Merge pull request #12532 from samcake/RC65

RC65  Fix: Applying the fix for shadows and transitions on Dual Quat Skinned meshes
This commit is contained in:
John Conklin II 2018-03-02 09:23:38 -08:00 committed by GitHub
commit 678584538d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 68 additions and 6 deletions

View file

@ -100,6 +100,7 @@
#include "model_shadow_vert.h" #include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h" #include "skin_model_shadow_vert.h"
#include "skin_model_shadow_dq_vert.h" #include "skin_model_shadow_dq_vert.h"
#include "skin_model_shadow_fade_dq_vert.h"
#include "model_shadow_frag.h" #include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h" #include "skin_model_shadow_frag.h"
@ -217,6 +218,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto skinModelDualQuatVertex = skin_model_dq_vert::getShader(); auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader(); auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader(); auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
auto skinModelFadeDualQuatVertex = skin_model_fade_dq_vert::getShader(); auto skinModelFadeDualQuatVertex = skin_model_fade_dq_vert::getShader();
auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader(); auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
auto skinModelTranslucentDualQuatVertex = skinModelFadeDualQuatVertex; // We use the same because it ouputs world position per vertex auto skinModelTranslucentDualQuatVertex = skinModelFadeDualQuatVertex; // We use the same because it ouputs world position per vertex
@ -490,7 +492,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
// Same thing but with Fade on // Same thing but with Fade on
addPipeline( addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(), Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter); skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
addPipeline( addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(), Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter); skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
@ -515,6 +517,16 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
addPipeline( addPipeline(
Key::Builder().withSkinned().withDepthOnly().withFade(), Key::Builder().withSkinned().withDepthOnly().withFade(),
skinModelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter); skinModelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter);
// Now repeat for dual quaternion
// Depth-only
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
skinModelShadowDualQuatVertex, modelShadowPixel, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
skinModelShadowFadeDualQuatVertex, modelShadowFadePixel, batchSetter, itemSetter);
} }
void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) { void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
@ -525,6 +537,10 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader(); auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader(); auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
// Pixel shaders // Pixel shaders
auto modelPixel = forward_model_frag::getShader(); auto modelPixel = forward_model_frag::getShader();
auto modelUnlitPixel = forward_model_unlit_frag::getShader(); auto modelUnlitPixel = forward_model_unlit_frag::getShader();
@ -568,6 +584,22 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
Key::Builder().withMaterial().withSkinned().withTangents().withFade(), Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr); skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
// Dual Quaternion
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
skinModelDualQuatVertex, modelPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(),
skinModelNormalMapDualQuatVertex, modelNormalMapPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withSpecular().withDualQuatSkinned(),
skinModelDualQuatVertex, modelSpecularMapPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withSpecular().withDualQuatSkinned(),
skinModelNormalMapDualQuatVertex, modelNormalSpecularMapPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTangents().withFade().withDualQuatSkinned(),
skinModelNormalMapFadeDualQuatVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
} }
void addPlumberPipeline(ShapePlumber& plumber, void addPlumberPipeline(ShapePlumber& plumber,
@ -672,7 +704,7 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto skinPixel = skin_model_shadow_frag::getShader(); auto skinPixel = skin_model_shadow_frag::getShader();
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel); gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber.addPipeline( shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutFade(), ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withoutFade(),
skinProgram, state); skinProgram, state);
auto modelFadeVertex = model_shadow_fade_vert::getShader(); auto modelFadeVertex = model_shadow_fade_vert::getShader();
@ -686,8 +718,21 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto skinFadePixel = skin_model_shadow_fade_frag::getShader(); auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel); gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
shapePlumber.addPipeline( shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withFade(), ShapeKey::Filter::Builder().withSkinned().withoutDualQuatSkinned().withFade(),
skinFadeProgram, state); skinFadeProgram, state);
//Added for dual quaternions
auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
skinModelShadowDualQuatProgram, state);
auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
skinModelShadowFadeDualQuatProgram, state);
} }
#include "RenderPipelines.h" #include "RenderPipelines.h"

View file

@ -163,8 +163,10 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder); auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned()); auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
std::vector<ShapeKey> skinnedShapeKeys{}; std::vector<ShapeKey> skinnedShapeKeys{};
std::vector<ShapeKey> skinnedDQShapeKeys{};
std::vector<ShapeKey> ownPipelineShapeKeys{}; std::vector<ShapeKey> ownPipelineShapeKeys{};
// Iterate through all inShapes and render the unskinned // Iterate through all inShapes and render the unskinned
@ -172,7 +174,11 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
batch.setPipeline(shadowPipeline->pipeline); batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) { for (auto items : inShapes) {
if (items.first.isSkinned()) { if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first); if (items.first.isDualQuatSkinned()) {
skinnedDQShapeKeys.push_back(items.first);
} else {
skinnedShapeKeys.push_back(items.first);
}
} else if (!items.first.hasOwnPipeline()) { } else if (!items.first.hasOwnPipeline()) {
renderItems(renderContext, items.second); renderItems(renderContext, items.second);
} else { } else {
@ -187,6 +193,13 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
renderItems(renderContext, inShapes.at(key)); renderItems(renderContext, inShapes.at(key));
} }
// Reiterate to render the DQ skinned
args->_shapePipeline = shadowSkinnedDQPipeline;
batch.setPipeline(shadowSkinnedDQPipeline->pipeline);
for (const auto& key : skinnedDQShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
// Finally render the items with their own pipeline last to prevent them from breaking the // Finally render the items with their own pipeline last to prevent them from breaking the
// render state. This is probably a temporary code as there is probably something better // render state. This is probably a temporary code as there is probably something better
// to do in the render call of objects that have their own pipeline. // to do in the render call of objects that have their own pipeline.

View file

@ -30,6 +30,7 @@ out vec3 _normal;
out vec3 _tangent; out vec3 _tangent;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
out vec4 _worldPosition;
void main(void) { void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -53,6 +54,7 @@ void main(void) {
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>

View file

@ -135,8 +135,8 @@ public:
Builder& withSkinned() { _flags.set(SKINNED); _mask.set(SKINNED); return (*this); } Builder& withSkinned() { _flags.set(SKINNED); _mask.set(SKINNED); return (*this); }
Builder& withoutSkinned() { _flags.reset(SKINNED); _mask.set(SKINNED); return (*this); } Builder& withoutSkinned() { _flags.reset(SKINNED); _mask.set(SKINNED); return (*this); }
Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(SKINNED); return (*this); } Builder& withDualQuatSkinned() { _flags.set(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(SKINNED); return (*this); } Builder& withoutDualQuatSkinned() { _flags.reset(DUAL_QUAT_SKINNED); _mask.set(DUAL_QUAT_SKINNED); return (*this); }
Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); } Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
Builder& withoutDepthOnly() { _flags.reset(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); } Builder& withoutDepthOnly() { _flags.reset(DEPTH_ONLY); _mask.set(DEPTH_ONLY); return (*this); }
@ -176,6 +176,7 @@ public:
bool isUnlit() const { return _flags[UNLIT]; } bool isUnlit() const { return _flags[UNLIT]; }
bool isTranslucent() const { return _flags[TRANSLUCENT]; } bool isTranslucent() const { return _flags[TRANSLUCENT]; }
bool isSkinned() const { return _flags[SKINNED]; } bool isSkinned() const { return _flags[SKINNED]; }
bool isDualQuatSkinned() const { return _flags[DUAL_QUAT_SKINNED]; }
bool isDepthOnly() const { return _flags[DEPTH_ONLY]; } bool isDepthOnly() const { return _flags[DEPTH_ONLY]; }
bool isDepthBiased() const { return _flags[DEPTH_BIAS]; } bool isDepthBiased() const { return _flags[DEPTH_BIAS]; }
bool isWireframe() const { return _flags[WIREFRAME]; } bool isWireframe() const { return _flags[WIREFRAME]; }
@ -216,6 +217,7 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
<< "isUnlit:" << key.isUnlit() << "isUnlit:" << key.isUnlit()
<< "isTranslucent:" << key.isTranslucent() << "isTranslucent:" << key.isTranslucent()
<< "isSkinned:" << key.isSkinned() << "isSkinned:" << key.isSkinned()
<< "isDualQuatSkinned:" << key.isDualQuatSkinned()
<< "isDepthOnly:" << key.isDepthOnly() << "isDepthOnly:" << key.isDepthOnly()
<< "isDepthBiased:" << key.isDepthBiased() << "isDepthBiased:" << key.isDepthBiased()
<< "isWireframe:" << key.isWireframe() << "isWireframe:" << key.isWireframe()