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fix deferred rendering on macbook air
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99feabd4c9
commit
3ff81607ab
4 changed files with 14 additions and 55 deletions
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@ -37,7 +37,6 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness
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_fragColor0 = vec4(albedo, mix(packShadedMetallic(metallic), packScatteringMetallic(metallic), check));
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_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
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_fragColor2 = vec4(mix(emissive, vec3(scattering), check), occlusion);
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_fragColor3 = vec4(isEmissiveEnabled() * emissive, 1.0);
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}
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@ -49,7 +48,6 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
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_fragColor0 = vec4(albedo, packLightmappedMetallic(metallic));
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_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
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_fragColor2 = vec4(isLightmapEnabled() * lightmap, 1.0);
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_fragColor3 = vec4(isLightmapEnabled() * lightmap * albedo, 1.0);
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}
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@ -59,7 +57,7 @@ void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
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}
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_fragColor0 = vec4(color, packUnlit());
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_fragColor1 = vec4(packNormal(normal), 1.0);
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// _fragColor2 = vec4(vec3(0.0), 1.0);
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_fragColor2 = vec4(vec3(0.0), 1.0);
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_fragColor3 = vec4(color, 1.0);
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}
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@ -69,7 +67,8 @@ void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 albedo, floa
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}
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_fragColor0 = vec4(albedo.rgb, alpha);
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_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
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_fragColor2 = vec4(vec3(0.0), 1.0);
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_fragColor3 = vec4(0.0);
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}
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<@endif@>
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@ -41,33 +41,17 @@ namespace gr {
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using namespace render;
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struct LightLocations {
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bool shadowTransform{ false };
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void initialize(const gpu::ShaderPointer& program) {
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shadowTransform = program->getReflection().validUniformBuffer(ru::Buffer::ShadowParams);
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}
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};
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static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
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static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& program);
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void DeferredLightingEffect::init() {
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_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
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loadLightProgram(shader::render_utils::program::directional_ambient_light, false, _directionalAmbientSphereLight);
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loadLightProgram(shader::render_utils::program::directional_skybox_light, false, _directionalSkyboxLight);
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_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
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loadLightProgram(shader::render_utils::program::directional_ambient_light_shadow, false, _directionalAmbientSphereLightShadow);
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loadLightProgram(shader::render_utils::program::directional_skybox_light_shadow, false, _directionalSkyboxLightShadow);
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_localLightLocations = std::make_shared<LightLocations>();
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_localLightOutlineLocations = std::make_shared<LightLocations>();
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loadLightProgram(shader::render_utils::program::directional_ambient_light, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(shader::render_utils::program::directional_skybox_light, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(shader::render_utils::program::directional_ambient_light_shadow, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
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loadLightProgram(shader::render_utils::program::directional_skybox_light_shadow, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
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loadLightProgram(shader::render_utils::program::local_lights_shading, true, _localLight, _localLightLocations);
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loadLightProgram(shader::render_utils::program::local_lights_drawOutline, true, _localLightOutline, _localLightOutlineLocations);
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loadLightProgram(shader::render_utils::program::local_lights_shading, true, _localLight);
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loadLightProgram(shader::render_utils::program::local_lights_drawOutline, true, _localLightOutline);
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}
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// FIXME: figure out how to move lightFrame into a varying in GeometryCache and RenderPipelines
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@ -123,15 +107,9 @@ void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch) {
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batch.setUniformBuffer(ru::Buffer::LightClusterFrustumGrid, nullptr);
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}
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static gpu::ShaderPointer makeLightProgram(int programId, LightLocationsPtr& locations) {
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static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& pipeline) {
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gpu::ShaderPointer program = gpu::Shader::createProgram(programId);
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locations->initialize(program);
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return program;
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}
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static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
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gpu::ShaderPointer program = makeLightProgram(programId, locations);
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auto state = std::make_shared<gpu::State>();
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state->setColorWriteMask(true, true, true, false);
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@ -456,7 +434,6 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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// Setup the global directional pass pipeline
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auto program = deferredLightingEffect->_directionalSkyboxLight;
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LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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{
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if (keyLightCastShadows) {
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@ -464,20 +441,16 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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// otherwise use the ambient sphere version
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if (hasAmbientMap) {
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program = deferredLightingEffect->_directionalSkyboxLightShadow;
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locations = deferredLightingEffect->_directionalSkyboxLightShadowLocations;
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} else {
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program = deferredLightingEffect->_directionalAmbientSphereLightShadow;
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locations = deferredLightingEffect->_directionalAmbientSphereLightShadowLocations;
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}
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} else {
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// If the keylight has an ambient Map then use the Skybox version of the pass
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// otherwise use the ambient sphere version
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if (hasAmbientMap) {
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program = deferredLightingEffect->_directionalSkyboxLight;
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locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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} else {
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program = deferredLightingEffect->_directionalAmbientSphereLight;
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locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;
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}
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}
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@ -37,10 +37,6 @@
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#include "SubsurfaceScattering.h"
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#include "AmbientOcclusionEffect.h"
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struct LightLocations;
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using LightLocationsPtr = std::shared_ptr<LightLocations>;
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// THis is where we currently accumulate the local lights, let s change that sooner than later
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class DeferredLightingEffect : public Dependency {
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SINGLETON_DEPENDENCY
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@ -72,15 +68,6 @@ private:
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gpu::PipelinePointer _localLight;
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gpu::PipelinePointer _localLightOutline;
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LightLocationsPtr _directionalSkyboxLightLocations;
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LightLocationsPtr _directionalAmbientSphereLightLocations;
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LightLocationsPtr _directionalSkyboxLightShadowLocations;
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LightLocationsPtr _directionalAmbientSphereLightShadowLocations;
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LightLocationsPtr _localLightLocations;
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LightLocationsPtr _localLightOutlineLocations;
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friend class LightClusteringPass;
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friend class RenderDeferredSetup;
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friend class RenderDeferredLocals;
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@ -18,7 +18,7 @@ layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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void main(void) {
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const float depth = 1.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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const mat4 UNIT_QUAD = mat4(
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vec4(-1.0, -1.0, depth, 1.0),
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vec4(1.0, -1.0, depth, 1.0),
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vec4(-1.0, 1.0, depth, 1.0),
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@ -26,7 +26,7 @@ void main(void) {
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);
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vec4 pos = UNIT_QUAD[gl_VertexID];
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_texCoord01.xy = (pos.xy + 1.0) * 0.5;
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_texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 0.0);
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gl_Position = pos;
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}
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