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Merge pull request #5380 from jherico/maggie
Restoring starfield size and color variation
This commit is contained in:
commit
2bd2004bda
5 changed files with 179 additions and 84 deletions
1
cmake/externals/boostconfig/CMakeLists.txt
vendored
1
cmake/externals/boostconfig/CMakeLists.txt
vendored
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@ -16,3 +16,4 @@ ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
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set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${SOURCE_DIR}/include CACHE TYPE INTERNAL)
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set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
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@ -14,7 +14,7 @@
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#include <mutex>
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#include <QElapsedTimer>
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#include <gpu/GPUConfig.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <NumericalConstants.h>
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@ -24,14 +24,17 @@
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include "../../libraries/render-utils/standardTransformPNTC_vert.h"
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#include "../../libraries/render-utils/stars_vert.h"
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#include "../../libraries/render-utils/stars_frag.h"
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#include "../../libraries/render-utils/standardTransformPNTC_vert.h"
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#include "../../libraries/render-utils/starsGrid_frag.h"
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//static const float TILT = 0.23f;
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static const float TILT = 0.0f;
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static const unsigned int STARFIELD_NUM_STARS = 50000;
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static const unsigned int STARFIELD_SEED = 1;
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//static const float STAR_COLORIZATION = 0.1f;
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static const float STAR_COLORIZATION = 0.1f;
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static const float TAU = 6.28318530717958f;
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//static const float HALF_TAU = TAU / 2.0f;
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@ -109,52 +112,81 @@ unsigned computeStarColor(float colorization) {
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return red | (green << 8) | (blue << 16);
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}
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struct StarVertex {
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vec4 position;
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vec4 colorAndSize;
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};
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// FIXME star colors
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void Stars::render(RenderArgs* renderArgs, float alpha) {
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static gpu::BufferPointer vertexBuffer;
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static gpu::Stream::FormatPointer streamFormat;
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static gpu::Element positionElement, colorElement;
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static gpu::PipelinePointer _pipeline;
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static gpu::PipelinePointer _gridPipeline;
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static gpu::PipelinePointer _starsPipeline;
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static int32_t _timeSlot{ -1 };
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static std::once_flag once;
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const int VERTICES_SLOT = 0;
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//const int COLOR_SLOT = 2;
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const int COLOR_SLOT = 1;
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std::call_once(once, [&] {
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{
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(starsGrid_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
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if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
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_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
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}
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_gridPipeline.reset(gpu::Pipeline::create(program, state));
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}
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{
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(stars_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(stars_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_starsPipeline.reset(gpu::Pipeline::create(program, state));
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}
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QElapsedTimer startTime;
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startTime.start();
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vertexBuffer.reset(new gpu::Buffer);
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srand(STARFIELD_SEED);
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unsigned limit = STARFIELD_NUM_STARS;
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std::vector<vec3> points;
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std::vector<StarVertex> points;
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points.resize(limit);
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for (size_t star = 0; star < limit; ++star) {
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points[star] = fromPolar(randPolar());
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//auto color = computeStarColor(STAR_COLORIZATION);
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//vertexBuffer->append(sizeof(color), (const gpu::Byte*)&color);
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points[star].position = vec4(fromPolar(randPolar()), 1);
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float size = frand() * 5.0f + 0.5f;
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if (frand() < STAR_COLORIZATION) {
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vec3 color(frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f);
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points[star].colorAndSize = vec4(color, size);
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} else {
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vec3 color(frand() / 2.0f + 0.5f);
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points[star].colorAndSize = vec4(color, size);
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}
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}
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vertexBuffer->append(sizeof(vec3) * limit, (const gpu::Byte*)&points[0]);
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streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
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streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
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double timeDiff = (double)startTime.nsecsElapsed() / 1000000.0; // ns to ms
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qDebug() << "Total time to generate stars: " << timeDiff << " msec";
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(stars_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
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if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
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_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
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}
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_pipeline.reset(gpu::Pipeline::create(program, state));
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vertexBuffer->append(sizeof(StarVertex) * limit, (const gpu::Byte*)&points[0]);
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streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
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streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW), 0);
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streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::RGBA));
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positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
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colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
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});
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auto geometryCache = DependencyManager::get<GeometryCache>();
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@ -168,18 +200,31 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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batch.setResourceTexture(0, textureCache->getWhiteTexture());
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// Render the world lines
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batch.setPipeline(_pipeline);
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batch.setPipeline(_gridPipeline);
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static auto start = usecTimestampNow();
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float msecs = (float)(usecTimestampNow() - start) / (float)USECS_PER_MSEC;
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float secs = msecs / (float)MSECS_PER_SECOND;
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batch._glUniform1f(_timeSlot, secs);
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geometryCache->renderUnitCube(batch);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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static const size_t VERTEX_STRIDE = sizeof(StarVertex);
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size_t offset = offsetof(StarVertex, position);
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gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
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offset = offsetof(StarVertex, colorAndSize);
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gpu::BufferView colView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, colorElement);
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// Render the stars
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setPipeline(_starsPipeline);
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batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT);
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batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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batch._glEnable(GL_POINT_SMOOTH);
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batch.setInputFormat(streamFormat);
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batch.setInputBuffer(VERTICES_SLOT, gpu::BufferView(vertexBuffer, positionElement));
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batch.setInputBuffer(VERTICES_SLOT, posView);
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batch.setInputBuffer(COLOR_SLOT, colView);
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batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
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renderArgs->_context->render(batch);
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}
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@ -1,63 +1,17 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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#line __LINE__
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// Generated on <$_SCRIBE_DATE$>
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// stars.frag
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// fragment shader
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//
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// Created by Bradley Austin Davis on 2015/06/19
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// Created by Bradley Austin Davis on 6/10/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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varying vec2 varTexcoord;
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varying vec3 varNomral;
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varying vec3 varPosition;
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uniform float iGlobalTime;
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const float PI = 3.14159;
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const float TAU = 3.14159 * 2.0;
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const int latitudeCount = 5;
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const float latitudeDist = PI / 2.0 / float(latitudeCount);
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const int meridianCount = 4;
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const float merdianDist = PI / float(meridianCount);
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float clampLine(float val, float target) {
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return clamp((1.0 - abs((val - target)) - 0.998) * 500.0, 0.0, 1.0);
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}
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float latitude(vec2 pos, float angle) {
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float result = clampLine(pos.y, angle);
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if (angle != 0.0) {
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result += clampLine(pos.y, -angle);
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}
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return result;
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}
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float meridian(vec2 pos, float angle) {
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return clampLine(pos.x, angle) + clampLine(pos.x + PI, angle);
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}
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vec2 toPolar(in vec3 dir) {
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vec2 polar = vec2(atan(dir.z, dir.x), asin(dir.y));
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return polar;
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}
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void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
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{
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vec2 polar = toPolar(fragRayDir);
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//polar.x += mod(iGlobalTime / 12.0, PI / 4.0) - PI / 4.0;
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float c = 0.0;
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for (int i = 0; i < latitudeCount - 1; ++i) {
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c += latitude(polar, float(i) * latitudeDist);
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}
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for (int i = 0; i < meridianCount; ++i) {
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c += meridian(polar, float(i) * merdianDist);
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}
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const vec3 col_lines = vec3(102.0 / 255.0, 136.0 / 255.0, 221.0 / 255.0);
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fragColor = vec4(c * col_lines, 0.2);
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}
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varying vec4 varColor;
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void main(void) {
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mainVR(gl_FragColor, gl_FragCoord.xy, vec3(0.0), normalize(varPosition));
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gl_FragColor = varColor; //vec4(varColor, 1.0);
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}
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32
libraries/render-utils/src/stars.slv
Normal file
32
libraries/render-utils/src/stars.slv
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@ -0,0 +1,32 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// standardTransformPNTC.slv
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// vertex shader
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//
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// Created by Sam Gateau on 6/10/2015.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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varying vec3 varPosition;
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varying vec4 varColor;
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void main(void) {
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varColor = gl_Color.rgba;
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
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varPosition = gl_Vertex.xyz;
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gl_PointSize = gl_Color.a;
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}
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63
libraries/render-utils/src/starsGrid.slf
Normal file
63
libraries/render-utils/src/starsGrid.slf
Normal file
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@ -0,0 +1,63 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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#line __LINE__
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// Generated on <$_SCRIBE_DATE$>
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// stars.frag
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// fragment shader
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//
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// Created by Bradley Austin Davis on 2015/06/19
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varying vec2 varTexcoord;
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varying vec3 varNomral;
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varying vec3 varPosition;
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uniform float iGlobalTime;
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const float PI = 3.14159;
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const float TAU = 3.14159 * 2.0;
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const int latitudeCount = 5;
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const float latitudeDist = PI / 2.0 / float(latitudeCount);
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const int meridianCount = 4;
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const float merdianDist = PI / float(meridianCount);
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float clampLine(float val, float target) {
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return clamp((1.0 - abs((val - target)) - 0.998) * 500.0, 0.0, 1.0);
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}
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float latitude(vec2 pos, float angle) {
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float result = clampLine(pos.y, angle);
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if (angle != 0.0) {
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result += clampLine(pos.y, -angle);
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}
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return result;
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}
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float meridian(vec2 pos, float angle) {
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return clampLine(pos.x, angle) + clampLine(pos.x + PI, angle);
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}
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vec2 toPolar(in vec3 dir) {
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vec2 polar = vec2(atan(dir.z, dir.x), asin(dir.y));
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return polar;
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}
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void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
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{
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vec2 polar = toPolar(fragRayDir);
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//polar.x += mod(iGlobalTime / 12.0, PI / 4.0) - PI / 4.0;
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float c = 0.0;
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for (int i = 0; i < latitudeCount - 1; ++i) {
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c += latitude(polar, float(i) * latitudeDist);
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}
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for (int i = 0; i < meridianCount; ++i) {
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c += meridian(polar, float(i) * merdianDist);
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}
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const vec3 col_lines = vec3(102.0 / 255.0, 136.0 / 255.0, 221.0 / 255.0);
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fragColor = vec4(c * col_lines, 0.2);
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}
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void main(void) {
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mainVR(gl_FragColor, gl_FragCoord.xy, vec3(0.0), normalize(varPosition));
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}
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