overte-thingvellir/libraries/render-utils/src/DrawHaze.cpp

207 lines
7.1 KiB
C++

//
// DrawHaze.cpp
// libraries/render-utils/src
//
// Created by Nissim Hadar on 9/1/2017.
// 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 "DrawHaze.h"
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
#include "HazeStage.h"
#include "LightStage.h"
#include "Haze_frag.h"
void HazeConfig::setHazeColorR(const float value) {
hazeColorR = value;
}
void HazeConfig::setHazeColorG(const float value) {
hazeColorG = value;
}
void HazeConfig::setHazeColorB(const float value) {
hazeColorB = value;
}
void HazeConfig::setDirectionalLightAngle_degs(const float value) {
hazeDirectionalLightAngle_degs = value;
}
void HazeConfig::setDirectionalLightColorR(const float value) {
hazeDirectionalLightColorR = value;
}
void HazeConfig::setDirectionalLightColorG(const float value) {
hazeDirectionalLightColorG = value;
}
void HazeConfig::setDirectionalLightColorB(const float value) {
hazeDirectionalLightColorB = value;
}
void HazeConfig::setHazeBaseReference(const float value) {
hazeBaseReference = value;
}
void HazeConfig::setHazeActive(const bool active) {
isHazeActive = active;
}
void HazeConfig::setAltitudeBased(const bool active) {
isAltitudeBased = active;
}
void HazeConfig::setHazeAttenuateKeyLight(const bool active) {
isHazeAttenuateKeyLight = active;
}
void HazeConfig::setModulateColorActive(const bool active) {
isModulateColorActive = active;
}
void HazeConfig::setHazeEnableGlare(const bool active) {
isHazeEnableGlare = active;
}
void HazeConfig::setHazeRange_m(const float value) {
hazeRange_m = value;
}
void HazeConfig::setHazeAltitude_m(const float value) {
hazeAltitude_m = value;
}
void HazeConfig::setHazeKeyLightRange_m(const float value) {
hazeKeyLightRange_m = value;
}
void HazeConfig::setHazeKeyLightAltitude_m(const float value) {
hazeKeyLightAltitude_m = value;
}
void HazeConfig::setHazeBackgroundBlendValue(const float value) {
hazeBackgroundBlendValue = value;
}
MakeHaze::MakeHaze() {
_haze = std::make_shared<model::Haze>();
}
void MakeHaze::configure(const Config& config) {
_haze->setHazeColor(glm::vec3(config.hazeColorR, config.hazeColorG, config.hazeColorB));
_haze->setDirectionalLightBlend(model::convertDirectionalLightAngleToPower(config.hazeDirectionalLightAngle_degs));
_haze->setDirectionalLightColor(glm::vec3(config.hazeDirectionalLightColorR, config.hazeDirectionalLightColorG, config.hazeDirectionalLightColorB));
_haze->setHazeBaseReference(config.hazeBaseReference);
_haze->setHazeActive(config.isHazeActive);
_haze->setAltitudeBased(config.isAltitudeBased);
_haze->setHazeAttenuateKeyLight(config.isHazeAttenuateKeyLight);
_haze->setModulateColorActive(config.isModulateColorActive);
_haze->setHazeEnableGlare(config.isHazeEnableGlare);
_haze->setHazeRangeFactor(model::convertHazeRangeToHazeRangeFactor(config.hazeRange_m));
_haze->setHazeAltitudeFactor(model::convertHazeAltitudeToHazeAltitudeFactor(config.hazeAltitude_m));
_haze->setHazeKeyLightRangeFactor(model::convertHazeRangeToHazeRangeFactor(config.hazeKeyLightRange_m));
_haze->setHazeKeyLightAltitudeFactor(model::convertHazeAltitudeToHazeAltitudeFactor(config.hazeKeyLightAltitude_m));
_haze->setHazeBackgroundBlendValue(config.hazeBackgroundBlendValue);
}
void MakeHaze::run(const render::RenderContextPointer& renderContext, model::HazePointer& haze) {
haze = _haze;
}
const int HazeEffect_ParamsSlot = 0;
const int HazeEffect_TransformBufferSlot = 1;
const int HazeEffect_ColorMapSlot = 2;
const int HazeEffect_LinearDepthMapSlot = 3;
const int HazeEffect_LightingMapSlot = 4;
void DrawHaze::configure(const Config& config) {
}
void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
const auto haze = inputs.get0();
if (haze == nullptr) {
return;
}
const auto inputBuffer = inputs.get1()->getRenderBuffer(0);
const auto framebuffer = inputs.get2();
const auto transformBuffer = inputs.get3();
auto outputBuffer = inputs.get4();
auto depthBuffer = framebuffer->getLinearDepthTexture();
RenderArgs* args = renderContext->args;
if (!_hazePipeline) {
gpu::ShaderPointer ps = gpu::Shader::createPixel(std::string(Haze_frag));
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Mask out haze on the tablet
PrepareStencil::testNoAA(*state);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), HazeEffect_LightingMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
_hazePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
}
auto sourceFramebufferSize = glm::ivec2(inputBuffer->getDimensions());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(outputBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(sourceFramebufferSize, args->_viewport));
batch.setPipeline(_hazePipeline);
auto hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
model::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
batch.setUniformBuffer(HazeEffect_ParamsSlot, hazePointer->getHazeParametersBuffer());
}
batch.setUniformBuffer(HazeEffect_TransformBufferSlot, transformBuffer->getFrameTransformBuffer());
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage && lightStage->_currentFrame._sunLights.size() > 0) {
model::LightPointer keyLight;
keyLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front());
if (keyLight != nullptr) {
batch.setUniformBuffer(HazeEffect_LightingMapSlot, keyLight->getLightSchemaBuffer());
}
}
batch.setResourceTexture(HazeEffect_ColorMapSlot, inputBuffer);
batch.setResourceTexture(HazeEffect_LinearDepthMapSlot, depthBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}