Fixing git crap.

This commit is contained in:
NissimHadar 2018-02-06 23:51:08 -08:00
parent 346626498d
commit d01f9cd1fb
12 changed files with 57 additions and 31 deletions

View file

@ -241,7 +241,7 @@ void ZoneEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
}
#endif
updateKeyZoneItemFromEntity();
updateKeyZoneItemFromEntity(entity);
if (keyLightChanged) {
updateKeySunFromEntity(entity);
@ -329,7 +329,7 @@ void ZoneEntityRenderer::updateKeySunFromEntity(const TypedEntityPointer& entity
// Set the keylight
sunLight->setColor(ColorUtils::toVec3(_keyLightProperties.getColor()));
sunLight->setIntensity(_keyLightProperties.getIntensity());
sunLight->setDirection(_keyLightProperties.getDirection());
sunLight->setDirection(entity->getTransform().getRotation() * _keyLightProperties.getDirection());
}
void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer& entity) {
@ -349,6 +349,8 @@ void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer&
} else {
setAmbientURL(_ambientLightProperties.getAmbientURL());
}
ambientLight->setTransform(entity->getTransform().getInverseMatrix());
}
void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity) {
@ -378,7 +380,7 @@ void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity)
haze->setHazeKeyLightRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(_hazeProperties.getHazeKeyLightRange()));
haze->setHazeKeyLightAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(_hazeProperties.getHazeKeyLightAltitude()));
haze->setZoneTransform(entity->getTransform().getMatrix());
haze->setTransform(entity->getTransform().getMatrix());
}
void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer& entity) {
@ -390,7 +392,10 @@ void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer&
setSkyboxURL(_skyboxProperties.getURL());
}
void ZoneEntityRenderer::updateKeyZoneItemFromEntity() {
void ZoneEntityRenderer::updateKeyZoneItemFromEntity(const TypedEntityPointer& entity) {
// Update rotation values
editSkybox()->setOrientation(entity->getTransform().getRotation());
/* TODO: Implement the sun model behavior / Keep this code here for reference, this is how we
{
// Set the stage

View file

@ -45,7 +45,7 @@ protected:
virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
private:
void updateKeyZoneItemFromEntity();
void updateKeyZoneItemFromEntity(const TypedEntityPointer& entity);
void updateKeySunFromEntity(const TypedEntityPointer& entity);
void updateAmbientLightFromEntity(const TypedEntityPointer& entity);
void updateHazeFromEntity(const TypedEntityPointer& entity);

View file

@ -182,11 +182,11 @@ void Haze::setHazeBackgroundBlend(const float hazeBackgroundBlend) {
}
}
void Haze::setZoneTransform(const glm::mat4& zoneTransform) {
void Haze::setTransform(const glm::mat4& transform) {
auto& params = _hazeParametersBuffer.get<Parameters>();
if (params.zoneTransform == zoneTransform) {
_hazeParametersBuffer.edit<Parameters>().zoneTransform = zoneTransform;
if (params.transform != transform) {
_hazeParametersBuffer.edit<Parameters>().transform = transform;
}
}

View file

@ -92,7 +92,7 @@ namespace graphics {
void setHazeBackgroundBlend(const float hazeBackgroundBlend);
void setZoneTransform(const glm::mat4& zoneTransform);
void setTransform(const glm::mat4& transform);
using UniformBufferView = gpu::BufferView;
UniformBufferView getHazeParametersBuffer() const { return _hazeParametersBuffer; }
@ -113,7 +113,7 @@ namespace graphics {
// bit 2 - set to activate directional light attenuation mode
// bit 3 - set to blend between blend-in and blend-out colours
glm::mat4 zoneTransform;
glm::mat4 transform;
// Amount of background (skybox) to display, overriding the haze effect for the background
float hazeBackgroundBlend{ INITIAL_HAZE_BACKGROUND_BLEND };

View file

@ -158,3 +158,9 @@ void Light::setAmbientMapNumMips(uint16_t numMips) {
_ambientSchemaBuffer.edit().mapNumMips = (float)numMips;
}
void Light::setTransform(const glm::mat4& transform) {
if (_ambientSchemaBuffer.edit().transform != transform) {
_ambientSchemaBuffer.edit().transform = transform;
}
}

View file

@ -149,6 +149,8 @@ public:
void setAmbientMapNumMips(uint16_t numMips);
uint16_t getAmbientMapNumMips() const { return (uint16_t) _ambientSchemaBuffer->mapNumMips; }
void setTransform(const glm::mat4& transform);
// Light Schema
class LightSchema {
public:
@ -162,7 +164,9 @@ public:
float mapNumMips { 0.0f };
float spare1;
float spare2;
gpu::SphericalHarmonics ambientSphere;
glm::mat4 transform;
};
using LightSchemaBuffer = gpu::StructBuffer<LightSchema>;

View file

@ -34,7 +34,9 @@ vec3 getLightIrradiance(Light l) { return lightIrradiance_getIrradiance(l.irradi
// Light Ambient
struct LightAmbient {
vec4 _ambient;
SphericalHarmonics _ambientSphere;
mat4 transform;
};
SphericalHarmonics getLightAmbientSphere(LightAmbient l) { return l._ambientSphere; }

View file

@ -37,6 +37,12 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
}
}
void Skybox::setOrientation(const glm::quat& orientation) {
// The zone rotations need to be negated
_orientation = orientation;
_orientation.w = -_orientation.w;
}
void Skybox::updateSchemaBuffer() const {
auto blend = 0.0f;
if (getCubemap() && getCubemap()->isDefined()) {
@ -115,6 +121,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
// Orientate view transform to be relative to zone
viewTransform.setRotation(skybox.getOrientation() * viewTransform.getRotation());
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac

View file

@ -37,6 +37,9 @@ public:
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
void setOrientation(const glm::quat& orientation);
const glm::quat getOrientation() const { return _orientation; }
virtual bool empty() { return _empty; }
virtual void clear();
@ -61,6 +64,8 @@ protected:
mutable gpu::BufferView _schemaBuffer;
gpu::TexturePointer _cubemap;
glm::quat _orientation;
bool _empty{ true };
};
typedef std::shared_ptr<Skybox> SkyboxPointer;

View file

@ -26,7 +26,7 @@ struct HazeParams {
vec3 colorModulationFactor;
int hazeMode;
mat4 zoneTransform;
mat4 transform;
float backgroundBlend;
float hazeRangeFactor;

View file

@ -5,9 +5,6 @@
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@func declareSkyboxMap()@>
// declareSkyboxMap
@ -15,7 +12,6 @@ uniform samplerCube skyboxMap;
vec4 evalSkyboxLight(vec3 direction, float lod) {
// textureQueryLevels is not available until #430, so we require explicit lod
// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
float filterLod = textureQueryLod(skyboxMap, direction).x;
// Keep texture filtering LOD as limit to prevent aliasing on specular reflection
lod = max(lod, filterLod);
@ -28,15 +24,13 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
vec3 fresnelSchlickAmbient(vec3 fresnelColor, float ndotd, float gloss) {
float f = pow(1.0 - ndotd, 5.0);
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * f;
// return fresnelColor + (vec3(1.0) - fresnelColor) * f;
}
<@if supportAmbientMap@>
<$declareSkyboxMap()$>
<@endif@>
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
vec3 lightDir = -reflect(surface.eyeDir, surface.normal);
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface, vec3 lightDir) {
vec3 specularLight;
<@if supportIfAmbientMapElseAmbientSphere@>
if (getLightHasAmbientMap(ambient))
@ -80,14 +74,21 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
<@endif@>
) {
// Fresnel
// Rotate surface normal and eye direction
vec3 ambientSpaceSurfaceNormal = (ambient.transform * vec4(surface.normal, 0.0)).xyz;
vec3 ambientSpaceSurfaceEyeDir = (ambient.transform * vec4(surface.eyeDir, 0.0)).xyz;
<@if supportScattering@>
vec3 ambientSpaceLowNormalCurvature = (ambient.transform * lowNormalCurvature).xyz;
<@endif@>
vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, surface.ndotv, 1.0-surface.roughness);
// Diffuse from ambient
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.normal).xyz;
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) *
sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceSurfaceNormal).xyz;
// Specular highlight from ambient
specular = evalAmbientSpecularIrradiance(ambient, surface) * ambientFresnel;
vec3 ambientSpaceLightDir = -reflect(ambientSpaceSurfaceEyeDir, ambientSpaceSurfaceNormal);
specular = evalAmbientSpecularIrradiance(ambient, surface, ambientSpaceLightDir) * ambientFresnel;
<@if supportScattering@>
if (scattering * isScatteringEnabled() > 0.0) {
@ -98,7 +99,7 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
obscurance = min(obscurance, ambientOcclusion);
// Diffuse from ambient
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceLowNormalCurvature).xyz;
// Scattering ambient specular is the same as non scattering for now
// TODO: we should use the same specular answer as for direct lighting

View file

@ -1,25 +1,18 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_translucent_fade.frag
// fragment shader
//
// Created by Olivier Prat on 06/05/17.
// 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
//
// See the accompanying file LICENSE
<@include graphics/Material.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@include LightLocal.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>