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Fixing haze bug on Mac, and potentially AMD
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parent
58f004352a
commit
4a25090a23
7 changed files with 27 additions and 33 deletions
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@ -235,15 +235,14 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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// Haze
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if ((isHazeEnabled() > 0.0) && (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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vec4 hazeColor = computeHazeColor(
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positionES, // fragment position in eye coordinates
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fragPositionWS, // fragment position in world coordinates
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invViewMat[3].xyz, // eye position in world coordinates
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lightDirection // keylight direction vector in world coordinates
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);
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color = colorV4.rgb;
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color = mix(color.rgb, hazeColor.rgb, hazeColor.a);
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}
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return color;
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@ -273,15 +272,14 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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// Haze
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if ((isHazeEnabled() > 0.0) && (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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vec4 hazeColor = computeHazeColor(
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positionES, // fragment position in eye coordinates
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positionWS, // fragment position in world coordinates
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invViewMat[3].xyz, // eye position 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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color = mix(color.rgb, hazeColor.rgb, hazeColor.a);
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}
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return color;
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@ -109,7 +109,6 @@ void MakeHaze::run(const render::RenderContextPointer& renderContext, graphics::
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const int HazeEffect_ParamsSlot = 0;
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const int HazeEffect_TransformBufferSlot = 1;
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const int HazeEffect_ColorMapSlot = 2;
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const int HazeEffect_LinearDepthMapSlot = 3;
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const int HazeEffect_LightingMapSlot = 4;
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@ -122,12 +121,10 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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return;
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}
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const auto inputBuffer = inputs.get1()->getRenderBuffer(0);
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const auto outputBuffer = inputs.get1();
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const auto framebuffer = inputs.get2();
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const auto transformBuffer = inputs.get3();
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auto outputBuffer = inputs.get4();
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auto depthBuffer = framebuffer->getLinearDepthTexture();
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RenderArgs* args = renderContext->args;
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@ -139,6 +136,10 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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// Mask out haze on the tablet
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PrepareStencil::testMask(*state);
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@ -148,7 +149,6 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), HazeEffect_LightingMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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@ -156,7 +156,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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});
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}
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auto sourceFramebufferSize = glm::ivec2(inputBuffer->getDimensions());
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auto outputFramebufferSize = glm::ivec2(outputBuffer->getSize());
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gpu::doInBatch("DrawHaze::run", args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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@ -165,7 +165,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(glm::mat4());
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batch.resetViewTransform();
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(sourceFramebufferSize, args->_viewport));
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(outputFramebufferSize, args->_viewport));
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batch.setPipeline(_hazePipeline);
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@ -191,7 +191,6 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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}
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}
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batch.setResourceTexture(HazeEffect_ColorMapSlot, inputBuffer);
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batch.setResourceTexture(HazeEffect_LinearDepthMapSlot, depthBuffer);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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@ -159,7 +159,7 @@ public:
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class DrawHaze {
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public:
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using Inputs = render::VaryingSet5<graphics::HazePointer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, DeferredFrameTransformPointer, gpu::FramebufferPointer>;
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using Inputs = render::VaryingSet4<graphics::HazePointer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, DeferredFrameTransformPointer>;
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using Config = HazeConfig;
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using JobModel = render::Job::ModelI<DrawHaze, Inputs, Config>;
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@ -228,15 +228,14 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
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// Haze
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// FIXME - temporarily removed until we support it for forward...
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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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vec4 hazeColor = computeHazeColor(
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positionES, // fragment position in eye coordinates
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fragPositionWS, // fragment position in world coordinates
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invViewMat[3].xyz, // eye position 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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color = mix(color.rgb, hazeColor.rgb, hazeColor.a);
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}*/
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return color;
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@ -22,7 +22,6 @@
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<@include Haze.slh@>
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uniform sampler2D colorMap;
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uniform sampler2D linearDepthMap;
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vec4 unpackPositionFromZeye(vec2 texcoord) {
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@ -46,7 +45,6 @@ void main(void) {
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discard;
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}
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vec4 fragColor = texture(colorMap, varTexCoord0);
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vec4 fragPositionES = unpackPositionFromZeye(varTexCoord0);
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mat4 viewInverse = getViewInverse();
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@ -56,5 +54,8 @@ void main(void) {
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Light light = getKeyLight();
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vec3 lightDirectionWS = getLightDirection(light);
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outFragColor = computeHazeColor(fragColor, fragPositionES.xyz, fragPositionWS.xyz, eyePositionWS.xyz, lightDirectionWS);
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outFragColor = computeHazeColor(fragPositionES.xyz, fragPositionWS.xyz, eyePositionWS.xyz, lightDirectionWS);
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if (outFragColor.a < 1e-4) {
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discard;
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}
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}
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@ -92,22 +92,21 @@ vec3 computeHazeColorKeyLightAttenuation(vec3 color, vec3 lightDirectionWS, vec3
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}
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// Input:
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// fragColor - fragment original color
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// fragPositionES - fragment position in eye coordinates
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// fragPositionWS - fragment position in world coordinates
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// eyePositionWS - eye position in world coordinates
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// Output:
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// fragment colour after haze effect
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// haze colour and alpha contains haze blend factor
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//
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// General algorithm taken from http://www.iquilezles.org/www/articles/fog/fog.htm, with permission
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//
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vec4 computeHazeColor(vec4 fragColor, vec3 fragPositionES, vec3 fragPositionWS, vec3 eyePositionWS, vec3 lightDirectionWS) {
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vec4 computeHazeColor(vec3 fragPositionES, vec3 fragPositionWS, vec3 eyePositionWS, vec3 lightDirectionWS) {
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// Distance to fragment
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float distance = length(fragPositionES);
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float eyeWorldHeight = eyePositionWS.y;
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// Convert haze colour from uniform into a vec4
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vec4 hazeColor = vec4(hazeParams.hazeColor, 1.0);
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vec4 hazeColor = vec4(hazeParams.hazeColor, 1.0);
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// Use the haze colour for the glare colour, if blend is not enabled
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vec4 blendedHazeColor;
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@ -149,13 +148,13 @@ vec4 computeHazeColor(vec4 fragColor, vec3 fragPositionES, vec3 fragPositionWS,
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vec3 hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, vec4(1.0, 1.0, 1.0, 1.0), vec4(hazeAmount, 1.0));
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potentialFragColor = vec4(1.0, 1.0, 1.0, hazeAmount);
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} else if ((hazeParams.hazeMode & HAZE_MODE_IS_ALTITUDE_BASED) != HAZE_MODE_IS_ALTITUDE_BASED) {
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// Haze is based only on range
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float hazeAmount = 1.0 - exp(-distance * hazeParams.hazeRangeFactor);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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potentialFragColor = vec4(blendedHazeColor.rgb, hazeAmount);
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} else {
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// Haze is based on both range and altitude
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// Taken from www.crytek.com/download/GDC2007_RealtimeAtmoFxInGamesRev.ppt
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@ -181,16 +180,14 @@ vec4 computeHazeColor(vec4 fragColor, vec3 fragPositionES, vec3 fragPositionWS,
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float hazeAmount = 1.0 - exp(-hazeIntegral);
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// Compute color after haze effect
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potentialFragColor = mix(fragColor, blendedHazeColor, hazeAmount);
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potentialFragColor = vec4(blendedHazeColor.rgb, hazeAmount);
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}
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// Mix with background at far range
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const float BLEND_DISTANCE = 27000.0f;
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vec4 outFragColor;
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vec4 outFragColor = potentialFragColor;
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if (distance > BLEND_DISTANCE) {
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outFragColor = mix(potentialFragColor, fragColor, hazeParams.backgroundBlend);
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} else {
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outFragColor = potentialFragColor;
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outFragColor.a = 1.0 - hazeParams.backgroundBlend;
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}
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return outFragColor;
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@ -174,7 +174,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
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task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
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const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
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const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform));
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task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
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// Render transparent objects forward in LightingBuffer
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