getBound(); });
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entity->setHasVertexShader(procedural->hasVertexShader());
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}
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// Our parent could be an entity or an avatar
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std::string parentMaterialName = _parentMaterialName.toStdString();
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if (EntityTreeRenderer::addMaterialToEntity(parentID, materialLayer, parentMaterialName)) {
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@ -56,7 +56,7 @@ private:
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void setCurrentMaterialName(const std::string& currentMaterialName);
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void applyTextureTransform(std::shared_ptr<NetworkMaterial>& material);
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void applyMaterial();
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void applyMaterial(const TypedEntityPointer& entity);
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void deleteMaterial(const QUuid& oldParentID, const QString& oldParentMaterialName);
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NetworkMaterialResourcePointer _networkMaterial;
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@ -207,6 +207,18 @@ ShapeKey ShapeEntityRenderer::getShapeKey() {
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return builder.build();
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}
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Item::Bound ShapeEntityRenderer::getBound() {
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auto mat = _materials.find("0");
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if (mat != _materials.end() && mat->second.top().material && mat->second.top().material->isProcedural() &&
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mat->second.top().material->isReady()) {
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auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(mat->second.top().material);
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if (procedural->hasVertexShader() && procedural->hasBoundOperator()) {
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return procedural->getBound();
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}
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}
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return Parent::getBound();
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}
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void ShapeEntityRenderer::doRender(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderableShapeEntityItem::render");
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Q_ASSERT(args->_batch);
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@ -26,6 +26,7 @@ public:
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protected:
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ShapeKey getShapeKey() override;
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Item::Bound getBound() override;
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private:
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virtual bool needsRenderUpdate() const override;
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@ -3156,6 +3156,7 @@ std::function<QObject*(const QUuid&)> EntityTree::_getEntityObjectOperator = nul
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std::function<QSizeF(const QUuid&, const QString&)> EntityTree::_textSizeOperator = nullptr;
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std::function<bool()> EntityTree::_areEntityClicksCapturedOperator = nullptr;
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std::function<void(const QUuid&, const QVariant&)> EntityTree::_emitScriptEventOperator = nullptr;
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std::function<glm::vec3(const QUuid&)> EntityTree::_getUnscaledDimensionsForIDOperator = nullptr;
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QObject* EntityTree::getEntityObject(const QUuid& id) {
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if (_getEntityObjectOperator) {
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@ -3184,6 +3185,13 @@ void EntityTree::emitScriptEvent(const QUuid& id, const QVariant& message) {
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}
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}
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glm::vec3 EntityTree::getUnscaledDimensionsForID(const QUuid& id) {
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if (_getUnscaledDimensionsForIDOperator) {
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return _getUnscaledDimensionsForIDOperator(id);
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}
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return glm::vec3(1.0f);
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}
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void EntityTree::updateEntityQueryAACubeWorker(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
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MovingEntitiesOperator& moveOperator, bool force, bool tellServer) {
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// if the queryBox has changed, tell the entity-server
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@ -273,6 +273,9 @@ public:
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static void setEmitScriptEventOperator(std::function<void(const QUuid&, const QVariant&)> emitScriptEventOperator) { _emitScriptEventOperator = emitScriptEventOperator; }
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static void emitScriptEvent(const QUuid& id, const QVariant& message);
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static void setGetUnscaledDimensionsForIDOperator(std::function<glm::vec3(const QUuid&)> getUnscaledDimensionsForIDOperator) { _getUnscaledDimensionsForIDOperator = getUnscaledDimensionsForIDOperator; }
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static glm::vec3 getUnscaledDimensionsForID(const QUuid& id);
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std::map<QString, QString> getNamedPaths() const { return _namedPaths; }
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void updateEntityQueryAACube(SpatiallyNestablePointer object, EntityEditPacketSender* packetSender,
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@ -389,6 +392,7 @@ private:
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static std::function<QSizeF(const QUuid&, const QString&)> _textSizeOperator;
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static std::function<bool()> _areEntityClicksCapturedOperator;
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static std::function<void(const QUuid&, const QVariant&)> _emitScriptEventOperator;
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static std::function<glm::vec3(const QUuid&)> _getUnscaledDimensionsForIDOperator;
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std::vector<int32_t> _staleProxies;
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@ -139,10 +139,10 @@ void MaterialEntityItem::debugDump() const {
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void MaterialEntityItem::setUnscaledDimensions(const glm::vec3& value) {
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_desiredDimensions = value;
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if (_materialMappingMode == MaterialMappingMode::UV) {
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EntityItem::setUnscaledDimensions(ENTITY_ITEM_DEFAULT_DIMENSIONS);
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} else if (_materialMappingMode == MaterialMappingMode::PROJECTED) {
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if (_hasVertexShader || _materialMappingMode == MaterialMappingMode::PROJECTED) {
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EntityItem::setUnscaledDimensions(value);
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} else if (_materialMappingMode == MaterialMappingMode::UV) {
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EntityItem::setUnscaledDimensions(ENTITY_ITEM_DEFAULT_DIMENSIONS);
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}
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}
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@ -264,6 +264,13 @@ void MaterialEntityItem::setMaterialRepeat(bool value) {
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});
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}
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void MaterialEntityItem::setParentID(const QUuid& parentID) {
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if (parentID != getParentID()) {
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EntityItem::setParentID(parentID);
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_hasVertexShader = false;
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}
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}
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AACube MaterialEntityItem::calculateInitialQueryAACube(bool& success) {
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AACube aaCube = EntityItem::calculateInitialQueryAACube(success);
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// A Material entity's queryAACube contains its parent's queryAACube
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@ -278,3 +285,16 @@ AACube MaterialEntityItem::calculateInitialQueryAACube(bool& success) {
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}
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return aaCube;
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}
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void MaterialEntityItem::setHasVertexShader(bool hasVertexShader) {
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bool prevHasVertexShader = _hasVertexShader;
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_hasVertexShader = hasVertexShader;
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if (hasVertexShader && !prevHasVertexShader) {
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setLocalPosition(glm::vec3(0.0f));
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setLocalOrientation(glm::quat());
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setUnscaledDimensions(EntityTree::getUnscaledDimensionsForID(getParentID()));
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} else if (!hasVertexShader && prevHasVertexShader) {
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setUnscaledDimensions(_desiredDimensions);
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}
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}
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@ -64,6 +64,8 @@ public:
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QString getParentMaterialName() const;
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void setParentMaterialName(const QString& parentMaterialName);
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void setParentID(const QUuid& parentID) override;
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glm::vec2 getMaterialMappingPos() const;
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void setMaterialMappingPos(const glm::vec2& materialMappingPos);
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glm::vec2 getMaterialMappingScale() const;
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@ -73,6 +75,8 @@ public:
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AACube calculateInitialQueryAACube(bool& success) override;
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void setHasVertexShader(bool hasVertexShader);
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private:
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// URL for this material. Currently, only JSON format is supported. Set to "materialData" to use the material data to live edit a material.
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// The following fields are supported in the JSON:
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@ -108,6 +112,8 @@ private:
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float _materialMappingRot { 0 };
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QString _materialData;
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bool _hasVertexShader { false };
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};
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#endif // hifi_MaterialEntityItem_h
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@ -29,6 +29,7 @@ Q_LOGGING_CATEGORY(proceduralLog, "hifi.gpu.procedural")
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// User-data parsing constants
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static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity";
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static const QString VERTEX_URL_KEY = "vertexShaderURL";
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static const QString FRAGMENT_URL_KEY = "fragmentShaderURL";
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static const QString URL_KEY = "shaderUrl";
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static const QString VERSION_KEY = "version";
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@ -42,6 +43,7 @@ static const std::string PROCEDURAL_VERSION = "//PROCEDURAL_VERSION";
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bool operator==(const ProceduralData& a, const ProceduralData& b) {
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return ((a.version == b.version) &&
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(a.fragmentShaderUrl == b.fragmentShaderUrl) &&
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(a.vertexShaderUrl == b.vertexShaderUrl) &&
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(a.uniforms == b.uniforms) &&
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(a.channels == b.channels));
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}
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@ -101,9 +103,9 @@ void ProceduralData::parse(const QJsonObject& proceduralData) {
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}
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}
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// Empty shader URL isn't valid
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if (fragmentShaderUrl.isEmpty()) {
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return;
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{ // Vertex shader URL
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auto rawShaderUrl = proceduralData[VERTEX_URL_KEY].toString();
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vertexShaderUrl = DependencyManager::get<ResourceManager>()->normalizeURL(rawShaderUrl);
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}
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uniforms = proceduralData[UNIFORMS_KEY].toObject();
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@ -172,29 +174,57 @@ void Procedural::setProceduralData(const ProceduralData& proceduralData) {
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if (proceduralData.fragmentShaderUrl != _data.fragmentShaderUrl) {
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_data.fragmentShaderUrl = proceduralData.fragmentShaderUrl;
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const auto& shaderUrl = _data.fragmentShaderUrl;
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_shaderDirty = true;
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_networkFragmentShader.reset();
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_fragmentShaderPath.clear();
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_fragmentShaderSource.clear();
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if (shaderUrl.isEmpty() || !shaderUrl.isValid()) {
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if (!_data.fragmentShaderUrl.isValid()) {
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qCWarning(proceduralLog) << "Invalid fragment shader URL: " << _data.fragmentShaderUrl;
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return;
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}
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if (shaderUrl.isLocalFile()) {
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if (!QFileInfo(shaderUrl.toLocalFile()).exists()) {
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if (_data.fragmentShaderUrl.isLocalFile()) {
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if (!QFileInfo(_data.fragmentShaderUrl.toLocalFile()).exists()) {
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qCWarning(proceduralLog) << "Invalid fragment shader URL, missing local file: " << _data.fragmentShaderUrl;
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return;
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}
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_fragmentShaderPath = shaderUrl.toLocalFile();
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} else if (shaderUrl.scheme() == URL_SCHEME_QRC) {
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_fragmentShaderPath = ":" + shaderUrl.path();
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_fragmentShaderPath = _data.fragmentShaderUrl.toLocalFile();
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} else if (_data.fragmentShaderUrl.scheme() == URL_SCHEME_QRC) {
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_fragmentShaderPath = ":" + _data.fragmentShaderUrl.path();
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} else {
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_networkFragmentShader = ShaderCache::instance().getShader(shaderUrl);
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_networkFragmentShader = ShaderCache::instance().getShader(_data.fragmentShaderUrl);
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}
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}
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if (proceduralData.vertexShaderUrl != _data.vertexShaderUrl) {
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_data.vertexShaderUrl = proceduralData.vertexShaderUrl;
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_shaderDirty = true;
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_networkVertexShader.reset();
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_vertexShaderPath.clear();
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_vertexShaderSource.clear();
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if (!_data.vertexShaderUrl.isValid()) {
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qCWarning(proceduralLog) << "Invalid vertex shader URL: " << _data.vertexShaderUrl;
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return;
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}
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if (_data.vertexShaderUrl.isLocalFile()) {
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if (!QFileInfo(_data.vertexShaderUrl.toLocalFile()).exists()) {
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qCWarning(proceduralLog) << "Invalid vertex shader URL, missing local file: " << _data.vertexShaderUrl;
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return;
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}
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_vertexShaderPath = _data.vertexShaderUrl.toLocalFile();
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} else if (_data.vertexShaderUrl.scheme() == URL_SCHEME_QRC) {
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_vertexShaderPath = ":" + _data.vertexShaderUrl.path();
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} else {
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_networkVertexShader = ShaderCache::instance().getShader(_data.vertexShaderUrl);
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}
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}
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_enabled = true;
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}
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@ -213,8 +243,12 @@ bool Procedural::isReady() const {
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_fadeStartTime = usecTimestampNow();
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}
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// Do we have a network or local shader, and if so, is it loaded?
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if (_fragmentShaderPath.isEmpty() && (!_networkFragmentShader || !_networkFragmentShader->isLoaded())) {
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// We need to have at least one shader, and whichever ones we have need to be loaded
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bool hasFragmentShader = !_fragmentShaderPath.isEmpty() || _networkFragmentShader;
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bool fragmentShaderLoaded = !_fragmentShaderPath.isEmpty() || (_networkFragmentShader && _networkFragmentShader->isLoaded());
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bool hasVertexShader = !_vertexShaderPath.isEmpty() || _networkVertexShader;
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bool vertexShaderLoaded = !_vertexShaderPath.isEmpty() || (_networkVertexShader && _networkVertexShader->isLoaded());
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if ((!hasFragmentShader && !hasVertexShader) || (hasFragmentShader && !fragmentShaderLoaded) || (hasVertexShader && !vertexShaderLoaded)) {
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return false;
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}
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@ -258,6 +292,20 @@ void Procedural::prepare(gpu::Batch& batch,
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_shaderDirty = true;
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}
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if (!_vertexShaderPath.isEmpty()) {
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auto lastModified = (uint64_t)QFileInfo(_vertexShaderPath).lastModified().toMSecsSinceEpoch();
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if (lastModified > _vertexShaderModified) {
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QFile file(_vertexShaderPath);
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file.open(QIODevice::ReadOnly);
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_vertexShaderSource = QTextStream(&file).readAll();
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_shaderDirty = true;
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_vertexShaderModified = lastModified;
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}
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} else if (_vertexShaderSource.isEmpty() && _networkVertexShader && _networkVertexShader->isLoaded()) {
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_vertexShaderSource = _networkVertexShader->_source;
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_shaderDirty = true;
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}
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if (_shaderDirty) {
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_proceduralPipelines.clear();
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}
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@ -276,25 +324,42 @@ void Procedural::prepare(gpu::Batch& batch,
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gpu::Shader::Source& fragmentSource = (key.isTransparent() && _transparentFragmentSource.valid()) ? _transparentFragmentSource : _opaqueFragmentSource;
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// Build the fragment shader
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// Build the fragment and vertex shaders
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auto versionDefine = "#define PROCEDURAL_V" + std::to_string(_data.version);
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fragmentSource.replacements.clear();
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fragmentSource.replacements[PROCEDURAL_VERSION] = "#define PROCEDURAL_V" + std::to_string(_data.version);
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fragmentSource.replacements[PROCEDURAL_BLOCK] = _fragmentShaderSource.toStdString();
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fragmentSource.replacements[PROCEDURAL_VERSION] = versionDefine;
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if (!_fragmentShaderSource.isEmpty()) {
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fragmentSource.replacements[PROCEDURAL_BLOCK] = _fragmentShaderSource.toStdString();
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}
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vertexSource.replacements.clear();
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vertexSource.replacements[PROCEDURAL_VERSION] = versionDefine;
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if (!_vertexShaderSource.isEmpty()) {
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vertexSource.replacements[PROCEDURAL_BLOCK] = _vertexShaderSource.toStdString();
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}
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// Set any userdata specified uniforms (if any)
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if (!_data.uniforms.empty()) {
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// First grab all the possible dialect/variant/Reflections
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std::vector<shader::Reflection*> allReflections;
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// First grab all the possible dialect/variant/reflections
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std::vector<shader::Reflection*> allFragmentReflections;
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for (auto dialectIt = fragmentSource.dialectSources.begin(); dialectIt != fragmentSource.dialectSources.end(); ++dialectIt) {
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for (auto variantIt = (*dialectIt).second.variantSources.begin(); variantIt != (*dialectIt).second.variantSources.end(); ++variantIt) {
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allReflections.push_back(&(*variantIt).second.reflection);
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allFragmentReflections.push_back(&(*variantIt).second.reflection);
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}
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}
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std::vector<shader::Reflection*> allVertexReflections;
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for (auto dialectIt = vertexSource.dialectSources.begin(); dialectIt != vertexSource.dialectSources.end(); ++dialectIt) {
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for (auto variantIt = (*dialectIt).second.variantSources.begin(); variantIt != (*dialectIt).second.variantSources.end(); ++variantIt) {
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allVertexReflections.push_back(&(*variantIt).second.reflection);
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}
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}
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// Then fill in every reflections the new custom bindings
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int customSlot = procedural::slot::uniform::Custom;
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for (const auto& key : _data.uniforms.keys()) {
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std::string uniformName = key.toLocal8Bit().data();
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for (auto reflection : allReflections) {
|
||||
for (auto reflection : allFragmentReflections) {
|
||||
reflection->uniforms[uniformName] = customSlot;
|
||||
}
|
||||
for (auto reflection : allVertexReflections) {
|
||||
reflection->uniforms[uniformName] = customSlot;
|
||||
}
|
||||
++customSlot;
|
||||
|
@ -303,6 +368,7 @@ void Procedural::prepare(gpu::Batch& batch,
|
|||
|
||||
// Leave this here for debugging
|
||||
//qCDebug(proceduralLog) << "FragmentShader:\n" << fragmentSource.getSource(shader::Dialect::glsl450, shader::Variant::Mono).c_str();
|
||||
//qCDebug(proceduralLog) << "VertexShader:\n" << vertexSource.getSource(shader::Dialect::glsl450, shader::Variant::Mono).c_str();
|
||||
|
||||
gpu::ShaderPointer vertexShader = gpu::Shader::createVertex(vertexSource);
|
||||
gpu::ShaderPointer fragmentShader = gpu::Shader::createPixel(fragmentSource);
|
||||
|
@ -453,6 +519,11 @@ glm::vec4 Procedural::getColor(const glm::vec4& entityColor) const {
|
|||
return entityColor;
|
||||
}
|
||||
|
||||
bool Procedural::hasVertexShader() const {
|
||||
std::lock_guard<std::mutex> lock(_mutex);
|
||||
return !_data.vertexShaderUrl.isEmpty();
|
||||
}
|
||||
|
||||
void graphics::ProceduralMaterial::initializeProcedural() {
|
||||
_procedural._vertexSource = gpu::Shader::getVertexShaderSource(shader::render_utils::vertex::simple_procedural);
|
||||
_procedural._vertexSourceSkinned = gpu::Shader::getVertexShaderSource(shader::render_utils::vertex::simple_procedural_deformed);
|
||||
|
|
|
@ -36,6 +36,8 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
|
|||
* The data used to define a Procedural shader material.
|
||||
* @typedef {object} ProceduralData
|
||||
* @property {number} version=1 - The version of the procedural shader.
|
||||
* @property {string} vertexShaderURL - A link to a vertex shader. Currently, only GLSL shaders are supported. The shader must implement a different method depending on the version.
|
||||
* If a procedural material contains a vertex shader, the bounding box of the material entity is used to cull the object to which the material is applied.
|
||||
* @property {string} fragmentShaderURL - A link to a fragment shader. Currently, only GLSL shaders are supported. The shader must implement a different method depending on the version.
|
||||
* <code>shaderUrl</code> is an alias.
|
||||
* @property {string[]} channels=[] - An array of input texture URLs. Currently, up to 4 are supported.
|
||||
|
@ -50,6 +52,7 @@ struct ProceduralData {
|
|||
// Rendering object descriptions, from userData
|
||||
uint8_t version { 0 };
|
||||
QUrl fragmentShaderUrl;
|
||||
QUrl vertexShaderUrl;
|
||||
QJsonObject uniforms;
|
||||
QJsonArray channels;
|
||||
};
|
||||
|
@ -110,6 +113,11 @@ public:
|
|||
void setIsFading(bool isFading) { _isFading = isFading; }
|
||||
void setDoesFade(bool doesFade) { _doesFade = doesFade; }
|
||||
|
||||
bool hasVertexShader() const;
|
||||
void setBoundOperator(const std::function<AABox()>& boundOperator) { _boundOperator = boundOperator; }
|
||||
bool hasBoundOperator() const { return (bool)_boundOperator; }
|
||||
AABox getBound() { return _boundOperator(); }
|
||||
|
||||
gpu::Shader::Source _vertexSource;
|
||||
gpu::Shader::Source _vertexSourceSkinned;
|
||||
gpu::Shader::Source _vertexSourceSkinnedDQ;
|
||||
|
@ -156,7 +164,11 @@ protected:
|
|||
uint64_t _firstCompile { 0 };
|
||||
int32_t _frameCount { 0 };
|
||||
|
||||
// Rendering object descriptions, from userData
|
||||
// Rendering object descriptions
|
||||
QString _vertexShaderSource;
|
||||
QString _vertexShaderPath;
|
||||
uint64_t _vertexShaderModified { 0 };
|
||||
NetworkShaderPointer _networkVertexShader;
|
||||
QString _fragmentShaderSource;
|
||||
QString _fragmentShaderPath;
|
||||
uint64_t _fragmentShaderModified { 0 };
|
||||
|
@ -187,6 +199,9 @@ private:
|
|||
mutable bool _isFading { false };
|
||||
bool _doesFade { true };
|
||||
ProceduralProgramKey _prevKey;
|
||||
|
||||
std::function<AABox()> _boundOperator { nullptr };
|
||||
|
||||
mutable std::mutex _mutex;
|
||||
};
|
||||
|
||||
|
@ -210,6 +225,7 @@ public:
|
|||
bool isFading() const { return _procedural.isFading(); }
|
||||
void setIsFading(bool isFading) { _procedural.setIsFading(isFading); }
|
||||
uint64_t getFadeStartTime() const { return _procedural.getFadeStartTime(); }
|
||||
bool hasVertexShader() const { return _procedural.hasVertexShader(); }
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation,
|
||||
const uint64_t& created, const ProceduralProgramKey key = ProceduralProgramKey()) {
|
||||
_procedural.prepare(batch, position, size, orientation, created, key);
|
||||
|
@ -217,6 +233,10 @@ public:
|
|||
|
||||
void initializeProcedural();
|
||||
|
||||
void setBoundOperator(const std::function<AABox()>& boundOperator) { _procedural.setBoundOperator(boundOperator); }
|
||||
bool hasBoundOperator() const { return _procedural.hasBoundOperator(); }
|
||||
AABox getBound() { return _procedural.getBound(); }
|
||||
|
||||
private:
|
||||
QString _proceduralString;
|
||||
Procedural _procedural;
|
||||
|
|
|
@ -60,6 +60,17 @@ LAYOUT_STD140(binding=PROCEDURAL_BUFFER_INPUTS) uniform standardInputsBuffer {
|
|||
#define iChannelResolution standardInputs.channelResolution
|
||||
#define iWorldOrientation standardInputs.worldOrientation
|
||||
|
||||
struct ProceduralVertexData {
|
||||
vec4 position;
|
||||
vec4 nonSkinnedPosition; // input only
|
||||
vec3 normal;
|
||||
vec3 nonSkinnedNormal; // input only
|
||||
vec3 tangent; // input only
|
||||
vec3 nonSkinnedTangent; // input only
|
||||
vec4 color;
|
||||
vec2 texCoord0;
|
||||
};
|
||||
|
||||
struct ProceduralFragment {
|
||||
vec3 normal;
|
||||
vec3 diffuse;
|
||||
|
|
|
@ -114,6 +114,13 @@ ItemKey MeshPartPayload::getKey() const {
|
|||
}
|
||||
|
||||
Item::Bound MeshPartPayload::getBound() const {
|
||||
graphics::MaterialPointer material = _drawMaterials.empty() ? nullptr : _drawMaterials.top().material;
|
||||
if (material && material->isProcedural() && material->isReady()) {
|
||||
auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(_drawMaterials.top().material);
|
||||
if (procedural->hasVertexShader() && procedural->hasBoundOperator()) {
|
||||
return procedural->getBound();
|
||||
}
|
||||
}
|
||||
return _worldBound;
|
||||
}
|
||||
|
||||
|
@ -179,6 +186,9 @@ void MeshPartPayload::render(RenderArgs* args) {
|
|||
|
||||
if (!_drawMaterials.empty() && _drawMaterials.top().material && _drawMaterials.top().material->isProcedural() &&
|
||||
_drawMaterials.top().material->isReady()) {
|
||||
if (!(enableMaterialProceduralShaders && ENABLE_MATERIAL_PROCEDURAL_SHADERS)) {
|
||||
return;
|
||||
}
|
||||
auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(_drawMaterials.top().material);
|
||||
auto& schema = _drawMaterials.getSchemaBuffer().get<graphics::MultiMaterial::Schema>();
|
||||
glm::vec4 outColor = glm::vec4(ColorUtils::tosRGBVec3(schema._albedo), schema._opacity);
|
||||
|
|
|
@ -20,9 +20,9 @@
|
|||
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
|
||||
<@include MeshDeformer.slh@>
|
||||
<@if HIFI_USE_DEFORMED@>
|
||||
<$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$>
|
||||
<$declareMeshDeformer(1, 1, 1, _SCRIBE_NULL, 1)$>
|
||||
<@else@>
|
||||
<$declareMeshDeformer(1, _SCRIBE_NULL, 1, 1, 1)$>
|
||||
<$declareMeshDeformer(1, 1, 1, 1, 1)$>
|
||||
<@endif@>
|
||||
<$declareMeshDeformerActivation(1, 1)$>
|
||||
<@endif@>
|
||||
|
@ -34,24 +34,56 @@ layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
|
|||
layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
|
||||
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
|
||||
|
||||
<@include procedural/ProceduralCommon.slh@>
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK_BEGIN
|
||||
|
||||
void getProceduralVertex(inout ProceduralVertexData proceduralData) {}
|
||||
|
||||
//PROCEDURAL_BLOCK_END
|
||||
|
||||
#line 2030
|
||||
void main(void) {
|
||||
vec4 positionMS = inPosition;
|
||||
vec3 normalMS = inNormal.xyz;
|
||||
vec3 tangentMS = inTangent.xyz;
|
||||
vec4 color = color_sRGBAToLinear(inColor);
|
||||
vec2 texCoord0 = inTexCoord0.st;
|
||||
|
||||
<@if HIFI_USE_DEFORMED or HIFI_USE_DEFORMEDDQ@>
|
||||
evalMeshDeformer(inPosition, positionMS, inNormal.xyz, normalMS,
|
||||
evalMeshDeformer(inPosition, positionMS, inNormal.xyz, normalMS, inTangent.xyz, tangentMS,
|
||||
meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
|
||||
meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
|
||||
<@endif@>
|
||||
|
||||
#if defined(PROCEDURAL_V1) || defined(PROCEDURAL_V2) || defined(PROCEDURAL_V3)
|
||||
ProceduralVertexData proceduralData = ProceduralVertexData(
|
||||
positionMS,
|
||||
inPosition,
|
||||
normalMS,
|
||||
inNormal.xyz,
|
||||
tangentMS,
|
||||
inTangent.xyz,
|
||||
color,
|
||||
texCoord0
|
||||
);
|
||||
|
||||
getProceduralVertex(proceduralData);
|
||||
|
||||
positionMS = proceduralData.position;
|
||||
normalMS = proceduralData.normal;
|
||||
color = proceduralData.color;
|
||||
texCoord0 = proceduralData.texCoord0;
|
||||
#endif
|
||||
|
||||
_positionMS = positionMS;
|
||||
_normalMS = normalMS;
|
||||
_color = color;
|
||||
_texCoord01 = vec4(texCoord0, 0.0, 0.0);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, positionMS, _positionES, gl_Position)$>
|
||||
<$transformModelToWorldDir(cam, obj, normalMS, _normalWS)$>
|
||||
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
_texCoord01 = vec4(inTexCoord0.st, 0.0, 0.0);
|
||||
}
|
Loading…
Reference in a new issue