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Add simple textured pipeline
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34072c55e3
commit
51570aac68
5 changed files with 64 additions and 8 deletions
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@ -28,6 +28,7 @@
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#include "simple_vert.h"
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#include "simple_frag.h"
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#include "simple_textured_frag.h"
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#include "deferred_light_vert.h"
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#include "deferred_light_limited_vert.h"
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@ -50,13 +51,16 @@
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static const std::string glowIntensityShaderHandle = "glowIntensity";
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void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
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auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
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auto PSTextured = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
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gpu::ShaderPointer programTextured = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSTextured));
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(glowIntensityShaderHandle, 0));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::Shader::makeProgram(*programTextured, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setCullMode(gpu::State::CULL_BACK);
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@ -65,6 +69,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_simpleProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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_simpleProgramTextured = gpu::PipelinePointer(gpu::Pipeline::create(programTextured, state));
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_viewState = viewState;
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loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
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@ -101,9 +106,14 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
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}
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void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch) {
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void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured) {
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DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(batch, true, true, true);
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batch.setPipeline(_simpleProgram);
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if (textured) {
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batch.setPipeline(_simpleProgramTextured);
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} else {
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batch.setPipeline(_simpleProgram);
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}
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}
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void DeferredLightingEffect::releaseSimpleProgram(gpu::Batch& batch) {
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@ -34,7 +34,7 @@ public:
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void init(AbstractViewStateInterface* viewState);
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/// Sets up the state necessary to render static untextured geometry with the simple program.
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void bindSimpleProgram(gpu::Batch& batch);
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void bindSimpleProgram(gpu::Batch& batch, bool textured = false);
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/// Tears down the state necessary to render static untextured geometry with the simple program.
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void releaseSimpleProgram(gpu::Batch& batch);
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@ -100,6 +100,7 @@ private:
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static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
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gpu::PipelinePointer _simpleProgram;
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gpu::PipelinePointer _simpleProgramTextured;
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ProgramObject _directionalSkyboxLight;
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LightLocations _directionalSkyboxLightLocations;
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@ -14,6 +14,8 @@
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<@include DeferredBufferWrite.slh@>
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uniform float glowIntensity;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -20,6 +20,8 @@
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varying vec4 interpolatedNormal;
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void main(void) {
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// pass along the diffuse color
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gl_FrontColor = gl_Color;
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41
libraries/render-utils/src/simple_textured.slf
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41
libraries/render-utils/src/simple_textured.slf
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@ -0,0 +1,41 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple.frag
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// fragment shader
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//
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// Created by Clément Brisset on 5/29/15.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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// the diffuse texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the glow intensity
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//uniform float glowIntensity;
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void main(void) {
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/* // set the diffuse, normal, specular data
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gl_FragData[0] = vec4(gl_Color.rgb, glowIntensity);
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gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
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*/
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vec4 texel = texture2D(originalTexture, gl_TexCoord[0].st);
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packDeferredFragment(
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normalize(interpolatedNormal.xyz),
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glowIntensity * texel.a,
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gl_Color.rgb * texel.rgb,
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gl_FrontMaterial.specular.rgb,
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gl_FrontMaterial.shininess);
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}
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