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Merge pull request #6999 from zzmp/refactor/render-init-file
Migrate stencil and overlay jobs to use plumbers
This commit is contained in:
commit
940ef40b69
3 changed files with 246 additions and 231 deletions
libraries/render-utils/src
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@ -4,7 +4,7 @@
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// render-utils/src/
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//
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// Created by Sam Gateau on 5/29/15.
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// Copyright 20154 High Fidelity, Inc.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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@ -15,7 +15,6 @@
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include <gpu/Context.h>
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#include <gpu/StandardShaderLib.h>
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#include "DebugDeferredBuffer.h"
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#include "DeferredLightingEffect.h"
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@ -31,34 +30,11 @@
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#include "RenderDeferredTask.h"
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#include "model_vert.h"
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#include "model_shadow_vert.h"
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#include "model_normal_map_vert.h"
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#include "model_lightmap_vert.h"
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#include "model_lightmap_normal_map_vert.h"
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#include "skin_model_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_normal_map_vert.h"
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#include "model_frag.h"
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#include "model_shadow_frag.h"
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#include "model_normal_map_frag.h"
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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#include "model_lightmap_normal_specular_map_frag.h"
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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#include "drawOpaqueStencil_frag.h"
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using namespace render;
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void initDeferredPipelines(render::ShapePlumber& plumber);
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extern void initStencilPipeline(gpu::PipelinePointer& pipeline);
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
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extern void initDeferredPipelines(render::ShapePlumber& plumber);
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void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);
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@ -128,7 +104,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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}
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addJob<DrawOverlay3D>("DrawOverlay3D", shapePlumber);
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addJob<DrawOverlay3D>("DrawOverlay3D");
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addJob<HitEffect>("HitEffect");
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@ -180,22 +156,8 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont
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});
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}
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// TODO: Move this to the shapePlumber
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gpu::PipelinePointer DrawOverlay3D::_opaquePipeline;
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const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() {
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if (!_opaquePipeline) {
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auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert));
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auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(false);
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// additive blending
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state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_opaquePipeline = gpu::Pipeline::create(program, state);
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}
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return _opaquePipeline;
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DrawOverlay3D::DrawOverlay3D() : _shapePlumber{ std::make_shared<ShapePlumber>() } {
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initOverlay3DPipelines(*_shapePlumber);
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}
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void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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@ -246,9 +208,8 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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batch.setViewTransform(viewMat);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setPipeline(getOpaquePipeline());
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batch.setResourceTexture(0, args->_whiteTexture);
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renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
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});
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args->_batch = nullptr;
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@ -259,20 +220,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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gpu::PipelinePointer DrawStencilDeferred::_opaquePipeline;
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const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {
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if (!_opaquePipeline) {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram((*program));
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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state->setColorWriteMask(0);
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_opaquePipeline = gpu::Pipeline::create(program, state);
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initStencilPipeline(_opaquePipeline);
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}
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return _opaquePipeline;
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}
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@ -413,166 +361,3 @@ void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPoint
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}
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});
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}
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void pipelineBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
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if (pipeline.locations->normalFittingMapUnit > -1) {
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batch.setResourceTexture(pipeline.locations->normalFittingMapUnit,
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DependencyManager::get<TextureCache>()->getNormalFittingTexture());
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}
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}
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void initDeferredPipelines(render::ShapePlumber& plumber) {
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using Key = render::ShapeKey;
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using ShaderPointer = gpu::ShaderPointer;
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auto addPipeline = [&plumber](const Key& key, const ShaderPointer& vertexShader, const ShaderPointer& pixelShader) {
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auto state = std::make_shared<gpu::State>();
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// Cull backface
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state->setCullMode(gpu::State::CULL_BACK);
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// Z test depends on transparency
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state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
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// Blend if transparent
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state->setBlendFunction(key.isTranslucent(),
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// For transparency, keep the highlight intensity
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gpu::State::ONE, 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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ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
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plumber.addPipeline(key, program, state, &pipelineBatchSetter);
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// Add a wireframe version
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if (!key.isWireFrame()) {
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auto wireFrameKey = Key::Builder(key).withWireframe();
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auto wireFrameState = std::make_shared<gpu::State>(state->getValues());
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wireFrameState->setFillMode(gpu::State::FILL_LINE);
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plumber.addPipeline(wireFrameKey, program, wireFrameState, &pipelineBatchSetter);
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}
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};
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// Vertex shaders
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auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
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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 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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auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
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// Pixel shaders
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auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
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auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
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auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
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auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
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auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
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auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
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auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
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auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
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// Fill the pipelineLib
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addPipeline(
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Key::Builder(),
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modelVertex, modelPixel);
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addPipeline(
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Key::Builder().withTangents(),
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modelNormalMapVertex, modelNormalMapPixel);
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addPipeline(
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Key::Builder().withSpecular(),
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modelVertex, modelSpecularMapPixel);
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addPipeline(
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Key::Builder().withTangents().withSpecular(),
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modelNormalMapVertex, modelNormalSpecularMapPixel);
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addPipeline(
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Key::Builder().withTranslucent(),
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modelVertex, modelTranslucentPixel);
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// FIXME Ignore lightmap for translucents meshpart
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addPipeline(
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Key::Builder().withTranslucent().withLightmap(),
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modelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withTangents().withTranslucent(),
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modelNormalMapVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withSpecular().withTranslucent(),
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modelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withTangents().withSpecular().withTranslucent(),
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modelNormalMapVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withLightmap(),
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modelLightmapVertex, modelLightmapPixel);
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addPipeline(
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Key::Builder().withLightmap().withTangents(),
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modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
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addPipeline(
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Key::Builder().withLightmap().withSpecular(),
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modelLightmapVertex, modelLightmapSpecularMapPixel);
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addPipeline(
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Key::Builder().withLightmap().withTangents().withSpecular(),
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modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
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addPipeline(
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Key::Builder().withSkinned(),
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skinModelVertex, modelPixel);
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addPipeline(
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Key::Builder().withSkinned().withTangents(),
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skinModelNormalMapVertex, modelNormalMapPixel);
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addPipeline(
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Key::Builder().withSkinned().withSpecular(),
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skinModelVertex, modelSpecularMapPixel);
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addPipeline(
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Key::Builder().withSkinned().withTangents().withSpecular(),
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skinModelNormalMapVertex, modelNormalSpecularMapPixel);
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addPipeline(
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Key::Builder().withSkinned().withTranslucent(),
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skinModelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withSkinned().withTangents().withTranslucent(),
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skinModelNormalMapVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withSkinned().withSpecular().withTranslucent(),
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skinModelVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withSkinned().withTangents().withSpecular().withTranslucent(),
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skinModelNormalMapVertex, modelTranslucentPixel);
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addPipeline(
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Key::Builder().withDepthOnly(),
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modelShadowVertex, modelShadowPixel);
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addPipeline(
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Key::Builder().withSkinned().withDepthOnly(),
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skinModelShadowVertex, modelShadowPixel);
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}
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@ -68,11 +68,10 @@ protected:
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class DrawStencilDeferred {
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public:
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static const gpu::PipelinePointer& getOpaquePipeline();
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using JobModel = render::Job::Model<DrawStencilDeferred>;
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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using JobModel = render::Job::Model<DrawStencilDeferred>;
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static const gpu::PipelinePointer& getOpaquePipeline();
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protected:
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static gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
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@ -106,15 +105,12 @@ public:
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using Config = DrawOverlay3DConfig;
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using JobModel = render::Job::Model<DrawOverlay3D, Config>;
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DrawOverlay3D(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
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DrawOverlay3D();
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void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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static const gpu::PipelinePointer& getOpaquePipeline();
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protected:
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static gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
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render::ShapePlumberPointer _shapePlumber;
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int _maxDrawn; // initialized by Config
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};
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234
libraries/render-utils/src/RenderPipelines.cpp
Normal file
234
libraries/render-utils/src/RenderPipelines.cpp
Normal file
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@ -0,0 +1,234 @@
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//
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// RenderPipelines.cpp
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// render-utils/src/
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//
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// Created by Zach Pomerantz on 1/28/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <gpu/Context.h>
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#include <gpu/StandardShaderLib.h>
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#include "TextureCache.h"
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#include "render/DrawTask.h"
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#include "model_vert.h"
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#include "model_shadow_vert.h"
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#include "model_normal_map_vert.h"
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#include "model_lightmap_vert.h"
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#include "model_lightmap_normal_map_vert.h"
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#include "skin_model_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_normal_map_vert.h"
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#include "model_frag.h"
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#include "model_shadow_frag.h"
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#include "model_normal_map_frag.h"
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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#include "model_lightmap_normal_specular_map_frag.h"
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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#include "drawOpaqueStencil_frag.h"
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using namespace render;
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void initStencilPipeline(gpu::PipelinePointer& pipeline) {
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const gpu::int8 STENCIL_OPAQUE = 1;
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(drawOpaqueStencil_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram((*program));
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(STENCIL_OPAQUE, 0xFF, gpu::ALWAYS, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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state->setColorWriteMask(0);
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pipeline = gpu::Pipeline::create(program, state);
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}
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void initOverlay3DPipelines(ShapePlumber& plumber) {
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auto vs = gpu::Shader::createVertex(std::string(overlay3D_vert));
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auto ps = gpu::Shader::createPixel(std::string(overlay3D_frag));
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auto program = gpu::Shader::createProgram(vs, ps);
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auto opaqueState = std::make_shared<gpu::State>();
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opaqueState->setDepthTest(false);
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opaqueState->setBlendFunction(false);
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plumber.addPipeline(ShapeKey::Filter::Builder().withOpaque(), program, opaqueState);
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}
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void pipelineBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch) {
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if (pipeline.locations->normalFittingMapUnit > -1) {
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batch.setResourceTexture(pipeline.locations->normalFittingMapUnit,
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DependencyManager::get<TextureCache>()->getNormalFittingTexture());
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}
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}
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void initDeferredPipelines(render::ShapePlumber& plumber) {
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using Key = render::ShapeKey;
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using ShaderPointer = gpu::ShaderPointer;
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auto addPipeline = [&plumber](const Key& key, const ShaderPointer& vertexShader, const ShaderPointer& pixelShader) {
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auto state = std::make_shared<gpu::State>();
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// Cull backface
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state->setCullMode(gpu::State::CULL_BACK);
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// Z test depends on transparency
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state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
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// Blend if transparent
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state->setBlendFunction(key.isTranslucent(),
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// For transparency, keep the highlight intensity
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gpu::State::ONE, 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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ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
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plumber.addPipeline(key, program, state, &pipelineBatchSetter);
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// Add a wireframe version
|
||||
if (!key.isWireFrame()) {
|
||||
auto wireFrameKey = Key::Builder(key).withWireframe();
|
||||
auto wireFrameState = std::make_shared<gpu::State>(state->getValues());
|
||||
|
||||
wireFrameState->setFillMode(gpu::State::FILL_LINE);
|
||||
|
||||
plumber.addPipeline(wireFrameKey, program, wireFrameState, &pipelineBatchSetter);
|
||||
}
|
||||
};
|
||||
|
||||
// Vertex shaders
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
|
||||
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
|
||||
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
|
||||
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
|
||||
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
||||
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
|
||||
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
||||
|
||||
// Pixel shaders
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
|
||||
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
|
||||
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
|
||||
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
|
||||
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
|
||||
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
|
||||
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
|
||||
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
|
||||
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
|
||||
|
||||
// Fill the pipelineLib
|
||||
addPipeline(
|
||||
Key::Builder(),
|
||||
modelVertex, modelPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withTangents(),
|
||||
modelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSpecular(),
|
||||
modelVertex, modelSpecularMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withTangents().withSpecular(),
|
||||
modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withTranslucent(),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
// FIXME Ignore lightmap for translucents meshpart
|
||||
addPipeline(
|
||||
Key::Builder().withTranslucent().withLightmap(),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withTangents().withTranslucent(),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSpecular().withTranslucent(),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withTangents().withSpecular().withTranslucent(),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withLightmap(),
|
||||
modelLightmapVertex, modelLightmapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withLightmap().withTangents(),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withLightmap().withSpecular(),
|
||||
modelLightmapVertex, modelLightmapSpecularMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withLightmap().withTangents().withSpecular(),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned(),
|
||||
skinModelVertex, modelPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withTangents(),
|
||||
skinModelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withSpecular(),
|
||||
skinModelVertex, modelSpecularMapPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withTangents().withSpecular(),
|
||||
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withTranslucent(),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withTangents().withTranslucent(),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withSpecular().withTranslucent(),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withTangents().withSpecular().withTranslucent(),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withDepthOnly(),
|
||||
modelShadowVertex, modelShadowPixel);
|
||||
|
||||
|
||||
addPipeline(
|
||||
Key::Builder().withSkinned().withDepthOnly(),
|
||||
skinModelShadowVertex, modelShadowPixel);
|
||||
}
|
||||
|
Loading…
Reference in a new issue