cleaning up macos warnings, separating Metallic maps from the default, gamma corrected gray textures

This commit is contained in:
samcake 2016-02-25 14:13:35 -08:00
commit 96fb9c4466
22 changed files with 118 additions and 104 deletions

View file

@ -31,8 +31,7 @@ Column {
"Albedo",
"Normal",
"Roughness",
"Metallic",
"Fresnel",
"Metallic",
"Emissive",
"Occlusion",
"Lightmap",

View file

@ -3818,18 +3818,10 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
});
}
// Setup the current Zone Entity lighting and skybox
// Setup the current Zone Entity lighting
{
// FIXME: Use a zone setting to determine the ambient light mode
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(-1);
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
auto skybox = model::SkyboxPointer();
if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
skybox = skyStage->getSkybox();
}
DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
auto stage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(stage->getSunLight(), stage->getSkybox()->getCubemap());
}
{

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@ -140,7 +140,8 @@ void EntityTreeRenderer::update() {
// even if we haven't changed positions, if we previously attempted to set the skybox, but
// have a pending download of the skybox texture, then we should attempt to reapply to
// get the correct texture.
if (_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) {
if ((_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded())) {
applyZonePropertiesToScene(_bestZone);
}
@ -253,6 +254,7 @@ void EntityTreeRenderer::forceRecheckEntities() {
void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone) {
auto textureCache = DependencyManager::get<TextureCache>();
auto scene = DependencyManager::get<SceneScriptingInterface>();
auto sceneStage = scene->getStage();
auto skyStage = scene->getSkyStage();
@ -264,7 +266,11 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
_pendingAmbientTexture = false;
_ambientTexture.clear();
if (_hasPreviousZone) {
sceneKeyLight->resetAmbientSphere();
sceneKeyLight->setColor(_previousKeyLightColor);
sceneKeyLight->setIntensity(_previousKeyLightIntensity);
sceneKeyLight->setAmbientIntensity(_previousKeyLightAmbientIntensity);
@ -274,6 +280,7 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_previousStageAltitude);
sceneTime->setHour(_previousStageHour);
sceneTime->setDay(_previousStageDay);
_hasPreviousZone = false;
}
@ -306,6 +313,23 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
sceneTime->setHour(zone->getStageProperties().calculateHour());
sceneTime->setDay(zone->getStageProperties().calculateDay());
bool isAmbientTextureSet = false;
if (zone->getKeyLightProperties().getAmbientURL().isEmpty()) {
_pendingAmbientTexture = false;
_ambientTexture.clear();
} else {
_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
if (_ambientTexture->getGPUTexture()) {
_pendingAmbientTexture = false;
if (_ambientTexture->getGPUTexture()->getIrradiance()) {
sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
isAmbientTextureSet = true;
}
} else {
_pendingAmbientTexture = true;
}
}
switch (zone->getBackgroundMode()) {
case BACKGROUND_MODE_SKYBOX: {
auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
@ -326,12 +350,16 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_skyboxTexture.clear();
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto textureCache = DependencyManager::get<TextureCache>();
_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
if (_skyboxTexture->getGPUTexture()) {
skybox->setCubemap(_skyboxTexture->getGPUTexture());
auto texture = _skyboxTexture->getGPUTexture();
skybox->setCubemap(texture);
_pendingSkyboxTexture = false;
if (!isAmbientTextureSet && texture->getIrradiance()) {
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
isAmbientTextureSet = true;
}
} else {
_pendingSkyboxTexture = true;
}
@ -348,6 +376,10 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_skyboxTexture.clear();
break;
}
if (!isAmbientTextureSet) {
sceneKeyLight->resetAmbientSphere();
}
}
const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer entityItem) {

View file

@ -146,6 +146,9 @@ private:
bool _pendingSkyboxTexture { false };
NetworkTexturePointer _skyboxTexture;
bool _pendingAmbientTexture { false };
NetworkTexturePointer _ambientTexture;
bool _wantScripts;
ScriptEngine* _entitiesScriptEngine;

View file

@ -30,7 +30,7 @@ void KeyLightPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desired
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_INTENSITY, KeyLight, keyLight, Intensity, intensity);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_INTENSITY, KeyLight, keyLight, AmbientIntensity, ambientIntensity);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_DIRECTION, KeyLight, keyLight, Direction, direction);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_URL, KeyLight, keyLight, AmbientURL, ambientUrl);
COPY_GROUP_PROPERTY_TO_QSCRIPTVALUE(PROP_KEYLIGHT_AMBIENT_URL, KeyLight, keyLight, AmbientURL, ambientURL);
}

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@ -131,11 +131,10 @@ class FBXMaterial {
public:
FBXMaterial() {};
FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
const glm::vec2& emissiveParams, float shininess, float opacity) :
float shininess, float opacity) :
diffuseColor(diffuseColor),
specularColor(specularColor),
emissiveColor(emissiveColor),
lightmapParams(emissiveParams),
shininess(shininess),
opacity(opacity) {}

View file

@ -185,8 +185,6 @@ void FBXReader::consolidateFBXMaterials() {
} else {
material._material->setRoughness(model::Material::shininessToRoughness(material.shininess));
float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z));
// FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0
// metallic *= material.specularFactor;
material._material->setMetallic(metallic);
}

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@ -558,7 +558,6 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor,
objMaterial.specularColor,
glm::vec3(0.0f),
glm::vec2(0.0f, 1.0f),
objMaterial.shininess,
objMaterial.opacity);
FBXMaterial& fbxMaterial = geometry.materials[materialID];

View file

@ -145,6 +145,8 @@ public:
switch(dstFormat.getSemantic()) {
case gpu::RGB:
case gpu::RGBA:
case gpu::SRGB:
case gpu::SRGBA:
texel.internalFormat = GL_RED;
switch (dstFormat.getType()) {
case gpu::UINT32: {
@ -196,7 +198,11 @@ public:
break;
}
case gpu::NUINT8: {
texel.internalFormat = GL_R8;
if ((dstFormat.getSemantic() == gpu::SRGB || dstFormat.getSemantic() == gpu::SRGBA)) {
texel.internalFormat = GL_SLUMINANCE8;
} else {
texel.internalFormat = GL_R8;
}
break;
}
case gpu::NINT8: {
@ -209,6 +215,7 @@ public:
}
break;
case gpu::DEPTH:
texel.format = GL_DEPTH_COMPONENT; // It's depth component to load it
texel.internalFormat = GL_DEPTH_COMPONENT;

View file

@ -363,7 +363,7 @@ static NetworkMaterial* buildNetworkMaterial(NetworkGeometry* geometry, const FB
material._material->setTextureMap(model::MaterialKey::METALLIC_MAP, metallicMap);
}
if (!material.roughnessTexture.filename.isEmpty()) {
material.roughnessTexture.isGlossmap;
// FIXME: COnvert from gloss to roughness if material.roughnessTexture.isGlossmap;
networkMaterial->roughnessTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.roughnessTexture.filename)), ROUGHNESS_TEXTURE, material.roughnessTexture.content);
networkMaterial->roughnessTextureName = material.roughnessTexture.name;

View file

@ -216,12 +216,15 @@ NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const {
return TextureLoaderFunc(model::TextureUsage::createRoughnessTextureFromImage);
break;
}
case SPECULAR_TEXTURE: {
return TextureLoaderFunc(model::TextureUsage::createMetallicTextureFromImage);
break;
}
case CUSTOM_TEXTURE: {
return _textureLoader;
break;
}
case DEFAULT_TEXTURE:
case SPECULAR_TEXTURE:
case EMISSIVE_TEXTURE:
default: {
return TextureLoaderFunc(model::TextureUsage::create2DTextureFromImage);

View file

@ -202,14 +202,13 @@ void SunSkyStage::setSunModelEnable(bool isEnabled) {
invalidate();
}
void SunSkyStage::setSunColor(const Vec3& color) {
_sunLight->setColor(color);
}
void SunSkyStage::setSunIntensity(float intensity) {
_sunLight->setIntensity(intensity);
}
void SunSkyStage::setSunAmbientIntensity(float intensity) {
_sunLight->setAmbientIntensity(intensity);
void SunSkyStage::setSunAmbientSphere(const gpu::SHPointer& sphere) {
if (sphere) {
_sunLight->setAmbientSphere(*sphere);
} else {
const gpu::SphericalHarmonics::Preset DEFAULT_AMBIENT_SPHERE = gpu::SphericalHarmonics::OLD_TOWN_SQUARE;
_sunLight->setAmbientSpherePreset(DEFAULT_AMBIENT_SPHERE);
}
}
void SunSkyStage::setSunDirection(const Vec3& direction) {

View file

@ -11,7 +11,7 @@
#ifndef hifi_model_Stage_h
#define hifi_model_Stage_h
#include "gpu/Pipeline.h"
#include <gpu/Pipeline.h>
#include "Light.h"
#include "Skybox.h"
@ -143,12 +143,13 @@ public:
bool isSunModelEnabled() const { return _sunModelEnable; }
// Sun properties
void setSunColor(const Vec3& color);
void setSunColor(const Vec3& color) { _sunLight->setColor(color); }
const Vec3& getSunColor() const { return getSunLight()->getColor(); }
void setSunIntensity(float intensity);
void setSunIntensity(float intensity) { _sunLight->setIntensity(intensity); }
float getSunIntensity() const { return getSunLight()->getIntensity(); }
void setSunAmbientIntensity(float intensity);
void setSunAmbientIntensity(float intensity) { _sunLight->setAmbientIntensity(intensity); }
float getSunAmbientIntensity() const { return getSunLight()->getAmbientIntensity(); }
void setSunAmbientSphere(const gpu::SHPointer& sphere);
// The sun direction is expressed in the world space
void setSunDirection(const Vec3& direction);

View file

@ -264,27 +264,38 @@ gpu::Texture* TextureUsage::createRoughnessTextureFromImage(const QImage& srcIma
image = image.convertToFormat(QImage::Format_Grayscale8);
/* gpu::Texture* theTexture = nullptr;
gpu::Texture* theTexture = nullptr;
if ((image.width() > 0) && (image.height() > 0)) {
// Actual alpha channel?
for (int y = 0; y < image.height(); ++y) {
QRgb* data = reinterpret_cast<QRgb*>(image.scanLine(y));
for (int x = 0; x < image.width(); ++x) {
data[x]auto alpha = q(data[x]);
if (alpha != 255) {
validAlpha = true;
break;
}
gpu::Element formatGPU = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits());
theTexture->autoGenerateMips(-1);
// FIXME queue for transfer to GPU and block on completion
}
return theTexture;
}
gpu::Texture* TextureUsage::createMetallicTextureFromImage(const QImage& srcImage, const std::string& srcImageName) {
QImage image = srcImage;
if (!image.hasAlphaChannel()) {
if (image.format() != QImage::Format_RGB888) {
image = image.convertToFormat(QImage::Format_RGB888);
}
} else {
if (image.format() != QImage::Format_ARGB32) {
image = image.convertToFormat(QImage::Format_ARGB32);
}
}
*/
image = image.convertToFormat(QImage::Format_Grayscale8);
gpu::Texture* theTexture = nullptr;
if ((image.width() > 0) && (image.height() > 0)) {
// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
gpu::Element formatGPU = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);
gpu::Element formatMip = gpu::Element(gpu::SCALAR, gpu::NUINT8, gpu::RGB);

View file

@ -35,6 +35,7 @@ public:
static gpu::Texture* createNormalTextureFromNormalImage(const QImage& image, const std::string& srcImageName);
static gpu::Texture* createNormalTextureFromBumpImage(const QImage& image, const std::string& srcImageName);
static gpu::Texture* createRoughnessTextureFromImage(const QImage& image, const std::string& srcImageName);
static gpu::Texture* createMetallicTextureFromImage(const QImage& image, const std::string& srcImageName);
static gpu::Texture* createCubeTextureFromImage(const QImage& image, const std::string& srcImageName);
static gpu::Texture* createLightmapTextureFromImage(const QImage& image, const std::string& srcImageName);

View file

@ -60,29 +60,23 @@ static const std::string DEFAULT_ALBEDO_SHADER {
" }"
};
static const std::string DEFAULT_FRESNEL_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(pow(frag.specular, vec3(1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_METALLIC_SHADER {
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(frag.metallic), 1.0);"
" return vec4(vec3(pow(frag.metallic, 1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_ROUGHNESS_SHADER {
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(frag.roughness), 1.0);"
" return vec4(vec3(pow(frag.roughness, 1.0 / 2.2)), 1.0);"
" }"
};
static const std::string DEFAULT_NORMAL_SHADER {
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(normalize(frag.normal), 1.0);"
" return vec4(vec3(0.5) + (frag.normal * 0.5), 1.0);"
" }"
};
@ -180,8 +174,6 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust
switch (mode) {
case AlbedoMode:
return DEFAULT_ALBEDO_SHADER;
case FresnelMode:
return DEFAULT_FRESNEL_SHADER;
case MetallicMode:
return DEFAULT_METALLIC_SHADER;
case RoughnessMode:

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@ -52,7 +52,6 @@ protected:
NormalMode,
RoughnessMode,
MetallicMode,
FresnelMode,
EmissiveMode,
OcclusionMode,
LightmapMode,

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@ -312,15 +312,13 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
// First Global directional light and ambient pass
{
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
auto& program = _shadowMapEnabled ? _directionalLightShadow : _directionalLight;
LightLocationsPtr locations = _shadowMapEnabled ? _directionalLightShadowLocations : _directionalLightLocations;
// Setup the global directional pass pipeline
{
if (_shadowMapEnabled) {
if (useSkyboxCubemap) {
if (_skyboxTexture) {
program = _directionalSkyboxLightShadow;
locations = _directionalSkyboxLightShadowLocations;
} else if (_ambientLightMode > -1) {
@ -328,7 +326,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
locations = _directionalAmbientSphereLightShadowLocations;
}
} else {
if (useSkyboxCubemap) {
if (_skyboxTexture) {
program = _directionalSkyboxLight;
locations = _directionalSkyboxLightLocations;
} else if (_ambientLightMode > -1) {
@ -356,7 +354,7 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
geometryCache->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
}
if (useSkyboxCubemap) {
if (_skyboxTexture) {
batch.setResourceTexture(SKYBOX_MAP_UNIT, nullptr);
}
}
@ -501,9 +499,8 @@ void DeferredLightingEffect::setupKeyLightBatch(gpu::Batch& batch, int lightBuff
batch.setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
}
bool useSkyboxCubemap = (_skybox) && (_skybox->getCubemap());
if (useSkyboxCubemap && (skyboxCubemapUnit >= 0)) {
batch.setResourceTexture(skyboxCubemapUnit, _skybox->getCubemap());
if (_skyboxTexture && (skyboxCubemapUnit >= 0)) {
batch.setResourceTexture(skyboxCubemapUnit, _skyboxTexture);
}
}
@ -562,32 +559,9 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
}
void DeferredLightingEffect::setAmbientLightMode(int preset) {
if ((preset >= 0) && (preset < gpu::SphericalHarmonics::NUM_PRESET)) {
_ambientLightMode = preset;
auto light = _allocatedLights.front();
light->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(preset % gpu::SphericalHarmonics::NUM_PRESET));
} else {
// force to preset 0
setAmbientLightMode(0);
}
}
void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const glm::vec3& color, float intensity, float ambientIntensity) {
auto light = _allocatedLights.front();
light->setDirection(direction);
light->setColor(color);
light->setIntensity(intensity);
light->setAmbientIntensity(ambientIntensity);
}
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
_skybox = skybox;
auto light = _allocatedLights.front();
if (_skybox && _skybox->getCubemap() && _skybox->getCubemap()->isDefined() && _skybox->getCubemap()->getIrradiance()) {
light->setAmbientSphere( (*_skybox->getCubemap()->getIrradiance()) );
}
void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture) {
_allocatedLights.front() = light;
_skyboxTexture = skyboxTexture;
}
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {

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@ -18,7 +18,6 @@
#include <NumericalConstants.h>
#include "model/Light.h"
#include "model/Stage.h"
#include "model/Geometry.h"
#include "render/Context.h"
@ -49,9 +48,7 @@ public:
void setupKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int skyboxCubemapUnit);
// update global lighting
void setAmbientLightMode(int preset);
void setGlobalLight(const glm::vec3& direction, const glm::vec3& color, float intensity, float ambientIntensity);
void setGlobalSkybox(const model::SkyboxPointer& skybox);
void setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture);
const LightStage& getLightStage() { return _lightStage; }
void setShadowMapEnabled(bool enable) { _shadowMapEnabled = enable; };
@ -99,7 +96,7 @@ private:
std::vector<int> _spotLights;
int _ambientLightMode = 0;
model::SkyboxPointer _skybox;
gpu::TexturePointer _skyboxTexture;
// Class describing the uniform buffer with all the parameters common to the deferred shaders
class DeferredTransform {

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@ -23,7 +23,7 @@ vec4 fetchAlbedoMap(vec2 uv) {
<@if withRoughness@>
uniform sampler2D roughnessMap;
float fetchRoughnessMap(vec2 uv) {
return texture(roughnessMap, uv).r;
return pow(texture(roughnessMap, uv).r, 2.2);
}
<@endif@>
@ -37,7 +37,7 @@ vec3 fetchNormalMap(vec2 uv) {
<@if withMetallic@>
uniform sampler2D specularMap;
float fetchMetallicMap(vec2 uv) {
return texture(specularMap, uv).r;
return pow(texture(specularMap, uv).r, 2.2);
}
<@endif@>

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@ -77,6 +77,10 @@ void SceneScripting::KeyLight::setAmbientIntensity(float intensity) {
_skyStage->setSunAmbientIntensity(intensity);
}
void SceneScripting::KeyLight::setAmbientSphere(const gpu::SHPointer& sphere) {
_skyStage->setSunAmbientSphere(sphere);
}
glm::vec3 SceneScripting::KeyLight::getDirection() const {
return _skyStage->getSunDirection();
}

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@ -81,6 +81,10 @@ namespace SceneScripting {
// setDirection is only effective if stage Sun model is disabled
void setDirection(const glm::vec3& direction);
// AmbientTexture is unscriptable - it must be set through the zone entity
void setAmbientSphere(const gpu::SHPointer& sphere);
void resetAmbientSphere() { setAmbientSphere(nullptr); }
protected:
model::SunSkyStagePointer _skyStage;
};