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Adding forward pipelines for translucent objects
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795a3b8407
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2 changed files with 60 additions and 1 deletions
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@ -168,6 +168,7 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
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<@include Haze.slh@>
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<@func declareEvalGlobalLightingAlphaBlended()@>
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@ -198,6 +199,44 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
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return color;
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}
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vec3 evalGlobalLightingAlphaBlendedWithHaze(
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mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity)
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{
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<$prepareGlobalLight()$>
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color += emissive * isEmissiveEnabled();
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// Ambient
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vec3 ambientDiffuse;
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vec3 ambientSpecular;
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evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, obscurance);
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color += ambientDiffuse;
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color += ambientSpecular / opacity;
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// Directional
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vec3 directionalDiffuse;
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vec3 directionalSpecular;
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evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, fragEyeDir, fragNormal, roughness, metallic, fresnel, albedo, shadowAttenuation);
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color += directionalDiffuse;
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color += directionalSpecular / opacity;
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// Haze
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
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vec4 colorV4 = computeHazeColor(
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vec4(color, 1.0), // fragment original color
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position, // fragment position in eye coordinates
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fragEyeVector, // fragment position in world coordinates
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invViewMat[3].y, // eye height in world coordinates
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lightDirection // keylight direction vector
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);
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color = colorV4.rgb;
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}
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return color;
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}
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<@endfunc@>
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@ -64,6 +64,7 @@
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#include "forward_model_normal_map_frag.h"
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#include "forward_model_normal_specular_map_frag.h"
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#include "forward_model_specular_map_frag.h"
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#include "forward_model_translucent_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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@ -451,6 +452,7 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_specular_map_frag));
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auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
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auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(forward_model_translucent_frag));
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using Key = render::ShapeKey;
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auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
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@ -486,7 +488,25 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
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// Translucents
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addPipeline(
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Key::Builder().withMaterial().withTranslucent(),
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modelVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelNormalMapVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular(),
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modelVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
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modelNormalMapVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skinModelNormalMapVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent(),
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skinModelVertex, modelTranslucentPixel, batchSetter, itemSetter, nullptr, nullptr);
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}
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void addPlumberPipeline(ShapePlumber& plumber,
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