Moving to cmake time shader compiling

This commit is contained in:
Brad Davis 2018-06-02 11:02:05 -07:00 committed by Bradley Austin Davis
parent d6bcdcde3f
commit 04e84f1d23
61 changed files with 883 additions and 1111 deletions

View file

@ -8,6 +8,12 @@
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
function(global_append varName varValue)
get_property(LOCAL_LIST GLOBAL PROPERTY ${varName})
list(APPEND LOCAL_LIST ${varValue})
set_property(GLOBAL PROPERTY ${varName} ${LOCAL_LIST})
endfunction()
function(AUTOSCRIBE_SHADER SHADER_FILE)
# Grab include files
foreach(includeFile ${ARGN})
@ -45,11 +51,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
elseif(${SHADER_EXT} STREQUAL .slg)
set(SHADER_TYPE geom)
endif()
set(SHADER_TARGET ${SHADER_TARGET}_${SHADER_TYPE})
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
set(SHADER_TARGET_HEADER ${SHADER_TARGET}.h)
set(SHADER_TARGET_SOURCE ${SHADER_TARGET}.cpp)
file(MAKE_DIRECTORY "${SHADERS_DIR}/${SHADER_LIB}")
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_LIB}/${SHADER_TARGET}.${SHADER_TYPE}")
set(SCRIBE_COMMAND scribe)
# Target dependant Custom rule on the SHADER_FILE
@ -63,65 +66,200 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
else ()
set(GLPROFILE PC_GL)
endif()
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
set(SCRIBE_ARGS -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(
OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE}
OUTPUT ${SHADER_TARGET}
COMMAND ${SCRIBE_COMMAND} ${SCRIBE_ARGS}
DEPENDS ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES} ${SHADER_FILE}
DEPENDS ${SHADER_FILE} ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES}
)
#output the generated file name
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} PARENT_SCOPE)
file(GLOB INCLUDE_FILES ${SHADER_TARGET_HEADER})
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
endfunction()
macro(AUTOSCRIBE_APPEND_SHADER_SOURCES)
if (NOT("${ARGN}" STREQUAL ""))
set_property(GLOBAL PROPERTY ${TARGET_NAME}_SHADER_SOURCES "${ARGN}")
global_append(GLOBAL_SHADER_LIBS ${TARGET_NAME})
global_append(GLOBAL_SHADER_SOURCES "${ARGN}")
endif()
endmacro()
macro(AUTOSCRIBE_SHADER_LIB)
set(GLOBAL_SHADER_SOURCES "")
set(HIFI_LIBRARIES_SHADER_INCLUDE_FILES "")
set(SRC_FOLDER "${CMAKE_SOURCE_DIR}/libraries/${TARGET_NAME}/src")
file(GLOB_RECURSE SHADER_INCLUDE_FILES ${SRC_FOLDER}/*.slh)
file(GLOB_RECURSE SHADER_VERTEX_FILES ${SRC_FOLDER}/*.slv)
file(GLOB_RECURSE SHADER_FRAGMENT_FILES ${SRC_FOLDER}/*.slf)
file(GLOB_RECURSE SHADER_GEOMETRY_FILES ${SRC_FOLDER}/*.slg)
file(GLOB_RECURSE SHADER_COMPUTE_FILES ${SRC_FOLDER}/*.slc)
list(APPEND SHADER_SOURCE_FILES ${SHADER_VERTEX_FILES})
list(APPEND SHADER_SOURCE_FILES ${SHADER_FRAGMENT_FILES})
list(APPEND SHADER_SOURCE_FILES ${SHADER_GEOMETRY_FILES})
list(APPEND SHADER_SOURCE_FILES ${SHADER_COMPUTE_FILES})
list(APPEND GLOBAL_SHADER_SOURCES ${SHADER_SOURCE_FILES})
list(APPEND GLOBAL_SHADER_SOURCES ${SHADER_INCLUDE_FILES})
AUTOSCRIBE_APPEND_SHADER_SOURCES(${GLOBAL_SHADER_SOURCES})
file(RELATIVE_PATH RELATIVE_LIBRARY_DIR_PATH ${CMAKE_CURRENT_SOURCE_DIR} "${HIFI_LIBRARY_DIR}")
foreach(HIFI_LIBRARY ${ARGN})
#if (NOT TARGET ${HIFI_LIBRARY})
# file(GLOB_RECURSE HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${RELATIVE_LIBRARY_DIR_PATH}/${HIFI_LIBRARY}/src/)
#endif ()
#file(GLOB_RECURSE HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src/*.slh)
list(APPEND HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src)
endforeach()
#message("${TARGET_NAME} ${HIFI_LIBRARIES_SHADER_INCLUDE_FILES}")
endmacro()
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf src/*.slg)
macro(AUTOSCRIBE_PROGRAM)
set(oneValueArgs NAME VERTEX FRAGMENT GEOMETRY COMPUTE)
cmake_parse_arguments(AUTOSCRIBE_PROGRAM "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
if (NOT (DEFINED AUTOSCRIBE_PROGRAM_NAME))
message(FATAL_ERROR "Programs must have a name and both a vertex and fragment shader")
endif()
if (NOT (DEFINED AUTOSCRIBE_PROGRAM_VERTEX))
set(AUTOSCRIBE_PROGRAM_VERTEX ${AUTOSCRIBE_PROGRAM_NAME})
endif()
if (NOT (DEFINED AUTOSCRIBE_PROGRAM_FRAGMENT))
set(AUTOSCRIBE_PROGRAM_FRAGMENT ${AUTOSCRIBE_PROGRAM_NAME})
endif()
#make the shader folder
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")
file(MAKE_DIRECTORY ${SHADERS_DIR})
if (NOT (${AUTOSCRIBE_PROGRAM_VERTEX} MATCHES ".*::.*"))
set(AUTOSCRIBE_PROGRAM_VERTEX "vertex::${AUTOSCRIBE_PROGRAM_VERTEX}")
endif()
if (NOT (${AUTOSCRIBE_PROGRAM_FRAGMENT} MATCHES ".*::.*"))
set(AUTOSCRIBE_PROGRAM_FRAGMENT "fragment::${AUTOSCRIBE_PROGRAM_FRAGMENT}")
endif()
#message("${TARGET_NAME} ${SHADER_INCLUDE_FILES}")
set(AUTOSCRIBE_SHADER_SRC "")
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
unset(AUTOSCRIBE_PROGRAM_MAP)
list(APPEND AUTOSCRIBE_PROGRAM_MAP AUTOSCRIBE_PROGRAM_VERTEX)
list(APPEND AUTOSCRIBE_PROGRAM_MAP ${AUTOSCRIBE_PROGRAM_VERTEX})
list(APPEND AUTOSCRIBE_PROGRAM_MAP AUTOSCRIBE_PROGRAM_FRAGMENT)
list(APPEND AUTOSCRIBE_PROGRAM_MAP ${AUTOSCRIBE_PROGRAM_FRAGMENT})
global_append(${TARGET_NAME}_PROGRAMS ${AUTOSCRIBE_PROGRAM_NAME})
set_property(GLOBAL PROPERTY ${AUTOSCRIBE_PROGRAM_NAME} "${AUTOSCRIBE_PROGRAM_MAP}")
endmacro()
macro(unpack_map)
set(MAP_VAR "${ARGN}")
list(LENGTH MAP_VAR MAP_SIZE)
MATH(EXPR MAP_ENTRY_RANGE "(${MAP_SIZE} / 2) - 1")
foreach(INDEX RANGE ${MAP_ENTRY_RANGE})
MATH(EXPR INDEX_NAME "${INDEX} * 2")
MATH(EXPR INDEX_VAL "${INDEX_NAME} + 1")
list(GET MAP_VAR ${INDEX_NAME} VAR_NAME)
list(GET MAP_VAR ${INDEX_VAL} VAR_VAL)
set(${VAR_NAME} ${VAR_VAL})
endforeach()
endmacro()
macro(PROCESS_SHADER_FILE)
AUTOSCRIBE_SHADER(${SHADER} ${ALL_SHADER_HEADERS} ${HIFI_LIBRARIES_SHADER_INCLUDE_FILES})
file(TO_CMAKE_PATH "${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
set_property(SOURCE ${AUTOSCRIBE_GENERATED_FILE} PROPERTY SKIP_AUTOMOC ON)
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
endforeach()
#message(${TARGET_NAME} ${AUTOSCRIBE_SHADER_SRC})
if (WIN32)
source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
source_group("Shaders\\generated" FILES ${AUTOSCRIBE_SHADER_SRC})
endif()
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
# Link library shaders, if they exist
include_directories("${SHADERS_DIR}")
# Add search directory to find gpu/Shader.h
include_directories("${HIFI_LIBRARY_DIR}/gpu/src")
source_group("Compiled/${SHADER_LIB}" FILES ${AUTOSCRIBE_GENERATED_FILE})
list(APPEND COMPILED_SHADERS ${AUTOSCRIBE_GENERATED_FILE})
get_filename_component(ENUM_NAME ${SHADER} NAME_WE)
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "${ENUM_NAME} = ${SHADER_COUNT},\n")
MATH(EXPR SHADER_COUNT "${SHADER_COUNT}+1")
endmacro()
macro(AUTOSCRIBE_SHADER_FINISH)
get_property(GLOBAL_SHADER_LIBS GLOBAL PROPERTY GLOBAL_SHADER_LIBS)
list(REMOVE_DUPLICATES GLOBAL_SHADER_LIBS)
set(SHADER_COUNT 0)
set(PROGRAM_COUNT 0)
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders")
set(SHADER_ENUMS "")
file(MAKE_DIRECTORY ${SHADERS_DIR})
unset(COMPILED_SHADERS)
foreach(SHADER_LIB ${GLOBAL_SHADER_LIBS})
get_property(LIB_SHADER_SOURCES GLOBAL PROPERTY ${SHADER_LIB}_SHADER_SOURCES)
get_property(LIB_PROGRAMS GLOBAL PROPERTY ${SHADER_LIB}_PROGRAMS)
list(REMOVE_DUPLICATES LIB_SHADER_SOURCES)
string(REGEX REPLACE "[-]" "_" SHADER_NAMESPACE ${SHADER_LIB})
list(APPEND HIFI_LIBRARIES_SHADER_INCLUDE_FILES "${CMAKE_SOURCE_DIR}/libraries/${SHADER_LIB}/src")
unset(VERTEX_SHADERS)
unset(FRAGMENT_SHADERS)
unset(SHADER_HEADERS)
foreach(SHADER_FILE ${LIB_SHADER_SOURCES})
if (SHADER_FILE MATCHES ".*\\.slv")
list(APPEND VERTEX_SHADERS ${SHADER_FILE})
elseif (SHADER_FILE MATCHES ".*\\.slf")
list(APPEND FRAGMENT_SHADERS ${SHADER_FILE})
elseif (SHADER_FILE MATCHES ".*\\.slh")
list(APPEND SHADER_HEADERS ${SHADER_FILE})
endif()
endforeach()
if (DEFINED SHADER_HEADERS)
source_group("Shaders/${SHADER_LIB}/Headers" FILES ${SHADER_HEADERS})
list(APPEND ALL_SHADER_HEADERS ${SHADER_HEADERS})
endif()
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace ${SHADER_NAMESPACE} {\n")
if (DEFINED VERTEX_SHADERS)
list(REMOVE_DUPLICATES VERTEX_SHADERS)
source_group("Shaders/${SHADER_LIB}/Vertex" FILES ${VERTEX_SHADERS})
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace vertex { enum {\n")
foreach(SHADER ${VERTEX_SHADERS})
process_shader_file()
endforeach()
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "}; } // vertex \n")
endif()
if (DEFINED FRAGMENT_SHADERS)
list(REMOVE_DUPLICATES FRAGMENT_SHADERS)
source_group("Shaders/${SHADER_LIB}/Fragment" FILES ${FRAGMENT_SHADERS})
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace fragment { enum {\n")
foreach(SHADER ${FRAGMENT_SHADERS})
process_shader_file()
endforeach()
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "}; } // fragment \n")
endif()
if (DEFINED LIB_PROGRAMS)
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "namespace program { enum {\n")
foreach(LIB_PROGRAM ${LIB_PROGRAMS})
get_property(LIB_PROGRAM_MAP GLOBAL PROPERTY ${LIB_PROGRAM})
unpack_map(${LIB_PROGRAM_MAP})
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "${LIB_PROGRAM} = (${AUTOSCRIBE_PROGRAM_VERTEX} << 16) | ${AUTOSCRIBE_PROGRAM_FRAGMENT},\n")
MATH(EXPR PROGRAM_COUNT "${PROGRAM_COUNT}+1")
list(APPEND SHADER_ALL_PROGRAMS "${SHADER_NAMESPACE}::program::${LIB_PROGRAM}")
endforeach()
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "}; } // program \n")
endif()
string(CONCAT SHADER_ENUMS "${SHADER_ENUMS}" "} // namespace ${SHADER_NAMESPACE}\n")
endforeach()
set(SHADER_PROGRAMS_ARRAY "")
foreach(SHADER_PROGRAM ${SHADER_ALL_PROGRAMS})
string(CONCAT SHADER_PROGRAMS_ARRAY "${SHADER_PROGRAMS_ARRAY}" " ${SHADER_PROGRAM},\n")
endforeach()
set(SHADER_COUNT 0)
foreach(COMPILED_SHADER ${COMPILED_SHADERS})
string(CONCAT SHADER_QRC "${SHADER_QRC}" "<file alias=\"${SHADER_COUNT}\">${COMPILED_SHADER}</file>\n")
MATH(EXPR SHADER_COUNT "${SHADER_COUNT}+1")
endforeach()
configure_file(
Shaders.cpp.in
${CMAKE_CURRENT_BINARY_DIR}/shaders/Shaders.cpp
)
configure_file(
Shaders.h.in
${CMAKE_CURRENT_BINARY_DIR}/shaders/Shaders.h
)
configure_file(
shaders.qrc.in
${CMAKE_CURRENT_BINARY_DIR}/shaders.qrc
)
set(AUTOSCRIBE_SHADER_LIB_SRC "${CMAKE_CURRENT_BINARY_DIR}/shaders/Shaders.h;${CMAKE_CURRENT_BINARY_DIR}/shaders/Shaders.cpp")
set(QT_RESOURCES_FILE ${CMAKE_CURRENT_BINARY_DIR}/shaders.qrc)
get_property(GLOBAL_SHADER_SOURCES GLOBAL PROPERTY GLOBAL_SHADER_SOURCES)
list(REMOVE_DUPLICATES GLOBAL_SHADER_SOURCES)
#add_custom_target(shader-sources SOURCES ${GLOBAL_SHADER_SOURCES} ${COMPILED_SHADERS} "${CMAKE_BINARY_DIR}/shaders/Shaders.h")
endmacro()

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@ -19,12 +19,8 @@ function(LINK_HIFI_LIBRARIES)
endforeach()
foreach(HIFI_LIBRARY ${LIBRARIES_TO_LINK})
include_directories("${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src")
include_directories("${CMAKE_BINARY_DIR}/libraries/${HIFI_LIBRARY}/shaders")
#add_dependencies(${TARGET_NAME} ${HIFI_LIBRARY})
include_directories("${CMAKE_BINARY_DIR}/libraries/${HIFI_LIBRARY}")
# link the actual library - it is static so don't bubble it up
target_link_libraries(${TARGET_NAME} ${HIFI_LIBRARY})
endforeach()

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@ -214,6 +214,7 @@ link_hifi_libraries(
controllers plugins image trackers
ui-plugins display-plugins input-plugins
${PLATFORM_GL_BACKEND}
shaders
)
# include the binary directory of render-utils for shader includes

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@ -14,11 +14,7 @@
#include <StencilMaskPass.h>
#include <GeometryCache.h>
#include "render-utils/drawWorkloadProxy_vert.h"
#include "render-utils/drawWorkloadView_vert.h"
#include "render-utils/drawWorkloadProxy_frag.h"
#include "render-utils/drawWorkloadView_frag.h"
#include <shaders/Shaders.h>
void GameSpaceToRender::configure(const Config& config) {
@ -149,9 +145,7 @@ void GameWorkloadRenderItem::setAllViews(const workload::Views& views) {
const gpu::PipelinePointer GameWorkloadRenderItem::getProxiesPipeline() {
if (!_drawAllProxiesPipeline) {
auto vs = drawWorkloadProxy_vert::getShader();
auto ps = drawWorkloadProxy_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::drawWorkloadProxy);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("workloadProxiesBuffer", 0));
@ -173,9 +167,7 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getProxiesPipeline() {
const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
if (!_drawAllViewsPipeline) {
auto vs = drawWorkloadView_vert::getShader();
auto ps = drawWorkloadView_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::drawWorkloadView);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("workloadViewsBuffer", 1));

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@ -1,7 +1,7 @@
set(TARGET_NAME display-plugins)
AUTOSCRIBE_SHADER_LIB(gpu display-plugins)
setup_hifi_library(Gui)
link_hifi_libraries(shared plugins ui-plugins gl ui render-utils ${PLATFORM_GL_BACKEND})
link_hifi_libraries(shared shaders plugins ui-plugins gl ui render-utils ${PLATFORM_GL_BACKEND})
include_hifi_library_headers(gpu)
include_hifi_library_headers(model-networking)
include_hifi_library_headers(networking)

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@ -30,7 +30,7 @@
#include <gl/OffscreenGLCanvas.h>
#include <gpu/Texture.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include <gpu/gl/GLShared.h>
#include <gpu/gl/GLBackend.h>
#include <GeometryCache.h>
@ -391,8 +391,8 @@ void OpenGLDisplayPlugin::customizeContext() {
if (!_presentPipeline) {
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::StandardShaderLib::getDrawTexturePS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawUnitQuadTexcoord);
auto ps = gpu::Shader::createPixel(shader::gpu::fragment::DrawTexture);
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -402,7 +402,7 @@ void OpenGLDisplayPlugin::customizeContext() {
}
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawUnitQuadTexcoord);
auto ps = gpu::Shader::createPixel(std::string(SRGB_TO_LINEAR_FRAG));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);
@ -413,8 +413,8 @@ void OpenGLDisplayPlugin::customizeContext() {
}
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::StandardShaderLib::getDrawTexturePS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawUnitQuadTexcoord);
auto ps = gpu::Shader::createPixel(shader::gpu::fragment::DrawTexture);
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -426,8 +426,8 @@ void OpenGLDisplayPlugin::customizeContext() {
}
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::StandardShaderLib::getDrawTextureMirroredXPS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawUnitQuadTexcoord);
auto ps = gpu::Shader::createPixel(shader::gpu::fragment::DrawTextureMirroredX);
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -439,8 +439,8 @@ void OpenGLDisplayPlugin::customizeContext() {
}
{
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTexturePS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawTransformUnitQuad);
auto ps = gpu::Shader::createPixel(shader::gpu::fragment::DrawTexture);
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

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@ -24,8 +24,8 @@
#include <gl/GLWidget.h>
#include <shared/NsightHelpers.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <gpu/gl/GLBackend.h>
#include <shaders/Shaders.h>
#include <TextureCache.h>
#include <PathUtils.h>
@ -34,8 +34,6 @@
#include "../CompositorHelper.h"
#include "DesktopPreviewProvider.h"
#include "render-utils/hmd_ui_vert.h"
#include "render-utils/hmd_ui_frag.h"
static const QString MONO_PREVIEW = "Mono Preview";
static const QString DISABLE_PREVIEW = "Disable Preview";
@ -409,9 +407,7 @@ void HmdDisplayPlugin::HUDRenderer::build() {
void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
if (!pipeline) {
auto vs = hmd_ui_vert::getShader();
auto ps = hmd_ui_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto program = gpu::Shader::createProgram(shader::render_utils::program::hmd_ui);
gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");

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@ -8,10 +8,10 @@
#include "InterleavedStereoDisplayPlugin.h"
#include <gpu/StandardShaderLib.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <shaders/Shaders.h>
static const char* INTERLEAVED_SRGB_TO_LINEAR_FRAG = R"SCRIBE(
@ -46,7 +46,7 @@ const QString InterleavedStereoDisplayPlugin::NAME("3D TV - Interleaved");
void InterleavedStereoDisplayPlugin::customizeContext() {
StereoDisplayPlugin::customizeContext();
if (!_interleavedPresentPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto vs = gpu::Shader::createVertex(shader::gpu::vertex::DrawUnitQuadTexcoord);
auto ps = gpu::Shader::createPixel(std::string(INTERLEAVED_SRGB_TO_LINEAR_FRAG));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program);

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@ -1,7 +1,6 @@
set(TARGET_NAME entities-renderer)
AUTOSCRIBE_SHADER_LIB(gpu graphics procedural render render-utils)
setup_hifi_library(Network Script)
link_hifi_libraries(shared workload gpu procedural graphics model-networking script-engine render render-utils image qml ui pointers)
link_hifi_libraries(shared workload gpu shaders procedural graphics model-networking script-engine render render-utils image qml ui pointers)
include_hifi_library_headers(networking)
include_hifi_library_headers(gl)
include_hifi_library_headers(ktx)
@ -18,3 +17,4 @@ include_hifi_library_headers(graphics-scripting) # for Forward.h
target_bullet()
target_polyvox()

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@ -13,9 +13,8 @@
#include <StencilMaskPass.h>
#include <GeometryCache.h>
#include <shaders/Shaders.h>
#include "textured_particle_vert.h"
#include "textured_particle_frag.h"
using namespace render;
using namespace render::entities;
@ -36,10 +35,7 @@ static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, co
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMask(*state);
auto vertShader = textured_particle_vert::getShader();
auto fragShader = textured_particle_frag::getShader();
auto program = gpu::Shader::createProgram(vertShader, fragShader);
auto program = gpu::Shader::createProgram(shader::entities_renderer::program::textured_particle);
_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
batch.runLambda([program] {

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@ -17,18 +17,13 @@
#include <TextureCache.h>
#include <PathUtils.h>
#include <PerfStat.h>
#include <shaders/Shaders.h>
//#define POLYLINE_ENTITY_USE_FADE_EFFECT
#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
# include <FadeEffect.h>
#endif
#include "paintStroke_vert.h"
#include "paintStroke_frag.h"
#include "paintStroke_fade_vert.h"
#include "paintStroke_fade_frag.h"
using namespace render;
using namespace render::entities;
@ -48,9 +43,7 @@ struct PolyLineUniforms {
static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
if (!polylinePipeline) {
auto VS = paintStroke_vert::getShader();
auto PS = paintStroke_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::entities_renderer::program::paintStroke);
#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
auto fadeVS = gpu::Shader::createVertex(std::string(paintStroke_fade_vert));
auto fadePS = gpu::Shader::createPixel(std::string(paintStroke_fade_frag));

View file

@ -26,12 +26,9 @@
#include <PhysicalEntitySimulation.h>
#include <StencilMaskPass.h>
#include "EntityTreeRenderer.h"
#include <shaders/Shaders.h>
#include "polyvox_vert.h"
#include "polyvox_frag.h"
#include "polyvox_fade_vert.h"
#include "polyvox_fade_frag.h"
#include "EntityTreeRenderer.h"
#ifdef POLYVOX_ENTITY_USE_FADE_EFFECT
# include <FadeEffect.h>
@ -72,11 +69,6 @@
#include "EntityTreeRenderer.h"
#include "polyvox_vert.h"
#include "polyvox_frag.h"
#include "polyvox_fade_vert.h"
#include "polyvox_fade_frag.h"
#include "RenderablePolyVoxEntityItem.h"
#include "EntityEditPacketSender.h"
#include "PhysicalEntitySimulation.h"
@ -1572,8 +1564,8 @@ static gpu::Stream::FormatPointer _vertexFormat;
ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
if (!_pipelines[0]) {
gpu::ShaderPointer vertexShaders[2] = { polyvox_vert::getShader(), polyvox_fade_vert::getShader() };
gpu::ShaderPointer pixelShaders[2] = { polyvox_frag::getShader(), polyvox_fade_frag::getShader() };
using namespace shader::entities_renderer::program;
int programsIds[2] = { polyvox, polyvox_fade };
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
@ -1597,7 +1589,7 @@ ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const Sha
// Two sets of pipelines: normal and fading
for (auto i = 0; i < 2; i++) {
gpu::ShaderPointer program = gpu::Shader::createProgram(vertexShaders[i], pixelShaders[i]);
gpu::ShaderPointer program = gpu::Shader::createProgram(programsIds[i]);
batch.runLambda([program, slotBindings] {
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -15,12 +15,7 @@
#include <StencilMaskPass.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include "render-utils/simple_vert.h"
#include "render-utils/simple_frag.h"
#include "render-utils/simple_transparent_frag.h"
#include "render-utils/forward_simple_frag.h"
#include "render-utils/forward_simple_transparent_frag.h"
#include <shaders/Shaders.h>
#include "RenderPipelines.h"
@ -37,12 +32,12 @@ static const float SPHERE_ENTITY_SCALE = 0.5f;
ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
_procedural._vertexSource = simple_vert::getSource();
_procedural._vertexSource = gpu::Shader::getVertexShaderSource(shader::render_utils::vertex::simple).getCode();
// FIXME: Setup proper uniform slots and use correct pipelines for forward rendering
_procedural._opaquefragmentSource = simple_frag::getSource();
_procedural._opaquefragmentSource = gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::simple).getCode();
// FIXME: Transparent procedural entities only seem to work if they use the opaque pipelines
//_procedural._transparentfragmentSource = simple_transparent_frag::getSource();
_procedural._transparentfragmentSource = simple_frag::getSource();
_procedural._transparentfragmentSource = _procedural._opaquefragmentSource;
_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);

View file

@ -1,6 +1,6 @@
set(TARGET_NAME gpu)
autoscribe_shader_lib(gpu)
setup_hifi_library()
link_hifi_libraries(shared ktx)
link_hifi_libraries(shared ktx shaders)
target_nsight()

View file

@ -0,0 +1,5 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
void main(void) { }

View file

@ -13,6 +13,8 @@
#include <math.h>
#include <QDebug>
#include <shaders/Shaders.h>
#include "Context.h"
using namespace gpu;
@ -62,17 +64,6 @@ Shader::Pointer Shader::createOrReuseDomainShader(Type type, const Source& sourc
return shader;
}
Shader::Pointer Shader::createVertex(const Source& source) {
return createOrReuseDomainShader(VERTEX, source);
}
Shader::Pointer Shader::createPixel(const Source& source) {
return createOrReuseDomainShader(PIXEL, source);
}
Shader::Pointer Shader::createGeometry(const Source& source) {
return createOrReuseDomainShader(GEOMETRY, source);
}
ShaderPointer Shader::createOrReuseProgramShader(Type type, const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
PROFILE_RANGE(app, "createOrReuseProgramShader");
@ -116,15 +107,6 @@ ShaderPointer Shader::createOrReuseProgramShader(Type type, const Pointer& verte
return program;
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
return createOrReuseProgramShader(PROGRAM, vertexShader, nullptr, pixelShader);
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
return createOrReuseProgramShader(PROGRAM, vertexShader, geometryShader, pixelShader);
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers, const SlotSet& resourceBuffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
_uniforms = uniforms;
_uniformBuffers = uniformBuffers;
@ -153,3 +135,39 @@ void Shader::incrementCompilationAttempt() const {
_numCompilationAttempts++;
}
Shader::Source Shader::getShaderSource(Type type, int shaderId) {
return shader::loadShaderSource(shaderId);
}
Shader::Pointer Shader::createVertex(const Source& source) {
return createOrReuseDomainShader(VERTEX, source);
}
Shader::Pointer Shader::createPixel(const Source& source) {
return createOrReuseDomainShader(FRAGMENT, source);
}
Shader::Pointer Shader::createVertex(int id) {
return createVertex(getShaderSource(VERTEX, id));
}
Shader::Pointer Shader::createPixel(int id) {
return createPixel(getShaderSource(FRAGMENT, id));
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
return createOrReuseProgramShader(PROGRAM, vertexShader, nullptr, pixelShader);
}
Shader::Pointer Shader::createProgram(int programId) {
int vertexId = (programId >> 16) & 0xFFFF;
int fragmentId = programId & 0xFFFF;
auto vertexShader = createVertex(vertexId);
auto fragmentShader = createPixel(fragmentId);
return createOrReuseProgramShader(PROGRAM, vertexShader, nullptr, fragmentShader);
}
//Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
// return createOrReuseProgramShader(PROGRAM, vertexShader, geometryShader, pixelShader);
//}

View file

@ -26,9 +26,21 @@ public:
// unique identifier of a shader
using ID = uint32_t;
enum Type {
VERTEX = 0,
PIXEL,
FRAGMENT = PIXEL,
GEOMETRY,
NUM_DOMAINS,
PROGRAM,
};
typedef std::shared_ptr< Shader > Pointer;
typedef std::vector< Pointer > Shaders;
class Source {
public:
enum Language {
@ -52,6 +64,10 @@ public:
Language _lang = GLSL;
};
static Source getShaderSource(Type type, int shaderId);
static Source getVertexShaderSource(int shaderId) { return getShaderSource(VERTEX, shaderId); }
static Source getFragmentShaderSource(int shaderId) { return getShaderSource(FRAGMENT, shaderId); }
struct CompilationLog {
std::string message;
bool compiled{ false };
@ -121,21 +137,17 @@ public:
typedef std::set<Binding, Less<Binding>> BindingSet;
enum Type {
VERTEX = 0,
PIXEL,
GEOMETRY,
NUM_DOMAINS,
PROGRAM,
};
static Pointer createVertex(const Source& source);
static Pointer createPixel(const Source& source);
static Pointer createGeometry(const Source& source);
//static Pointer createGeometry(const Source& source);
static Pointer createVertex(int shaderId);
static Pointer createPixel(int shaderId);
static Pointer createGeometry(int shaderId);
static Pointer createProgram(int programId);
static Pointer createProgram(const Pointer& vertexShader, const Pointer& pixelShader);
static Pointer createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
//static Pointer createProgram(int vertexId, int fragmentId);
//static Pointer createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
~Shader();

View file

@ -1,163 +0,0 @@
//
// StandardShaderLib.cpp
// libraries/gpu/src/gpu
//
// Collection of standard shaders that can be used all over the place
//
// Created by Sam Gateau on 6/22/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "StandardShaderLib.h"
#include "DrawUnitQuadTexcoord_vert.h"
#include "DrawTransformUnitQuad_vert.h"
#include "DrawTexcoordRectTransformUnitQuad_vert.h"
#include "DrawViewportQuadTransformTexcoord_vert.h"
#include "DrawVertexPosition_vert.h"
#include "DrawTransformVertexPosition_vert.h"
const char DrawNada_frag[] = "void main(void) {}"; // DrawNada is really simple...
#include "DrawWhite_frag.h"
#include "DrawColor_frag.h"
#include "DrawTexture_frag.h"
#include "DrawTextureMirroredX_frag.h"
#include "DrawTextureOpaque_frag.h"
#include "DrawColoredTexture_frag.h"
using namespace gpu;
ShaderPointer StandardShaderLib::_drawUnitQuadTexcoordVS;
ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
ShaderPointer StandardShaderLib::_drawTexcoordRectTransformUnitQuadVS;
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
ShaderPointer StandardShaderLib::_drawVertexPositionVS;
ShaderPointer StandardShaderLib::_drawTransformVertexPositionVS;
ShaderPointer StandardShaderLib::_drawNadaPS;
ShaderPointer StandardShaderLib::_drawWhitePS;
ShaderPointer StandardShaderLib::_drawColorPS;
ShaderPointer StandardShaderLib::_drawTexturePS;
ShaderPointer StandardShaderLib::_drawTextureMirroredXPS;
ShaderPointer StandardShaderLib::_drawTextureOpaquePS;
ShaderPointer StandardShaderLib::_drawColoredTexturePS;
StandardShaderLib::ProgramMap StandardShaderLib::_programs;
ShaderPointer StandardShaderLib::getProgram(GetShader getVS, GetShader getPS) {
auto programIt = _programs.find(std::pair<GetShader, GetShader>(getVS, getPS));
if (programIt != _programs.end()) {
return (*programIt).second;
} else {
auto vs = (getVS)();
auto ps = (getPS)();
auto program = gpu::Shader::createProgram(vs, ps);
if (program) {
// Program created, let's try to make it
if (gpu::Shader::makeProgram((*program))) {
// All good, backup and return that program
_programs.insert(ProgramMap::value_type(std::pair<GetShader, GetShader>(getVS, getPS), program));
return program;
} else {
// Failed to make the program probably because vs and ps cannot work together?
}
} else {
// Failed to create the program maybe because ps and vs are not true vertex and pixel shaders?
}
}
return ShaderPointer();
}
ShaderPointer StandardShaderLib::getDrawUnitQuadTexcoordVS() {
if (!_drawUnitQuadTexcoordVS) {
_drawUnitQuadTexcoordVS = DrawUnitQuadTexcoord_vert::getShader();
}
return _drawUnitQuadTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
if (!_drawTransformUnitQuadVS) {
_drawTransformUnitQuadVS = DrawTransformUnitQuad_vert::getShader();
}
return _drawTransformUnitQuadVS;
}
ShaderPointer StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS() {
if (!_drawTexcoordRectTransformUnitQuadVS) {
_drawTexcoordRectTransformUnitQuadVS = DrawTexcoordRectTransformUnitQuad_vert::getShader();
}
return _drawTexcoordRectTransformUnitQuadVS;
}
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
if (!_drawViewportQuadTransformTexcoordVS) {
_drawViewportQuadTransformTexcoordVS = DrawViewportQuadTransformTexcoord_vert::getShader();
}
return _drawViewportQuadTransformTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
if (!_drawVertexPositionVS) {
_drawVertexPositionVS = DrawVertexPosition_vert::getShader();
}
return _drawVertexPositionVS;
}
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
if (!_drawTransformVertexPositionVS) {
_drawTransformVertexPositionVS = DrawTransformVertexPosition_vert::getShader();
}
return _drawTransformVertexPositionVS;
}
ShaderPointer StandardShaderLib::getDrawNadaPS() {
if (!_drawNadaPS) {
_drawNadaPS = gpu::Shader::createPixel(std::string(DrawNada_frag));
}
return _drawNadaPS;
}
ShaderPointer StandardShaderLib::getDrawWhitePS() {
if (!_drawWhitePS) {
_drawWhitePS = DrawWhite_frag::getShader();
}
return _drawWhitePS;
}
ShaderPointer StandardShaderLib::getDrawColorPS() {
if (!_drawColorPS) {
_drawColorPS = DrawColor_frag::getShader();
}
return _drawColorPS;
}
ShaderPointer StandardShaderLib::getDrawTexturePS() {
if (!_drawTexturePS) {
_drawTexturePS = DrawTexture_frag::getShader();
}
return _drawTexturePS;
}
ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
if (!_drawTextureMirroredXPS) {
_drawTextureMirroredXPS = DrawTextureMirroredX_frag::getShader();
}
return _drawTextureMirroredXPS;
}
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
if (!_drawTextureOpaquePS) {
_drawTextureOpaquePS = DrawTextureOpaque_frag::getShader();
}
return _drawTextureOpaquePS;
}
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
if (!_drawColoredTexturePS) {
_drawColoredTexturePS = DrawColoredTexture_frag::getShader();
}
return _drawColoredTexturePS;
}

View file

@ -1,84 +0,0 @@
//
// StandardShaderLib.h
// libraries/gpu/src/gpu
//
// Collection of standard shaders that can be used all over the place
//
// Created by Sam Gateau on 6/22/2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_StandardShaderLib_h
#define hifi_gpu_StandardShaderLib_h
#include <assert.h>
#include <map>
#include "Shader.h"
namespace gpu {
class StandardShaderLib {
public:
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and the unit texcoord = [(0,0),(1,1)].
static ShaderPointer getDrawUnitQuadTexcoordVS();
// Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj).
// A texcoord attribute is also generated texcoord = [(0,0),(1,1)]
static ShaderPointer getDrawTransformUnitQuadVS();
// Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj).
// A texcoord attribute is also generated covering a rect defined from the uniform vec4 texcoordRect: texcoord = [texcoordRect.xy,texcoordRect.xy + texcoordRect.zw]
static ShaderPointer getDrawTexcoordRectTransformUnitQuadVS();
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform.
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
// Shader draw the fed vertex position and transform it by the full model transform stack (Model, View, Proj).
// simply output the world pos and the clip pos to the next stage
static ShaderPointer getDrawVertexPositionVS();
static ShaderPointer getDrawTransformVertexPositionVS();
// PShader does nothing, no really nothing, but still needed for defining a program triggering rasterization
static ShaderPointer getDrawNadaPS();
static ShaderPointer getDrawWhitePS();
static ShaderPointer getDrawColorPS();
static ShaderPointer getDrawTexturePS();
static ShaderPointer getDrawTextureMirroredXPS();
static ShaderPointer getDrawTextureOpaquePS();
static ShaderPointer getDrawColoredTexturePS();
// The shader program combining the shaders available above, so they are unique
typedef ShaderPointer (*GetShader) ();
static ShaderPointer getProgram(GetShader vs, GetShader ps);
protected:
static ShaderPointer _drawUnitQuadTexcoordVS;
static ShaderPointer _drawTransformUnitQuadVS;
static ShaderPointer _drawTexcoordRectTransformUnitQuadVS;
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
static ShaderPointer _drawVertexPositionVS;
static ShaderPointer _drawTransformVertexPositionVS;
static ShaderPointer _drawNadaPS;
static ShaderPointer _drawWhitePS;
static ShaderPointer _drawColorPS;
static ShaderPointer _drawTexturePS;
static ShaderPointer _drawTextureMirroredXPS;
static ShaderPointer _drawTextureOpaquePS;
static ShaderPointer _drawColoredTexturePS;
typedef std::map<std::pair<GetShader, GetShader>, ShaderPointer> ProgramMap;
static ProgramMap _programs;
};
};
#endif

View file

@ -1,4 +1,4 @@
set(TARGET_NAME graphics)
AUTOSCRIBE_SHADER_LIB(gpu graphics)
setup_hifi_library()
link_hifi_libraries(shared ktx gpu image)
link_hifi_libraries(shared ktx gpu shaders image)

View file

@ -15,8 +15,7 @@
#include <gpu/Context.h>
#include <ViewFrustum.h>
#include "skybox_vert.h"
#include "skybox_frag.h"
#include <shaders/Shaders.h>
using namespace graphics;
@ -91,9 +90,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
static std::once_flag once;
std::call_once(once, [&] {
{
auto skyVS = skybox_vert::getShader();
auto skyFS = skybox_frag::getShader();
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
auto skyShader = gpu::Shader::createProgram(shader::graphics::program::skybox);
batch.runLambda([skyShader] {
gpu::Shader::BindingSet bindings;

View file

@ -1,5 +1,4 @@
set(TARGET_NAME procedural)
AUTOSCRIBE_SHADER_LIB(gpu graphics)
setup_hifi_library()
link_hifi_libraries(shared gpu networking graphics model-networking ktx image)
link_hifi_libraries(shared gpu shaders networking graphics model-networking ktx image)

View file

@ -20,7 +20,7 @@
#include <NumericalConstants.h>
#include <GLMHelpers.h>
#include <NetworkingConstants.h>
#include "ProceduralCommon_frag.h"
#include <shaders/Shaders.h>
#include "Logging.h"
@ -223,9 +223,10 @@ bool Procedural::isReady() const {
std::string Procedural::replaceProceduralBlock(const std::string& fragmentSource) {
std::string fragmentShaderSource = fragmentSource;
static const auto proceduralCommonSource = gpu::Shader::getFragmentShaderSource(shader::procedural::fragment::ProceduralCommon);
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), proceduralCommonSource.getCode());
}
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);

View file

@ -13,14 +13,13 @@
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <gpu/Shader.h>
#include <ViewFrustum.h>
#include <graphics/skybox_vert.h>
#include <graphics/skybox_frag.h>
#include <shaders/Shaders.h>
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
_procedural._vertexSource = skybox_vert::getSource();
_procedural._opaquefragmentSource = skybox_frag::getSource();
_procedural._vertexSource = gpu::Shader::getVertexShaderSource(shader::graphics::vertex::skybox).getCode();
_procedural._opaquefragmentSource = gpu::Shader::getFragmentShaderSource(shader::graphics::fragment::skybox).getCode();
// Adjust the pipeline state for background using the stencil test
_procedural.setDoesFade(false);
// Must match PrepareStencil::STENCIL_BACKGROUND

View file

@ -1,9 +1,9 @@
set(TARGET_NAME render-utils)
AUTOSCRIBE_SHADER_LIB(gpu graphics render)
# pull in the resources.qrc file
qt5_add_resources(QT_RESOURCES_FILE "${CMAKE_CURRENT_SOURCE_DIR}/res/fonts/fonts.qrc")
setup_hifi_library(Gui Network Qml Quick Script)
link_hifi_libraries(shared task ktx gpu graphics graphics-scripting model-networking render animation fbx image procedural)
link_hifi_libraries(shared task ktx gpu shaders graphics graphics-scripting model-networking render animation fbx image procedural)
include_hifi_library_headers(audio)
include_hifi_library_headers(networking)
include_hifi_library_headers(octree)
@ -14,3 +14,4 @@ set_property(SOURCE qrc_fonts.cpp PROPERTY SKIP_AUTOMOC ON)
if (NOT ANDROID)
target_nsight()
endif ()

View file

@ -18,7 +18,8 @@
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "RenderUtilsLogging.h"
#include "DeferredLightingEffect.h"
@ -27,11 +28,6 @@
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "ssao_makePyramid_frag.h"
#include "ssao_makeOcclusion_frag.h"
#include "ssao_debugOcclusion_frag.h"
#include "ssao_makeHorizontalBlur_frag.h"
#include "ssao_makeVerticalBlur_frag.h"
AmbientOcclusionFramebuffer::AmbientOcclusionFramebuffer() {
@ -261,9 +257,7 @@ void AmbientOcclusionEffect::configure(const Config& config) {
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
if (!_occlusionPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = ssao_makeOcclusion_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::ssao_makeOcclusion);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
@ -286,9 +280,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
if (!_hBlurPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = ssao_makeHorizontalBlur_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::ssao_makeHorizontalBlur);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
@ -309,9 +301,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
if (!_vBlurPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = ssao_makeVerticalBlur_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::ssao_makeVerticalBlur);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
@ -456,10 +446,8 @@ void DebugAmbientOcclusion::configure(const Config& config) {
const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
if (!_debugPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = ssao_debugOcclusion_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::ssao_debugOcclusion);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));

View file

@ -12,17 +12,13 @@
#include <qmath.h>
#include <gpu/Batch.h>
#include <GLMHelpers.h>
#include <shaders/Shaders.h>
#include "AbstractViewStateInterface.h"
#include "RenderUtilsLogging.h"
#include "DebugDraw.h"
#include "StencilMaskPass.h"
#include "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
#include "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
class AnimDebugDrawData {
public:
@ -106,9 +102,7 @@ AnimDebugDraw::AnimDebugDraw() :
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMaskDrawShape(*state.get());
auto vertShader = animdebugdraw_vert::getShader();
auto fragShader = animdebugdraw_frag::getShader();
auto program = gpu::Shader::createProgram(vertShader, fragShader);
auto program = gpu::Shader::createProgram(shader::render_utils::program::animdebugdraw);
_pipeline = gpu::Pipeline::create(program, state);
_animDebugDrawData = std::make_shared<AnimDebugDrawData>();

View file

@ -16,7 +16,7 @@
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "TextureCache.h"
@ -172,10 +172,6 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
}
#else
#include "taa_frag.h"
#include "fxaa_blend_frag.h"
#include "taa_blend_frag.h"
const int AntialiasingPass_ParamsSlot = 0;
const int AntialiasingPass_FrameTransformSlot = 1;
@ -200,10 +196,7 @@ Antialiasing::~Antialiasing() {
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(const render::RenderContextPointer& renderContext) {
if (!_antialiasingPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = taa_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::taa);
gpu::Shader::BindingSet slotBindings;
@ -235,9 +228,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(const render::
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = fxaa_blend_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::fxaa_blend);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), AntialiasingPass_NextMapSlot));
@ -258,9 +249,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
if (!_debugBlendPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = taa_blend_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::taa_blend);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));

View file

@ -10,15 +10,13 @@
//
#include "BloomEffect.h"
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include <render/BlurTask.h>
#include <render/ResampleTask.h>
#include "BloomThreshold_frag.h"
#include "BloomApply_frag.h"
#define BLOOM_BLUR_LEVEL_COUNT 3
BloomThreshold::BloomThreshold(unsigned int downsamplingFactor) {
@ -65,9 +63,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
static const int PARAMETERS_SLOT = 1;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = BloomThreshold_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::bloomThreshold);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("colorMap", COLOR_MAP_SLOT));
@ -124,9 +120,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
static const auto PARAMETERS_SLOT = 0;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = BloomApply_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::bloomApply);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("blurMap0", BLUR0_SLOT));
@ -178,10 +172,7 @@ void BloomDraw::run(const render::RenderContextPointer& renderContext, const Inp
const auto framebufferSize = frameBuffer->getSize();
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
@ -237,9 +228,7 @@ void DebugBloom::run(const render::RenderContextPointer& renderContext, const In
static auto TEXCOORD_RECT_SLOT = 1;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTextureOpaqueTexcoordRect);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("texcoordRect"), TEXCOORD_RECT_SLOT));

View file

@ -18,14 +18,12 @@
#include <gpu/Context.h>
#include <render/Scene.h>
#include <ViewFrustum.h>
#include <shaders/Shaders.h>
#include "GeometryCache.h"
#include "TextureCache.h"
#include "DeferredLightingEffect.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
using namespace render;
void DebugDeferredBufferConfig::setMode(int newMode) {
@ -378,7 +376,7 @@ bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile)
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
if (pipelineNeedsUpdate(mode, customFile)) {
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag::getSource() };
static const std::string FRAGMENT_SHADER { gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::debug_deferred_buffer).getCode() };
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
@ -388,7 +386,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
getShaderSourceCode(mode, customFile));
const auto vs = debug_deferred_buffer_vert::getShader();
const auto vs = gpu::Shader::createVertex(shader::render_utils::vertex::debug_deferred_buffer);
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);

View file

@ -17,9 +17,9 @@
#include <PathUtils.h>
#include <ViewFrustum.h>
#include <shared/FileUtils.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "AbstractViewStateInterface.h"
@ -27,20 +27,6 @@
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "deferred_light_vert.h"
#include "deferred_light_point_vert.h"
#include "deferred_light_spot_vert.h"
#include "directional_ambient_light_frag.h"
#include "directional_skybox_light_frag.h"
#include "directional_ambient_light_shadow_frag.h"
#include "directional_skybox_light_shadow_frag.h"
#include "local_lights_shading_frag.h"
#include "local_lights_drawOutline_frag.h"
using namespace render;
struct LightLocations {
@ -85,7 +71,7 @@ enum DeferredShader_BufferSlot {
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
};
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
void DeferredLightingEffect::init() {
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
@ -97,14 +83,14 @@ void DeferredLightingEffect::init() {
_localLightLocations = std::make_shared<LightLocations>();
_localLightOutlineLocations = std::make_shared<LightLocations>();
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_frag::getShader(), false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_frag::getShader(), false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(shader::render_utils::program::directional_ambient_light, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(shader::render_utils::program::directional_skybox_light, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_shadow_frag::getShader(), false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_shadow_frag::getShader(), false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(shader::render_utils::program::directional_ambient_light_shadow, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(shader::render_utils::program::directional_skybox_light_shadow, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_vert::getShader(), local_lights_shading_frag::getShader(), true, _localLight, _localLightLocations);
loadLightProgram(deferred_light_vert::getShader(), local_lights_drawOutline_frag::getShader(), true, _localLightOutline, _localLightOutlineLocations);
loadLightProgram(shader::render_utils::program::local_lights_shading, true, _localLight, _localLightLocations);
loadLightProgram(shader::render_utils::program::local_lights_drawOutline, true, _localLightOutline, _localLightOutlineLocations);
}
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
@ -176,8 +162,8 @@ void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int lightA
}
}
static gpu::ShaderPointer makeLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, LightLocationsPtr& locations) {
gpu::ShaderPointer program = gpu::Shader::createProgram(vertShader, fragShader);
static gpu::ShaderPointer makeLightProgram(int programId, LightLocationsPtr& locations) {
gpu::ShaderPointer program = gpu::Shader::createProgram(programId);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT));
@ -226,9 +212,9 @@ static gpu::ShaderPointer makeLightProgram(const gpu::ShaderPointer& vertShader,
return program;
}
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
gpu::ShaderPointer program = makeLightProgram(vertShader, fragShader, locations);
gpu::ShaderPointer program = makeLightProgram(programId, locations);
auto state = std::make_shared<gpu::State>();
state->setColorWriteMask(true, true, true, false);

View file

@ -12,15 +12,13 @@
#include "DrawHaze.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
#include "HazeStage.h"
#include "LightStage.h"
#include "Haze_frag.h"
void HazeConfig::setHazeColor(const glm::vec3 value) {
hazeColor = value;
}
@ -132,10 +130,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
RenderArgs* args = renderContext->args;
if (!_hazePipeline) {
gpu::ShaderPointer ps = Haze_frag::getShader();
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::haze);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setBlendFunction(true,

View file

@ -23,36 +23,17 @@
#include <FSTReader.h>
#include <NumericalConstants.h>
#include <graphics/TextureMap.h>
#include <graphics/BufferViewHelpers.h>
#include <render/Args.h>
#include <shaders/Shaders.h>
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "StencilMaskPass.h"
#include "FadeEffect.h"
#include "gpu/StandardShaderLib.h"
#include "graphics/TextureMap.h"
#include "graphics/BufferViewHelpers.h"
#include "render/Args.h"
#include "standardTransformPNTC_vert.h"
#include "standardDrawTexture_frag.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_transparent_textured_frag.h"
#include "simple_textured_unlit_frag.h"
#include "simple_fade_vert.h"
#include "simple_textured_fade_frag.h"
#include "simple_textured_unlit_fade_frag.h"
#include "simple_opaque_web_browser_frag.h"
#include "simple_transparent_web_browser_frag.h"
#include "glowLine_vert.h"
#include "glowLine_frag.h"
#include "forward_simple_textured_frag.h"
#include "forward_simple_textured_transparent_frag.h"
#include "forward_simple_textured_unlit_frag.h"
#include "DeferredLightingEffect.h"
@ -63,8 +44,6 @@ static const QString RENDER_FORWARD{ "HIFI_RENDER_FORWARD" };
static bool DISABLE_DEFERRED = QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD);
#endif
#include "grid_frag.h"
//#define WANT_DEBUG
// @note: Originally size entity::NUM_SHAPES
@ -2052,9 +2031,7 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
static std::once_flag once;
std::call_once(once, [&] {
auto state = std::make_shared<gpu::State>();
auto VS = glowLine_vert::getShader();
auto PS = glowLine_frag::getShader();
auto program = gpu::Shader::createProgram(VS, PS);
auto program = gpu::Shader::createProgram(shader::render_utils::program::glowLine);
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true,
@ -2109,9 +2086,7 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
static std::once_flag once;
std::call_once(once, [&]() {
auto vs = standardTransformPNTC_vert::getShader();
auto ps = standardDrawTexture_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto program = gpu::Shader::createProgram(shader::render_utils::program::standardDrawTexture);
auto state = std::make_shared<gpu::State>();
@ -2125,8 +2100,8 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
auto stateNoBlend = std::make_shared<gpu::State>();
PrepareStencil::testMaskDrawShape(*stateNoBlend);
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
auto programNoBlend = gpu::Shader::createProgram(vs, noBlendPS);
auto noBlendPS = gpu::Shader::createVertex(shader::gpu::fragment::DrawTextureOpaque);
auto programNoBlend = gpu::Shader::createProgram(shader::render_utils::program::standardDrawTextureNoBlend);
_standardDrawPipelineNoBlend = gpu::Pipeline::create(programNoBlend, stateNoBlend);
@ -2145,9 +2120,7 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
if (!_gridPipeline) {
auto vs = standardTransformPNTC_vert::getShader();
auto ps = grid_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto program = gpu::Shader::createProgram(shader::render_utils::program::grid);
gpu::Shader::makeProgram((*program));
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
@ -2229,9 +2202,9 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
static void buildWebShader(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool blendEnable,
static void buildWebShader(int programId, bool blendEnable,
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
shaderPointerOut = gpu::Shader::createProgram(vertShader, fragShader);
shaderPointerOut = gpu::Shader::createProgram(programId);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
@ -2254,8 +2227,8 @@ void GeometryCache::bindWebBrowserProgram(gpu::Batch& batch, bool transparent) {
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
static std::once_flag once;
std::call_once(once, [&]() {
buildWebShader(simple_vert::getShader(), simple_opaque_web_browser_frag::getShader(), false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipeline);
buildWebShader(simple_vert::getShader(), simple_transparent_web_browser_frag::getShader(), true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipeline);
buildWebShader(shader::render_utils::program::simple_opaque_web_browser, false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipeline);
buildWebShader(shader::render_utils::program::simple_transparent_web_browser, true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipeline);
});
return transparent ? _simpleTransparentWebBrowserPipeline : _simpleOpaqueWebBrowserPipeline;
@ -2284,15 +2257,15 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
if (!fading) {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = simple_vert::getShader();
auto PS = DISABLE_DEFERRED ? forward_simple_textured_frag::getShader() : simple_textured_frag::getShader();
using namespace shader::render_utils::program;
auto PS = DISABLE_DEFERRED ? forward_simple_textured : simple_textured;
// Use the forward pipeline for both here, otherwise transparents will be unlit
auto PSTransparent = DISABLE_DEFERRED ? forward_simple_textured_transparent_frag::getShader() : forward_simple_textured_transparent_frag::getShader();
auto PSUnlit = DISABLE_DEFERRED ? forward_simple_textured_unlit_frag::getShader() : simple_textured_unlit_frag::getShader();
auto PSTransparent = DISABLE_DEFERRED ? forward_simple_textured_transparent : forward_simple_textured_transparent;
auto PSUnlit = DISABLE_DEFERRED ? forward_simple_textured_unlit : simple_textured_unlit;
_simpleShader = gpu::Shader::createProgram(VS, PS);
_transparentShader = gpu::Shader::createProgram(VS, PSTransparent);
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
_simpleShader = gpu::Shader::createProgram(PS);
_transparentShader = gpu::Shader::createProgram(PSTransparent);
_unlitShader = gpu::Shader::createProgram(PSUnlit);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));
@ -2307,12 +2280,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
} else {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = simple_fade_vert::getShader();
auto PS = DISABLE_DEFERRED ? forward_simple_textured_frag::getShader() : simple_textured_fade_frag::getShader();
auto PSUnlit = DISABLE_DEFERRED ? forward_simple_textured_unlit_frag::getShader() : simple_textured_unlit_fade_frag::getShader();
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
using namespace shader::render_utils::program;
_simpleFadeShader = gpu::Shader::createProgram(DISABLE_DEFERRED ? forward_simple_textured : simple_textured_fade);
_unlitFadeShader = gpu::Shader::createProgram(DISABLE_DEFERRED ? forward_simple_textured_unlit : simple_textured_unlit_fade);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));

View file

@ -10,25 +10,19 @@
//
#include "HighlightEffect.h"
#include "GeometryCache.h"
#include "CubeProjectedPolygon.h"
#include <sstream>
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include "GeometryCache.h"
#include "CubeProjectedPolygon.h"
#include <sstream>
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
#include "Highlight_frag.h"
#include "Highlight_filled_frag.h"
#include "Highlight_aabox_vert.h"
#include "nop_frag.h"
using namespace render;
@ -133,9 +127,7 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
fillState->setColorWriteMask(false, false, false, false);
fillState->setCullMode(gpu::State::CULL_FRONT);
auto vs = Highlight_aabox_vert::getShader();
auto ps = nop_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::highlight_aabox);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ssbo0Buffer"), BOUNDS_SLOT));
@ -327,9 +319,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = Highlight_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::highlight);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("highlightParamsBuffer", HIGHLIGHT_PARAMS_SLOT));
@ -340,8 +330,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
_pipeline = gpu::Pipeline::create(program, state);
ps = Highlight_filled_frag::getShader();
program = gpu::Shader::createProgram(vs, ps);
program = gpu::Shader::createProgram(shader::render_utils::program::highlight_filled);
gpu::Shader::makeProgram(*program, slotBindings);
_pipelineFilled = gpu::Pipeline::create(program, state);
}
@ -406,7 +395,7 @@ void DebugHighlight::run(const render::RenderContextPointer& renderContext, cons
}
void DebugHighlight::initializePipelines() {
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag::getSource() };
static const std::string FRAGMENT_SHADER{ gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::debug_deferred_buffer).getCode() };
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
@ -416,17 +405,17 @@ void DebugHighlight::initializePipelines() {
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
const auto vs = debug_deferred_buffer_vert::getShader();
const auto vs = gpu::Shader::createVertex(shader::render_utils::vertex::debug_deferred_buffer);
// Depth shader
{
static const std::string DEPTH_SHADER{
"vec4 getFragmentColor() {"
" float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;"
" Zdb = 1.0-(1.0-Zdb)*100;"
" return vec4(Zdb, Zdb, Zdb, 1.0); "
"}"
};
static const std::string DEPTH_SHADER{ R"SHADER(
vec4 getFragmentColor() {
float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
Zdb = 1.0-(1.0-Zdb)*100;
return vec4(Zdb, Zdb, Zdb, 1.0);
}
)SHADER" };
auto fragmentShader = FRAGMENT_SHADER;
fragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), DEPTH_SHADER);
@ -572,21 +561,13 @@ const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const
return task.addJob<SelectItems>("TransparentSelection", selectItemInput);
}
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "model_shadow_frag.h"
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto modelVertex = model_shadow_vert::getShader();
auto modelPixel = model_shadow_frag::getShader();
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(shader::render_utils::program::model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
auto skinVertex = skin_model_shadow_vert::getShader();
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(shader::render_utils::program::skin_model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);

View file

@ -9,24 +9,13 @@
//
#include "LightClusters.h"
#include "RenderUtilsLogging.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include <gpu/StandardShaderLib.h>
#include "RenderUtilsLogging.h"
#include "StencilMaskPass.h"
#include "lightClusters_drawGrid_vert.h"
#include "lightClusters_drawGrid_frag.h"
//#include "lightClusters_drawClusterFromDepth_vert.h"
#include "lightClusters_drawClusterFromDepth_frag.h"
#include "lightClusters_drawClusterContent_vert.h"
#include "lightClusters_drawClusterContent_frag.h"
enum LightClusterGridShader_MapSlot {
DEFERRED_BUFFER_LINEAR_DEPTH_UNIT = 0,
@ -605,9 +594,7 @@ void DebugLightClusters::configure(const Config& config) {
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
if (!_drawClusterGrid) {
auto vs = lightClusters_drawGrid_vert::getShader();
auto ps = lightClusters_drawGrid_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::lightClusters_drawGrid);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
@ -633,10 +620,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
const gpu::PipelinePointer DebugLightClusters::getDrawClusterFromDepthPipeline() {
if (!_drawClusterFromDepth) {
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = lightClusters_drawClusterFromDepth_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::lightClusters_drawClusterFromDepth);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
@ -663,11 +647,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterFromDepthPipeline()
const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
if (!_drawClusterContent) {
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = lightClusters_drawClusterContent_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::lightClusters_drawClusterContent);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));

View file

@ -17,7 +17,6 @@
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/Texture.h>
#include <gpu/StandardShaderLib.h>
#include <render/ShapePipeline.h>
@ -34,8 +33,6 @@
#include "RenderCommonTask.h"
#include "LightStage.h"
#include "nop_frag.h"
using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber);

View file

@ -15,89 +15,13 @@
#include <functional>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <model-networking/TextureCache.h>
#include <render/DrawTask.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "DeferredLightingEffect.h"
#include "TextureCache.h"
#include "render/DrawTask.h"
#include "model_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_normal_map_vert.h"
#include "skin_model_dq_vert.h"
#include "skin_model_normal_map_dq_vert.h"
#include "model_lightmap_fade_vert.h"
#include "model_lightmap_normal_map_fade_vert.h"
#include "model_translucent_vert.h"
#include "model_translucent_normal_map_vert.h"
#include "skin_model_fade_vert.h"
#include "skin_model_normal_map_fade_vert.h"
#include "skin_model_fade_dq_vert.h"
#include "skin_model_normal_map_fade_dq_vert.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_unlit_frag.h"
#include "simple_transparent_textured_frag.h"
#include "simple_transparent_textured_unlit_frag.h"
#include "simple_fade_vert.h"
#include "simple_textured_fade_frag.h"
#include "simple_textured_unlit_fade_frag.h"
#include "simple_transparent_textured_fade_frag.h"
#include "simple_transparent_textured_unlit_fade_frag.h"
#include "model_frag.h"
#include "model_unlit_frag.h"
#include "model_normal_map_frag.h"
#include "model_fade_vert.h"
#include "model_normal_map_fade_vert.h"
#include "model_fade_frag.h"
#include "model_unlit_fade_frag.h"
#include "model_normal_map_fade_frag.h"
#include "forward_model_frag.h"
#include "forward_model_unlit_frag.h"
#include "forward_model_normal_map_frag.h"
#include "forward_model_translucent_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_translucent_frag.h"
#include "model_translucent_unlit_frag.h"
#include "model_translucent_normal_map_frag.h"
#include "model_lightmap_fade_frag.h"
#include "model_lightmap_normal_map_fade_frag.h"
#include "model_translucent_fade_frag.h"
#include "model_translucent_unlit_fade_frag.h"
#include "model_translucent_normal_map_fade_frag.h"
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_shadow_dq_vert.h"
#include "skin_model_shadow_fade_dq_vert.h"
#include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h"
#include "model_shadow_fade_vert.h"
#include "skin_model_shadow_fade_vert.h"
#include "model_shadow_fade_frag.h"
#include "skin_model_shadow_fade_frag.h"
#include "simple_vert.h"
#include "forward_simple_textured_frag.h"
#include "forward_simple_textured_transparent_frag.h"
#include "forward_simple_textured_unlit_frag.h"
using namespace render;
using namespace std::placeholders;
@ -107,7 +31,7 @@ void initForwardPipelines(ShapePlumber& plumber);
void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
void addPlumberPipeline(ShapePlumber& plumber,
const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel,
const ShapeKey& key, int programId,
const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);
void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
@ -115,326 +39,239 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
static bool forceLightBatchSetter{ false };
void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
// Vertex shaders
auto simpleVertex = simple_vert::getShader();
auto modelVertex = model_vert::getShader();
auto modelNormalMapVertex = model_normal_map_vert::getShader();
auto modelLightmapVertex = model_lightmap_vert::getShader();
auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
auto modelTranslucentVertex = model_translucent_vert::getShader();
auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
auto modelShadowVertex = model_shadow_vert::getShader();
auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
auto modelLightmapNormalMapFadeVertex = model_lightmap_normal_map_fade_vert::getShader();
// matrix palette skinned
auto skinModelVertex = skin_model_vert::getShader();
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
auto skinModelShadowVertex = skin_model_shadow_vert::getShader();
auto skinModelFadeVertex = skin_model_fade_vert::getShader();
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
// dual quaternion skinned
auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
auto skinModelFadeDualQuatVertex = skin_model_fade_dq_vert::getShader();
auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
auto skinModelTranslucentDualQuatVertex = skinModelFadeDualQuatVertex; // We use the same because it ouputs world position per vertex
auto skinModelNormalMapTranslucentDualQuatVertex = skinModelNormalMapFadeDualQuatVertex; // We use the same because it ouputs world position per vertex
auto modelFadeVertex = model_fade_vert::getShader();
auto modelNormalMapFadeVertex = model_normal_map_fade_vert::getShader();
auto simpleFadeVertex = simple_fade_vert::getShader();
auto modelShadowFadeVertex = model_shadow_fade_vert::getShader();
auto skinModelShadowFadeVertex = skin_model_shadow_fade_vert::getShader();
// Pixel shaders
auto simplePixel = simple_textured_frag::getShader();
auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
auto modelPixel = model_frag::getShader();
auto modelUnlitPixel = model_unlit_frag::getShader();
auto modelNormalMapPixel = model_normal_map_frag::getShader();
auto modelTranslucentPixel = model_translucent_frag::getShader();
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
auto modelShadowPixel = model_shadow_frag::getShader();
auto modelLightmapPixel = model_lightmap_frag::getShader();
auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
auto modelFadePixel = model_fade_frag::getShader();
auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
auto simpleFadePixel = simple_textured_fade_frag::getShader();
auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
auto simpleTranslucentUnlitFadePixel = simple_transparent_textured_unlit_fade_frag::getShader();
using namespace shader::render_utils::program;
using Key = render::ShapeKey;
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4);
// TODO: Refactor this to use a filter
// Opaques
addPipeline(
Key::Builder().withMaterial(),
modelVertex, modelPixel, nullptr, nullptr);
model, nullptr, nullptr);
addPipeline(
Key::Builder(),
simpleVertex, simplePixel, nullptr, nullptr);
simple_textured, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withUnlit(),
modelVertex, modelUnlitPixel, nullptr, nullptr);
model_unlit, nullptr, nullptr);
addPipeline(
Key::Builder().withUnlit(),
simpleVertex, simpleUnlitPixel, nullptr, nullptr);
simple_textured_unlit, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTangents(),
modelNormalMapVertex, modelNormalMapPixel, nullptr, nullptr);
model_normal_map, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withFade(),
modelFadeVertex, modelFadePixel, batchSetter, itemSetter);
model_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withFade(),
simpleFadeVertex, simpleFadePixel, batchSetter, itemSetter);
simple_textured_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withUnlit().withFade(),
modelFadeVertex, modelUnlitFadePixel, batchSetter, itemSetter);
model_unlit_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withUnlit().withFade(),
simpleFadeVertex, simpleUnlitFadePixel, batchSetter, itemSetter);
simple_textured_unlit_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withTangents().withFade(),
modelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter);
model_normal_map_fade, batchSetter, itemSetter);
// Translucents
addPipeline(
Key::Builder().withMaterial().withTranslucent(),
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
model_translucent, nullptr, nullptr);
addPipeline(
Key::Builder().withTranslucent(),
simpleVertex, simpleTranslucentPixel, nullptr, nullptr);
simple_transparent_textured, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withUnlit(),
modelVertex, modelTranslucentUnlitPixel, nullptr, nullptr);
model_translucent_unlit, nullptr, nullptr);
addPipeline(
Key::Builder().withTranslucent().withUnlit(),
simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
simple_transparent_textured_unlit, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents(),
modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
model_translucent_normal_map, nullptr, nullptr);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap(),
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
model_translucent, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withTranslucent().withFade(),
modelTranslucentVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
model_translucent_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withTranslucent().withFade(),
simpleFadeVertex, simpleTranslucentFadePixel, batchSetter, itemSetter);
simple_transparent_textured_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withUnlit().withFade(),
modelFadeVertex, modelTranslucentUnlitFadePixel, batchSetter, itemSetter);
model_translucent_unlit_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withTranslucent().withUnlit().withFade(),
simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
simple_transparent_textured_unlit_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
model_translucent_normal_map_fade, batchSetter, itemSetter);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
model_translucent_fade, batchSetter, itemSetter);
// Lightmapped
addPipeline(
Key::Builder().withMaterial().withLightmap(),
modelLightmapVertex, modelLightmapPixel, nullptr, nullptr);
model_lightmap, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withLightmap().withTangents(),
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel, nullptr, nullptr);
model_lightmap_normal_map, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withLightmap().withFade(),
modelLightmapFadeVertex, modelLightmapFadePixel, batchSetter, itemSetter);
model_lightmap_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withLightmap().withTangents().withFade(),
modelLightmapNormalMapFadeVertex, modelLightmapNormalMapFadePixel, batchSetter, itemSetter);
model_lightmap_normal_map_fade, batchSetter, itemSetter);
// matrix palette skinned
addPipeline(
Key::Builder().withMaterial().withSkinned(),
skinModelVertex, modelPixel, nullptr, nullptr);
skin_model, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel, nullptr, nullptr);
skin_model_normal_map, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withFade(),
skinModelFadeVertex, modelFadePixel, batchSetter, itemSetter);
skin_model_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter);
skin_model_normal_map_fade, batchSetter, itemSetter);
// matrix palette skinned and translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent(),
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
skin_model_translucent, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
skin_model_normal_map_translucent, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
skin_model_translucent_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
skin_model_normal_map_translucent_fade, batchSetter, itemSetter);
// dual quaternion skinned
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
skinModelDualQuatVertex, modelPixel, nullptr, nullptr);
skin_model_dq, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents(),
skinModelNormalMapDualQuatVertex, modelNormalMapPixel, nullptr, nullptr);
skin_model_normal_map_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withFade(),
skinModelFadeDualQuatVertex, modelFadePixel, batchSetter, itemSetter);
skin_model_fade_dq, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTangents().withFade(),
skinModelNormalMapFadeDualQuatVertex, modelNormalMapFadePixel, batchSetter, itemSetter);
skin_model_normal_map_fade_dq, batchSetter, itemSetter);
// dual quaternion skinned and translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent(),
skinModelTranslucentDualQuatVertex, modelTranslucentPixel, nullptr, nullptr);
skin_model_translucent_dq, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents(),
skinModelNormalMapTranslucentDualQuatVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
skin_model_normal_map_translucent_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
skin_model_translucent_fade_dq, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
skin_model_normal_map_translucent_fade_dq, batchSetter, itemSetter);
// Depth-only
addPipeline(
Key::Builder().withDepthOnly(),
modelShadowVertex, modelShadowPixel, nullptr, nullptr);
model_shadow, nullptr, nullptr);
addPipeline(
Key::Builder().withSkinned().withDepthOnly(),
skinModelShadowVertex, modelShadowPixel, nullptr, nullptr);
skin_model_shadow, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withDepthOnly().withFade(),
modelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter);
model_shadow_fade, batchSetter, itemSetter);
addPipeline(
Key::Builder().withSkinned().withDepthOnly().withFade(),
skinModelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter);
skin_model_shadow_fade, batchSetter, itemSetter);
// Now repeat for dual quaternion
// Depth-only
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
skinModelShadowDualQuatVertex, modelShadowPixel, nullptr, nullptr);
skin_model_shadow_dq, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
skinModelShadowFadeDualQuatVertex, modelShadowFadePixel, batchSetter, itemSetter);
skin_model_shadow_fade_dq, batchSetter, itemSetter);
}
void initForwardPipelines(ShapePlumber& plumber) {
// Vertex shaders
auto simpleVertex = simple_vert::getShader();
auto modelVertex = model_vert::getShader();
auto modelNormalMapVertex = model_normal_map_vert::getShader();
auto skinModelVertex = skin_model_vert::getShader();
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
// Pixel shaders
auto simplePixel = forward_simple_textured_frag::getShader();
auto simpleTranslucentPixel = forward_simple_textured_transparent_frag::getShader();
auto simpleUnlitPixel = forward_simple_textured_unlit_frag::getShader();
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
auto modelPixel = forward_model_frag::getShader();
auto modelUnlitPixel = forward_model_unlit_frag::getShader();
auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
auto modelTranslucentPixel = forward_model_translucent_frag::getShader();
using namespace shader::render_utils::program;
using Key = render::ShapeKey;
auto addPipelineBind = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
auto addPipelineBind = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4);
// Disable fade on the forward pipeline, all shaders get added twice, once with the fade key and once without
auto addPipeline = [&](const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel) {
addPipelineBind(key, vertex, pixel, nullptr, nullptr);
addPipelineBind(Key::Builder(key).withFade(), vertex, pixel, nullptr, nullptr);
auto addPipeline = [&](const ShapeKey& key, int programId) {
addPipelineBind(key, programId, nullptr, nullptr);
addPipelineBind(Key::Builder(key).withFade(), programId, nullptr, nullptr);
};
// Forward pipelines need the lightBatchSetter for opaques and transparents
forceLightBatchSetter = true;
// Simple Opaques
addPipeline(Key::Builder(), simpleVertex, simplePixel);
addPipeline(Key::Builder().withUnlit(), simpleVertex, simpleUnlitPixel);
addPipeline(Key::Builder(), simple);
addPipeline(Key::Builder().withUnlit(), simpleUnlit);
// Simple Translucents
addPipeline(Key::Builder().withTranslucent(), simpleVertex, simpleTranslucentPixel);
addPipeline(Key::Builder().withTranslucent().withUnlit(), simpleVertex, simpleTranslucentUnlitPixel);
addPipeline(Key::Builder().withTranslucent(), simpleTranslucent);
addPipeline(Key::Builder().withTranslucent().withUnlit(), simpleTranslucentUnlit);
// Opaques
addPipeline(Key::Builder().withMaterial(), modelVertex, modelPixel);
addPipeline(Key::Builder().withMaterial().withUnlit(), modelVertex, modelUnlitPixel);
addPipeline(Key::Builder().withMaterial().withTangents(), modelNormalMapVertex, modelNormalMapPixel);
addPipeline(Key::Builder().withMaterial(), forward_model);
addPipeline(Key::Builder().withMaterial().withUnlit(), forward_model_unlit);
addPipeline(Key::Builder().withMaterial().withTangents(), forward_model_translucent);
// Skinned Opaques
addPipeline(Key::Builder().withMaterial().withSkinned(), skinModelVertex, modelPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), skinModelDualQuatVertex, modelPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), skinModelNormalMapDualQuatVertex, modelNormalMapPixel);
addPipeline(Key::Builder().withMaterial().withSkinned(), forward_skin_model);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents(), forward_skin_model_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(), forward_skin_model_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(), forward_skin_model_normal_map_dq);
// Translucents
addPipeline(Key::Builder().withMaterial().withTranslucent(), modelVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), modelNormalMapVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withTranslucent(), forward_model_translucent);
addPipeline(Key::Builder().withMaterial().withTranslucent().withTangents(), forward_model_normal_map_translucent);
// Skinned Translucents
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), skinModelVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), skinModelNormalMapVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), skinModelDualQuatVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), skinModelNormalMapDualQuatVertex, modelTranslucentPixel);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent(), forward_skin_translucent);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(), forward_skin_translucent_normal_map);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withDualQuatSkinned(), forward_skin_translucent_dq);
addPipeline(Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withDualQuatSkinned(), forward_skin_translucent_normal_map_dq);
forceLightBatchSetter = false;
}
void addPlumberPipeline(ShapePlumber& plumber,
const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel,
const ShapeKey& key, int programId,
const render::ShapePipeline::BatchSetter& extraBatchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
// These key-values' pipelines are added by this functor in addition to the key passed
assert(!key.isWireframe());
assert(!key.isDepthBiased());
assert(key.isCullFace());
gpu::ShaderPointer program = gpu::Shader::createProgram(vertex, pixel);
gpu::ShaderPointer program = gpu::Shader::createProgram(programId);
for (int i = 0; i < 8; i++) {
bool isCulled = (i & 1);
@ -517,43 +354,33 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
}
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto modelVertex = model_shadow_vert::getShader();
auto modelPixel = model_shadow_frag::getShader();
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
using namespace shader::render_utils::program;
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
modelProgram, state);
auto skinVertex = skin_model_shadow_vert::getShader();
auto skinPixel = skin_model_shadow_frag::getShader();
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skin_model_shadow);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withoutFade(),
skinProgram, state);
auto modelFadeVertex = model_shadow_fade_vert::getShader();
auto modelFadePixel = model_shadow_fade_frag::getShader();
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(model_shadow_fade);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
modelFadeProgram, state);
auto skinFadeVertex = skin_model_shadow_fade_vert::getShader();
auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skin_model_shadow_fade);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withFade(),
skinFadeProgram, state);
//Added for dual quaternions
auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_dq);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
skinModelShadowDualQuatProgram, state);
auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skin_model_shadow_fade_dq);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
skinModelShadowFadeDualQuatProgram, state);

View file

@ -13,11 +13,7 @@
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "stencil_drawMask_frag.h"
#include <shaders/Shaders.h>
using namespace render;
@ -43,9 +39,7 @@ graphics::MeshPointer PrepareStencil::getMesh() {
gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
if (!_meshStencilPipeline) {
auto vs = gpu::StandardShaderLib::getDrawVertexPositionVS();
auto ps = gpu::StandardShaderLib::getDrawNadaPS();
auto program = gpu::Shader::createProgram(vs, ps);
auto program = gpu::Shader::createProgram(shader::gpu::program::drawNothing);
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();
@ -59,9 +53,7 @@ gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
if (!_paintStencilPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = stencil_drawMask_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto program = gpu::Shader::createProgram(shader::render_utils::program::stencil_drawMask);
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();

View file

@ -11,17 +11,12 @@
#include "SubsurfaceScattering.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "FramebufferCache.h"
#include "DeferredLightingEffect.h"
#include "subsurfaceScattering_makeProfile_frag.h"
#include "subsurfaceScattering_makeLUT_frag.h"
#include "subsurfaceScattering_makeSpecularBeckmann_frag.h"
#include "subsurfaceScattering_drawScattering_frag.h"
enum ScatteringShaderBufferSlots {
ScatteringTask_FrameTransformSlot = 0,
@ -307,9 +302,7 @@ void diffuseProfileGPU(gpu::TexturePointer& profileMap, RenderArgs* args) {
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_makeProfile_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::subsurfaceScattering_makeProfile);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -338,15 +331,11 @@ void diffuseScatterGPU(const gpu::TexturePointer& profileMap, gpu::TexturePointe
int width = lut->getWidth();
int height = lut->getHeight();
gpu::PipelinePointer makePipeline;
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::subsurfaceScattering_makeLUT);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
makePipeline = gpu::Pipeline::create(program, state);
gpu::PipelinePointer makePipeline = gpu::Pipeline::create(program, state);
auto makeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("diffuseScatter"));
makeFramebuffer->setRenderBuffer(0, lut);
@ -379,9 +368,7 @@ void computeSpecularBeckmannGPU(gpu::TexturePointer& beckmannMap, RenderArgs* ar
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_makeSpecularBeckmann_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::subsurfaceScattering_makeSpecularBeckmann);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -451,9 +438,7 @@ void DebugSubsurfaceScattering::configure(const Config& config) {
gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
if (!_scatteringPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_drawScattering_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::subsurfaceScattering_drawScattering);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ScatteringTask_FrameTransformSlot));
@ -480,19 +465,12 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
return _scatteringPipeline;
}
gpu::PipelinePointer _showLUTPipeline;
gpu::PipelinePointer getShowLUTPipeline();
gpu::PipelinePointer DebugSubsurfaceScattering::getShowLUTPipeline() {
if (!_showLUTPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawUnitQuatTextureOpaque);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
_showLUTPipeline = gpu::Pipeline::create(program, state);
}

View file

@ -13,7 +13,8 @@
#include <limits>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
const int DepthLinearPass_FrameTransformSlot = 0;
@ -25,13 +26,6 @@ const int SurfaceGeometryPass_ParamsSlot = 1;
const int SurfaceGeometryPass_DepthMapSlot = 0;
const int SurfaceGeometryPass_NormalMapSlot = 1;
#include "surfaceGeometry_makeLinearDepth_frag.h"
#include "surfaceGeometry_downsampleDepthNormal_frag.h"
#include "surfaceGeometry_makeCurvature_frag.h"
LinearDepthFramebuffer::LinearDepthFramebuffer() {
}
@ -212,9 +206,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline(const render::RenderContextPointer& renderContext) {
gpu::ShaderPointer program;
if (!_linearDepthPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = surfaceGeometry_makeLinearDepth_frag::getShader();
program = gpu::Shader::createProgram(vs, ps);
program = gpu::Shader::createProgram(shader::render_utils::program::surfaceGeometry_makeLinearDepth);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -243,9 +235,7 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline(const render
const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline(const render::RenderContextPointer& renderContext) {
if (!_downsamplePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::surfaceGeometry_downsampleDepthNormal);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testShape(*state);
@ -546,9 +536,7 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline(const render::RenderContextPointer& renderContext) {
if (!_curvaturePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = surfaceGeometry_makeCurvature_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::surfaceGeometry_makeCurvature);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

View file

@ -19,15 +19,13 @@
#include <QStringList>
#include <QFile>
#include <shaders/Shaders.h>
#include "text/Font.h"
#include "GLMHelpers.h"
#include "MatrixStack.h"
#include "RenderUtilsLogging.h"
#include "sdf_text3D_vert.h"
#include "sdf_text3D_frag.h"
#include "GeometryCache.h"
const float TextRenderer3D::DEFAULT_POINT_SIZE = 12;

View file

@ -12,12 +12,11 @@
#include "ToneMappingEffect.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
#include "toneMapping_frag.h"
const int ToneMappingEffect_ParamsSlot = 0;
const int ToneMappingEffect_LightingMapSlot = 0;
@ -28,10 +27,7 @@ ToneMappingEffect::ToneMappingEffect() {
}
void ToneMappingEffect::init(RenderArgs* args) {
auto blitPS = toneMapping_frag::getShader();
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
auto blitProgram = gpu::Shader::createProgram(shader::render_utils::program::toneMapping);
auto blitState = std::make_shared<gpu::State>();
blitState->setColorWriteMask(true, true, true, true);

View file

@ -13,15 +13,13 @@
#include <limits>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
const int VelocityBufferPass_FrameTransformSlot = 0;
const int VelocityBufferPass_DepthMapSlot = 0;
#include "velocityBuffer_cameraMotion_frag.h"
VelocityFramebuffer::VelocityFramebuffer() {
}
@ -145,10 +143,7 @@ void VelocityBufferPass::run(const render::RenderContextPointer& renderContext,
const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline(const render::RenderContextPointer& renderContext) {
if (!_cameraMotionPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = velocityBuffer_cameraMotion_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::velocityBuffer_cameraMotion);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Stencil test the curvature pass for objects pixels only, not the background

View file

@ -10,21 +10,15 @@
//
#include "ZoneRenderer.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <render/FilterTask.h>
#include <render/DrawTask.h>
#include <shaders/Shaders.h>
#include "StencilMaskPass.h"
#include "DeferredLightingEffect.h"
#include "zone_drawKeyLight_frag.h"
#include "zone_drawAmbient_frag.h"
#include "zone_drawSkybox_frag.h"
using namespace render;
class SetupZones {
@ -77,9 +71,7 @@ void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs)
const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
if (!_keyLightPipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = zone_drawKeyLight_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::zone_drawKeyLight);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ZONE_DEFERRED_TRANSFORM_BUFFER));
@ -98,9 +90,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
if (!_ambientPipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = zone_drawAmbient_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::zone_drawAmbient);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ZONE_DEFERRED_TRANSFORM_BUFFER));
@ -119,9 +109,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
}
const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
if (!_backgroundPipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = zone_drawSkybox_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::zone_drawSkybox);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ZONE_DEFERRED_TRANSFORM_BUFFER));

View file

@ -1,20 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_shadow.frag
// fragment shader
//
// Created by Andrzej Kapolka on 3/24/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
layout(location = 0) out vec4 _fragColor;
void main(void) {
// pass-through to set z-buffer
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
}

View file

@ -1,30 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_shadow_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Fade.slh@>
<$declareFadeFragment()$>
in vec4 _positionWS;
layout(location = 0) out vec4 _fragColor;
void main(void) {
FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$>
applyFadeClip(fadeParams, _positionWS.xyz);
// pass-through to set z-buffer
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
}

View file

@ -6,10 +6,7 @@
#include <ColorUtils.h>
#include <StreamHelpers.h>
#include "sdf_text3D_vert.h"
#include "sdf_text3D_frag.h"
#include "sdf_text3D_transparent_frag.h"
#include <shaders/Shaders.h>
#include "../RenderUtilsLogging.h"
#include "FontFamilies.h"
@ -223,11 +220,8 @@ void Font::setupGPU() {
// Setup render pipeline
{
auto vertexShader = sdf_text3D_vert::getShader();
auto pixelShader = sdf_text3D_frag::getShader();
auto pixelShaderTransparent = sdf_text3D_transparent_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
gpu::ShaderPointer programTransparent = gpu::Shader::createProgram(vertexShader, pixelShaderTransparent);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::sdf_text3D);
gpu::ShaderPointer programTransparent = gpu::Shader::createProgram(shader::render_utils::program::sdf_text3D_transparent);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -1,8 +1,7 @@
set(TARGET_NAME render)
AUTOSCRIBE_SHADER_LIB(gpu graphics)
setup_hifi_library()
# render needs octree only for getAccuracyAngle(float, int)
link_hifi_libraries(shared task ktx gpu graphics octree)
link_hifi_libraries(shared task ktx gpu shaders graphics octree)
target_nsight()

View file

@ -11,13 +11,7 @@
#include "BlurTask.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "blurGaussianV_frag.h"
#include "blurGaussianH_frag.h"
#include "blurGaussianDepthAwareV_frag.h"
#include "blurGaussianDepthAwareH_frag.h"
#include <shaders/Shaders.h>
using namespace render;
@ -209,9 +203,7 @@ BlurGaussian::BlurGaussian(bool generateOutputFramebuffer, unsigned int downsamp
gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
if (!_blurVPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = blurGaussianV_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::blurGaussianV);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("blurParamsBuffer"), BlurTask_ParamsSlot));
@ -231,9 +223,7 @@ gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
gpu::PipelinePointer BlurGaussian::getBlurHPipeline() {
if (!_blurHPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = blurGaussianH_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::blurGaussianH);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("blurParamsBuffer"), BlurTask_ParamsSlot));
@ -323,9 +313,7 @@ BlurGaussianDepthAware::BlurGaussianDepthAware(bool generateOutputFramebuffer, c
gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
if (!_blurVPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = blurGaussianDepthAwareV_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::blurGaussianDepthAwareV);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("blurParamsBuffer"), BlurTask_ParamsSlot));
@ -346,9 +334,7 @@ gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
gpu::PipelinePointer BlurGaussianDepthAware::getBlurHPipeline() {
if (!_blurHPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = blurGaussianDepthAwareH_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::blurGaussianDepthAwareH);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("blurParamsBuffer"), BlurTask_ParamsSlot));

View file

@ -18,25 +18,17 @@
#include <PerfStat.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "Args.h"
#include "drawCellBounds_vert.h"
#include "drawCellBounds_frag.h"
#include "drawLODReticle_frag.h"
#include "drawItemBounds_vert.h"
#include "drawItemBounds_frag.h"
using namespace render;
const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
if (!_drawCellBoundsPipeline) {
auto vs = drawCellBounds_vert::getShader();
auto ps = drawCellBounds_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawCellBounds);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
@ -58,12 +50,8 @@ const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
const gpu::PipelinePointer DrawSceneOctree::getDrawLODReticlePipeline() {
if (!_drawLODReticlePipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = drawLODReticle_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawLODReticle);
gpu::Shader::makeProgram(*program);
// _drawCellLocationLoc = program->getUniforms().findLocation("inCellLocation");
@ -162,9 +150,7 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
if (!_drawItemBoundPipeline) {
auto vs = drawItemBounds_vert::getShader();
auto ps = drawItemBounds_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemBounds);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -19,12 +19,9 @@
#include <gpu/Context.h>
#include "Args.h"
#include <shaders/Shaders.h>
#include "drawItemBounds_vert.h"
#include "drawItemBounds_frag.h"
#include "drawItemStatus_vert.h"
#include "drawItemStatus_frag.h"
#include "Args.h"
using namespace render;
@ -35,9 +32,7 @@ void DrawStatusConfig::dirtyHelper() {
const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
if (!_drawItemBoundsPipeline) {
auto vs = drawItemBounds_vert::getShader();
auto ps = drawItemBounds_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemBounds);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
@ -63,9 +58,7 @@ const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
const gpu::PipelinePointer DrawStatus::getDrawItemStatusPipeline() {
if (!_drawItemStatusPipeline) {
auto vs = drawItemStatus_vert::getShader();
auto ps = drawItemStatus_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemStatus);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iconStatusMap"), 0));

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@ -18,13 +18,10 @@
#include <PerfStat.h>
#include <ViewFrustum.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <shaders/Shaders.h>
#include "Logging.h"
#include "drawItemBounds_vert.h"
#include "drawItemBounds_frag.h"
using namespace render;
void render::renderItems(const RenderContextPointer& renderContext, const ItemBounds& inItems, int maxDrawnItems) {
@ -160,9 +157,7 @@ void DrawLight::run(const RenderContextPointer& renderContext, const ItemBounds&
const gpu::PipelinePointer DrawBounds::getPipeline() {
if (!_boundsPipeline) {
auto vs = drawItemBounds_vert::getShader();
auto ps = drawItemBounds_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemBounds);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
@ -267,9 +262,7 @@ gpu::PipelinePointer DrawQuadVolume::getPipeline() {
static gpu::PipelinePointer pipeline;
if (!pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformVertexPositionVS();
auto ps = gpu::StandardShaderLib::getDrawColorPS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawColor);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("color", 0));

View file

@ -12,8 +12,8 @@
//
#include "ResampleTask.h"
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
using namespace render;
@ -51,9 +51,7 @@ void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::F
resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -0,0 +1,175 @@
set(TARGET_NAME gpu)
AUTOSCRIBE_SHADER_LIB(gpu)
AUTOSCRIBE_PROGRAM(NAME drawColor VERTEX DrawTransformVertexPosition FRAGMENT DrawColor)
AUTOSCRIBE_PROGRAM(NAME drawTransformUnitQuadTextureOpaque VERTEX DrawTransformUnitQuad FRAGMENT DrawTextureOpaque)
AUTOSCRIBE_PROGRAM(NAME drawUnitQuatTextureOpaque VERTEX DrawUnitQuadTexcoord FRAGMENT DrawTextureOpaque)
AUTOSCRIBE_PROGRAM(NAME drawTextureOpaqueTexcoordRect VERTEX DrawTexcoordRectTransformUnitQuad FRAGMENT DrawTextureOpaque)
AUTOSCRIBE_PROGRAM(NAME drawNothing VERTEX DrawVertexPosition FRAGMENT DrawNada)
set(TARGET_NAME graphics)
AUTOSCRIBE_SHADER_LIB(gpu)
AUTOSCRIBE_PROGRAM(NAME skybox)
set(TARGET_NAME procedural)
AUTOSCRIBE_SHADER_LIB(gpu graphics)
set(TARGET_NAME render)
AUTOSCRIBE_SHADER_LIB(gpu graphics)
AUTOSCRIBE_PROGRAM(NAME drawCellBounds)
AUTOSCRIBE_PROGRAM(NAME drawItemBounds)
AUTOSCRIBE_PROGRAM(NAME drawItemStatus)
AUTOSCRIBE_PROGRAM(NAME drawLODReticle VERTEX gpu::vertex::DrawTransformUnitQuad)
AUTOSCRIBE_PROGRAM(NAME blurGaussianV VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME blurGaussianH VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME blurGaussianDepthAwareV VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME blurGaussianDepthAwareH VERTEX gpu::vertex::DrawUnitQuadTexcoord)
set(TARGET_NAME render-utils)
AUTOSCRIBE_SHADER_LIB(gpu graphics render)
AUTOSCRIBE_PROGRAM(NAME animdebugdraw)
AUTOSCRIBE_PROGRAM(NAME bloomThreshold VERTEX gpu::vertex::DrawTransformUnitQuad FRAGMENT BloomThreshold)
AUTOSCRIBE_PROGRAM(NAME bloomApply VERTEX gpu::vertex::DrawTransformUnitQuad FRAGMENT BloomApply)
AUTOSCRIBE_PROGRAM(NAME directional_ambient_light VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME directional_ambient_light_shadow VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME directional_skybox_light VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME directional_skybox_light_shadow VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME local_lights_shading VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME local_lights_drawOutline VERTEX deferred_light)
AUTOSCRIBE_PROGRAM(NAME forward_simple_textured VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME forward_simple_textured_unlit VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME forward_simple_textured_transparent VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME fxaa_blend VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME glowLine)
AUTOSCRIBE_PROGRAM(NAME grid VERTEX standardTransformPNTC)
AUTOSCRIBE_PROGRAM(NAME hmd_ui)
AUTOSCRIBE_PROGRAM(NAME drawWorkloadProxy)
AUTOSCRIBE_PROGRAM(NAME drawWorkloadView)
AUTOSCRIBE_PROGRAM(NAME haze VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord FRAGMENT Haze)
AUTOSCRIBE_PROGRAM(NAME highlight_aabox VERTEX Highlight_aabox FRAGMENT nop)
AUTOSCRIBE_PROGRAM(NAME highlight VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord FRAGMENT Highlight)
AUTOSCRIBE_PROGRAM(NAME highlight_filled VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord FRAGMENT Highlight_filled)
AUTOSCRIBE_PROGRAM(NAME lightClusters_drawGrid)
AUTOSCRIBE_PROGRAM(NAME lightClusters_drawClusterFromDepth VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME lightClusters_drawClusterContent VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME simple_opaque_web_browser VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_web_browser VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_textured VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_textured_unlit VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_unlit VERTEX simple)
AUTOSCRIBE_PROGRAM(NAME simple_textured_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME simple_textured_unlit_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_unlit_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME sdf_text3D)
AUTOSCRIBE_PROGRAM(NAME sdf_text3D_transparent VERTEX sdf_text3D)
AUTOSCRIBE_PROGRAM(NAME ssao_makeOcclusion VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME ssao_makeHorizontalBlur VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME ssao_makeVerticalBlur VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME ssao_debugOcclusion VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME stencil_drawMask VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME standardDrawTexture VERTEX standardTransformPNTC)
AUTOSCRIBE_PROGRAM(NAME standardDrawTextureNoBlend VERTEX standardTransformPNTC FRAGMENT gpu::fragment::DrawTextureOpaque)
AUTOSCRIBE_PROGRAM(NAME subsurfaceScattering_makeProfile VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME subsurfaceScattering_makeLUT VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME subsurfaceScattering_makeSpecularBeckmann VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME subsurfaceScattering_drawScattering VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME surfaceGeometry_makeLinearDepth VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME surfaceGeometry_downsampleDepthNormal VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME surfaceGeometry_makeCurvature VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME taa VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME taa_blend VERTEX gpu::vertex::DrawUnitQuadTexcoord)
AUTOSCRIBE_PROGRAM(NAME simple FRAGMENT forward_simple_textured)
AUTOSCRIBE_PROGRAM(NAME simpleUnlit VERTEX simple FRAGMENT forward_simple_textured_unlit)
AUTOSCRIBE_PROGRAM(NAME simpleTranslucent VERTEX simple FRAGMENT forward_simple_textured_transparent)
AUTOSCRIBE_PROGRAM(NAME simpleTranslucentUnlit VERTEX simple FRAGMENT simple_transparent_textured_unlit)
AUTOSCRIBE_PROGRAM(NAME forward_model VERTEX model)
AUTOSCRIBE_PROGRAM(NAME forward_model_translucent VERTEX model)
AUTOSCRIBE_PROGRAM(NAME forward_model_unlit VERTEX model)
AUTOSCRIBE_PROGRAM(NAME forward_model_normal_map VERTEX model_normal_map)
AUTOSCRIBE_PROGRAM(NAME forward_model_normal_map_translucent VERTEX model_normal_map FRAGMENT forward_model_translucent)
AUTOSCRIBE_PROGRAM(NAME forward_skin_model VERTEX skin_model FRAGMENT forward_model)
AUTOSCRIBE_PROGRAM(NAME forward_skin_model_normal_map VERTEX skin_model_normal_map FRAGMENT forward_model_normal_map)
AUTOSCRIBE_PROGRAM(NAME forward_skin_model_dq VERTEX skin_model_dq FRAGMENT forward_model)
AUTOSCRIBE_PROGRAM(NAME forward_skin_model_normal_map_dq VERTEX skin_model_normal_map_dq FRAGMENT forward_model_normal_map)
AUTOSCRIBE_PROGRAM(NAME forward_skin_translucent VERTEX skin_model FRAGMENT forward_model_translucent)
AUTOSCRIBE_PROGRAM(NAME forward_skin_translucent_normal_map VERTEX skin_model_normal_map FRAGMENT forward_model_translucent)
AUTOSCRIBE_PROGRAM(NAME forward_skin_translucent_dq VERTEX skin_model_dq FRAGMENT forward_model_translucent)
AUTOSCRIBE_PROGRAM(NAME forward_skin_translucent_normal_map_dq VERTEX skin_model_normal_map_dq FRAGMENT forward_model_translucent)
AUTOSCRIBE_PROGRAM(NAME model)
AUTOSCRIBE_PROGRAM(NAME model_unlit VERTEX model)
AUTOSCRIBE_PROGRAM(NAME model_normal_map)
AUTOSCRIBE_PROGRAM(NAME model_translucent)
AUTOSCRIBE_PROGRAM(NAME model_translucent_normal_map)
AUTOSCRIBE_PROGRAM(NAME model_translucent_unlit VERTEX model)
AUTOSCRIBE_PROGRAM(NAME model_lightmap)
AUTOSCRIBE_PROGRAM(NAME model_lightmap_normal_map)
AUTOSCRIBE_PROGRAM(NAME model_shadow)
AUTOSCRIBE_PROGRAM(NAME model_shadow_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model FRAGMENT model)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map FRAGMENT model_normal_map)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_fade FRAGMENT model_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_translucent VERTEX skin_model_fade FRAGMENT model_translucent)
AUTOSCRIBE_PROGRAM(NAME skin_model_translucent_fade VERTEX skin_model_fade FRAGMENT model_translucent_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_translucent VERTEX skin_model_normal_map_fade FRAGMENT model_translucent_normal_map)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_translucent_fade VERTEX skin_model_normal_map_fade FRAGMENT model_translucent_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_fade FRAGMENT model_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_shadow FRAGMENT model_shadow)
AUTOSCRIBE_PROGRAM(NAME skin_model_shadow_fade FRAGMENT model_shadow)
AUTOSCRIBE_PROGRAM(NAME skin_model_dq FRAGMENT model)
AUTOSCRIBE_PROGRAM(NAME skin_model_fade_dq FRAGMENT model_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_dq FRAGMENT model_normal_map)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_fade_dq FRAGMENT model_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_translucent_dq VERTEX skin_model_fade_dq FRAGMENT model_translucent)
AUTOSCRIBE_PROGRAM(NAME skin_model_translucent_fade_dq VERTEX skin_model_fade_dq FRAGMENT model_translucent_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_translucent_dq VERTEX skin_model_normal_map_fade_dq FRAGMENT model_translucent_normal_map)
AUTOSCRIBE_PROGRAM(NAME skin_model_normal_map_translucent_fade_dq VERTEX skin_model_normal_map_fade_dq FRAGMENT model_translucent_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME skin_model_shadow_dq FRAGMENT model_shadow)
AUTOSCRIBE_PROGRAM(NAME skin_model_shadow_fade_dq FRAGMENT model_shadow_fade)
AUTOSCRIBE_PROGRAM(NAME model_fade)
AUTOSCRIBE_PROGRAM(NAME model_unlit_fade VERTEX model_fade)
AUTOSCRIBE_PROGRAM(NAME model_translucent_unlit_fade VERTEX model_fade)
AUTOSCRIBE_PROGRAM(NAME model_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME model_translucent_normal_map_fade VERTEX model_translucent_normal_map)
AUTOSCRIBE_PROGRAM(NAME model_translucent_fade VERTEX model_fade)
AUTOSCRIBE_PROGRAM(NAME model_lightmap_fade)
AUTOSCRIBE_PROGRAM(NAME model_lightmap_normal_map_fade)
AUTOSCRIBE_PROGRAM(NAME zone_drawKeyLight VERTEX gpu::vertex::DrawTransformUnitQuad)
AUTOSCRIBE_PROGRAM(NAME zone_drawSkybox VERTEX gpu::vertex::DrawTransformUnitQuad)
AUTOSCRIBE_PROGRAM(NAME zone_drawAmbient VERTEX gpu::vertex::DrawTransformUnitQuad)
AUTOSCRIBE_PROGRAM(NAME toneMapping VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
AUTOSCRIBE_PROGRAM(NAME velocityBuffer_cameraMotion VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord)
set(TARGET_NAME entities-renderer)
AUTOSCRIBE_SHADER_LIB(gpu graphics procedural render render-utils)
AUTOSCRIBE_PROGRAM(NAME polyvox)
AUTOSCRIBE_PROGRAM(NAME polyvox_fade)
AUTOSCRIBE_PROGRAM(NAME paintStroke)
AUTOSCRIBE_PROGRAM(NAME textured_particle)
set(TARGET_NAME shaders)
autoscribe_shader_finish()
setup_hifi_library(Gui)
link_hifi_libraries(shared)

View file

@ -0,0 +1,11 @@
#include "Shaders.h"
namespace shader {
uint32_t all_programs[] = {
@SHADER_PROGRAMS_ARRAY@
INVALID_SHADER
};
}

View file

@ -0,0 +1,14 @@
#include <cstdint>
#include <string>
namespace shader {
@SHADER_ENUMS@
extern uint32_t all_programs[];
static const uint32_t INVALID_SHADER = (uint32_t)-1;
std::string loadShaderSource(uint32_t shaderId);
}

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@ -0,0 +1,6 @@
<!DOCTYPE RCC>
<RCC version="1.0">
<qresource prefix="/shaders">
@SHADER_QRC@
</qresource>
</RCC>

View file

@ -0,0 +1,16 @@
#include <shared/FileUtils.h>
#include <mutex>
namespace shader {
std::string loadShaderSource(uint32_t shaderId) {
static std::once_flag once;
std::call_once(once, [] {
Q_INIT_RESOURCE(shaders);
});
auto shaderPath = std::string(":/shaders/") + std::to_string(shaderId);
auto shaderData = FileUtils::readFile(shaderPath.c_str());
return shaderData.toStdString();
}
}

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@ -0,0 +1,9 @@
# Declare dependencies
macro (setup_testcase_dependencies)
# link in the shared libraries
link_hifi_libraries(shared test-utils gpu shaders gl ${PLATFORM_GL_BACKEND})
package_libraries_for_deployment()
endmacro ()
setup_hifi_testcase(Gui)

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@ -0,0 +1,100 @@
//
// ShaderTests.cpp
// tests/octree/src
//
// Created by Andrew Meadows on 2016.02.19
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ShaderTests.h"
#include <fstream>
#include <QtCore/QJsonDocument>
#include <GLMHelpers.h>
#include <test-utils/GLMTestUtils.h>
#include <test-utils/QTestExtensions.h>
#include <shared/FileUtils.h>
#include <shaders/Shaders.h>
#include <gl/Config.h>
#include <gl/GLHelpers.h>
#include <gpu/gl/GLBackend.h>
QTEST_MAIN(ShaderTests)
void ShaderTests::initTestCase() {
getDefaultOpenGLSurfaceFormat();
_canvas.create();
if (!_canvas.makeCurrent()) {
qFatal("Unable to make test GL context current");
}
gl::initModuleGl();
gpu::Context::init<gpu::gl::GLBackend>();
_gpuContext = std::make_shared<gpu::Context>();
}
void ShaderTests::cleanupTestCase() {
}
QVariantList slotSetToVariantList(const gpu::Shader::SlotSet& slotSet) {
QVariantList result;
for (const auto slot : slotSet) {
QVariantMap inputMap;
inputMap["name"] = slot._name.c_str();
inputMap["location"] = slot._location;
result.append(inputMap);
}
return result;
}
std::string reflect(const gpu::ShaderPointer& program) {
QVariantMap result;
if (!program->getInputs().empty()) {
result["inputs"] = slotSetToVariantList(program->getInputs());
}
if (!program->getOutputs().empty()) {
result["outputs"] = slotSetToVariantList(program->getOutputs());
}
if (!program->getResourceBuffers().empty()) {
result["storage_buffers"] = slotSetToVariantList(program->getResourceBuffers());
}
if (!program->getSamplers().empty()) {
result["samplers"] = slotSetToVariantList(program->getSamplers());
}
if (!program->getTextures().empty()) {
result["textures"] = slotSetToVariantList(program->getTextures());
}
if (!program->getUniforms().empty()) {
result["uniforms"] = slotSetToVariantList(program->getUniforms());
}
if (!program->getUniformBuffers().empty()) {
result["uniform_buffers"] = slotSetToVariantList(program->getUniformBuffers());
}
return QJsonDocument::fromVariant(result).toJson(QJsonDocument::Indented).toStdString();
}
void ShaderTests::testShaderLoad() {
size_t index = 0;
uint32_t INVALID_SHADER_ID = (uint32_t)-1;
while (INVALID_SHADER_ID != shader::all_programs[index]) {
auto programId = shader::all_programs[index];
uint32_t vertexId = programId >> 16;
uint32_t fragmentId = programId & 0xFF;
auto vertexSource = shader::loadShaderSource(vertexId);
QVERIFY(!vertexSource.empty());
auto fragmentSource = shader::loadShaderSource(fragmentId);
QVERIFY(!fragmentSource.empty());
auto program = gpu::Shader::createProgram(programId);
QVERIFY(gpu::Shader::makeProgram(*program, {}));
auto reflectionData = reflect(program);
std::ofstream(std::string("d:/reflection/") + std::to_string(index) + std::string(".json")) << reflectionData;
++index;
}
}

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@ -0,0 +1,29 @@
//
// Created by Bradley Austin Davis on 2018/06/21
// Copyright 2013-2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_ShaderTests_h
#define hifi_ShaderTests_h
#include <QtTest/QtTest>
#include <gpu/Forward.h>
#include <gl/OffscreenGLCanvas.h>
class ShaderTests : public QObject {
Q_OBJECT
private slots:
void initTestCase();
void cleanupTestCase();
void testShaderLoad();
private:
OffscreenGLCanvas _canvas;
gpu::ContextPointer _gpuContext;
};
#endif // hifi_ViewFruxtumTests_h