mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Trying to clean up for pr
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parent
303cade547
commit
e40a795a27
12 changed files with 18 additions and 44 deletions
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@ -104,7 +104,7 @@ void Image3DOverlay::render(RenderArgs* args) {
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const render::ShapeKey Image3DOverlay::getShapeKey() {
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auto builder = render::ShapeKey::Builder().withoutCullFace().withDepthBias();
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if (_emissive) {
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builder.withEmissive();
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builder.withUnlit();
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}
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if (getAlpha() != 1.0f) {
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builder.withTranslucent();
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@ -1132,7 +1132,6 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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ambientTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type.contains("tex_ao_map")) {
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occlusionTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type == "lcl rotation") {
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localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1));
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} else if (type == "lcl translation") {
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@ -157,7 +157,7 @@ vec3 fetchLightmapMap(vec2 uv) {
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}
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<@endfunc@>
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<@func $discardTransparent(opacity)@>
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<@func discardTransparent(opacity)@>
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{
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if (<$opacity$> < 1.0) {
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discard;
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@ -104,13 +104,13 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
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auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
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auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
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auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
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auto pixelEmissive = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
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auto pixelTranslucentEmissive = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
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auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
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auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
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auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
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auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
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auto emissiveOpaqueProgram = gpu::Shader::createProgram(vertex, pixelEmissive);
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auto emissiveTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentEmissive);
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auto unlitOpaqueProgram = gpu::Shader::createProgram(vertex, pixelUnlit);
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auto unlitTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentUnlit);
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for (int i = 0; i < 8; i++) {
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bool isCulled = (i & 1);
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@ -140,9 +140,9 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
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isOpaque ? builder.withOpaque() : builder.withTranslucent();
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auto simpleProgram = isOpaque ? opaqueProgram : translucentProgram;
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auto emissiveProgram = isOpaque ? emissiveOpaqueProgram : emissiveTranslucentProgram;
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plumber.addPipeline(builder.withoutEmissive().build(), simpleProgram, state, &lightBatchSetter);
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plumber.addPipeline(builder.withEmissive().build(), emissiveProgram, state, &batchSetter);
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auto unlitProgram = isOpaque ? unlitOpaqueProgram : unlitTranslucentProgram;
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plumber.addPipeline(builder.withoutUnlit().build(), simpleProgram, state, &lightBatchSetter);
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plumber.addPipeline(builder.withUnlit().build(), unlitProgram, state, &batchSetter);
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}
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}
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@ -203,13 +203,11 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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// Pixel shaders
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auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
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auto modelEmissivePixel = gpu::Shader::createPixel(std::string(model_emissive_frag));
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auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
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auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
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auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
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auto modelTranslucentEmissivePixel = gpu::Shader::createPixel(std::string(model_translucent_emissive_frag));
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auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
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auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
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auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
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@ -222,9 +220,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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addPipeline(
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Key::Builder(),
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modelVertex, modelPixel);
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addPipeline(
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Key::Builder().withEmissive(),
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modelVertex, modelEmissivePixel);
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addPipeline(
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Key::Builder().withUnlit(),
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modelVertex, modelUnlitPixel);
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@ -241,12 +236,9 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
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addPipeline(
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Key::Builder().withTranslucent(),
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modelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withTranslucent().withEmissive(),
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modelVertex, modelTranslucentEmissivePixel);
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addPipeline(
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Key::Builder().withTranslucent().withUnlit(),
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modelVertex, modelTranslucentEmissivePixel);
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modelVertex, modelTranslucentUnlitPixel);
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addPipeline(
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Key::Builder().withTranslucent().withTangents(),
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modelNormalMapVertex, modelTranslucentPixel);
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@ -30,7 +30,7 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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@ -31,7 +31,7 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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@ -31,7 +31,7 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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@ -38,8 +38,7 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$discardTransparent(opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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@ -29,18 +29,11 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$discardTransparent(opacity)$>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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vec4 albedo = texture(albedoMap, _texCoord0);
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Material mat = getMaterial();
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vec3 fragColor = getMaterialAlbedo(mat) * albedo.rgb * _color;
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float fragOpacity = getMaterialOpacity(mat) * albedo.a * _alpha;
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_fragColor = vec4(fragColor, fragOpacity);
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_fragColor = vec4(albedo, opacity);
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}
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@ -30,7 +30,7 @@ void main(void) {
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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<$discardTransparent(opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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@ -71,9 +71,7 @@ void main(void) {
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fragRoughness,
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fragOpacity);
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if (gl_FragCoord.x > 1000) {
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color = vec4(fragAlbedo, color.w);
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}
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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@ -26,7 +26,6 @@ public:
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LIGHTMAP,
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TANGENTS,
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SPECULAR,
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EMISSIVE,
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UNLIT,
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SKINNED,
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STEREO,
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@ -58,7 +57,6 @@ public:
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Builder& withLightmap() { _flags.set(LIGHTMAP); return (*this); }
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Builder& withTangents() { _flags.set(TANGENTS); return (*this); }
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Builder& withSpecular() { _flags.set(SPECULAR); return (*this); }
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Builder& withEmissive() { _flags.set(EMISSIVE); return (*this); }
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Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
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Builder& withSkinned() { _flags.set(SKINNED); return (*this); }
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Builder& withStereo() { _flags.set(STEREO); return (*this); }
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@ -103,9 +101,6 @@ public:
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Builder& withSpecular() { _flags.set(SPECULAR); _mask.set(SPECULAR); return (*this); }
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Builder& withoutSpecular() { _flags.reset(SPECULAR); _mask.set(SPECULAR); return (*this); }
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Builder& withEmissive() { _flags.set(EMISSIVE); _mask.set(EMISSIVE); return (*this); }
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Builder& withoutEmissive() { _flags.reset(EMISSIVE); _mask.set(EMISSIVE); return (*this); }
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Builder& withUnlit() { _flags.set(UNLIT); _mask.set(UNLIT); return (*this); }
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Builder& withoutUnlit() { _flags.reset(UNLIT); _mask.set(UNLIT); return (*this); }
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@ -142,7 +137,6 @@ public:
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bool hasLightmap() const { return _flags[LIGHTMAP]; }
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bool hasTangents() const { return _flags[TANGENTS]; }
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bool hasSpecular() const { return _flags[SPECULAR]; }
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bool hasEmissive() const { return _flags[EMISSIVE]; }
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bool isUnlit() const { return _flags[UNLIT]; }
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bool isTranslucent() const { return _flags[TRANSLUCENT]; }
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bool isSkinned() const { return _flags[SKINNED]; }
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@ -179,7 +173,6 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
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<< "hasLightmap:" << key.hasLightmap()
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<< "hasTangents:" << key.hasTangents()
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<< "hasSpecular:" << key.hasSpecular()
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<< "hasEmissive:" << key.hasEmissive()
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<< "isUnlit:" << key.isUnlit()
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<< "isTranslucent:" << key.isTranslucent()
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<< "isSkinned:" << key.isSkinned()
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