Glow line replacement without geometry shader

This commit is contained in:
Brad Davis 2016-11-16 19:27:16 -08:00
parent e9563ef9af
commit 3074be7ad0
8 changed files with 121 additions and 187 deletions

View file

@ -39,11 +39,11 @@ bool DebugHmdDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
_frameInfos[frameIndex] = _currentRenderFrameInfo;
_handPoses[0] = glm::translate(mat4(), vec3(-0.3f, 0.0f, 0.0f));
_handPoses[0] = glm::translate(mat4(), vec3(0.3f * cosf(secTimestampNow() * 3.0f), -0.3f * sinf(secTimestampNow() * 5.0f), 0.0f));
_handLasers[0].color = vec4(1, 0, 0, 1);
_handLasers[0].mode = HandLaserMode::Overlay;
_handPoses[1] = glm::translate(mat4(), vec3(0.3f, 0.0f, 0.0f));
_handPoses[1] = glm::translate(mat4(), vec3(0.3f * sinf(secTimestampNow() * 3.0f), -0.3f * cosf(secTimestampNow() * 5.0f), 0.0f));
_handLasers[1].color = vec4(0, 1, 1, 1);
_handLasers[1].mode = HandLaserMode::Overlay;
});

View file

@ -23,7 +23,6 @@
#include <CursorManager.h>
#include <gl/GLWidget.h>
#include <shared/NsightHelpers.h>
#include <GeometryCache.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <gpu/gl/GLBackend.h>
@ -32,6 +31,9 @@
#include "../Logging.h"
#include "../CompositorHelper.h"
#include <../render-utils/shaders/render-utils/glowLine_vert.h>
#include <../render-utils/shaders/render-utils/glowLine_frag.h>
static const QString MONO_PREVIEW = "Mono Preview";
static const QString DISABLE_PREVIEW = "Disable Preview";
@ -47,6 +49,14 @@ static const size_t NUMBER_OF_HANDS = 2;
//#define LIVE_SHADER_RELOAD 1
extern glm::vec3 getPoint(float yaw, float pitch);
struct HandLaserData {
vec4 p1;
vec4 p2;
vec4 color;
};
static const uint32_t HAND_LASER_UNIFORM_SLOT = 1;
static QString readFile(const QString& filename) {
QFile file(filename);
file.open(QFile::Text | QFile::ReadOnly);
@ -112,11 +122,25 @@ void HmdDisplayPlugin::internalDeactivate() {
void HmdDisplayPlugin::customizeContext() {
Parent::customizeContext();
_overlayRenderer.build();
auto geometryCache = DependencyManager::get<GeometryCache>();
for (size_t i = 0; i < _geometryIds.size(); ++i) {
_geometryIds[i] = geometryCache->allocateID();
}
_extraLaserID = geometryCache->allocateID();
{
auto state = std::make_shared<gpu::State>();
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
auto program = gpu::Shader::createProgram(VS, PS);
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lineData"), HAND_LASER_UNIFORM_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
_glowLinePipeline = gpu::Pipeline::create(program, state);
_handLaserUniforms = std::array<gpu::BufferPointer, 2>{ { std::make_shared<gpu::Buffer>(), std::make_shared<gpu::Buffer>() } };
_extraLaserUniforms = std::make_shared<gpu::Buffer>();
};
}
void HmdDisplayPlugin::uncustomizeContext() {
@ -131,12 +155,10 @@ void HmdDisplayPlugin::uncustomizeContext() {
});
_overlayRenderer = OverlayRenderer();
_previewTexture.reset();
auto geometryCache = DependencyManager::get<GeometryCache>();
for (size_t i = 0; i < _geometryIds.size(); ++i) {
geometryCache->releaseID(_geometryIds[i]);
}
geometryCache->releaseID(_extraLaserID);
_handLaserUniforms[0].reset();
_handLaserUniforms[1].reset();
_extraLaserUniforms.reset();
_glowLinePipeline.reset();
Parent::uncustomizeContext();
}
@ -683,11 +705,15 @@ void HmdDisplayPlugin::compositeExtra() {
return;
}
auto geometryCache = DependencyManager::get<GeometryCache>();
render([&](gpu::Batch& batch) {
batch.setFramebuffer(_compositeFramebuffer);
batch.setModelTransform(Transform());
batch.setViewportTransform(ivec4(uvec2(0), _renderTargetSize));
batch.setViewTransform(_currentPresentFrameInfo.presentPose, false);
// Compile the shaders
batch.setPipeline(_glowLinePipeline);
bilateral::for_each_side([&](bilateral::Side side){
auto index = bilateral::index(side);
if (_presentHandPoses[index] == IDENTITY_MATRIX) {
@ -696,13 +722,20 @@ void HmdDisplayPlugin::compositeExtra() {
const auto& laser = _presentHandLasers[index];
if (laser.valid()) {
const auto& points = _presentHandLaserPoints[index];
geometryCache->renderGlowLine(batch, points.first, points.second, laser.color, _geometryIds[index]);
_handLaserUniforms[index]->resize(sizeof(HandLaserData));
_handLaserUniforms[index]->setSubData(0, HandLaserData { vec4(points.first, 1.0f), vec4(points.second, 1.0f), _handLasers[index].color });
batch.setUniformBuffer(HAND_LASER_UNIFORM_SLOT, _handLaserUniforms[index]);
qDebug() << "Render line " << index;
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
});
if (_presentExtraLaser.valid()) {
const auto& points = _presentExtraLaserPoints;
geometryCache->renderGlowLine(batch, points.first, points.second, _presentExtraLaser.color, _extraLaserID);
_extraLaserUniforms->resize(sizeof(HandLaserData));
_extraLaserUniforms->setSubData(0, HandLaserData { vec4(points.first, 1.0f), vec4(points.second, 1.0f), _presentExtraLaser.color });
batch.setUniformBuffer(HAND_LASER_UNIFORM_SLOT, _extraLaserUniforms);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
});
}

View file

@ -80,8 +80,6 @@ protected:
Transform _presentUiModelTransform;
std::array<HandLaserInfo, 2> _presentHandLasers;
std::array<int, 2> _geometryIds;
int _extraLaserID;
std::array<mat4, 2> _presentHandPoses;
std::array<std::pair<vec3, vec3>, 2> _presentHandLaserPoints;
@ -120,6 +118,9 @@ private:
bool _disablePreviewItemAdded { false };
bool _monoPreview { true };
bool _clearPreviewFlag { false };
std::array<gpu::BufferPointer, 2> _handLaserUniforms;
gpu::BufferPointer _extraLaserUniforms;
gpu::PipelinePointer _glowLinePipeline;
gpu::TexturePointer _previewTexture;
glm::vec2 _lastWindowSize;

View file

@ -38,7 +38,6 @@
#include "simple_opaque_web_browser_frag.h"
#include "simple_transparent_web_browser_frag.h"
#include "glowLine_vert.h"
#include "glowLine_geom.h"
#include "glowLine_frag.h"
#include "grid_frag.h"
@ -1405,6 +1404,7 @@ GeometryCache::BatchItemDetails::~BatchItemDetails() {
void GeometryCache::BatchItemDetails::clear() {
isCreated = false;
uniformBuffer.reset();
verticesBuffer.reset();
colorBuffer.reset();
streamFormat.reset();
@ -1593,8 +1593,6 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
glowIntensity = 0.0f;
#endif
glowIntensity = 0.0f;
if (glowIntensity <= 0) {
bindSimpleProgram(batch, false, false, false, true, false);
renderLine(batch, p1, p2, color, id);
@ -1602,20 +1600,20 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
}
// Compile the shaders
static const uint32_t LINE_DATA_SLOT = 1;
static std::once_flag once;
std::call_once(once, [&] {
auto state = std::make_shared<gpu::State>();
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
auto GS = gpu::Shader::createGeometry(std::string(glowLine_geom));
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
auto program = gpu::Shader::createProgram(VS, GS, PS);
auto program = gpu::Shader::createProgram(VS, PS);
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
slotBindings.insert(gpu::Shader::Binding(std::string("lineData"), LINE_DATA_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
_glowLinePipeline = gpu::Pipeline::create(program, state);
});
@ -1626,11 +1624,6 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
bool registered = (id != UNKNOWN_ID);
BatchItemDetails& details = _registeredLine3DVBOs[id];
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3Pair& lastKey = _lastRegisteredLine3D[id];
@ -1640,47 +1633,25 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
}
}
const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals
const int NUM_POS_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
const int vertices = 2;
const int NUM_VERTICES = 4;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
details.uniformBuffer = std::make_shared<gpu::Buffer>();
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
struct LineData {
vec4 p1;
vec4 p2;
vec4 color;
};
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
const glm::vec3 NORMAL(1.0f, 0.0f, 0.0f);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
p1.x, p1.y, p1.z, NORMAL.x, NORMAL.y, NORMAL.z,
p2.x, p2.y, p2.z, NORMAL.x, NORMAL.y, NORMAL.z };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
LineData lineData { vec4(p1, 1.0f), vec4(p2, 1.0f), color };
details.uniformBuffer->resize(sizeof(LineData));
details.uniformBuffer->setSubData(0, lineData);
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
// The shader requires no vertices, only uniforms.
batch.setUniformBuffer(LINE_DATA_SLOT, details.uniformBuffer);
batch.draw(gpu::TRIANGLE_STRIP, NUM_VERTICES, 0);
}
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {

View file

@ -369,6 +369,7 @@ private:
static int population;
gpu::BufferPointer verticesBuffer;
gpu::BufferPointer colorBuffer;
gpu::BufferPointer uniformBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferStreamPointer stream;

View file

@ -10,26 +10,24 @@
//
layout(location = 0) in vec4 inColor;
layout(location = 1) in vec3 inLineDistance;
out vec4 _fragColor;
void main(void) {
vec2 d = inLineDistance.xy;
d.y = abs(d.y);
d.x = abs(d.x);
if (d.x > 1.0) {
d.x = (d.x - 1.0) / 0.02;
} else {
d.x = 0.0;
}
float alpha = 1.0 - length(d);
if (alpha <= 0.0) {
discard;
}
alpha = pow(alpha, 10.0);
if (alpha < 0.05) {
// The incoming value actually ranges from -1 to 1, so modify it
// so that it goes from 0 -> 1 -> 0 with the solid alpha being at
// the center of the line
float alpha = 1.0 - abs(inColor.a);
// Convert from a linear alpha curve to a sharp peaked one
alpha = pow(alpha, 10);
// Drop everything where the curve falls off to nearly nothing
if (alpha <= 0.05) {
discard;
}
// Emit the color
_fragColor = vec4(inColor.rgb, alpha);
return;
}

View file

@ -1,102 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Bradley Austin Davis on 2016/07/05
// Copyright 2013-2016 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
//
#extension GL_EXT_geometry_shader4 : enable
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
layout(location = 0) in vec4 inColor[];
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec3 outLineDistance;
layout(lines) in;
layout(triangle_strip, max_vertices = 24) out;
vec3 ndcToEyeSpace(in vec4 v) {
TransformCamera cam = getTransformCamera();
vec4 u = cam._projectionInverse * v;
return u.xyz / u.w;
}
vec2 toScreenSpace(in vec4 v)
{
TransformCamera cam = getTransformCamera();
vec4 u = cam._projection * cam._view * v;
return u.xy / u.w;
}
vec3[2] getOrthogonals(in vec3 n, float scale) {
float yDot = abs(dot(n, vec3(0, 1, 0)));
vec3 result[2];
if (yDot < 0.9) {
result[0] = normalize(cross(n, vec3(0, 1, 0)));
} else {
result[0] = normalize(cross(n, vec3(1, 0, 0)));
}
// The cross of result[0] and n is orthogonal to both, which are orthogonal to each other
result[1] = cross(result[0], n);
result[0] *= scale;
result[1] *= scale;
return result;
}
vec2 orthogonal(vec2 v) {
vec2 result = v.yx;
result.y *= -1.0;
return result;
}
void main() {
vec2 endpoints[2];
vec3 eyeSpace[2];
TransformCamera cam = getTransformCamera();
for (int i = 0; i < 2; ++i) {
eyeSpace[i] = ndcToEyeSpace(gl_PositionIn[i]);
endpoints[i] = gl_PositionIn[i].xy / gl_PositionIn[i].w;
}
vec2 lineNormal = normalize(endpoints[1] - endpoints[0]);
vec2 lineOrthogonal = orthogonal(lineNormal);
lineNormal *= 0.02;
lineOrthogonal *= 0.02;
gl_Position = gl_PositionIn[0];
gl_Position.xy -= lineOrthogonal;
outColor = inColor[0];
outLineDistance = vec3(-1.02, -1, gl_Position.z);
EmitVertex();
gl_Position = gl_PositionIn[0];
gl_Position.xy += lineOrthogonal;
outColor = inColor[0];
outLineDistance = vec3(-1.02, 1, gl_Position.z);
EmitVertex();
gl_Position = gl_PositionIn[1];
gl_Position.xy -= lineOrthogonal;
outColor = inColor[1];
outLineDistance = vec3(1.02, -1, gl_Position.z);
EmitVertex();
gl_Position = gl_PositionIn[1];
gl_Position.xy += lineOrthogonal;
outColor = inColor[1];
outLineDistance = vec3(1.02, 1, gl_Position.z);
EmitVertex();
EndPrimitive();
}

View file

@ -9,18 +9,50 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
layout(std140) uniform lineData {
vec4 p1;
vec4 p2;
vec4 color;
};
layout(location = 0) out vec4 _color;
void main(void) {
_color = inColor;
_color = color;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
vec4 p1eye, p2eye;
<$transformModelToEyePos(cam, obj, p1, p1eye)$>
<$transformModelToEyePos(cam, obj, p2, p2eye)$>
p1eye /= p1eye.w;
p2eye /= p2eye.w;
// Find the line direction
vec3 v1 = normalize(p1eye.xyz - p2eye.xyz);
// Find the vector from the eye to one of the points
vec3 v2 = normalize(p1eye.xyz);
// The orthogonal vector is the cross product of these two
vec3 orthogonal = cross(v1, v2) * 0.02;
// Deteremine which end to emit based on the vertex id (even / odd)
vec4 eye = (0 == gl_VertexID % 2) ? p1eye : p2eye;
// Add or subtract the orthogonal vector based on a different vertex ID
// calculation
if (gl_VertexID < 2) {
// Use the alpha channel to store the distance from the center in 'quad space'
_color.a = -1.0;
eye.xyz -= orthogonal;
} else {
_color.a = 1.0;
eye.xyz += orthogonal;
}
// Finally, put the eyespace vertex into clip space
<$transformEyeToClipPos(cam, eye, gl_Position)$>
}