Merge pull request #5369 from ericrius1/hitEffect

Added functionality for displaying a screen-space hit effect
This commit is contained in:
samcake 2015-07-29 11:28:08 -07:00
commit 4ebc75da1f
10 changed files with 218 additions and 0 deletions

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@ -0,0 +1,28 @@
//
// hitEffect.js
// examples
//
// Created by Eric Levin on July 20, 2015
// Copyright 2015 High Fidelity, Inc.
//
// An example of how to toggle a screen-space hit effect using the Scene global object.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
var hitEffectEnabled = false;
toggleHitEffect();
function toggleHitEffect() {
Script.setTimeout(function() {
hitEffectEnabled = !hitEffectEnabled;
Scene.setEngineDisplayHitEffect(hitEffectEnabled);
toggleHitEffect();
}, 1000);
}

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@ -3270,6 +3270,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
renderContext._drawItemStatus = sceneInterface->doEngineDisplayItemStatus();
renderContext._drawHitEffect = sceneInterface->doEngineDisplayHitEffect();
renderContext._occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);

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@ -0,0 +1,86 @@
//
// HitEffect.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 7/14/13.
// 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
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include "AbstractViewStateInterface.h"
#include "HitEffect.h"
#include "TextureCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include <gpu/Context.h>
#include "hit_effect_vert.h"
#include "hit_effect_frag.h"
HitEffect::HitEffect() {
}
const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
if (!_hitEffectPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(hit_effect_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(hit_effect_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
// Good to go add the brand new pipeline
_hitEffectPipeline.reset(gpu::Pipeline::create(program, state));
}
return _hitEffectPipeline;
}
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
gpu::Batch batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
batch.setPipeline(getHitEffectPipeline());
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color);
// Ready to render
args->_context->render((batch));
}

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@ -0,0 +1,33 @@
//
// hitEffect.h
// hifi
//
// Created by eric levin on 7/17/15.
//
//
#ifndef hifi_hitEffect_h
#define hifi_hitEffect_h
#include <DependencyManager.h>
#include "render/DrawTask.h"
class AbstractViewStateInterface;
class ProgramObject;
class HitEffect {
public:
HitEffect();
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
typedef render::Job::Model<HitEffect> JobModel;
const gpu::PipelinePointer& getHitEffectPipeline();
private:
gpu::PipelinePointer _hitEffectPipeline;
};
#endif

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@ -1,3 +1,4 @@
//
// RenderDeferredTask.cpp
// render-utils/src/
@ -20,6 +21,7 @@
#include "FramebufferCache.h"
#include "DeferredLightingEffect.h"
#include "TextureCache.h"
#include "HitEffect.h"
#include "render/DrawStatus.h"
#include "AmbientOcclusionEffect.h"
@ -78,6 +80,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
auto& renderedOpaques = _jobs.back().getOutput();
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
@ -105,8 +108,13 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_drawStatusJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
_jobs.push_back(Job(new HitEffect::JobModel("HitEffect")));
_jobs.back().setEnabled(false);
_drawHitEffectJobIndex = _jobs.size() -1;
_jobs.push_back(Job(new ResetGLState::JobModel()));
// Give ourselves 3 frmaes of timer queries
_timerQueries.push_back(std::make_shared<gpu::Query>());
@ -133,6 +141,10 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
// Make sure we turn the displayItemStatus on/off
setDrawItemStatus(renderContext->_drawItemStatus);
//Make sure we display hit effect on screen, as desired from a script
setDrawHitEffect(renderContext->_drawHitEffect);
// TODO: turn on/off AO through menu item
setOcclusionStatus(renderContext->_occlusionStatus);

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@ -78,9 +78,13 @@ public:
render::Jobs _jobs;
int _drawStatusJobIndex = -1;
int _drawHitEffectJobIndex = -1;
void setDrawItemStatus(bool draw) { if (_drawStatusJobIndex >= 0) { _jobs[_drawStatusJobIndex].setEnabled(draw); } }
bool doDrawItemStatus() const { if (_drawStatusJobIndex >= 0) { return _jobs[_drawStatusJobIndex].isEnabled(); } else { return false; } }
void setDrawHitEffect(bool draw) { if (_drawHitEffectJobIndex >= 0) { _jobs[_drawHitEffectJobIndex].setEnabled(draw); } }
bool doDrawHitEffect() const { if (_drawHitEffectJobIndex >=0) { return _jobs[_drawHitEffectJobIndex].isEnabled(); } else { return false; } }
int _occlusionJobIndex = -1;

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@ -0,0 +1,24 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// hit_effect.frag
// fragment shader
//
// Created by Eric Levin on 7/20
// 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 DeferredBufferWrite.slh@>
varying vec2 varQuadPosition;
void main(void) {
vec2 center = vec2(0.0, 0.0);
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
gl_FragColor = vec4(1.0, 0.0, 0.0, alpha);
}

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@ -0,0 +1,24 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// hit_effect.vert
// vertex shader
//
// Created by Eric Levin on 7/20/15.
// 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 gpu/Transform.slh@>
<$declareStandardTransform()$>
varying vec2 varQuadPosition;
void main(void) {
varQuadPosition = gl_Vertex.xy;
gl_Position = gl_Vertex;
}

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@ -50,6 +50,7 @@ public:
int _maxDrawnOverlay3DItems = -1;
bool _drawItemStatus = false;
bool _drawHitEffect = false;
bool _occlusionStatus = false;

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@ -109,6 +109,9 @@ public:
Q_INVOKABLE void setEngineDisplayItemStatus(bool display) { _drawItemStatus = display; }
Q_INVOKABLE bool doEngineDisplayItemStatus() { return _drawItemStatus; }
Q_INVOKABLE void setEngineDisplayHitEffect(bool display) { _drawHitEffect = display; }
Q_INVOKABLE bool doEngineDisplayHitEffect() { return _drawHitEffect; }
signals:
void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
@ -141,6 +144,8 @@ protected:
int _maxDrawnOverlay3DItems = -1;
bool _drawItemStatus = false;
bool _drawHitEffect = false;
};