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https://github.com/overte-org/overte.git
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Merge pull request #12340 from jherico/fix/shader_length
Fix overlimit shader char strings
This commit is contained in:
commit
047d24fe5e
38 changed files with 416 additions and 316 deletions
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@ -13,6 +13,11 @@ include("cmake/init.cmake")
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include("cmake/compiler.cmake")
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include("cmake/compiler.cmake")
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if (BUILD_SCRIBE_ONLY)
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add_subdirectory(tools/scribe)
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return()
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endif()
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if (NOT DEFINED SERVER_ONLY)
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if (NOT DEFINED SERVER_ONLY)
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set(SERVER_ONLY 0)
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set(SERVER_ONLY 0)
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endif()
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endif()
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@ -18,7 +18,7 @@ android {
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'-DANDROID_TOOLCHAIN=clang',
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'-DANDROID_TOOLCHAIN=clang',
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'-DANDROID_STL=c++_shared',
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'-DANDROID_STL=c++_shared',
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'-DQT_CMAKE_PREFIX_PATH=' + HIFI_ANDROID_PRECOMPILED + '/qt/lib/cmake',
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'-DQT_CMAKE_PREFIX_PATH=' + HIFI_ANDROID_PRECOMPILED + '/qt/lib/cmake',
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'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe',
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'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe' + EXEC_SUFFIX,
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'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
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'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
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'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
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'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
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'-DRELEASE_TYPE=' + RELEASE_TYPE,
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'-DRELEASE_TYPE=' + RELEASE_TYPE,
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@ -137,16 +137,16 @@ def packages = [
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def scribeLocalFile='scribe' + EXEC_SUFFIX
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def scribeLocalFile='scribe' + EXEC_SUFFIX
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def scribeFile='scribe_linux_x86_64'
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def scribeFile='scribe_linux_x86_64'
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def scribeChecksum='c98678d9726bd8bbf1bab792acf3ff6c'
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def scribeChecksum='ca4b904f52f4f993c29175ba96798fa6'
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def scribeVersion='onfeBkJWcJiTwiGOyZPVBjlyhoYQ4Axn'
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def scribeVersion='wgpf4dB2Ltzg4Lb2jJ4nPFsHoDkmK_OO'
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if (Os.isFamily(Os.FAMILY_MAC)) {
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if (Os.isFamily(Os.FAMILY_MAC)) {
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scribeFile = 'scribe_osx_x86_64'
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scribeFile = 'scribe_osx_x86_64'
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scribeChecksum='a137ad62c1bf7cca739da219544a9a16'
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scribeChecksum='72db9d32d4e1e50add755570ac5eb749'
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scribeVersion='kU.Aq512HVe65uRnkFEWQEqeQfaYF2c0'
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scribeVersion='o_NbPrktzEYtBkQf3Tn7zc1nZWzM52w6'
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} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
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} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
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scribeFile = 'scribe_win32_x86_64.exe'
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scribeFile = 'scribe_win32_x86_64.exe'
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scribeChecksum='75c2ce9ed45d17de375e3988bfaba816'
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scribeChecksum='678e43d290c90fda670c6fefe038a06d'
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scribeVersion='24TfWFh1FBY.t6i_LdzAXZYeQOtmQNZp'
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scribeVersion='GCCJxlmd2irvNOFWfZR0U1UCLHndHQrC'
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}
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}
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def options = [
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def options = [
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@ -39,56 +39,41 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
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if(SHADER_EXT STREQUAL .slv)
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if(SHADER_EXT STREQUAL .slv)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
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set(SHADER_TYPE vert)
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elseif(${SHADER_EXT} STREQUAL .slf)
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elseif(${SHADER_EXT} STREQUAL .slf)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
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set(SHADER_TYPE frag)
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elseif(${SHADER_EXT} STREQUAL .slg)
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elseif(${SHADER_EXT} STREQUAL .slg)
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set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
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set(SHADER_TYPE geom)
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endif()
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endif()
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set(SHADER_TARGET ${SHADER_TARGET}_${SHADER_TYPE})
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set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
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set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
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set(SHADER_TARGET_HEADER ${SHADER_TARGET}.h)
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set(SHADER_TARGET_SOURCE ${SHADER_TARGET}.cpp)
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set(SCRIBE_COMMAND scribe)
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# Target dependant Custom rule on the SHADER_FILE
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# Target dependant Custom rule on the SHADER_FILE
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if (APPLE)
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if (APPLE)
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set(GLPROFILE MAC_GL)
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set(GLPROFILE MAC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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elseif (ANDROID)
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elseif (ANDROID)
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set(GLPROFILE LINUX_GL)
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set(GLPROFILE LINUX_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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set(SCRIBE_COMMAND ${NATIVE_SCRIBE})
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# for an android build, we can't use the scribe that cmake would normally produce as a target,
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# since it's unrunnable by the cross-compiling build machine
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# so, we require the compiling user to point us at a compiled executable version for their native toolchain
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if (NOT NATIVE_SCRIBE)
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find_program(NATIVE_SCRIBE scribe PATHS ${SCRIBE_PATH} ENV SCRIBE_PATH)
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endif()
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if (NOT NATIVE_SCRIBE)
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message(FATAL_ERROR "The High Fidelity scribe tool is required for shader pre-processing. \
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Please compile scribe using your native toolchain and set SCRIBE_PATH to the path containing the scribe executable in your ENV.\
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")
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endif ()
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND ${NATIVE_SCRIBE} ${SCRIBE_ARGS} DEPENDS ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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elseif (UNIX)
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elseif (UNIX)
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set(GLPROFILE LINUX_GL)
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set(GLPROFILE LINUX_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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else ()
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else ()
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set(GLPROFILE PC_GL)
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set(GLPROFILE PC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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endif()
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endif()
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set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(
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OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE}
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COMMAND ${SCRIBE_COMMAND} ${SCRIBE_ARGS}
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DEPENDS ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES} ${SHADER_FILE}
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)
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#output the generated file name
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#output the generated file name
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set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
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set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} PARENT_SCOPE)
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file(GLOB INCLUDE_FILES ${SHADER_TARGET})
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file(GLOB INCLUDE_FILES ${SHADER_TARGET_HEADER})
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endfunction()
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endfunction()
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@ -126,7 +111,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
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if (WIN32)
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if (WIN32)
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source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
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source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
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source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
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source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
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source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
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source_group("Shaders\\generated" FILES ${AUTOSCRIBE_SHADER_SRC})
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endif()
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endif()
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
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@ -136,4 +121,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
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# Link library shaders, if they exist
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# Link library shaders, if they exist
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include_directories("${SHADERS_DIR}")
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include_directories("${SHADERS_DIR}")
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# Add search directory to find gpu/Shader.h
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include_directories("${HIFI_LIBRARY_DIR}/gpu/src")
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endmacro()
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endmacro()
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@ -395,8 +395,8 @@ void HmdDisplayPlugin::HUDRenderer::build() {
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void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
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void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
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if (!pipeline) {
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if (!pipeline) {
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auto vs = gpu::Shader::createVertex(std::string(hmd_ui_vert));
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auto vs = hmd_ui_vert::getShader();
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auto ps = gpu::Shader::createPixel(std::string(hmd_ui_frag));
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auto ps = hmd_ui_frag::getShader();
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auto program = gpu::Shader::createProgram(vs, ps);
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auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
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gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
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uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");
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uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");
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@ -36,8 +36,8 @@ static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, co
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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PrepareStencil::testMask(*state);
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PrepareStencil::testMask(*state);
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auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
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auto vertShader = textured_particle_vert::getShader();
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auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
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auto fragShader = textured_particle_frag::getShader();
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auto program = gpu::Shader::createProgram(vertShader, fragShader);
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auto program = gpu::Shader::createProgram(vertShader, fragShader);
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_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
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_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
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@ -48,8 +48,8 @@ struct PolyLineUniforms {
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static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
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static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
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if (!polylinePipeline) {
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if (!polylinePipeline) {
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auto VS = gpu::Shader::createVertex(std::string(paintStroke_vert));
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auto VS = paintStroke_vert::getShader();
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auto PS = gpu::Shader::createPixel(std::string(paintStroke_frag));
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auto PS = paintStroke_frag::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
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gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
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#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
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#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
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auto fadeVS = gpu::Shader::createVertex(std::string(paintStroke_fade_vert));
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auto fadeVS = gpu::Shader::createVertex(std::string(paintStroke_fade_vert));
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@ -27,6 +27,7 @@
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#include <StencilMaskPass.h>
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#include <StencilMaskPass.h>
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#include "EntityTreeRenderer.h"
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#include "EntityTreeRenderer.h"
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#include "polyvox_vert.h"
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#include "polyvox_vert.h"
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#include "polyvox_frag.h"
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#include "polyvox_frag.h"
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#include "polyvox_fade_vert.h"
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#include "polyvox_fade_vert.h"
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@ -70,6 +71,7 @@
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#include "StencilMaskPass.h"
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#include "StencilMaskPass.h"
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#include "EntityTreeRenderer.h"
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#include "EntityTreeRenderer.h"
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#include "polyvox_vert.h"
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#include "polyvox_vert.h"
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#include "polyvox_frag.h"
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#include "polyvox_frag.h"
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#include "polyvox_fade_vert.h"
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#include "polyvox_fade_vert.h"
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@ -1459,8 +1461,8 @@ static gpu::Stream::FormatPointer _vertexFormat;
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ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
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ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
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if (!_pipelines[0]) {
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if (!_pipelines[0]) {
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gpu::ShaderPointer vertexShaders[2] = { gpu::Shader::createVertex(std::string(polyvox_vert)), gpu::Shader::createVertex(std::string(polyvox_fade_vert)) };
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gpu::ShaderPointer vertexShaders[2] = { polyvox_vert::getShader(), polyvox_fade_vert::getShader() };
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gpu::ShaderPointer pixelShaders[2] = { gpu::Shader::createPixel(std::string(polyvox_frag)), gpu::Shader::createPixel(std::string(polyvox_fade_frag)) };
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gpu::ShaderPointer pixelShaders[2] = { polyvox_frag::getShader(), polyvox_fade_frag::getShader() };
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
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slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
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@ -16,8 +16,8 @@
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#include <GeometryCache.h>
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#include <GeometryCache.h>
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#include <PerfStat.h>
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#include <PerfStat.h>
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#include <render-utils/simple_vert.h>
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#include "render-utils/simple_vert.h"
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#include <render-utils/simple_frag.h>
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#include "render-utils/simple_frag.h"
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//#define SHAPE_ENTITY_USE_FADE_EFFECT
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//#define SHAPE_ENTITY_USE_FADE_EFFECT
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#ifdef SHAPE_ENTITY_USE_FADE_EFFECT
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#ifdef SHAPE_ENTITY_USE_FADE_EFFECT
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@ -32,8 +32,8 @@ static const float SPHERE_ENTITY_SCALE = 0.5f;
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||||||
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||||||
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ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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_procedural._vertexSource = simple_vert;
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_procedural._vertexSource = simple_vert::getSource();
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_procedural._fragmentSource = simple_frag;
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_procedural._fragmentSource = simple_frag::getSource();
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_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
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_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
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_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
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_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
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||||||
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);
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PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);
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||||||
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@ -73,42 +73,42 @@ ShaderPointer StandardShaderLib::getProgram(GetShader getVS, GetShader getPS) {
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||||||
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||||||
ShaderPointer StandardShaderLib::getDrawUnitQuadTexcoordVS() {
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ShaderPointer StandardShaderLib::getDrawUnitQuadTexcoordVS() {
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||||||
if (!_drawUnitQuadTexcoordVS) {
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if (!_drawUnitQuadTexcoordVS) {
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||||||
_drawUnitQuadTexcoordVS = gpu::Shader::createVertex(std::string(DrawUnitQuadTexcoord_vert));
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_drawUnitQuadTexcoordVS = DrawUnitQuadTexcoord_vert::getShader();
|
||||||
}
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}
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||||||
return _drawUnitQuadTexcoordVS;
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return _drawUnitQuadTexcoordVS;
|
||||||
}
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}
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||||||
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|
||||||
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
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ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
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||||||
if (!_drawTransformUnitQuadVS) {
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if (!_drawTransformUnitQuadVS) {
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||||||
_drawTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert));
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_drawTransformUnitQuadVS = DrawTransformUnitQuad_vert::getShader();
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||||||
}
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}
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||||||
return _drawTransformUnitQuadVS;
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return _drawTransformUnitQuadVS;
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||||||
}
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}
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||||||
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||||||
ShaderPointer StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS() {
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ShaderPointer StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS() {
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||||||
if (!_drawTexcoordRectTransformUnitQuadVS) {
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if (!_drawTexcoordRectTransformUnitQuadVS) {
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_drawTexcoordRectTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTexcoordRectTransformUnitQuad_vert));
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_drawTexcoordRectTransformUnitQuadVS = DrawTexcoordRectTransformUnitQuad_vert::getShader();
|
||||||
}
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}
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||||||
return _drawTexcoordRectTransformUnitQuadVS;
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return _drawTexcoordRectTransformUnitQuadVS;
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||||||
}
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}
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||||||
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|
||||||
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
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ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
|
||||||
if (!_drawViewportQuadTransformTexcoordVS) {
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if (!_drawViewportQuadTransformTexcoordVS) {
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||||||
_drawViewportQuadTransformTexcoordVS = gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert));
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_drawViewportQuadTransformTexcoordVS = DrawViewportQuadTransformTexcoord_vert::getShader();
|
||||||
}
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}
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||||||
return _drawViewportQuadTransformTexcoordVS;
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return _drawViewportQuadTransformTexcoordVS;
|
||||||
}
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}
|
||||||
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|
||||||
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
|
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
|
||||||
if (!_drawVertexPositionVS) {
|
if (!_drawVertexPositionVS) {
|
||||||
_drawVertexPositionVS = gpu::Shader::createVertex(std::string(DrawVertexPosition_vert));
|
_drawVertexPositionVS = DrawVertexPosition_vert::getShader();
|
||||||
}
|
}
|
||||||
return _drawVertexPositionVS;
|
return _drawVertexPositionVS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
|
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
|
||||||
if (!_drawTransformVertexPositionVS) {
|
if (!_drawTransformVertexPositionVS) {
|
||||||
_drawTransformVertexPositionVS = gpu::Shader::createVertex(std::string(DrawTransformVertexPosition_vert));
|
_drawTransformVertexPositionVS = DrawTransformVertexPosition_vert::getShader();
|
||||||
}
|
}
|
||||||
return _drawTransformVertexPositionVS;
|
return _drawTransformVertexPositionVS;
|
||||||
}
|
}
|
||||||
|
@ -122,42 +122,42 @@ ShaderPointer StandardShaderLib::getDrawNadaPS() {
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawWhitePS() {
|
ShaderPointer StandardShaderLib::getDrawWhitePS() {
|
||||||
if (!_drawWhitePS) {
|
if (!_drawWhitePS) {
|
||||||
_drawWhitePS = gpu::Shader::createPixel(std::string(DrawWhite_frag));
|
_drawWhitePS = DrawWhite_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawWhitePS;
|
return _drawWhitePS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawColorPS() {
|
ShaderPointer StandardShaderLib::getDrawColorPS() {
|
||||||
if (!_drawColorPS) {
|
if (!_drawColorPS) {
|
||||||
_drawColorPS = gpu::Shader::createPixel(std::string(DrawColor_frag));
|
_drawColorPS = DrawColor_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawColorPS;
|
return _drawColorPS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
||||||
if (!_drawTexturePS) {
|
if (!_drawTexturePS) {
|
||||||
_drawTexturePS = gpu::Shader::createPixel(std::string(DrawTexture_frag));
|
_drawTexturePS = DrawTexture_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawTexturePS;
|
return _drawTexturePS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
|
ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
|
||||||
if (!_drawTextureMirroredXPS) {
|
if (!_drawTextureMirroredXPS) {
|
||||||
_drawTextureMirroredXPS = gpu::Shader::createPixel(std::string(DrawTextureMirroredX_frag));
|
_drawTextureMirroredXPS = DrawTextureMirroredX_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawTextureMirroredXPS;
|
return _drawTextureMirroredXPS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
|
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
|
||||||
if (!_drawTextureOpaquePS) {
|
if (!_drawTextureOpaquePS) {
|
||||||
_drawTextureOpaquePS = gpu::Shader::createPixel(std::string(DrawTextureOpaque_frag));
|
_drawTextureOpaquePS = DrawTextureOpaque_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawTextureOpaquePS;
|
return _drawTextureOpaquePS;
|
||||||
}
|
}
|
||||||
|
|
||||||
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
|
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
|
||||||
if (!_drawColoredTexturePS) {
|
if (!_drawColoredTexturePS) {
|
||||||
_drawColoredTexturePS = gpu::Shader::createPixel(std::string(DrawColoredTexture_frag));
|
_drawColoredTexturePS = DrawColoredTexture_frag::getShader();
|
||||||
}
|
}
|
||||||
return _drawColoredTexturePS;
|
return _drawColoredTexturePS;
|
||||||
}
|
}
|
||||||
|
|
|
@ -91,8 +91,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&] {
|
std::call_once(once, [&] {
|
||||||
{
|
{
|
||||||
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
|
auto skyVS = skybox_vert::getShader();
|
||||||
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
|
auto skyFS = skybox_frag::getShader();
|
||||||
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
|
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
|
||||||
|
|
||||||
batch.runLambda([skyShader] {
|
batch.runLambda([skyShader] {
|
||||||
|
|
|
@ -241,7 +241,7 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
||||||
std::string fragmentShaderSource = _fragmentSource;
|
std::string fragmentShaderSource = _fragmentSource;
|
||||||
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
|
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
|
||||||
if (replaceIndex != std::string::npos) {
|
if (replaceIndex != std::string::npos) {
|
||||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag);
|
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
|
||||||
}
|
}
|
||||||
|
|
||||||
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
|
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
|
||||||
|
|
|
@ -19,8 +19,8 @@
|
||||||
#include <graphics/skybox_frag.h>
|
#include <graphics/skybox_frag.h>
|
||||||
|
|
||||||
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
|
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
|
||||||
_procedural._vertexSource = skybox_vert;
|
_procedural._vertexSource = skybox_vert::getSource();
|
||||||
_procedural._fragmentSource = skybox_frag;
|
_procedural._fragmentSource = skybox_frag::getSource();
|
||||||
// Adjust the pipeline state for background using the stencil test
|
// Adjust the pipeline state for background using the stencil test
|
||||||
_procedural.setDoesFade(false);
|
_procedural.setDoesFade(false);
|
||||||
// Must match PrepareStencil::STENCIL_BACKGROUND
|
// Must match PrepareStencil::STENCIL_BACKGROUND
|
||||||
|
|
|
@ -263,7 +263,7 @@ void AmbientOcclusionEffect::configure(const Config& config) {
|
||||||
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
|
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
|
||||||
if (!_occlusionPipeline) {
|
if (!_occlusionPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeOcclusion_frag));
|
auto ps = ssao_makeOcclusion_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -288,7 +288,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
|
||||||
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
|
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
|
||||||
if (!_hBlurPipeline) {
|
if (!_hBlurPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeHorizontalBlur_frag));
|
auto ps = ssao_makeHorizontalBlur_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -311,7 +311,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
|
||||||
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
|
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
|
||||||
if (!_vBlurPipeline) {
|
if (!_vBlurPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeVerticalBlur_frag));
|
auto ps = ssao_makeVerticalBlur_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -458,7 +458,7 @@ void DebugAmbientOcclusion::configure(const Config& config) {
|
||||||
const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
|
const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
|
||||||
if (!_debugPipeline) {
|
if (!_debugPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(ssao_debugOcclusion_frag));
|
auto ps = ssao_debugOcclusion_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -9,8 +9,6 @@
|
||||||
|
|
||||||
#include <qmath.h>
|
#include <qmath.h>
|
||||||
|
|
||||||
#include "animdebugdraw_vert.h"
|
|
||||||
#include "animdebugdraw_frag.h"
|
|
||||||
#include <gpu/Batch.h>
|
#include <gpu/Batch.h>
|
||||||
#include "AbstractViewStateInterface.h"
|
#include "AbstractViewStateInterface.h"
|
||||||
#include "RenderUtilsLogging.h"
|
#include "RenderUtilsLogging.h"
|
||||||
|
@ -19,6 +17,9 @@
|
||||||
|
|
||||||
#include "AnimDebugDraw.h"
|
#include "AnimDebugDraw.h"
|
||||||
|
|
||||||
|
#include "animdebugdraw_vert.h"
|
||||||
|
#include "animdebugdraw_frag.h"
|
||||||
|
|
||||||
class AnimDebugDrawData {
|
class AnimDebugDrawData {
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -101,8 +102,8 @@ AnimDebugDraw::AnimDebugDraw() :
|
||||||
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
|
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
|
||||||
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
|
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
|
||||||
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||||
auto vertShader = gpu::Shader::createVertex(std::string(animdebugdraw_vert));
|
auto vertShader = animdebugdraw_vert::getShader();
|
||||||
auto fragShader = gpu::Shader::createPixel(std::string(animdebugdraw_frag));
|
auto fragShader = animdebugdraw_frag::getShader();
|
||||||
auto program = gpu::Shader::createProgram(vertShader, fragShader);
|
auto program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||||
_pipeline = gpu::Pipeline::create(program, state);
|
_pipeline = gpu::Pipeline::create(program, state);
|
||||||
|
|
||||||
|
|
|
@ -57,8 +57,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!_antialiasingPipeline) {
|
if (!_antialiasingPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
|
auto vs = fxaa_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
|
auto ps = fxaa_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -82,8 +82,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
|
||||||
|
|
||||||
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
|
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
|
||||||
if (!_blendPipeline) {
|
if (!_blendPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
|
auto vs = fxaa_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
|
auto ps = fxaa_blend_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -61,7 +61,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
|
||||||
|
|
||||||
if (!_pipeline) {
|
if (!_pipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(BloomThreshold_frag));
|
auto ps = BloomThreshold_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -113,7 +113,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
|
||||||
|
|
||||||
if (!_pipeline) {
|
if (!_pipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(BloomApply_frag));
|
auto ps = BloomApply_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -369,8 +369,7 @@ bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile)
|
||||||
|
|
||||||
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
|
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
|
||||||
if (pipelineNeedsUpdate(mode, customFile)) {
|
if (pipelineNeedsUpdate(mode, customFile)) {
|
||||||
static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
|
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag::getSource() };
|
||||||
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
|
|
||||||
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
|
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
|
||||||
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
||||||
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
||||||
|
@ -380,7 +379,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
|
||||||
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
|
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
|
||||||
getShaderSourceCode(mode, customFile));
|
getShaderSourceCode(mode, customFile));
|
||||||
|
|
||||||
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
|
const auto vs = debug_deferred_buffer_vert::getShader();
|
||||||
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
|
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
|
||||||
const auto program = gpu::Shader::createProgram(vs, ps);
|
const auto program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
|
|
|
@ -83,7 +83,7 @@ enum DeferredShader_BufferSlot {
|
||||||
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
|
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
|
||||||
};
|
};
|
||||||
|
|
||||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
|
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
|
||||||
|
|
||||||
void DeferredLightingEffect::init() {
|
void DeferredLightingEffect::init() {
|
||||||
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
|
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
|
||||||
|
@ -95,14 +95,14 @@ void DeferredLightingEffect::init() {
|
||||||
_localLightLocations = std::make_shared<LightLocations>();
|
_localLightLocations = std::make_shared<LightLocations>();
|
||||||
_localLightOutlineLocations = std::make_shared<LightLocations>();
|
_localLightOutlineLocations = std::make_shared<LightLocations>();
|
||||||
|
|
||||||
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_frag::getShader(), false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||||
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_frag::getShader(), false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||||
|
|
||||||
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
|
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_shadow_frag::getShader(), false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
|
||||||
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
|
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_shadow_frag::getShader(), false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
|
||||||
|
|
||||||
loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
|
loadLightProgram(deferred_light_vert::getShader(), local_lights_shading_frag::getShader(), true, _localLight, _localLightLocations);
|
||||||
loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
|
loadLightProgram(deferred_light_vert::getShader(), local_lights_drawOutline_frag::getShader(), true, _localLightOutline, _localLightOutlineLocations);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
|
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
|
||||||
|
@ -171,12 +171,8 @@ void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int cluste
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* fragSource, LightLocationsPtr& locations) {
|
static gpu::ShaderPointer makeLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, LightLocationsPtr& locations) {
|
||||||
auto VS = gpu::Shader::createVertex(std::string(vertSource));
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||||
auto PS = gpu::Shader::createPixel(std::string(fragSource));
|
|
||||||
|
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
|
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT));
|
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT));
|
||||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT));
|
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT));
|
||||||
|
@ -224,9 +220,9 @@ static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* f
|
||||||
return program;
|
return program;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
|
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
|
||||||
|
|
||||||
gpu::ShaderPointer program = makeLightProgram(vertSource, fragSource, locations);
|
gpu::ShaderPointer program = makeLightProgram(vertShader, fragShader, locations);
|
||||||
|
|
||||||
auto state = std::make_shared<gpu::State>();
|
auto state = std::make_shared<gpu::State>();
|
||||||
state->setColorWriteMask(true, true, true, false);
|
state->setColorWriteMask(true, true, true, false);
|
||||||
|
|
|
@ -133,7 +133,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
|
||||||
RenderArgs* args = renderContext->args;
|
RenderArgs* args = renderContext->args;
|
||||||
|
|
||||||
if (!_hazePipeline) {
|
if (!_hazePipeline) {
|
||||||
gpu::ShaderPointer ps = gpu::Shader::createPixel(std::string(Haze_frag));
|
gpu::ShaderPointer ps = Haze_frag::getShader();
|
||||||
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
|
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
|
@ -1946,8 +1946,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&] {
|
std::call_once(once, [&] {
|
||||||
auto state = std::make_shared<gpu::State>();
|
auto state = std::make_shared<gpu::State>();
|
||||||
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
|
auto VS = glowLine_vert::getShader();
|
||||||
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
|
auto PS = glowLine_frag::getShader();
|
||||||
auto program = gpu::Shader::createProgram(VS, PS);
|
auto program = gpu::Shader::createProgram(VS, PS);
|
||||||
state->setCullMode(gpu::State::CULL_NONE);
|
state->setCullMode(gpu::State::CULL_NONE);
|
||||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||||
|
@ -2003,8 +2003,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
|
||||||
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&]() {
|
std::call_once(once, [&]() {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
auto vs = standardTransformPNTC_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(standardDrawTexture_frag));
|
auto ps = standardDrawTexture_frag::getShader();
|
||||||
auto program = gpu::Shader::createProgram(vs, ps);
|
auto program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
auto state = std::make_shared<gpu::State>();
|
auto state = std::make_shared<gpu::State>();
|
||||||
|
@ -2039,8 +2039,8 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
||||||
|
|
||||||
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
|
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
|
||||||
if (!_gridPipeline) {
|
if (!_gridPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
auto vs = standardTransformPNTC_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(grid_frag));
|
auto ps = grid_frag::getShader();
|
||||||
auto program = gpu::Shader::createProgram(vs, ps);
|
auto program = gpu::Shader::createProgram(vs, ps);
|
||||||
gpu::Shader::makeProgram((*program));
|
gpu::Shader::makeProgram((*program));
|
||||||
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
|
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
|
||||||
|
@ -2123,12 +2123,9 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
|
||||||
return a.getRaw() == b.getRaw();
|
return a.getRaw() == b.getRaw();
|
||||||
}
|
}
|
||||||
|
|
||||||
static void buildWebShader(const std::string& vertShaderText, const std::string& fragShaderText, bool blendEnable,
|
static void buildWebShader(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool blendEnable,
|
||||||
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
|
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
|
||||||
auto VS = gpu::Shader::createVertex(vertShaderText);
|
shaderPointerOut = gpu::Shader::createProgram(vertShader, fragShader);
|
||||||
auto PS = gpu::Shader::createPixel(fragShaderText);
|
|
||||||
|
|
||||||
shaderPointerOut = gpu::Shader::createProgram(VS, PS);
|
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
|
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
|
||||||
|
@ -2151,8 +2148,8 @@ void GeometryCache::bindWebBrowserProgram(gpu::Batch& batch, bool transparent) {
|
||||||
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
|
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&]() {
|
std::call_once(once, [&]() {
|
||||||
buildWebShader(simple_vert, simple_opaque_web_browser_frag, false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
|
buildWebShader(simple_vert::getShader(), simple_opaque_web_browser_frag::getShader(), false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
|
||||||
buildWebShader(simple_vert, simple_transparent_web_browser_frag, true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
|
buildWebShader(simple_vert::getShader(), simple_transparent_web_browser_frag::getShader(), true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
|
||||||
});
|
});
|
||||||
|
|
||||||
return transparent ? _simpleTransparentWebBrowserPipelineNoAA : _simpleOpaqueWebBrowserPipelineNoAA;
|
return transparent ? _simpleTransparentWebBrowserPipelineNoAA : _simpleOpaqueWebBrowserPipelineNoAA;
|
||||||
|
@ -2181,9 +2178,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
||||||
if (!fading) {
|
if (!fading) {
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&]() {
|
std::call_once(once, [&]() {
|
||||||
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
auto VS = simple_vert::getShader();
|
||||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
auto PS = simple_textured_frag::getShader();
|
||||||
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
|
auto PSUnlit = simple_textured_unlit_frag::getShader();
|
||||||
|
|
||||||
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
||||||
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
|
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||||
|
@ -2196,9 +2193,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
||||||
} else {
|
} else {
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&]() {
|
std::call_once(once, [&]() {
|
||||||
auto VS = gpu::Shader::createVertex(std::string(simple_fade_vert));
|
auto VS = simple_fade_vert::getShader();
|
||||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
|
auto PS = simple_textured_fade_frag::getShader();
|
||||||
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
|
auto PSUnlit = simple_textured_unlit_fade_frag::getShader();
|
||||||
|
|
||||||
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
|
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
|
||||||
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
|
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||||
|
|
|
@ -130,8 +130,8 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
|
||||||
fillState->setColorWriteMask(false, false, false, false);
|
fillState->setColorWriteMask(false, false, false, false);
|
||||||
fillState->setCullMode(gpu::State::CULL_FRONT);
|
fillState->setCullMode(gpu::State::CULL_FRONT);
|
||||||
|
|
||||||
auto vs = gpu::Shader::createVertex(std::string(Highlight_aabox_vert));
|
auto vs = Highlight_aabox_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(nop_frag));
|
auto ps = nop_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -313,7 +313,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
|
||||||
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
||||||
|
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(Highlight_frag));
|
auto ps = Highlight_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -325,7 +325,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
|
||||||
|
|
||||||
_pipeline = gpu::Pipeline::create(program, state);
|
_pipeline = gpu::Pipeline::create(program, state);
|
||||||
|
|
||||||
ps = gpu::Shader::createPixel(std::string(Highlight_filled_frag));
|
ps = Highlight_filled_frag::getShader();
|
||||||
program = gpu::Shader::createProgram(vs, ps);
|
program = gpu::Shader::createProgram(vs, ps);
|
||||||
gpu::Shader::makeProgram(*program, slotBindings);
|
gpu::Shader::makeProgram(*program, slotBindings);
|
||||||
_pipelineFilled = gpu::Pipeline::create(program, state);
|
_pipelineFilled = gpu::Pipeline::create(program, state);
|
||||||
|
@ -385,8 +385,7 @@ void DebugHighlight::run(const render::RenderContextPointer& renderContext, cons
|
||||||
}
|
}
|
||||||
|
|
||||||
void DebugHighlight::initializePipelines() {
|
void DebugHighlight::initializePipelines() {
|
||||||
static const std::string VERTEX_SHADER{ debug_deferred_buffer_vert };
|
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag::getSource() };
|
||||||
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag };
|
|
||||||
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
|
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
|
||||||
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
||||||
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
||||||
|
@ -396,7 +395,7 @@ void DebugHighlight::initializePipelines() {
|
||||||
state->setDepthTest(gpu::State::DepthTest(false, false));
|
state->setDepthTest(gpu::State::DepthTest(false, false));
|
||||||
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
||||||
|
|
||||||
const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
|
const auto vs = debug_deferred_buffer_vert::getShader();
|
||||||
|
|
||||||
// Depth shader
|
// Depth shader
|
||||||
{
|
{
|
||||||
|
@ -553,14 +552,14 @@ const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const
|
||||||
#include "model_shadow_frag.h"
|
#include "model_shadow_frag.h"
|
||||||
|
|
||||||
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
||||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
auto modelVertex = model_shadow_vert::getShader();
|
||||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
auto modelPixel = model_shadow_frag::getShader();
|
||||||
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withoutSkinned(),
|
ShapeKey::Filter::Builder().withoutSkinned(),
|
||||||
modelProgram, state);
|
modelProgram, state);
|
||||||
|
|
||||||
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
auto skinVertex = skin_model_shadow_vert::getShader();
|
||||||
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
|
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withSkinned(),
|
ShapeKey::Filter::Builder().withSkinned(),
|
||||||
|
|
|
@ -605,8 +605,8 @@ void DebugLightClusters::configure(const Config& config) {
|
||||||
|
|
||||||
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
|
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
|
||||||
if (!_drawClusterGrid) {
|
if (!_drawClusterGrid) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
|
auto vs = lightClusters_drawGrid_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawGrid_frag));
|
auto ps = lightClusters_drawGrid_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -635,7 +635,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterFromDepthPipeline()
|
||||||
if (!_drawClusterFromDepth) {
|
if (!_drawClusterFromDepth) {
|
||||||
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
|
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterFromDepth_frag));
|
auto ps = lightClusters_drawClusterFromDepth_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -665,7 +665,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
|
||||||
if (!_drawClusterContent) {
|
if (!_drawClusterContent) {
|
||||||
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
|
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterContent_frag));
|
auto ps = lightClusters_drawClusterContent_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -121,16 +121,16 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* a
|
||||||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
|
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
|
||||||
|
|
||||||
void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
|
void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
|
||||||
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
|
auto vertex = overlay3D_vert::getShader();
|
||||||
auto vertexModel = gpu::Shader::createVertex(std::string(model_vert));
|
auto vertexModel = model_vert::getShader();
|
||||||
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
|
auto pixel = overlay3D_frag::getShader();
|
||||||
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
|
auto pixelTranslucent = overlay3D_translucent_frag::getShader();
|
||||||
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
|
auto pixelUnlit = overlay3D_unlit_frag::getShader();
|
||||||
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
|
auto pixelTranslucentUnlit = overlay3D_translucent_unlit_frag::getShader();
|
||||||
auto pixelModel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
|
auto pixelModel = overlay3D_model_frag::getShader();
|
||||||
auto pixelModelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_frag));
|
auto pixelModelTranslucent = overlay3D_model_translucent_frag::getShader();
|
||||||
auto pixelModelUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_unlit_frag));
|
auto pixelModelUnlit = overlay3D_model_unlit_frag::getShader();
|
||||||
auto pixelModelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_unlit_frag));
|
auto pixelModelTranslucentUnlit = overlay3D_model_translucent_unlit_frag::getShader();
|
||||||
|
|
||||||
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
|
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
|
||||||
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
|
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
|
||||||
|
@ -187,66 +187,66 @@ void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
|
||||||
|
|
||||||
void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
||||||
// Vertex shaders
|
// Vertex shaders
|
||||||
auto simpleVertex = gpu::Shader::createVertex(std::string(simple_vert));
|
auto simpleVertex = simple_vert::getShader();
|
||||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
|
auto modelVertex = model_vert::getShader();
|
||||||
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
|
auto modelNormalMapVertex = model_normal_map_vert::getShader();
|
||||||
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
|
auto modelLightmapVertex = model_lightmap_vert::getShader();
|
||||||
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
|
auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
|
||||||
auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
|
auto modelTranslucentVertex = model_translucent_vert::getShader();
|
||||||
auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
|
auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
|
||||||
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
auto modelShadowVertex = model_shadow_vert::getShader();
|
||||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
auto skinModelVertex = skin_model_vert::getShader();
|
||||||
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
|
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
|
||||||
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
auto skinModelShadowVertex = skin_model_shadow_vert::getShader();
|
||||||
auto modelLightmapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_fade_vert));
|
auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
|
||||||
auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
|
auto modelLightmapNormalMapFadeVertex = model_lightmap_normal_map_fade_vert::getShader();
|
||||||
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
|
auto skinModelFadeVertex = skin_model_fade_vert::getShader();
|
||||||
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
|
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
|
||||||
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
|
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
|
||||||
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
|
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
|
||||||
|
|
||||||
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
|
auto modelFadeVertex = model_fade_vert::getShader();
|
||||||
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
|
auto modelNormalMapFadeVertex = model_normal_map_fade_vert::getShader();
|
||||||
auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
|
auto simpleFadeVertex = simple_fade_vert::getShader();
|
||||||
auto modelShadowFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
|
auto modelShadowFadeVertex = model_shadow_fade_vert::getShader();
|
||||||
auto skinModelShadowFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
|
auto skinModelShadowFadeVertex = skin_model_shadow_fade_vert::getShader();
|
||||||
|
|
||||||
// Pixel shaders
|
// Pixel shaders
|
||||||
auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
auto simplePixel = simple_textured_frag::getShader();
|
||||||
auto simpleUnlitPixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
|
auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
|
||||||
auto simpleTranslucentPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_frag));
|
auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
|
||||||
auto simpleTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_frag));
|
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
|
||||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
|
auto modelPixel = model_frag::getShader();
|
||||||
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
|
auto modelUnlitPixel = model_unlit_frag::getShader();
|
||||||
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
|
auto modelNormalMapPixel = model_normal_map_frag::getShader();
|
||||||
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
|
auto modelSpecularMapPixel = model_specular_map_frag::getShader();
|
||||||
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
|
auto modelNormalSpecularMapPixel = model_normal_specular_map_frag::getShader();
|
||||||
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
|
auto modelTranslucentPixel = model_translucent_frag::getShader();
|
||||||
auto modelTranslucentNormalMapPixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_frag));
|
auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
|
||||||
auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
|
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
|
||||||
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
auto modelShadowPixel = model_shadow_frag::getShader();
|
||||||
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
|
auto modelLightmapPixel = model_lightmap_frag::getShader();
|
||||||
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
|
auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
|
||||||
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
|
auto modelLightmapSpecularMapPixel = model_lightmap_specular_map_frag::getShader();
|
||||||
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
|
auto modelLightmapNormalSpecularMapPixel = model_lightmap_normal_specular_map_frag::getShader();
|
||||||
auto modelLightmapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_fade_frag));
|
auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
|
||||||
auto modelLightmapNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_fade_frag));
|
auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
|
||||||
auto modelLightmapSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_fade_frag));
|
auto modelLightmapSpecularMapFadePixel = model_lightmap_specular_map_fade_frag::getShader();
|
||||||
auto modelLightmapNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_fade_frag));
|
auto modelLightmapNormalSpecularMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader();
|
||||||
|
|
||||||
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_fade_frag));
|
auto modelFadePixel = model_fade_frag::getShader();
|
||||||
auto modelUnlitFadePixel = gpu::Shader::createPixel(std::string(model_unlit_fade_frag));
|
auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
|
||||||
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
|
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
|
||||||
auto modelSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_specular_map_fade_frag));
|
auto modelSpecularMapFadePixel = model_specular_map_fade_frag::getShader();
|
||||||
auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
|
auto modelNormalSpecularMapFadePixel = model_normal_specular_map_fade_frag::getShader();
|
||||||
auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
|
auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
|
||||||
auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
|
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
|
||||||
auto modelTranslucentNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_fade_frag));
|
auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
|
||||||
auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
|
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
|
||||||
auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
|
auto simpleFadePixel = simple_textured_fade_frag::getShader();
|
||||||
auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
|
auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
|
||||||
auto simpleTranslucentFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_fade_frag));
|
auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
|
||||||
auto simpleTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_fade_frag));
|
auto simpleTranslucentUnlitFadePixel = simple_transparent_textured_unlit_fade_frag::getShader();
|
||||||
|
|
||||||
using Key = render::ShapeKey;
|
using Key = render::ShapeKey;
|
||||||
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
||||||
|
@ -448,19 +448,19 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
||||||
|
|
||||||
void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
||||||
// Vertex shaders
|
// Vertex shaders
|
||||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
|
auto modelVertex = model_vert::getShader();
|
||||||
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
|
auto modelNormalMapVertex = model_normal_map_vert::getShader();
|
||||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
auto skinModelVertex = skin_model_vert::getShader();
|
||||||
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
|
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
|
||||||
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
|
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
|
||||||
|
|
||||||
// Pixel shaders
|
// Pixel shaders
|
||||||
auto modelPixel = gpu::Shader::createPixel(std::string(forward_model_frag));
|
auto modelPixel = forward_model_frag::getShader();
|
||||||
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(forward_model_unlit_frag));
|
auto modelUnlitPixel = forward_model_unlit_frag::getShader();
|
||||||
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_map_frag));
|
auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
|
||||||
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_specular_map_frag));
|
auto modelSpecularMapPixel = forward_model_specular_map_frag::getShader();
|
||||||
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_specular_map_frag));
|
auto modelNormalSpecularMapPixel = forward_model_normal_specular_map_frag::getShader();
|
||||||
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
|
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
|
||||||
|
|
||||||
using Key = render::ShapeKey;
|
using Key = render::ShapeKey;
|
||||||
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
||||||
|
@ -590,29 +590,29 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
|
||||||
}
|
}
|
||||||
|
|
||||||
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
||||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
auto modelVertex = model_shadow_vert::getShader();
|
||||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
auto modelPixel = model_shadow_frag::getShader();
|
||||||
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
|
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
|
||||||
modelProgram, state);
|
modelProgram, state);
|
||||||
|
|
||||||
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
auto skinVertex = skin_model_shadow_vert::getShader();
|
||||||
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
|
auto skinPixel = skin_model_shadow_frag::getShader();
|
||||||
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
|
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
|
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
|
||||||
skinProgram, state);
|
skinProgram, state);
|
||||||
|
|
||||||
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
|
auto modelFadeVertex = model_shadow_fade_vert::getShader();
|
||||||
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
|
auto modelFadePixel = model_shadow_fade_frag::getShader();
|
||||||
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
|
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
|
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
|
||||||
modelFadeProgram, state);
|
modelFadeProgram, state);
|
||||||
|
|
||||||
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
|
auto skinFadeVertex = skin_model_shadow_fade_vert::getShader();
|
||||||
auto skinFadePixel = gpu::Shader::createPixel(std::string(skin_model_shadow_fade_frag));
|
auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
|
||||||
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
|
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
|
||||||
shapePlumber.addPipeline(
|
shapePlumber.addPipeline(
|
||||||
ShapeKey::Filter::Builder().withSkinned().withFade(),
|
ShapeKey::Filter::Builder().withSkinned().withFade(),
|
||||||
|
|
|
@ -60,7 +60,7 @@ gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
|
||||||
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
|
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
|
||||||
if (!_paintStencilPipeline) {
|
if (!_paintStencilPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(stencil_drawMask_frag));
|
auto ps = stencil_drawMask_frag::getShader();
|
||||||
auto program = gpu::Shader::createProgram(vs, ps);
|
auto program = gpu::Shader::createProgram(vs, ps);
|
||||||
gpu::Shader::makeProgram((*program));
|
gpu::Shader::makeProgram((*program));
|
||||||
|
|
||||||
|
|
|
@ -308,7 +308,7 @@ void diffuseProfileGPU(gpu::TexturePointer& profileMap, RenderArgs* args) {
|
||||||
gpu::PipelinePointer makePipeline;
|
gpu::PipelinePointer makePipeline;
|
||||||
{
|
{
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeProfile_frag));
|
auto ps = subsurfaceScattering_makeProfile_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -344,7 +344,7 @@ void diffuseScatterGPU(const gpu::TexturePointer& profileMap, gpu::TexturePointe
|
||||||
gpu::PipelinePointer makePipeline;
|
gpu::PipelinePointer makePipeline;
|
||||||
{
|
{
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeLUT_frag));
|
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -382,7 +382,7 @@ void computeSpecularBeckmannGPU(gpu::TexturePointer& beckmannMap, RenderArgs* ar
|
||||||
gpu::PipelinePointer makePipeline;
|
gpu::PipelinePointer makePipeline;
|
||||||
{
|
{
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeSpecularBeckmann_frag));
|
auto ps = subsurfaceScattering_makeSpecularBeckmann_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -457,7 +457,7 @@ void DebugSubsurfaceScattering::configure(const Config& config) {
|
||||||
gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
|
gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
|
||||||
if (!_scatteringPipeline) {
|
if (!_scatteringPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_drawScattering_frag));
|
auto ps = subsurfaceScattering_drawScattering_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -212,7 +212,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
|
||||||
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
|
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
|
||||||
if (!_linearDepthPipeline) {
|
if (!_linearDepthPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeLinearDepth_frag));
|
auto ps = surfaceGeometry_makeLinearDepth_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -239,7 +239,7 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
|
||||||
const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
|
const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
|
||||||
if (!_downsamplePipeline) {
|
if (!_downsamplePipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_downsampleDepthNormal_frag));
|
auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -540,7 +540,7 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
|
||||||
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
|
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
|
||||||
if (!_curvaturePipeline) {
|
if (!_curvaturePipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeCurvature_frag));
|
auto ps = surfaceGeometry_makeCurvature_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -28,7 +28,7 @@ ToneMappingEffect::ToneMappingEffect() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void ToneMappingEffect::init() {
|
void ToneMappingEffect::init() {
|
||||||
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(toneMapping_frag)));
|
auto blitPS = toneMapping_frag::getShader();
|
||||||
|
|
||||||
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
|
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
|
||||||
|
|
|
@ -78,7 +78,7 @@ void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs)
|
||||||
const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
||||||
if (!_keyLightPipeline) {
|
if (!_keyLightPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawKeyLight_frag));
|
auto ps = zone_drawKeyLight_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -99,7 +99,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
||||||
const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
|
const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
|
||||||
if (!_ambientPipeline) {
|
if (!_ambientPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawAmbient_frag));
|
auto ps = zone_drawAmbient_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -120,7 +120,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
|
||||||
const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
|
const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
|
||||||
if (!_backgroundPipeline) {
|
if (!_backgroundPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawSkybox_frag));
|
auto ps = zone_drawSkybox_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -223,9 +223,9 @@ void Font::setupGPU() {
|
||||||
|
|
||||||
// Setup render pipeline
|
// Setup render pipeline
|
||||||
{
|
{
|
||||||
auto vertexShader = gpu::Shader::createVertex(std::string(sdf_text3D_vert));
|
auto vertexShader = sdf_text3D_vert::getShader();
|
||||||
auto pixelShader = gpu::Shader::createPixel(std::string(sdf_text3D_frag));
|
auto pixelShader = sdf_text3D_frag::getShader();
|
||||||
auto pixelShaderTransparent = gpu::Shader::createPixel(std::string(sdf_text3D_transparent_frag));
|
auto pixelShaderTransparent = sdf_text3D_transparent_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
|
||||||
gpu::ShaderPointer programTransparent = gpu::Shader::createProgram(vertexShader, pixelShaderTransparent);
|
gpu::ShaderPointer programTransparent = gpu::Shader::createProgram(vertexShader, pixelShaderTransparent);
|
||||||
|
|
||||||
|
|
|
@ -210,7 +210,7 @@ BlurGaussian::BlurGaussian(bool generateOutputFramebuffer, unsigned int downsamp
|
||||||
gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
|
gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
|
||||||
if (!_blurVPipeline) {
|
if (!_blurVPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianV_frag));
|
auto ps = blurGaussianV_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -232,7 +232,7 @@ gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
|
||||||
gpu::PipelinePointer BlurGaussian::getBlurHPipeline() {
|
gpu::PipelinePointer BlurGaussian::getBlurHPipeline() {
|
||||||
if (!_blurHPipeline) {
|
if (!_blurHPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianH_frag));
|
auto ps = blurGaussianH_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -324,7 +324,7 @@ BlurGaussianDepthAware::BlurGaussianDepthAware(bool generateOutputFramebuffer, c
|
||||||
gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
|
gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
|
||||||
if (!_blurVPipeline) {
|
if (!_blurVPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianDepthAwareV_frag));
|
auto ps = blurGaussianDepthAwareV_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -347,7 +347,7 @@ gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
|
||||||
gpu::PipelinePointer BlurGaussianDepthAware::getBlurHPipeline() {
|
gpu::PipelinePointer BlurGaussianDepthAware::getBlurHPipeline() {
|
||||||
if (!_blurHPipeline) {
|
if (!_blurHPipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianDepthAwareH_frag));
|
auto ps = blurGaussianDepthAwareH_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -34,8 +34,8 @@ using namespace render;
|
||||||
|
|
||||||
const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
|
const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
|
||||||
if (!_drawCellBoundsPipeline) {
|
if (!_drawCellBoundsPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(drawCellBounds_vert));
|
auto vs = drawCellBounds_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawCellBounds_frag));
|
auto ps = drawCellBounds_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -59,7 +59,7 @@ const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
|
||||||
const gpu::PipelinePointer DrawSceneOctree::getDrawLODReticlePipeline() {
|
const gpu::PipelinePointer DrawSceneOctree::getDrawLODReticlePipeline() {
|
||||||
if (!_drawLODReticlePipeline) {
|
if (!_drawLODReticlePipeline) {
|
||||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawLODReticle_frag));
|
auto ps = drawLODReticle_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -162,8 +162,8 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
|
||||||
|
|
||||||
const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
|
const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
|
||||||
if (!_drawItemBoundPipeline) {
|
if (!_drawItemBoundPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
auto vs = drawItemBounds_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
auto ps = drawItemBounds_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -35,8 +35,8 @@ void DrawStatusConfig::dirtyHelper() {
|
||||||
|
|
||||||
const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
|
const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
|
||||||
if (!_drawItemBoundsPipeline) {
|
if (!_drawItemBoundsPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
auto vs = drawItemBounds_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
auto ps = drawItemBounds_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
@ -63,8 +63,8 @@ const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
|
||||||
|
|
||||||
const gpu::PipelinePointer DrawStatus::getDrawItemStatusPipeline() {
|
const gpu::PipelinePointer DrawStatus::getDrawItemStatusPipeline() {
|
||||||
if (!_drawItemStatusPipeline) {
|
if (!_drawItemStatusPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(drawItemStatus_vert));
|
auto vs = drawItemStatus_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawItemStatus_frag));
|
auto ps = drawItemStatus_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -22,8 +22,8 @@
|
||||||
#include <gpu/Context.h>
|
#include <gpu/Context.h>
|
||||||
#include <gpu/StandardShaderLib.h>
|
#include <gpu/StandardShaderLib.h>
|
||||||
|
|
||||||
#include <drawItemBounds_vert.h>
|
#include "drawItemBounds_vert.h"
|
||||||
#include <drawItemBounds_frag.h>
|
#include "drawItemBounds_frag.h"
|
||||||
|
|
||||||
using namespace render;
|
using namespace render;
|
||||||
|
|
||||||
|
@ -155,8 +155,8 @@ void DrawLight::run(const RenderContextPointer& renderContext, const ItemBounds&
|
||||||
|
|
||||||
const gpu::PipelinePointer DrawBounds::getPipeline() {
|
const gpu::PipelinePointer DrawBounds::getPipeline() {
|
||||||
if (!_boundsPipeline) {
|
if (!_boundsPipeline) {
|
||||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
auto vs = drawItemBounds_vert::getShader();
|
||||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
auto ps = drawItemBounds_frag::getShader();
|
||||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||||
|
|
||||||
gpu::Shader::BindingSet slotBindings;
|
gpu::Shader::BindingSet slotBindings;
|
||||||
|
|
|
@ -15,7 +15,6 @@ in vec4 varColor;
|
||||||
in vec2 varTexcoord;
|
in vec2 varTexcoord;
|
||||||
out vec4 outFragColor;
|
out vec4 outFragColor;
|
||||||
|
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
|
float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
|
||||||
|
|
||||||
|
|
|
@ -101,6 +101,7 @@ public:
|
||||||
|
|
||||||
show();
|
show();
|
||||||
makeCurrent();
|
makeCurrent();
|
||||||
|
gl::initModuleGl();
|
||||||
gpu::Context::init<gpu::gl::GLBackend>();
|
gpu::Context::init<gpu::gl::GLBackend>();
|
||||||
makeCurrent();
|
makeCurrent();
|
||||||
resize(QSize(800, 600));
|
resize(QSize(800, 600));
|
||||||
|
@ -135,7 +136,7 @@ const std::string PIXEL_SHADER_DEFINES{ R"GLSL(
|
||||||
#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||||
)GLSL" };
|
)GLSL" };
|
||||||
|
|
||||||
void testShaderBuild(const char* vs_src, const char * fs_src) {
|
void testShaderBuild(const std::string& vs_src, const std::string& fs_src) {
|
||||||
std::string error;
|
std::string error;
|
||||||
std::vector<char> binary;
|
std::vector<char> binary;
|
||||||
GLuint vs, fs;
|
GLuint vs, fs;
|
||||||
|
@ -160,54 +161,54 @@ void QTestWindow::draw() {
|
||||||
|
|
||||||
static std::once_flag once;
|
static std::once_flag once;
|
||||||
std::call_once(once, [&]{
|
std::call_once(once, [&]{
|
||||||
testShaderBuild(sdf_text3D_vert, sdf_text3D_frag);
|
testShaderBuild(sdf_text3D_vert::getSource(), sdf_text3D_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawTexture_frag);
|
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawTexture_frag::getSource());
|
||||||
testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert, DrawTexture_frag);
|
testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert::getSource(), DrawTexture_frag::getSource());
|
||||||
testShaderBuild(DrawViewportQuadTransformTexcoord_vert, DrawTexture_frag);
|
testShaderBuild(DrawViewportQuadTransformTexcoord_vert::getSource(), DrawTexture_frag::getSource());
|
||||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
|
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawTextureOpaque_frag::getSource());
|
||||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
|
testShaderBuild(DrawTransformUnitQuad_vert::getSource(), DrawColoredTexture_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(skybox_vert, skybox_frag);
|
testShaderBuild(skybox_vert::getSource(), skybox_frag::getSource());
|
||||||
testShaderBuild(simple_vert, simple_frag);
|
testShaderBuild(simple_vert::getSource(), simple_frag::getSource());
|
||||||
testShaderBuild(simple_vert, simple_textured_frag);
|
testShaderBuild(simple_vert::getSource(), simple_textured_frag::getSource());
|
||||||
testShaderBuild(simple_vert, simple_textured_unlit_frag);
|
testShaderBuild(simple_vert::getSource(), simple_textured_unlit_frag::getSource());
|
||||||
testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
|
testShaderBuild(deferred_light_vert::getSource(), directional_ambient_light_frag::getSource());
|
||||||
testShaderBuild(deferred_light_vert, directional_skybox_light_frag);
|
testShaderBuild(deferred_light_vert::getSource(), directional_skybox_light_frag::getSource());
|
||||||
testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
|
testShaderBuild(standardTransformPNTC_vert::getSource(), standardDrawTexture_frag::getSource());
|
||||||
testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag);
|
testShaderBuild(standardTransformPNTC_vert::getSource(), DrawTextureOpaque_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(model_vert, model_frag);
|
testShaderBuild(model_vert::getSource(), model_frag::getSource());
|
||||||
testShaderBuild(model_normal_map_vert, model_normal_map_frag);
|
testShaderBuild(model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
|
||||||
testShaderBuild(model_vert, model_specular_map_frag);
|
testShaderBuild(model_vert::getSource(), model_specular_map_frag::getSource());
|
||||||
testShaderBuild(model_normal_map_vert, model_normal_specular_map_frag);
|
testShaderBuild(model_normal_map_vert::getSource(), model_normal_specular_map_frag::getSource());
|
||||||
testShaderBuild(model_vert, model_translucent_frag);
|
testShaderBuild(model_vert::getSource(), model_translucent_frag::getSource());
|
||||||
testShaderBuild(model_normal_map_vert, model_translucent_frag);
|
testShaderBuild(model_normal_map_vert::getSource(), model_translucent_frag::getSource());
|
||||||
testShaderBuild(model_lightmap_vert, model_lightmap_frag);
|
testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_frag::getSource());
|
||||||
testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_map_frag);
|
testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_map_frag::getSource());
|
||||||
testShaderBuild(model_lightmap_vert, model_lightmap_specular_map_frag);
|
testShaderBuild(model_lightmap_vert::getSource(), model_lightmap_specular_map_frag::getSource());
|
||||||
testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_specular_map_frag);
|
testShaderBuild(model_lightmap_normal_map_vert::getSource(), model_lightmap_normal_specular_map_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(skin_model_vert, model_frag);
|
testShaderBuild(skin_model_vert::getSource(), model_frag::getSource());
|
||||||
testShaderBuild(skin_model_normal_map_vert, model_normal_map_frag);
|
testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_map_frag::getSource());
|
||||||
testShaderBuild(skin_model_vert, model_specular_map_frag);
|
testShaderBuild(skin_model_vert::getSource(), model_specular_map_frag::getSource());
|
||||||
testShaderBuild(skin_model_normal_map_vert, model_normal_specular_map_frag);
|
testShaderBuild(skin_model_normal_map_vert::getSource(), model_normal_specular_map_frag::getSource());
|
||||||
testShaderBuild(skin_model_vert, model_translucent_frag);
|
testShaderBuild(skin_model_vert::getSource(), model_translucent_frag::getSource());
|
||||||
testShaderBuild(skin_model_normal_map_vert, model_translucent_frag);
|
testShaderBuild(skin_model_normal_map_vert::getSource(), model_translucent_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(model_shadow_vert, model_shadow_frag);
|
testShaderBuild(model_shadow_vert::getSource(), model_shadow_frag::getSource());
|
||||||
testShaderBuild(textured_particle_vert, textured_particle_frag);
|
testShaderBuild(textured_particle_vert::getSource(), textured_particle_frag::getSource());
|
||||||
/* FIXME: Bring back the ssao shader tests
|
/* FIXME: Bring back the ssao shader tests
|
||||||
testShaderBuild(gaussian_blur_vertical_vert, gaussian_blur_frag);
|
testShaderBuild(gaussian_blur_vert::getSource()ical_vert::getSource(), gaussian_blur_frag::getSource());
|
||||||
testShaderBuild(gaussian_blur_horizontal_vert, gaussian_blur_frag);
|
testShaderBuild(gaussian_blur_horizontal_vert::getSource(), gaussian_blur_frag::getSource());
|
||||||
testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag);
|
testShaderBuild(ambient_occlusion_vert::getSource(), ambient_occlusion_frag::getSource());
|
||||||
testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag);
|
testShaderBuild(ambient_occlusion_vert::getSource(), occlusion_blend_frag::getSource());
|
||||||
*/
|
*/
|
||||||
|
|
||||||
testShaderBuild(overlay3D_vert, overlay3D_frag);
|
testShaderBuild(overlay3D_vert::getSource(), overlay3D_frag::getSource());
|
||||||
|
|
||||||
testShaderBuild(paintStroke_vert,paintStroke_frag);
|
testShaderBuild(paintStroke_vert::getSource(),paintStroke_frag::getSource());
|
||||||
testShaderBuild(polyvox_vert, polyvox_frag);
|
testShaderBuild(polyvox_vert::getSource(), polyvox_frag::getSource());
|
||||||
|
|
||||||
});
|
});
|
||||||
_context.swapBuffers(this);
|
_context.swapBuffers(this);
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
set(TARGET_NAME scribe)
|
set(TARGET_NAME scribe)
|
||||||
|
|
||||||
setup_hifi_project()
|
# don't use the setup_hifi_project macro as we don't want Qt or GLM dependencies
|
||||||
|
file(GLOB TARGET_SRCS src/*)
|
||||||
|
add_executable(${TARGET_NAME} ${TARGET_SRCS})
|
||||||
|
if (WIN32)
|
||||||
|
set_property(TARGET ${TARGET_NAME} APPEND_STRING PROPERTY LINK_FLAGS_DEBUG "/OPT:NOREF /OPT:NOICF")
|
||||||
|
endif()
|
||||||
|
|
|
@ -41,9 +41,23 @@ int main (int argc, char** argv) {
|
||||||
GRAB_VAR_VALUE,
|
GRAB_VAR_VALUE,
|
||||||
GRAB_INCLUDE_PATH,
|
GRAB_INCLUDE_PATH,
|
||||||
GRAB_TARGET_NAME,
|
GRAB_TARGET_NAME,
|
||||||
|
GRAB_SHADER_TYPE,
|
||||||
EXIT,
|
EXIT,
|
||||||
} mode = READY;
|
} mode = READY;
|
||||||
|
|
||||||
|
enum Type {
|
||||||
|
VERTEX = 0,
|
||||||
|
FRAGMENT,
|
||||||
|
GEOMETRY,
|
||||||
|
} type = VERTEX;
|
||||||
|
static const char* shaderTypeString[] = {
|
||||||
|
"VERTEX", "PIXEL", "GEOMETRY"
|
||||||
|
};
|
||||||
|
static const char* shaderCreateString[] = {
|
||||||
|
"Vertex", "Pixel", "Geometry"
|
||||||
|
};
|
||||||
|
std::string shaderStage{ "vert" };
|
||||||
|
|
||||||
for (int ii = 1; (mode != EXIT) && (ii < argc); ii++) {
|
for (int ii = 1; (mode != EXIT) && (ii < argc); ii++) {
|
||||||
inputs.push_back(argv[ii]);
|
inputs.push_back(argv[ii]);
|
||||||
|
|
||||||
|
@ -66,6 +80,8 @@ int main (int argc, char** argv) {
|
||||||
} else if (inputs.back() == "-c++") {
|
} else if (inputs.back() == "-c++") {
|
||||||
makeCPlusPlus = true;
|
makeCPlusPlus = true;
|
||||||
mode = READY;
|
mode = READY;
|
||||||
|
} else if (inputs.back() == "-T") {
|
||||||
|
mode = GRAB_SHADER_TYPE;
|
||||||
} else {
|
} else {
|
||||||
// just grabbed the source filename, stop parameter parsing
|
// just grabbed the source filename, stop parameter parsing
|
||||||
srcFilename = inputs.back();
|
srcFilename = inputs.back();
|
||||||
|
@ -106,6 +122,24 @@ int main (int argc, char** argv) {
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case GRAB_SHADER_TYPE:
|
||||||
|
{
|
||||||
|
if (inputs.back() == "frag") {
|
||||||
|
shaderStage = inputs.back();
|
||||||
|
type = FRAGMENT;
|
||||||
|
} else if (inputs.back() == "geom") {
|
||||||
|
shaderStage = inputs.back();
|
||||||
|
type = GEOMETRY;
|
||||||
|
} else if (inputs.back() == "vert") {
|
||||||
|
shaderStage = inputs.back();
|
||||||
|
type = VERTEX;
|
||||||
|
} else {
|
||||||
|
cerr << "Unrecognized shader type. Supported is vert, frag or geom" << endl;
|
||||||
|
}
|
||||||
|
mode = READY;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
case EXIT: {
|
case EXIT: {
|
||||||
// THis shouldn't happen
|
// THis shouldn't happen
|
||||||
}
|
}
|
||||||
|
@ -123,11 +157,13 @@ int main (int argc, char** argv) {
|
||||||
cerr << " varname and varvalue must be made of alpha numerical characters with no spaces." << endl;
|
cerr << " varname and varvalue must be made of alpha numerical characters with no spaces." << endl;
|
||||||
cerr << " -listVars : Will list the vars name and value in the standard output." << endl;
|
cerr << " -listVars : Will list the vars name and value in the standard output." << endl;
|
||||||
cerr << " -showParseTree : Draw the tree obtained while parsing the source" << endl;
|
cerr << " -showParseTree : Draw the tree obtained while parsing the source" << endl;
|
||||||
cerr << " -c++ : Generate a c++ header file containing the output file stream stored as a char[] variable" << endl;
|
cerr << " -c++ : Generate a c++ source file containing the output file stream stored as a char[] variable" << endl;
|
||||||
|
cerr << " -T vert/frag/geom : define the type of the shader. Defaults to VERTEX if not specified." << endl;
|
||||||
|
cerr << " This is necessary if the -c++ option is used." << endl;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Define targetName: if none, get destFilenmae, if none get srcFilename
|
// Define targetName: if none, get destFilename, if none get srcFilename
|
||||||
if (targetName.empty()) {
|
if (targetName.empty()) {
|
||||||
if (destFilename.empty()) {
|
if (destFilename.empty()) {
|
||||||
targetName = srcFilename;
|
targetName = srcFilename;
|
||||||
|
@ -163,7 +199,7 @@ int main (int argc, char** argv) {
|
||||||
srcStream.open(srcFilename, std::fstream::in);
|
srcStream.open(srcFilename, std::fstream::in);
|
||||||
if (!srcStream.is_open()) {
|
if (!srcStream.is_open()) {
|
||||||
cerr << "Failed to open source file <" << srcFilename << ">" << endl;
|
cerr << "Failed to open source file <" << srcFilename << ">" << endl;
|
||||||
return 0;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto scribe = std::make_shared<TextTemplate>(srcFilename, config);
|
auto scribe = std::make_shared<TextTemplate>(srcFilename, config);
|
||||||
|
@ -173,7 +209,7 @@ int main (int argc, char** argv) {
|
||||||
int numErrors = scribe->scribe(destStringStream, srcStream, vars);
|
int numErrors = scribe->scribe(destStringStream, srcStream, vars);
|
||||||
if (numErrors) {
|
if (numErrors) {
|
||||||
cerr << "Scribe " << srcFilename << "> failed: " << numErrors << " errors." << endl;
|
cerr << "Scribe " << srcFilename << "> failed: " << numErrors << " errors." << endl;
|
||||||
return 0;
|
return 1;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -186,7 +222,6 @@ int main (int argc, char** argv) {
|
||||||
scribe->displayTree(cerr, level);
|
scribe->displayTree(cerr, level);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::ostringstream targetStringStream;
|
|
||||||
if (makeCPlusPlus) {
|
if (makeCPlusPlus) {
|
||||||
// Because there is a maximum size for literal strings declared in source we need to partition the
|
// Because there is a maximum size for literal strings declared in source we need to partition the
|
||||||
// full source string stream into pages that seems to be around that value...
|
// full source string stream into pages that seems to be around that value...
|
||||||
|
@ -208,35 +243,108 @@ int main (int argc, char** argv) {
|
||||||
pageSize += lineSize;
|
pageSize += lineSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetStringStream << "// File generated by Scribe " << vars["_SCRIBE_DATE"] << std::endl;
|
std::stringstream headerStringStream;
|
||||||
targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
|
std::stringstream sourceStringStream;
|
||||||
targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
|
std::string headerFileName = destFilename + ".h";
|
||||||
|
std::string sourceFileName = destFilename + ".cpp";
|
||||||
|
|
||||||
targetStringStream << "const char " << targetName << "[] = \n";
|
sourceStringStream << "// File generated by Scribe " << vars["_SCRIBE_DATE"] << std::endl;
|
||||||
|
|
||||||
|
// Write header file
|
||||||
|
headerStringStream << "#ifndef " << targetName << "_h" << std::endl;
|
||||||
|
headerStringStream << "#define " << targetName << "_h\n" << std::endl;
|
||||||
|
headerStringStream << "#include <gpu/Shader.h>\n" << std::endl;
|
||||||
|
headerStringStream << "class " << targetName << " {" << std::endl;
|
||||||
|
headerStringStream << "public:" << std::endl;
|
||||||
|
headerStringStream << "\tstatic gpu::Shader::Type getType() { return gpu::Shader::" << shaderTypeString[type] << "; }" << std::endl;
|
||||||
|
headerStringStream << "\tstatic const std::string& getSource() { return _source; }" << std::endl;
|
||||||
|
headerStringStream << "\tstatic gpu::ShaderPointer getShader();" << std::endl;
|
||||||
|
headerStringStream << "private:" << std::endl;
|
||||||
|
headerStringStream << "\tstatic const std::string _source;" << std::endl;
|
||||||
|
headerStringStream << "\tstatic gpu::ShaderPointer _shader;" << std::endl;
|
||||||
|
headerStringStream << "};\n" << std::endl;
|
||||||
|
headerStringStream << "#endif // " << targetName << "_h" << std::endl;
|
||||||
|
|
||||||
|
bool mustOutputHeader = destFilename.empty();
|
||||||
|
// Compare with existing file
|
||||||
|
{
|
||||||
|
std::fstream headerFile;
|
||||||
|
headerFile.open(headerFileName, std::fstream::in);
|
||||||
|
if (headerFile.is_open()) {
|
||||||
|
// Skip first line
|
||||||
|
std::string line;
|
||||||
|
std::stringstream previousHeaderStringStream;
|
||||||
|
std::getline(headerFile, line);
|
||||||
|
|
||||||
|
previousHeaderStringStream << headerFile.rdbuf();
|
||||||
|
mustOutputHeader = mustOutputHeader || previousHeaderStringStream.str() != headerStringStream.str();
|
||||||
|
} else {
|
||||||
|
mustOutputHeader = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mustOutputHeader) {
|
||||||
|
if (!destFilename.empty()) {
|
||||||
|
// File content has changed so write it
|
||||||
|
std::fstream headerFile;
|
||||||
|
headerFile.open(headerFileName, std::fstream::out);
|
||||||
|
if (headerFile.is_open()) {
|
||||||
|
// First line contains the date of modification
|
||||||
|
headerFile << sourceStringStream.str();
|
||||||
|
headerFile << headerStringStream.str();
|
||||||
|
} else {
|
||||||
|
cerr << "Scribe output file <" << headerFileName << "> failed to open." << endl;
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
cerr << sourceStringStream.str();
|
||||||
|
cerr << headerStringStream.str();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Write source file
|
||||||
|
sourceStringStream << "#include \"" << targetName << ".h\"\n" << std::endl;
|
||||||
|
sourceStringStream << "gpu::ShaderPointer " << targetName << "::_shader;" << std::endl;
|
||||||
|
sourceStringStream << "const std::string " << targetName << "::_source = std::string()";
|
||||||
// Write the pages content
|
// Write the pages content
|
||||||
for (auto page : pages) {
|
for (auto page : pages) {
|
||||||
targetStringStream << "R\"SCRIBE(\n" << page->str() << "\n)SCRIBE\"\n";
|
sourceStringStream << "+ std::string(R\"SCRIBE(\n" << page->str() << "\n)SCRIBE\")\n";
|
||||||
}
|
}
|
||||||
targetStringStream << ";\n" << std::endl << std::endl;
|
sourceStringStream << ";\n" << std::endl << std::endl;
|
||||||
|
|
||||||
targetStringStream << "#endif" << std::endl;
|
sourceStringStream << "gpu::ShaderPointer " << targetName << "::getShader() {" << std::endl;
|
||||||
} else {
|
sourceStringStream << "\tif (_shader==nullptr) {" << std::endl;
|
||||||
targetStringStream << destStringStream.str();
|
sourceStringStream << "\t\t_shader = gpu::Shader::create" << shaderCreateString[type] << "(std::string(_source));" << std::endl;
|
||||||
}
|
sourceStringStream << "\t}" << std::endl;
|
||||||
|
sourceStringStream << "\treturn _shader;" << std::endl;
|
||||||
|
sourceStringStream << "}\n" << std::endl;
|
||||||
|
|
||||||
// Destination stream
|
// Destination stream
|
||||||
if (!destFilename.empty()) {
|
if (!destFilename.empty()) {
|
||||||
std::fstream destFileStream;
|
std::fstream sourceFile;
|
||||||
destFileStream.open(destFilename, std::fstream::out);
|
sourceFile.open(sourceFileName, std::fstream::out);
|
||||||
if (!destFileStream.is_open()) {
|
if (!sourceFile.is_open()) {
|
||||||
cerr << "Scribe output file " << destFilename << "> failed to open." << endl;
|
cerr << "Scribe output file <" << sourceFileName << "> failed to open." << endl;
|
||||||
return 0;
|
return 1;
|
||||||
|
}
|
||||||
|
sourceFile << sourceStringStream.str();
|
||||||
|
} else {
|
||||||
|
cerr << sourceStringStream.str();
|
||||||
}
|
}
|
||||||
|
|
||||||
destFileStream << targetStringStream.str();
|
|
||||||
} else {
|
} else {
|
||||||
cerr << targetStringStream.str();
|
// Destination stream
|
||||||
|
if (!destFilename.empty()) {
|
||||||
|
std::fstream destFileStream;
|
||||||
|
destFileStream.open(destFilename, std::fstream::out);
|
||||||
|
if (!destFileStream.is_open()) {
|
||||||
|
cerr << "Scribe output file <" << destFilename << "> failed to open." << endl;
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
destFileStream << destStringStream.str();
|
||||||
|
} else {
|
||||||
|
cerr << destStringStream.str();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|
Loading…
Reference in a new issue