adding in screen space effect for getting hit

This commit is contained in:
ericrius1 2015-07-20 10:44:38 -07:00
parent bad6aa8f0a
commit 1e34de1c51
6 changed files with 195 additions and 13 deletions

View file

@ -67,23 +67,13 @@ void RenderablePolyLineEntityItem::createPipeline() {
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
}
int generateColor() {
float c1 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
float c2 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
float c3 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
return ((int(0.7 * 255.0f) & 0xFF)) |
((int(0.3 * 255.0f) & 0xFF) << 8) |
((int(0.6 * 255.0f) & 0xFF) << 16) |
((int(255.0f) & 0xFF) << 24);
}
void RenderablePolyLineEntityItem::updateGeometry() {
int compactColor = generateColor();
_numVertices = 0;
_verticesBuffer.reset(new gpu::Buffer());
int vertexIndex = 0;
for (int i = 0; i < _normals.size(); i++) {
compactColor = generateColor();
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
vertexIndex++;
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
@ -119,7 +109,6 @@ void RenderablePolyLineEntityItem::render(RenderArgs* args) {
if (_pointsChanged) {
updateGeometry();
}
gpu::Batch& batch = *args->_batch;
Transform transform = Transform();
@ -127,7 +116,7 @@ void RenderablePolyLineEntityItem::render(RenderArgs* args) {
transform.setRotation(getRotation());
batch.setModelTransform(transform);
batch.setResourceTexture(0, _texture);
batch.setPipeline(_pipeline);
batch.setInputFormat(_format);

View file

@ -0,0 +1,105 @@
//
// HitEffect.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 7/14/13.
// Copyright 2013 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 this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <gpu/GLBackend.h>
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include "AbstractViewStateInterface.h"
#include "HitEffect.h"
#include "ProgramObject.h"
#include "RenderUtil.h"
#include "TextureCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "hit_effect_vert.h"
#include "hit_effect_frag.h"
HitEffect::HitEffect() {
}
const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
if (!_hitEffectPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(hit_effect_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(hit_effect_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_screenSizeLocation = program->getUniforms().findLocation("screenSize");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
// Good to go add the brand new pipeline
_hitEffectPipeline.reset(gpu::Pipeline::create(program, state));
}
return _hitEffectPipeline;
}
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
// create a simple pipeline that does:
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
// Allright, something to render let's do it
gpu::Batch batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// bind the first gpu::Pipeline we need - for calculating occlusion buffer
batch.setPipeline(getHitEffectPipeline());
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color);
// Ready to render
renderContext->args->_context->syncCache();
args->_context->render((batch));
}

View file

@ -0,0 +1,34 @@
//
// hitEffect.h
// hifi
//
// Created by eric levin on 7/17/15.
//
//
#ifndef hifi_hitEffect_h
#define hifi_hitEffect_h
#include <DependencyManager.h>
#include "render/DrawTask.h"
class AbstractViewStateInterface;
class ProgramObject;
class HitEffect {
public:
HitEffect();
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
typedef render::Job::Model<HitEffect> JobModel;
const gpu::PipelinePointer& getHitEffectPipeline();
private:
gpu::PipelinePointer _hitEffectPipeline;
GLuint _screenSizeLocation;
};
#endif

View file

@ -16,6 +16,7 @@
#include "ViewFrustum.h"
#include "RenderArgs.h"
#include "TextureCache.h"
#include "HitEffect.h"
#include "render/DrawStatus.h"
@ -54,6 +55,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
auto& renderedOpaques = _jobs.back().getOutput();
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
_jobs.push_back(Job(new ResetGLState::JobModel()));
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
@ -75,7 +77,9 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_drawStatusJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
_jobs.push_back(Job(new HitEffect::JobModel("HitEffect")));
_jobs.push_back(Job(new ResetGLState::JobModel()));
// Give ourselves 3 frmaes of timer queries
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));

View file

@ -0,0 +1,29 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// ambient_occlusion.frag
// fragment shader
//
// Created by Eric Levin on 7/20
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include DeferredBufferWrite.slh@>
void main(void) {
TransformCamera cam = getTransformCamera();
vec4 myViewport;
<$transformCameraViewport(cam, myViewport)$>
vec2 center = vec2(myViewport.z/2.0, myViewport.w/2.0);
float distFromCenter = distance(center, gl_FragCoord.xy);
//normalize
distFromCenter = distFromCenter/myViewport.z;
float alpha = mix(0.0, 1.0, distFromCenter);
gl_FragColor = vec4(0.7, 0.0, 0.0, alpha);
}

View file

@ -0,0 +1,21 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// ambient_occlusion.vert
// vertex shader
//
// Created by Niraj Venkat on 7/20/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
void main(void) {
gl_Position = gl_Vertex;
}