wip adding haze to forward rendering

This commit is contained in:
SamGondelman 2019-07-09 00:46:24 -07:00
parent 41e8a08484
commit 68b2c8c2fb
9 changed files with 19 additions and 93 deletions

View file

@ -1,5 +1,5 @@
<!
// DeferredGlobalLight.slh
// GlobalLight.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 2/5/15.
@ -98,9 +98,7 @@ vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, floa
<@endfunc@>
<@if not HIFI_USE_FORWARD@>
<@include Haze.slh@>
<@endif@>
<@func declareEvalSkyboxGlobalColor(supportScattering)@>
@ -142,12 +140,10 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
color += directionalDiffuse;
color += directionalSpecular;
<@if not HIFI_USE_FORWARD@>
// Attenuate the light if haze effect selected
if ((isHazeEnabled() > 0.0) && (hazeParams.hazeMode & HAZE_MODE_IS_KEYLIGHT_ATTENUATED) == HAZE_MODE_IS_KEYLIGHT_ATTENUATED) {
color = computeHazeColorKeyLightAttenuation(color, lightDirection, fragPositionWS);
}
<@endif@>
return color;
}
@ -184,61 +180,7 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
<$declareLightingAmbient(1, 1, 1)$>
<$declareLightingDirectional()$>
vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity) {
<$prepareGlobalLight(position, normal)$>
SurfaceData surfaceWS = initSurfaceData(roughness, fragNormalWS, fragEyeDirWS);
color += emissive * isEmissiveEnabled();
// Ambient
vec3 ambientDiffuse;
vec3 ambientSpecular;
evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surfaceWS, metallic, fresnel, albedo, obscurance);
color += ambientDiffuse;
// Directional
vec3 directionalDiffuse;
vec3 directionalSpecular;
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surfaceWS, metallic, fresnel, albedo, shadowAttenuation);
color += directionalDiffuse;
color += evalSpecularWithOpacity(ambientSpecular + directionalSpecular, opacity);
return color;
}
vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity, vec3 prevLighting) {
<$prepareGlobalLight(position, normal)$>
SurfaceData surfaceWS = initSurfaceData(roughness, fragNormalWS, fragEyeDirWS);
color = prevLighting;
color += emissive * isEmissiveEnabled();
// Ambient
vec3 ambientDiffuse;
vec3 ambientSpecular;
evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surfaceWS, metallic, fresnel, albedo, obscurance);
color += ambientDiffuse;
// Directional
vec3 directionalDiffuse;
vec3 directionalSpecular;
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surfaceWS, metallic, fresnel, albedo, shadowAttenuation);
color += directionalDiffuse;
color += evalSpecularWithOpacity(ambientSpecular + directionalSpecular, opacity);
return color;
}
<@endfunc@>
<@func declareEvalGlobalLightingAlphaBlendedWithHaze()@>
<$declareLightingAmbient(1, 1, 1)$>
<$declareLightingDirectional()$>
vec3 evalGlobalLightingAlphaBlendedWithHaze(
vec3 evalGlobalLightingAlphaBlended(
mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 positionES, vec3 normalWS,
vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity)
{
@ -261,7 +203,6 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
color += directionalDiffuse;
color += evalSpecularWithOpacity(ambientSpecular + directionalSpecular, opacity);
<@if not HIFI_USE_FORWARD@>
// Haze
if ((isHazeEnabled() > 0.0) && (hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
vec4 hazeColor = computeHazeColor(
@ -273,12 +214,11 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
color = mix(color.rgb, hazeColor.rgb, hazeColor.a);
}
<@endif@>
return color;
}
vec3 evalGlobalLightingAlphaBlendedWithHaze(
vec3 evalGlobalLightingAlphaBlended(
mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 positionES, vec3 positionWS,
vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, SurfaceData surface, float opacity, vec3 prevLighting)
{
@ -300,7 +240,6 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
color += ambientDiffuse + directionalDiffuse;
color += evalSpecularWithOpacity(ambientSpecular + directionalSpecular, opacity);
<@if not HIFI_USE_FORWARD@>
// Haze
if ((isHazeEnabled() > 0.0) && (hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
vec4 hazeColor = computeHazeColor(
@ -312,7 +251,6 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
color = mix(color.rgb, hazeColor.rgb, hazeColor.a);
}
<@endif@>
return color;
}

View file

@ -11,15 +11,10 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferRead.slh@>
<@include GlobalLight.slh@>
<@include render-utils/ShaderConstants.h@>
<$declareEvalLightmappedColor()$>
<@include GlobalLight.slh@>
<$declareEvalAmbientSphereGlobalColor(supportScattering)$>
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;

View file

@ -11,15 +11,14 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Shadow.slh@>
<@include DeferredBufferRead.slh@>
<@include GlobalLight.slh@>
<@include render-utils/ShaderConstants.h@>
<$declareEvalLightmappedColor()$>
<@include GlobalLight.slh@>
<$declareEvalAmbientSphereGlobalColor(isScattering)$>
<@include Shadow.slh@>
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw

View file

@ -11,12 +11,10 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferRead.slh@>
<@include GlobalLight.slh@>
<@include render-utils/ShaderConstants.h@>
<$declareEvalLightmappedColor()$>
<@include GlobalLight.slh@>
<$declareEvalSkyboxGlobalColor(isScattering)$>
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;

View file

@ -11,15 +11,14 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//!>
<@include Shadow.slh@>
<@include DeferredBufferRead.slh@>
<@include GlobalLight.slh@>
<@include render-utils/ShaderConstants.h@>
<$declareEvalLightmappedColor()$>
<@include GlobalLight.slh@>
<$declareEvalSkyboxGlobalColor(isScattering)$>
<@include Shadow.slh@>
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
#define _texCoord0 _texCoord01.xy
#define _texCoord1 _texCoord01.zw
@ -35,7 +34,6 @@ void main(void) {
vec3 worldLightDirection = getLightDirection(shadowLight);
float shadowAttenuation = evalShadowAttenuation(worldLightDirection, worldPos, -viewPos.z, frag.normal);
// Light mapped or not ?
if (frag.mode == FRAG_MODE_UNLIT || frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {

View file

@ -23,10 +23,8 @@
<@elif HIFI_USE_TRANSLUCENT@>
<@if not HIFI_USE_FORWARD@>
<@include LightLocal.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<@else@>
<$declareEvalGlobalLightingAlphaBlended()$>
<@endif@>
<$declareEvalGlobalLightingAlphaBlended()$>
<@else@>
<$declareEvalSkyboxGlobalColor()$>
<@endif@>
@ -298,7 +296,7 @@ void main(void) {
vec4(0), vec4(0), opacity);
}
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
occlusion,

View file

@ -16,7 +16,7 @@
<@if HIFI_USE_FORWARD@>
<$declareEvalSkyboxGlobalColor()$>
<@else@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<$declareEvalGlobalLightingAlphaBlended()$>
<@endif@>
<@include gpu/Transform.slh@>
@ -78,7 +78,7 @@ void main() {
DEFAULT_ROUGHNESS),
alpha);
<@else@>
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,

View file

@ -31,7 +31,7 @@
<$declareEvalSkyboxGlobalColor()$>
<@elif HIFI_USE_TRANSLUCENT@>
<@include GlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<$declareEvalGlobalLightingAlphaBlended()$>
<@else@>
<@include DeferredBufferWrite.slh@>
<@endif@>
@ -101,7 +101,7 @@ void main(void) {
DEFAULT_ROUGHNESS),
texel.a);
<@elif HIFI_USE_TRANSLUCENT@>
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
DEFAULT_OCCLUSION,

View file

@ -16,7 +16,7 @@
<@include DefaultMaterials.slh@>
<@include GlobalLight.slh@>
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
<$declareEvalGlobalLightingAlphaBlended()$>
layout(location=0) out vec4 _fragColor0;
<@endif@>
@ -167,7 +167,7 @@ void main(void) {
if (emissiveAmount > 0.0) {
_fragColor0 = vec4(diffuse, alpha);
} else {
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
occlusion,