Merge pull request #13766 from SamGondelman/shaders

Miscellaneous shader fixes
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Sam Gondelman 2018-08-08 11:34:36 -07:00 committed by GitHub
commit 16b483b338
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 129 additions and 269 deletions

View file

@ -35,9 +35,7 @@ ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Pare
_procedural._vertexSource = gpu::Shader::getVertexShaderSource(shader::render_utils::vertex::simple);
// FIXME: Setup proper uniform slots and use correct pipelines for forward rendering
_procedural._opaquefragmentSource = gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::simple);
// FIXME: Transparent procedural entities only seem to work if they use the opaque pipelines
//_procedural._transparentfragmentSource = simple_transparent_frag::getSource();
_procedural._transparentfragmentSource = _procedural._opaquefragmentSource;
_procedural._transparentfragmentSource = gpu::Shader::getFragmentShaderSource(shader::render_utils::fragment::simple_transparent);
_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);

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@ -149,7 +149,7 @@ void main(void) {
vec3 UP = vec3(0, 1, 0);
vec3 modelUpWorld;
<$transformModelToWorldDir(cam, obj, UP, modelUpWorld)$>
vec3 upWorld = mix(UP, normalize(modelUpWorld), particle.rotateWithEntity);
vec3 upWorld = mix(UP, normalize(modelUpWorld), float(particle.rotateWithEntity));
vec3 upEye = normalize(view3 * upWorld);
vec3 FORWARD = vec3(0, 0, -1);
vec3 particleRight = normalize(cross(FORWARD, upEye));

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@ -39,7 +39,4 @@ void main(void) {
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
color = pow(color, vec3(2.2));
_fragColor = vec4(color, 0.0);
// FIXME: scribe does not yet scrub out else statements
return;
}

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@ -51,9 +51,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);

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@ -1,93 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// forward_simple_transparent.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DefaultMaterials.slh@>
<@include ForwardGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlended()$>
// the interpolated normal
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) in vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_NORMAL_MS) in vec3 _normalMS;
layout(location=RENDER_UTILS_ATTR_COLOR) in vec4 _color;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location=0) out vec4 _fragColor0;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2030
void main(void) {
vec3 normal = normalize(_normalWS.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
#endif
#endif
TransformCamera cam = getTransformCamera();
vec3 fragPosition = _positionES.xyz;
if (emissiveAmount > 0.0) {
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
specular,
DEFAULT_FRESNEL,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_ROUGHNESS, _color.a),
_color.a);
} else {
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
diffuse,
DEFAULT_FRESNEL,
DEFAULT_METALLIC,
DEFAULT_EMISSIVE,
DEFAULT_ROUGHNESS, _color.a),
_color.a);
}
}

View file

@ -12,7 +12,7 @@
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
layout(std140, binding=0) uniform parabolaData {
struct ParabolaData {
vec3 velocity;
float parabolicDistance;
vec3 acceleration;
@ -20,34 +20,38 @@ layout(std140, binding=0) uniform parabolaData {
vec4 color;
int numSections;
ivec3 spare;
}
layout(std140, binding=0) uniform parabolaData {
ParabolaData _parabolaData;
};
layout(location=0) out vec4 _color;
void main(void) {
_color = color;
_color = _parabolaData.color;
float t = parabolicDistance * (float(gl_VertexID / 2) / float(numSections));
float t = _parabolaData.parabolicDistance * (float(gl_VertexID / 2) / float(_parabolaData.numSections));
vec4 pos = vec4(velocity * t + 0.5 * acceleration * t * t, 1);
vec4 pos = vec4(_parabolaData.velocity * t + 0.5 * _parabolaData.acceleration * t * t, 1);
const float EPSILON = 0.00001;
vec4 normal;
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
if (dot(acceleration, acceleration) < EPSILON) {
if (dot(_parabolaData.acceleration, _parabolaData.acceleration) < EPSILON) {
// Handle case where acceleration == (0, 0, 0)
vec3 eyeUp = vec3(0, 1, 0);
vec3 worldUp;
<$transformEyeToWorldDir(cam, eyeUp, worldUp)$>
normal = vec4(normalize(cross(velocity, worldUp)), 0);
normal = vec4(normalize(cross(_parabolaData.velocity, worldUp)), 0);
} else {
normal = vec4(normalize(cross(velocity, acceleration)), 0);
normal = vec4(normalize(cross(_parabolaData.velocity, _parabolaData.acceleration)), 0);
}
if (gl_VertexID % 2 == 0) {
pos += 0.5 * width * normal;
pos += 0.5 * _parabolaData.width * normal;
} else {
pos -= 0.5 * width * normal;
pos -= 0.5 * _parabolaData.width * normal;
}
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>

View file

@ -48,9 +48,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);

View file

@ -11,8 +11,10 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DefaultMaterials.slh@>
<@include DeferredBufferWrite.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@include render-utils/ShaderConstants.h@>
@ -26,6 +28,8 @@ layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
layout(location=RENDER_UTILS_ATTR_POSITION_MS) in vec4 _positionMS;
layout(location=RENDER_UTILS_ATTR_POSITION_ES) in vec4 _positionES;
layout(location=0) out vec4 _fragColor0;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
@ -48,9 +52,9 @@ void main(void) {
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
diffuse = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
//specular = pow(specular, vec3(2.2));
//diffuse = pow(diffuse, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
@ -58,19 +62,23 @@ void main(void) {
#endif
TransformCamera cam = getTransformCamera();
vec3 fragPosition = _positionES.xyz;
if (emissiveAmount > 0.0) {
packDeferredFragmentTranslucent(
normal,
_color.a,
specular,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
_fragColor0 = vec4(diffuse, _color.a);
} else {
packDeferredFragmentTranslucent(
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,
fragPosition,
normal,
_color.a,
diffuse,
DEFAULT_FRESNEL,
DEFAULT_ROUGHNESS);
length(specular),
DEFAULT_EMISSIVE,
max(0.0, 1.0 - shininess / 128.0), _color.a),
_color.a);
}
}

View file

@ -22,10 +22,8 @@
#include "Args.h"
using namespace render;
const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
if (!_drawCellBoundsPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawCellBounds);
@ -71,7 +69,6 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
std::static_pointer_cast<Config>(renderContext->jobConfig)->numAllocatedCells = (int)scene->getSpatialTree().getNumAllocatedCells();
std::static_pointer_cast<Config>(renderContext->jobConfig)->numFreeCells = (int)scene->getSpatialTree().getNumFreeCells();
gpu::doInBatch("DrawSceneOctree::run", args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
@ -86,44 +83,30 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
// bind the one gpu::Pipeline we need
batch.setPipeline(getDrawCellBoundsPipeline());
if (_showVisibleCells) {
for (const auto& cellID : inSelection.cellSelection.insideCells) {
auto drawCellBounds = [this, &scene, &batch](const std::vector<gpu::Stamp>& cells) {
for (const auto& cellID : cells) {
auto cell = scene->getSpatialTree().getConcreteCell(cellID);
auto cellLoc = cell.getlocation();
glm::ivec4 cellLocation(cellLoc.pos.x, cellLoc.pos.y, cellLoc.pos.z, cellLoc.depth);
bool doDraw = true;
if (cell.isBrickEmpty() || !cell.hasBrick()) {
bool empty = cell.isBrickEmpty() || !cell.hasBrick();
if (empty) {
if (!_showEmptyCells) {
doDraw = false;
continue;
}
cellLocation.w *= -1;
cellLocation.w *= -1.0;
} else if (!empty && !_showVisibleCells) {
continue;
}
if (doDraw) {
batch._glUniform4iv(gpu::slot::uniform::Extra0, 1, ((const int*)(&cellLocation)));
batch.draw(gpu::LINES, 24, 0);
}
}
for (const auto& cellID : inSelection.cellSelection.partialCells) {
auto cell = scene->getSpatialTree().getConcreteCell(cellID);
auto cellLoc = cell.getlocation();
glm::ivec4 cellLocation(cellLoc.pos.x, cellLoc.pos.y, cellLoc.pos.z, cellLoc.depth);
bool doDraw = true;
if (cell.isBrickEmpty() || !cell.hasBrick()) {
if (!_showEmptyCells) {
doDraw = false;
}
cellLocation.w *= -1;
}
if (doDraw) {
batch._glUniform4iv(gpu::slot::uniform::Extra0, 1, ((const int*)(&cellLocation)));
batch.draw(gpu::LINES, 24, 0);
}
batch._glUniform4iv(gpu::slot::uniform::Extra0, 1, ((const int*)(&cellLocation)));
batch.draw(gpu::LINES, 24, 0);
}
}
};
drawCellBounds(inSelection.cellSelection.insideCells);
drawCellBounds(inSelection.cellSelection.partialCells);
// Draw the LOD Reticle
{
float angle = glm::degrees(getPerspectiveAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust));
@ -142,10 +125,6 @@ const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
if (!_drawItemBoundPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemBounds);
//_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
//_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
//_drawCellLocationLoc = program->getUniforms().findLocation("inCellLocation");
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, false, gpu::LESS_EQUAL);
@ -173,6 +152,19 @@ void DrawItemSelection::run(const RenderContextPointer& renderContext, const Ite
RenderArgs* args = renderContext->args;
auto& scene = renderContext->_scene;
if (!_boundsBufferInside) {
_boundsBufferInside = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
if (!_boundsBufferInsideSubcell) {
_boundsBufferInsideSubcell = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
if (!_boundsBufferPartial) {
_boundsBufferPartial = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
if (!_boundsBufferPartialSubcell) {
_boundsBufferPartialSubcell = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
gpu::doInBatch("DrawItemSelection::run", args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
@ -187,63 +179,35 @@ void DrawItemSelection::run(const RenderContextPointer& renderContext, const Ite
// bind the one gpu::Pipeline we need
batch.setPipeline(getDrawItemBoundPipeline());
auto drawItemBounds = [&](const render::ItemIDs itemIDs, const gpu::BufferPointer buffer) {
render::ItemBounds itemBounds;
for (const auto& itemID : itemIDs) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
if (!itemBound.isInvalid()) {
itemBounds.emplace_back(itemID, itemBound);
}
}
if (itemBounds.size() > 0) {
buffer->setData(itemBounds.size() * sizeof(render::ItemBound), (const gpu::Byte*) itemBounds.data());
batch.setResourceBuffer(0, buffer);
batch.draw(gpu::LINES, (gpu::uint32) itemBounds.size() * 24, 0);
}
};
if (_showInsideItems) {
for (const auto& itemID : inSelection.insideItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
//batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
//batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
//batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
batch.draw(gpu::LINES, 24, 0);
}
drawItemBounds(inSelection.insideItems, _boundsBufferInside);
}
if (_showInsideSubcellItems) {
for (const auto& itemID : inSelection.insideSubcellItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
//batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
//batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
//batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
batch.draw(gpu::LINES, 24, 0);
}
drawItemBounds(inSelection.insideSubcellItems, _boundsBufferInsideSubcell);
}
if (_showPartialItems) {
for (const auto& itemID : inSelection.partialItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 0, itemCell.depth);
//batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
//batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
//batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
batch.draw(gpu::LINES, 24, 0);
}
drawItemBounds(inSelection.partialItems, _boundsBufferPartial);
}
if (_showPartialSubcellItems) {
for (const auto& itemID : inSelection.partialSubcellItems) {
auto& item = scene->getItem(itemID);
auto itemBound = item.getBound();
auto itemCell = scene->getSpatialTree().getCellLocation(item.getCell());
glm::ivec4 cellLocation(0, 0, 1, itemCell.depth);
//batch._glUniform4iv(_drawCellLocationLoc, 1, ((const int*)(&cellLocation)));
//batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)(&itemBound.getCorner()));
//batch._glUniform3fv(_drawItemBoundDimLoc, 1, (const float*)(&itemBound.getScale()));
batch.draw(gpu::LINES, 24, 0);
}
drawItemBounds(inSelection.partialSubcellItems, _boundsBufferPartialSubcell);
}
batch.setResourceBuffer(0, 0);
});
}

View file

@ -52,7 +52,6 @@ namespace render {
class DrawSceneOctree {
gpu::PipelinePointer _drawCellBoundsPipeline;
gpu::BufferPointer _cells;
gpu::PipelinePointer _drawLODReticlePipeline;
gpu::PipelinePointer _drawItemBoundPipeline;
@ -107,6 +106,10 @@ namespace render {
class DrawItemSelection {
gpu::PipelinePointer _drawItemBoundPipeline;
gpu::BufferPointer _boundsBufferInside;
gpu::BufferPointer _boundsBufferInsideSubcell;
gpu::BufferPointer _boundsBufferPartial;
gpu::BufferPointer _boundsBufferPartialSubcell;
bool _showInsideItems; // initialized by Config
bool _showInsideSubcellItems; // initialized by Config

View file

@ -33,9 +33,6 @@ void DrawStatusConfig::dirtyHelper() {
const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
if (!_drawItemBoundsPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemBounds);
//_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
//_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
//_drawItemCellLocLoc = program->getUniforms().findLocation("inCellLocation");
auto state = std::make_shared<gpu::State>();
@ -54,11 +51,7 @@ const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
const gpu::PipelinePointer DrawStatus::getDrawItemStatusPipeline() {
if (!_drawItemStatusPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::blurGaussianDepthAwareV);
//_drawItemStatusPosLoc = program->getUniforms().findLocation("");
//_drawItemStatusDimLoc = program->getUniforms().findLocation("");
//_drawItemStatusValue0Loc = program->getUniforms().findLocation("");
//_drawItemStatusValue1Loc = program->getUniforms().findLocation("");
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render::program::drawItemStatus);
auto state = std::make_shared<gpu::State>();
@ -99,36 +92,30 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
const auto& inItems = input.get0();
const auto jitter = input.get1();
// FIrst thing, we collect the bound and the status for all the items we want to render
// First thing, we collect the bound and the status for all the items we want to render
int nbItems = 0;
render::ItemBounds itemBounds;
std::vector<std::pair<glm::ivec4, glm::ivec4>> itemStatus;
{
_itemBounds.resize(inItems.size());
_itemStatus.resize(inItems.size());
_itemCells.resize(inItems.size());
// AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
// glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
// Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
for (size_t i = 0; i < inItems.size(); ++i) {
const auto& item = inItems[i];
if (!item.bound.isInvalid()) {
if (!item.bound.isNull()) {
_itemBounds[i] = item.bound;
itemBounds.emplace_back(render::ItemBound(item.id, item.bound));
} else {
_itemBounds[i].setBox(item.bound.getCorner(), 0.1f);
itemBounds.emplace_back(item.id, AABox(item.bound.getCorner(), 0.1f));
}
auto& itemScene = scene->getItem(item.id);
_itemCells[i] = scene->getSpatialTree().getCellLocation(itemScene.getCell());
auto itemStatusPointer = itemScene.getStatus();
if (itemStatusPointer) {
itemStatus.push_back(std::pair<glm::ivec4, glm::ivec4>());
// Query the current status values, this is where the statusGetter lambda get called
auto&& currentStatusValues = itemStatusPointer->getCurrentValues();
int valueNum = 0;
for (int vec4Num = 0; vec4Num < NUM_STATUS_VEC4_PER_ITEM; vec4Num++) {
auto& value = (vec4Num ? _itemStatus[i].first : _itemStatus[i].second);
auto& value = (vec4Num ? itemStatus[nbItems].first : itemStatus[nbItems].second);
value = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
for (int component = 0; component < VEC4_LENGTH; component++) {
valueNum = vec4Num * VEC4_LENGTH + component;
@ -138,7 +125,8 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
}
}
} else {
_itemStatus[i].first = _itemStatus[i].second = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
auto invalid = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
itemStatus.emplace_back(invalid, invalid);
}
nbItems++;
}
@ -149,7 +137,11 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
return;
}
// Allright, something to render let's do it
if (!_boundsBuffer) {
_boundsBuffer = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
// Alright, something to render let's do it
gpu::doInBatch("DrawStatus::run", args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
@ -165,32 +157,24 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
// bind the one gpu::Pipeline we need
batch.setPipeline(getDrawItemBoundsPipeline());
//AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
//glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
//Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
const unsigned int VEC3_ADRESS_OFFSET = 3;
_boundsBuffer->setData(itemBounds.size() * sizeof(render::ItemBound), (const gpu::Byte*) itemBounds.data());
if (_showDisplay) {
for (int i = 0; i < nbItems; i++) {
//batch._glUniform3fv(gpu::slot::uniform::Extra0, 1, (const float*)&(_itemBounds[i]));
//batch._glUniform3fv(gpu::slot::uniform::Extra1, 1, ((const float*)&(_itemBounds[i])) + VEC3_ADRESS_OFFSET);
//glm::ivec4 cellLocation(_itemCells[i].pos, _itemCells[i].depth);
//batch._glUniform4iv(_drawItemCellLocLoc, 1, ((const int*)(&cellLocation)));
batch.draw(gpu::LINES, 24, 0);
}
batch.setResourceBuffer(0, _boundsBuffer);
batch.draw(gpu::LINES, (gpu::uint32) itemBounds.size() * 24, 0);
}
batch.setResourceBuffer(0, 0);
batch.setResourceTexture(0, gpu::TextureView(getStatusIconMap(), 0));
batch.setPipeline(getDrawItemStatusPipeline());
if (_showNetwork) {
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(gpu::slot::uniform::Extra0, 1, (const float*)&(_itemBounds[i]));
batch._glUniform3fv(gpu::slot::uniform::Extra1, 1, ((const float*)&(_itemBounds[i])) + VEC3_ADRESS_OFFSET);
batch._glUniform4iv(gpu::slot::uniform::Extra2, 1, (const int*)&(_itemStatus[i].first));
batch._glUniform4iv(gpu::slot::uniform::Extra3, 1, (const int*)&(_itemStatus[i].second));
for (size_t i = 0; i < itemBounds.size(); i++) {
batch._glUniform3fv(gpu::slot::uniform::Extra0, 1, (const float*)&itemBounds[i].bound.getCorner());
batch._glUniform3fv(gpu::slot::uniform::Extra1, 1, ((const float*)&itemBounds[i].bound.getScale()));
batch._glUniform4iv(gpu::slot::uniform::Extra2, 1, (const int*)&(itemStatus[i].first));
batch._glUniform4iv(gpu::slot::uniform::Extra3, 1, (const int*)&(itemStatus[i].second));
batch.draw(gpu::TRIANGLES, 24 * NUM_STATUS_VEC4_PER_ITEM, 0);
}
}

View file

@ -62,12 +62,7 @@ namespace render {
gpu::PipelinePointer _drawItemBoundsPipeline;
gpu::PipelinePointer _drawItemStatusPipeline;
std::vector<AABox> _itemBounds;
std::vector<std::pair<glm::ivec4, glm::ivec4>> _itemStatus;
std::vector<Octree::Location> _itemCells;
//gpu::BufferPointer _itemBounds;
//gpu::BufferPointer _itemCells;
//gpu::BufferPointer _itemStatus;
gpu::BufferPointer _boundsBuffer;
gpu::TexturePointer _statusIconMap;
};
}

View file

@ -321,6 +321,7 @@ inline QDebug operator<<(QDebug debug, const ItemFilter& me) {
// Handy type to just pass the ID and the bound of an item
class ItemBound {
public:
ItemBound() {}
ItemBound(ItemID id) : id(id) { }
ItemBound(ItemID id, const AABox& bound) : id(id), bound(bound) { }

View file

@ -24,7 +24,6 @@ layout(location=GPU_UNIFORM_EXTRA0) uniform ivec4 inCellLocation;
layout(location=0) out vec4 varColor;
void main(void) {
const vec4 UNIT_BOX[8] = vec4[8](
vec4(0.0, 0.0, 0.0, 1.0),

View file

@ -20,10 +20,8 @@
<@include gpu/Color.slh@>
<$declareColorWheel()$>
layout(location=GPU_UNIFORM_COLOR) uniform vec4 inColor;
struct ItemBound {
vec4 id_boundPos;
vec4 boundDim_s;
@ -48,8 +46,6 @@ ItemBound getItemBound(int i) {
}
#endif
layout(location=0) out vec4 varColor;
layout(location=1) out vec2 varTexcoord;

View file

@ -19,7 +19,7 @@ Column {
Component.onCompleted: {
sceneOctree.enabled = true;
itemSelection.enabled = true;
itemSelection.enabled = true;
sceneOctree.showVisibleCells = false;
sceneOctree.showEmptyCells = false;
itemSelection.showInsideItems = false;
@ -29,9 +29,9 @@ Column {
}
Component.onDestruction: {
sceneOctree.enabled = false;
itemSelection.enabled = false;
itemSelection.enabled = false;
Render.getConfig("RenderMainView.FetchSceneSelection").freezeFrustum = false;
Render.getConfig("RenderMainView.CullSceneSelection").freezeFrustum = false;
Render.getConfig("RenderMainView.CullSceneSelection").freezeFrustum = false;
}
GroupBox {
@ -44,7 +44,7 @@ Column {
CheckBox {
text: "Freeze Culling Frustum"
checked: false
onCheckedChanged: {
onCheckedChanged: {
Render.getConfig("RenderMainView.FetchSceneSelection").freezeFrustum = checked;
Render.getConfig("RenderMainView.CullSceneSelection").freezeFrustum = checked;
}
@ -88,15 +88,19 @@ Column {
text: "Partial Sub-cell Items"
checked: false
onCheckedChanged: { root.itemSelection.showPartialSubcellItems = checked }
}
}
}
}
}
}
GroupBox {
title: "Render Items"
anchors.left: parent.left;
anchors.right: parent.right;
Column{
anchors.left: parent.left;
anchors.right: parent.right;
Repeater {
model: [ "Opaque:RenderMainView.DrawOpaqueDeferred", "Transparent:RenderMainView.DrawTransparentDeferred", "Light:RenderMainView.DrawLight",
"Opaque Overlays:RenderMainView.DrawOverlay3DOpaque", "Transparent Overlays:RenderMainView.DrawOverlay3DTransparent" ]