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https://github.com/overte-org/overte.git
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First working local lights on transparent objects
This commit is contained in:
parent
a3e50689cb
commit
54eab1c878
21 changed files with 181 additions and 39 deletions
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@ -56,10 +56,10 @@ Light getLight(int index) {
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}
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<@else@>
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uniform lightBuffer {
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uniform keyLightBuffer {
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Light light;
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};
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Light getLight() {
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Light getKeyLight() {
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return light;
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}
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@ -29,7 +29,7 @@
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vec3 fragEyeDir = normalize(fragEyeVector);
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// Get light
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Light light = getLight();
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Light light = getKeyLight();
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LightAmbient lightAmbient = getLightAmbient();
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vec3 lightDirection = getLightDirection(light);
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@ -143,7 +143,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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Light light = getLight();
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Light light = getKeyLight();
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LightAmbient ambient = getLightAmbient();
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// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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@ -42,6 +42,7 @@ using namespace render;
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struct LightLocations {
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int radius{ -1 };
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int keyLightBufferUnit{ -1 };
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int lightBufferUnit{ -1 };
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int ambientBufferUnit { -1 };
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int lightIndexBufferUnit { -1 };
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@ -144,6 +145,29 @@ void DeferredLightingEffect::unsetKeyLightBatch(gpu::Batch& batch, int lightBuff
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}
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}
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void DeferredLightingEffect::setupLocalLightsBatch(gpu::Batch& batch,
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int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit,
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const LightClustersPointer& lightClusters) {
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// Bind the global list of lights and the visible lights this frame
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batch.setUniformBuffer(_localLightLocations->lightBufferUnit, lightClusters->_lightStage->getLightArrayBuffer());
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batch.setUniformBuffer(frustumGridBufferUnit, lightClusters->_frustumGridBuffer);
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batch.setUniformBuffer(clusterGridBufferUnit, lightClusters->_clusterGridBuffer);
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batch.setUniformBuffer(clusterContentBufferUnit, lightClusters->_clusterContentBuffer);
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}
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void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit) {
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if (clusterGridBufferUnit >= 0) {
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batch.setUniformBuffer(clusterGridBufferUnit, nullptr);
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}
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if (clusterContentBufferUnit >= 0) {
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batch.setUniformBuffer(clusterContentBufferUnit, nullptr);
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}
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if (frustumGridBufferUnit >= 0) {
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batch.setUniformBuffer(frustumGridBufferUnit, nullptr);
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}
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}
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static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* fragSource, LightLocationsPtr& locations) {
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auto VS = gpu::Shader::createVertex(std::string(vertSource));
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auto PS = gpu::Shader::createPixel(std::string(fragSource));
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@ -186,6 +210,7 @@ static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* f
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locations->texcoordFrameTransform = program->getUniforms().findLocation("texcoordFrameTransform");
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locations->keyLightBufferUnit = program->getUniformBuffers().findLocation("keyLightBuffer");
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locations->lightBufferUnit = program->getUniformBuffers().findLocation("lightBuffer");
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locations->ambientBufferUnit = program->getUniformBuffers().findLocation("lightAmbientBuffer");
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locations->lightIndexBufferUnit = program->getUniformBuffers().findLocation("lightIndexBuffer");
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@ -558,7 +583,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch._glUniform4fv(locations->texcoordFrameTransform, 1, reinterpret_cast< const float* >(&textureFrameTransform));
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// Setup the global lighting
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deferredLightingEffect->setupKeyLightBatch(args, batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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deferredLightingEffect->setupKeyLightBatch(args, batch, locations->keyLightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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// Haze
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if (haze) {
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@ -567,7 +592,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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deferredLightingEffect->unsetKeyLightBatch(batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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deferredLightingEffect->unsetKeyLightBatch(batch, locations->keyLightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
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for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
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batch.setResourceTexture(SHADOW_MAP_UNIT+i, nullptr);
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@ -622,12 +647,8 @@ void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext
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auto& lightIndices = lightClusters->_visibleLightIndices;
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if (!lightIndices.empty() && lightIndices[0] > 0) {
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// Bind the global list of lights and the visible lights this frame
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batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightBufferUnit, lightClusters->_lightStage->getLightArrayBuffer());
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT, lightClusters->_frustumGridBuffer);
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, lightClusters->_clusterGridBuffer);
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batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, lightClusters->_clusterContentBuffer);
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deferredLightingEffect->setupLocalLightsBatch(batch, LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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lightClusters);
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// Local light pipeline
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batch.setPipeline(deferredLightingEffect->_localLight);
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@ -51,6 +51,9 @@ public:
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void setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
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void unsetKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
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void setupLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit, const LightClustersPointer& lightClusters);
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void unsetLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit);
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void setShadowMapEnabled(bool enable) { _shadowMapEnabled = enable; };
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void setAmbientOcclusionEnabled(bool enable) { _ambientOcclusionEnabled = enable; }
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bool isAmbientOcclusionEnabled() const { return _ambientOcclusionEnabled; }
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@ -147,7 +147,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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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("lightBuffer"), HazeEffect_LightingMapSlot));
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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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_hazePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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@ -29,7 +29,7 @@
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vec3 fragEyeDir = normalize(fragEyeVector);
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// Get light
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Light light = getLight();
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Light light = getKeyLight();
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LightAmbient lightAmbient = getLightAmbient();
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vec3 lightDirection = getLightDirection(light);
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@ -139,7 +139,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
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Light light = getLight();
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Light light = getKeyLight();
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LightAmbient ambient = getLightAmbient();
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// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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@ -53,7 +53,7 @@ void main(void) {
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vec4 worldFragPos = viewInverse * eyeFragPos;
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vec4 worldEyePos = viewInverse[3];
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Light light = getLight();
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Light light = getKeyLight();
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vec3 lightDirection = getLightDirection(light);
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outFragColor = computeHazeColor(fragColor, eyeFragPos.xyz, worldFragPos.xyz, worldEyePos.y, lightDirection);
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@ -12,6 +12,8 @@
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#include "RenderDeferredTask.h"
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#include <DependencyManager.h>
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#include <PerfStat.h>
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#include <PathUtils.h>
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#include <ViewFrustum.h>
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@ -167,7 +169,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters).asVarying();
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task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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// Light Cluster Grid Debuging job
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@ -314,6 +316,8 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
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const auto& inItems = inputs.get0();
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const auto& lightingModel = inputs.get1();
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const auto& lightClusters = inputs.get2();
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auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
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RenderArgs* args = renderContext->args;
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@ -335,7 +339,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
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// Setup lighting model for all items;
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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// Setup haze iff curretn zone has haze
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deferredLightingEffect->setupLocalLightsBatch(batch,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
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lightClusters);
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// Setup haze if current zone has haze
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auto hazeStage = args->_scene->getStage<HazeStage>();
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if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
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model::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
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args->_batch = nullptr;
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args->_globalShapeKey = 0;
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deferredLightingEffect->unsetLocalLightsBatch(batch,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
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render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT);
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});
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config->setNumDrawn((int)inItems.size());
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@ -15,6 +15,7 @@
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#include <gpu/Pipeline.h>
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#include <render/RenderFetchCullSortTask.h>
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#include "LightingModel.h"
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#include "LightClusters.h"
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class BeginGPURangeTimer {
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public:
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@ -65,7 +66,7 @@ protected:
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class DrawDeferred {
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public:
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using Inputs = render::VaryingSet2 <render::ItemBounds, LightingModelPointer>;
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using Inputs = render::VaryingSet3 <render::ItemBounds, LightingModelPointer, LightClustersPointer>;
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using Config = DrawConfig;
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using JobModel = render::Job::ModelI<DrawDeferred, Inputs, Config>;
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@ -29,6 +29,7 @@
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "model_translucent_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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@ -188,6 +189,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
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auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
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auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
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auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
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auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
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auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
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auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
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@ -196,9 +198,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
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auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
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auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
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auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
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auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
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auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
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auto modelTranslucentFadeVertex = modelTranslucentVertex; // We use the same because it ouputs world position per vertex
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auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
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auto modelNormalMapTranslucentVertex = modelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
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auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
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auto modelShadowFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
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auto skinModelShadowFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
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@ -289,7 +295,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Translucents
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addPipeline(
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Key::Builder().withMaterial().withTranslucent(),
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modelVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withTranslucent(),
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simpleVertex, simpleTranslucentPixel, nullptr, nullptr);
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@ -301,21 +307,21 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
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modelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular(),
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modelVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
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modelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
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modelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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modelVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withFade(),
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modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withTranslucent().withFade(),
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simpleFadeVertex, simpleTranslucentFadePixel, batchSetter, itemSetter);
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@ -396,16 +402,16 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Skinned and Translucent
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent(),
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skinModelVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skinModelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
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skinModelVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
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skinModelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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@ -565,9 +571,9 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
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batchSetter(pipeline, batch, args);
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// Set the light
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if (pipeline.locations->lightBufferUnit >= 0) {
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if (pipeline.locations->keyLightBufferUnit >= 0) {
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DependencyManager::get<DeferredLightingEffect>()->setupKeyLightBatch(args, batch,
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pipeline.locations->lightBufferUnit,
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pipeline.locations->keyLightBufferUnit,
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pipeline.locations->lightAmbientBufferUnit,
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pipeline.locations->lightAmbientMapUnit);
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}
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@ -463,7 +463,7 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ScatteringTask_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("scatteringParamsBuffer"), ScatteringTask_ParamSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ScatteringTask_LightSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), ScatteringTask_LightSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("scatteringLUT"), ScatteringTask_ScatteringTableSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("curvatureMap"), ScatteringTask_CurvatureMapSlot));
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@ -83,7 +83,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ZONE_DEFERRED_TRANSFORM_BUFFER));
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ZONE_KEYLIGHT_BUFFER));
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slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), ZONE_KEYLIGHT_BUFFER));
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gpu::Shader::makeProgram(*program, slotBindings);
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|
|
@ -18,6 +18,8 @@
|
|||
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
|
@ -27,6 +29,7 @@
|
|||
in vec2 _texCoord0;
|
||||
in vec2 _texCoord1;
|
||||
in vec4 _position;
|
||||
in vec4 _worldPosition;
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in float _alpha;
|
||||
|
@ -66,6 +69,16 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
<$fetchClusterInfo(_worldPosition)$>;
|
||||
|
||||
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
|
||||
vec3 fragEyeDir = normalize(fragEyeVector);
|
||||
|
||||
vec4 localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, fragNormal, fragEyeDir,
|
||||
vec4(0), vec4(0), roughness, 0.0,
|
||||
metallic, fresnel, albedo);
|
||||
emissive += localLighting.rgb;
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
|
|
44
libraries/render-utils/src/model_translucent.slv
Normal file
44
libraries/render-utils/src/model_translucent.slv
Normal file
|
@ -0,0 +1,44 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// model_translucent.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Olivier Prat on 15/01/18.
|
||||
// Copyright 2018 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/Inputs.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
out float _alpha;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
out vec4 _position;
|
||||
out vec4 _worldPosition;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
|
||||
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
|
||||
<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
|
||||
}
|
|
@ -18,6 +18,8 @@
|
|||
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
|
@ -76,6 +78,16 @@ void main(void) {
|
|||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
||||
<$fetchClusterInfo(_worldPosition)$>;
|
||||
|
||||
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
|
||||
vec3 fragEyeDir = normalize(fragEyeVector);
|
||||
|
||||
vec4 localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, fragNormal, fragEyeDir,
|
||||
vec4(0), vec4(0), roughness, 0.0,
|
||||
metallic, fresnel, albedo);
|
||||
emissive += localLighting.rgb;
|
||||
|
||||
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
|
||||
cam._viewInverse,
|
||||
1.0,
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
Light light = getKeyLight();
|
||||
vec3 lightDirection = getLightDirection(light);
|
||||
vec3 lightIrradiance = getLightIrradiance(light);
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
|
||||
|
||||
// Need the light now
|
||||
Light light = getLight();
|
||||
Light light = getKeyLight();
|
||||
vec3 lightDirection = getLightDirection(light);
|
||||
vec3 lightIrradiance = getLightIrradiance(light);
|
||||
|
||||
|
|
|
@ -42,7 +42,7 @@ vec3 evalScatteringBRDF(vec2 texcoord) {
|
|||
vec3 fragNormal = vec3((normal));
|
||||
|
||||
// Get light
|
||||
Light light = getLight();
|
||||
Light light = getKeyLight();
|
||||
vec3 fresnel = vec3(0.028); // Default Di-electric fresnel value for skin
|
||||
float metallic = 0.0;
|
||||
|
||||
|
@ -65,7 +65,7 @@ vec3 drawScatteringTableUV(vec2 cursor, vec2 texcoord) {
|
|||
float curvature = unpackCurvature(diffusedCurvature.w);
|
||||
|
||||
// Get light
|
||||
Light light = getLight();
|
||||
Light light = getKeyLight();
|
||||
vec3 fresnel = vec3(0.028); // Default Di-electric fresnel value for skin
|
||||
|
||||
vec3 fragLightDir = -normalize(getLightDirection(light));
|
||||
|
|
|
@ -25,7 +25,7 @@ void main(void) {
|
|||
|
||||
<$evalGlobeWidget()$>
|
||||
|
||||
Light light = getLight();
|
||||
Light light = getKeyLight();
|
||||
vec3 lightDirection = normalize(getLightDirection(light));
|
||||
vec3 lightIrradiance = getLightIrradiance(light);
|
||||
vec3 color = vec3(0.0);
|
||||
|
|
|
@ -70,6 +70,8 @@ void ShapePlumber::addPipeline(const Key& key, const gpu::ShaderPointer& program
|
|||
|
||||
void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& program, const gpu::StatePointer& state,
|
||||
BatchSetter batchSetter, ItemSetter itemSetter) {
|
||||
ShapeKey key{ filter._flags };
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING));
|
||||
|
@ -82,6 +84,7 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::MAP::EMISSIVE_LIGHTMAP));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), Slot::MAP::OCCLUSION));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringMap"), Slot::MAP::SCATTERING));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), Slot::BUFFER::KEY_LIGHT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
|
||||
|
@ -89,6 +92,12 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("fadeParametersBuffer"), Slot::BUFFER::FADE_PARAMETERS));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("hazeParametersBuffer"), Slot::BUFFER::HAZE_MODEL));
|
||||
|
||||
if (key.isTranslucent()) {
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
|
||||
}
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
auto locations = std::make_shared<Locations>();
|
||||
|
@ -103,14 +112,23 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
|
|||
locations->skinClusterBufferUnit = program->getUniformBuffers().findLocation("skinClusterBuffer");
|
||||
locations->materialBufferUnit = program->getUniformBuffers().findLocation("materialBuffer");
|
||||
locations->texMapArrayBufferUnit = program->getUniformBuffers().findLocation("texMapArrayBuffer");
|
||||
locations->keyLightBufferUnit = program->getUniformBuffers().findLocation("keyLightBuffer");
|
||||
locations->lightBufferUnit = program->getUniformBuffers().findLocation("lightBuffer");
|
||||
locations->lightAmbientBufferUnit = program->getUniformBuffers().findLocation("lightAmbientBuffer");
|
||||
locations->lightAmbientMapUnit = program->getTextures().findLocation("skyboxMap");
|
||||
locations->fadeMaskTextureUnit = program->getTextures().findLocation("fadeMaskMap");
|
||||
locations->fadeParameterBufferUnit = program->getUniformBuffers().findLocation("fadeParametersBuffer");
|
||||
locations->hazeParameterBufferUnit = program->getUniformBuffers().findLocation("hazeParametersBuffer");
|
||||
if (key.isTranslucent()) {
|
||||
locations->lightClusterGridBufferUnit = program->getUniformBuffers().findLocation("clusterGridBuffer");
|
||||
locations->lightClusterContentBufferUnit = program->getUniformBuffers().findLocation("clusterContentBuffer");
|
||||
locations->lightClusterFrustumBufferUnit = program->getUniformBuffers().findLocation("frustumGridBuffer");
|
||||
} else {
|
||||
locations->lightClusterGridBufferUnit = -1;
|
||||
locations->lightClusterContentBufferUnit = -1;
|
||||
locations->lightClusterFrustumBufferUnit = -1;
|
||||
}
|
||||
|
||||
ShapeKey key{filter._flags};
|
||||
auto gpuPipeline = gpu::Pipeline::create(program, state);
|
||||
auto shapePipeline = std::make_shared<Pipeline>(gpuPipeline, locations, batchSetter, itemSetter);
|
||||
addPipelineHelper(filter, key, 0, shapePipeline);
|
||||
|
|
|
@ -235,10 +235,15 @@ public:
|
|||
MATERIAL,
|
||||
TEXMAPARRAY,
|
||||
LIGHTING_MODEL,
|
||||
KEY_LIGHT,
|
||||
LIGHT,
|
||||
LIGHT_AMBIENT_BUFFER,
|
||||
HAZE_MODEL,
|
||||
FADE_PARAMETERS,
|
||||
LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
|
||||
LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
|
||||
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
|
||||
|
||||
};
|
||||
|
||||
enum MAP {
|
||||
|
@ -266,12 +271,16 @@ public:
|
|||
int skinClusterBufferUnit;
|
||||
int materialBufferUnit;
|
||||
int texMapArrayBufferUnit;
|
||||
int keyLightBufferUnit;
|
||||
int lightBufferUnit;
|
||||
int lightAmbientBufferUnit;
|
||||
int lightAmbientMapUnit;
|
||||
int fadeMaskTextureUnit;
|
||||
int fadeParameterBufferUnit;
|
||||
int hazeParameterBufferUnit;
|
||||
int lightClusterGridBufferUnit;
|
||||
int lightClusterContentBufferUnit;
|
||||
int lightClusterFrustumBufferUnit;
|
||||
};
|
||||
using LocationsPointer = std::shared_ptr<Locations>;
|
||||
|
||||
|
|
Loading…
Reference in a new issue