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Merge pull request #7286 from zzmp/fix/skybox-tex
Clean up skybox rendering
This commit is contained in:
commit
d1c024fb39
19 changed files with 287 additions and 204 deletions
18
examples/tests/skybox/px.fs
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18
examples/tests/skybox/px.fs
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@ -0,0 +1,18 @@
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//
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// px.fs
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// examples/tests/skybox
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//
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// Created by Zach Pomerantz on 3/10/2016
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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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vec3 getSkyboxColor() {
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float red = (cos(iGlobalTime) + 1) / 2;
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vec3 color = vec3(red, 1.0, 1.0);
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return color;
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}
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20
examples/tests/skybox/px_rgba.fs
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20
examples/tests/skybox/px_rgba.fs
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@ -0,0 +1,20 @@
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//
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// px_rgba.fs
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// examples/tests/skybox
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//
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// Created by Zach Pomerantz on 3/10/2016
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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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vec3 getSkyboxColor() {
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float red = (cos(iGlobalTime) + 1) / 2;
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vec3 color = vec3(red, 1.0, 1.0);
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color *= skybox.color.rgb;
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return color;
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}
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22
examples/tests/skybox/px_tex.fs
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22
examples/tests/skybox/px_tex.fs
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@ -0,0 +1,22 @@
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//
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// px_rgba.fs
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// examples/tests/skybox
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//
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// Created by Zach Pomerantz on 3/10/2016
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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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vec3 getSkyboxColor() {
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float red = (cos(iGlobalTime) + 1) / 2;
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vec3 color = vec3(red, 1.0, 1.0);
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vec3 coord = normalize(_normal);
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vec3 texel = texture(cubeMap, coord).rgb;
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color *= texel;
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return color;
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}
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24
examples/tests/skybox/px_tex_rgba.fs
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24
examples/tests/skybox/px_tex_rgba.fs
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@ -0,0 +1,24 @@
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//
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// px_rgba.fs
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// examples/tests/skybox
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//
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// Created by Zach Pomerantz on 3/10/2016
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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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vec3 getSkyboxColor() {
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float red = (cos(iGlobalTime) + 1) / 2;
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vec3 color = vec3(red, 1.0, 1.0);
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vec3 coord = normalize(_normal);
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vec3 texel = texture(cubeMap, coord).rgb;
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color *= texel;
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color *= skybox.color.rgb;
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return color;
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}
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83
examples/tests/skybox/skyboxTest.js
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83
examples/tests/skybox/skyboxTest.js
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// skyboxTest.js
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// examples/tests/skybox
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//
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// Created by Zach Pomerantz on 3/10/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// This test cycles through different variations on the skybox with a mouseclick.
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// For the test to pass, you should observe the following cycle:
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// - Procedural skybox (no texture, no color)
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// - Procedural skybox (no texture, with color)
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// - Procedural skybox (with texture, no color)
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// - Procedural skybox (with texture, with color)
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// - Color skybox (no texture)
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// - Color skybox (with texture)
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// - Texture skybox (no color)
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//
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// As you run the test, descriptions of the expected rendered skybox will appear as overlays.
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//
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// NOTE: This does not test uniforms/textures applied to a procedural shader through userData.
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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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var PX_URL = Script.resolvePath('px.fs');
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var PX_RGBA_URL = Script.resolvePath('px_rgba.fs');
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var PX_TEX_URL = Script.resolvePath('px_tex.fs');
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var PX_TEX_RGBA_URL = Script.resolvePath('px_tex_rgba.fs');
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var TEX_URL = 'https://hifi-public.s3.amazonaws.com/alan/Playa/Skies/Test-Sky_out.png';
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var NO_TEX = '';
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var COLOR = { red: 255, green: 0, blue: 255 };
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var NO_COLOR = { red: 0, green: 0, blue: 0 };
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var data = { ProceduralEntity: { shaderUrl: PX_URL } };
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var zone = Entities.addEntity({
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type: 'Zone',
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dimensions: { x: 50, y: 50, z: 50 },
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position: MyAvatar.position,
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backgroundMode: 'skybox'
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});
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var text = Overlays.addOverlay('text', {
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text: 'Click this box to advance tests; note that red value cycling means white->light blue',
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x: Window.innerWidth / 2 - 250, y: Window.innerHeight / 2 - 25,
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width: 500, height: 50
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});
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print('Zone:', zone);
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print('Text:', text);
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var edits = [
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['Red value should cycle', getEdit(PX_URL, NO_TEX, NO_COLOR)],
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['Red value should cycle, no green', getEdit(PX_RGBA_URL, NO_TEX, COLOR)],
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['Red value should cycle, each face tinted differently', getEdit(PX_TEX_URL, TEX_URL, NO_COLOR)],
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['Red value should cycle, each face tinted differently, no green', getEdit(PX_TEX_RGBA_URL, TEX_URL, COLOR)],
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['No green', getEdit(null, NO_TEX, COLOR)],
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['Each face colored differently, no green', getEdit(null, TEX_URL, COLOR)],
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['Each face colored differently', getEdit(null, TEX_URL, NO_COLOR)],
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];
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Controller.mousePressEvent.connect(function(e) { if (Overlays.getOverlayAtPoint(e) === text) next(); });
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Script.scriptEnding.connect(function() {
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Overlays.deleteOverlay(text);
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Entities.deleteEntity(zone);
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});
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var i = 0;
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function next() {
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var edit = edits[i];
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Overlays.editOverlay(text, { text: edit[0] });
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Entities.editEntity(zone, edit[1]);
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i++;
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i %= edits.length;
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}
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function getEdit(px, url, color) {
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return { userData: px ? getUserData(px) : '', backgroundMode: 'skybox', skybox: { url: url, color: color } }
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}
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function getUserData(px) { return JSON.stringify({ ProceduralEntity: { shaderUrl: px } }); }
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@ -3757,19 +3757,19 @@ namespace render {
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switch (backgroundMode) {
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case model::SunSkyStage::SKY_BOX: {
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auto skybox = skyStage->getSkybox();
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if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
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if (skybox) {
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PerformanceTimer perfTimer("skybox");
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skybox->render(batch, *(args->_viewFrustum));
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break;
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}
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// If no skybox texture is available, render the SKY_DOME while it loads
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}
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// fall through to next case
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// Fall through: if no skybox is available, render the SKY_DOME
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case model::SunSkyStage::SKY_DOME: {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceTimer perfTimer("stars");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::payloadRender<BackgroundRenderData>() ... stars...");
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"Application::payloadRender<BackgroundRenderData>() ... My god, it's full of stars...");
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// should be the first rendering pass - w/o depth buffer / lighting
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static const float alpha = 1.0f;
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@ -3777,6 +3777,7 @@ namespace render {
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}
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}
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break;
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case model::SunSkyStage::NO_BACKGROUND:
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default:
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// this line intentionally left blank
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@ -140,8 +140,8 @@ void EntityTreeRenderer::update() {
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// If we haven't already updated and previously attempted to load a texture,
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// check if the texture loaded and apply it
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if (!updated && (
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(_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
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(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded()))) {
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(_pendingSkyboxTexture && (!_skyboxTexture || _skyboxTexture->isLoaded())) ||
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(_pendingAmbientTexture && (!_ambientTexture && _ambientTexture->isLoaded())))) {
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applyZonePropertiesToScene(_bestZone);
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}
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@ -158,6 +158,8 @@ void EntityTreeRenderer::update() {
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}
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bool EntityTreeRenderer::checkEnterLeaveEntities() {
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bool didUpdate = false;
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if (_tree && !_shuttingDown) {
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glm::vec3 avatarPosition = _viewState->getAvatarPosition();
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@ -172,6 +174,7 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
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std::static_pointer_cast<EntityTree>(_tree)->findEntities(avatarPosition, radius, foundEntities);
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// Whenever you're in an intersection between zones, we will always choose the smallest zone.
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auto oldBestZone = _bestZone;
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_bestZone = nullptr; // NOTE: Is this what we want?
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_bestZoneVolume = std::numeric_limits<float>::max();
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@ -204,7 +207,10 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
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}
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}
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applyZonePropertiesToScene(_bestZone);
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if (_bestZone != oldBestZone) {
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applyZonePropertiesToScene(_bestZone);
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didUpdate = true;
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}
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});
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// Note: at this point we don't need to worry about the tree being locked, because we only deal with
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@ -228,11 +234,9 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
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}
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_currentEntitiesInside = entitiesContainingAvatar;
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_lastAvatarPosition = avatarPosition;
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return true;
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}
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}
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return false;
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return didUpdate;
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}
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void EntityTreeRenderer::leaveAllEntities() {
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@ -322,15 +326,19 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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_ambientTexture.clear();
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} else {
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_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
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if (_ambientTexture && _ambientTexture->isLoaded() && _ambientTexture->getGPUTexture()) {
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_pendingAmbientTexture = true;
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if (_ambientTexture && _ambientTexture->isLoaded()) {
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_pendingAmbientTexture = false;
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if (_ambientTexture->getGPUTexture()->getIrradiance()) {
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sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
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sceneKeyLight->setAmbientMap(_ambientTexture->getGPUTexture());
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auto texture = _ambientTexture->getGPUTexture();
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if (texture) {
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sceneKeyLight->setAmbientSphere(texture->getIrradiance());
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sceneKeyLight->setAmbientMap(texture);
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isAmbientTextureSet = true;
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} else {
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qCDebug(entitiesrenderer) << "Failed to load ambient texture:" << zone->getKeyLightProperties().getAmbientURL();
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}
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} else {
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_pendingAmbientTexture = true;
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}
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}
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@ -344,24 +352,27 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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skybox->parse(userData);
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}
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if (zone->getSkyboxProperties().getURL().isEmpty()) {
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skybox->setCubemap(gpu::TexturePointer());
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skybox->setCubemap(nullptr);
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_pendingSkyboxTexture = false;
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_skyboxTexture.clear();
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} else {
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// Update the Texture of the Skybox with the one pointed by this zone
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_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
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_pendingSkyboxTexture = true;
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if (_skyboxTexture && _skyboxTexture->isLoaded()) {
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_pendingSkyboxTexture = false;
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if (_skyboxTexture && _skyboxTexture->isLoaded() && _skyboxTexture->getGPUTexture()) {
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auto texture = _skyboxTexture->getGPUTexture();
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skybox->setCubemap(texture);
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_pendingSkyboxTexture = false;
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if (!isAmbientTextureSet && texture->getIrradiance()) {
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if (!isAmbientTextureSet) {
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sceneKeyLight->setAmbientSphere(texture->getIrradiance());
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sceneKeyLight->setAmbientMap(texture);
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isAmbientTextureSet = true;
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}
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} else {
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_pendingSkyboxTexture = true;
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skybox->setCubemap(nullptr);
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qCDebug(entitiesrenderer) << "Failed to load skybox:" << zone->getSkyboxProperties().getURL();
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}
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}
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@ -146,7 +146,7 @@ public:
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NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type, const QByteArray& content) {
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TextureExtra extra = { type, content };
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return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
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return ResourceCache::getResource(url, QUrl(), content.isEmpty(), &extra).staticCast<NetworkTexture>();
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}
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/// Returns a texture version of an image file
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@ -101,8 +101,6 @@ private:
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/// A simple object wrapper for an OpenGL texture.
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class Texture {
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public:
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friend class TextureCache;
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gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
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gpu::TextureSourcePointer _textureSource;
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};
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@ -15,71 +15,68 @@
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#include <gpu/Context.h>
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#include <ViewFrustum.h>
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#include "Skybox_vert.h"
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#include "Skybox_frag.h"
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#include "skybox_vert.h"
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#include "skybox_frag.h"
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using namespace model;
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Skybox::Skybox() {
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Data data;
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_dataBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Data), (const gpu::Byte*) &data));
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/* // PLease create a default engineer skybox
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_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
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unsigned char texels[] = {
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255, 0, 0, 255,
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0, 255, 255, 255,
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0, 0, 255, 255,
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255, 255, 0, 255,
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0, 255, 0, 255,
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255, 0, 255, 255,
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};
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_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);*/
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Schema schema;
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_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
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}
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void Skybox::setColor(const Color& color) {
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_dataBuffer.edit<Data>()._color = color;
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_schemaBuffer.edit<Schema>().color = color;
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}
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void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
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_cubemap = cubemap;
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}
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void Skybox::updateDataBuffer() const {
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void Skybox::updateSchemaBuffer() const {
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auto blend = 0.0f;
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if (getCubemap() && getCubemap()->isDefined()) {
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blend = 1.0f;
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blend = 0.5f;
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// If pitch black neutralize the color
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if (glm::all(glm::equal(getColor(), glm::vec3(0.0f)))) {
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blend = 2.0f;
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blend = 1.0f;
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}
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}
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if (blend != _dataBuffer.get<Data>()._blend) {
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_dataBuffer.edit<Data>()._blend = blend;
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if (blend != _schemaBuffer.get<Schema>().blend) {
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_schemaBuffer.edit<Schema>().blend = blend;
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}
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}
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void Skybox::prepare(gpu::Batch& batch, int textureSlot, int bufferSlot) const {
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if (bufferSlot > -1) {
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batch.setUniformBuffer(bufferSlot, _schemaBuffer);
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}
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void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
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updateDataBuffer();
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Skybox::render(batch, frustum, (*this));
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if (textureSlot > -1) {
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gpu::TexturePointer skymap = getCubemap();
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// FIXME: skymap->isDefined may not be threadsafe
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if (skymap && skymap->isDefined()) {
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batch.setResourceTexture(textureSlot, skymap);
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}
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}
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}
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void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
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updateSchemaBuffer();
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Skybox::render(batch, frustum, (*this));
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}
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void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
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// Create the static shared elements used to render the skybox
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static gpu::BufferPointer theConstants;
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static gpu::PipelinePointer thePipeline;
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const int SKYBOX_SKYMAP_SLOT = 0;
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const int SKYBOX_CONSTANTS_SLOT = 0;
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static std::once_flag once;
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std::call_once(once, [&] {
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{
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auto skyVS = gpu::Shader::createVertex(std::string(Skybox_vert));
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auto skyFS = gpu::Shader::createPixel(std::string(Skybox_frag));
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auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
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auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
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auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
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|
||||
gpu::Shader::BindingSet bindings;
|
||||
|
@ -98,10 +95,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
|
||||
|
||||
// Render
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
|
@ -112,11 +105,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
batch.setPipeline(thePipeline);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, skybox._dataBuffer);
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, skymap);
|
||||
|
||||
skybox.prepare(batch);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -30,30 +30,33 @@ public:
|
|||
virtual ~Skybox() {};
|
||||
|
||||
void setColor(const Color& color);
|
||||
const Color getColor() const { return _dataBuffer.get<Data>()._color; }
|
||||
const Color getColor() const { return _schemaBuffer.get<Schema>().color; }
|
||||
|
||||
void setCubemap(const gpu::TexturePointer& cubemap);
|
||||
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
|
||||
|
||||
void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const;
|
||||
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
|
||||
|
||||
|
||||
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
|
||||
|
||||
protected:
|
||||
static const int SKYBOX_SKYMAP_SLOT { 0 };
|
||||
static const int SKYBOX_CONSTANTS_SLOT { 0 };
|
||||
|
||||
gpu::TexturePointer _cubemap;
|
||||
|
||||
class Data {
|
||||
class Schema {
|
||||
public:
|
||||
glm::vec3 _color{ 1.0f, 1.0f, 1.0f };
|
||||
float _blend = 1.0f;
|
||||
glm::vec3 color { 1.0f, 1.0f, 1.0f };
|
||||
float blend { 0.0f };
|
||||
};
|
||||
|
||||
mutable gpu::BufferView _dataBuffer;
|
||||
mutable gpu::BufferView _schemaBuffer;
|
||||
|
||||
void updateDataBuffer() const;
|
||||
void updateSchemaBuffer() const;
|
||||
};
|
||||
typedef std::shared_ptr< Skybox > SkyboxPointer;
|
||||
typedef std::shared_ptr<Skybox> SkyboxPointer;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,59 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 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
|
||||
//
|
||||
|
||||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
out vec4 _fragColor;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2033
|
||||
void main(void) {
|
||||
|
||||
#ifdef PROCEDURAL
|
||||
|
||||
vec3 color = getSkyboxColor();
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
|
||||
// Skybox color or blend with skymap
|
||||
vec3 color = _skybox._color.rgb;
|
||||
if (_skybox._color.a > 0.0) {
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
if (_skybox._color.a < 2.0) {
|
||||
color *= texel;
|
||||
} else {
|
||||
color = texel;
|
||||
}
|
||||
}
|
||||
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
}
|
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
|
@ -14,11 +14,11 @@
|
|||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
Skybox skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
|
@ -39,11 +39,20 @@ void main(void) {
|
|||
color = pow(color, vec3(2.2));
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
// FIXME: scribe does not yet scrub out else statements
|
||||
return;
|
||||
|
||||
#else
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
vec3 color = texel * _skybox._color.rgb;
|
||||
vec3 color = skybox.color.rgb;
|
||||
|
||||
// blend is only set if there is a cubemap
|
||||
if (skybox.color.a > 0.0) {
|
||||
color = texture(cubeMap, coord).rgb;
|
||||
if (skybox.color.a < 1.0) {
|
||||
color *= skybox.color.rgb;
|
||||
}
|
||||
}
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
|
@ -101,6 +101,7 @@ bool Procedural::parseUrl(const QUrl& shaderUrl) {
|
|||
}
|
||||
|
||||
_shaderUrl = shaderUrl;
|
||||
_shaderDirty = true;
|
||||
|
||||
if (_shaderUrl.isLocalFile()) {
|
||||
_shaderPath = _shaderUrl.toLocalFile();
|
||||
|
@ -230,7 +231,10 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
if (replaceIndex != std::string::npos) {
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
|
||||
}
|
||||
//qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
// Leave this here for debugging
|
||||
// qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
_fragmentShader = gpu::Shader::createPixel(fragmentShaderSource);
|
||||
_shader = gpu::Shader::createProgram(_vertexShader, _fragmentShader);
|
||||
|
||||
|
|
|
@ -37,6 +37,7 @@ public:
|
|||
|
||||
bool ready();
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
|
||||
const gpu::ShaderPointer& getShader() const { return _shader; }
|
||||
|
||||
glm::vec4 getColor(const glm::vec4& entityColor);
|
||||
|
||||
|
|
|
@ -15,40 +15,39 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "ProceduralSkybox_vert.h"
|
||||
#include "ProceduralSkybox_frag.h"
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
|
||||
_procedural._vertexSource = ProceduralSkybox_vert;
|
||||
_procedural._fragmentSource = ProceduralSkybox_frag;
|
||||
_procedural._vertexSource = skybox_vert;
|
||||
_procedural._fragmentSource = skybox_frag;
|
||||
// Adjust the pipeline state for background using the stencil test
|
||||
_procedural._state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
if (_procedural.ready()) {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
} else {
|
||||
Skybox::render(batch, frustum);
|
||||
}
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const ProceduralSkybox& skybox) {
|
||||
if (!(skybox._procedural.ready())) {
|
||||
skybox.updateDataBuffer();
|
||||
Skybox::render(batch, viewFrustum, skybox);
|
||||
} else {
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
|
||||
skybox._procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
auto& procedural = skybox._procedural;
|
||||
procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
|
||||
auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer");
|
||||
skybox.prepare(batch, textureSlot, bufferSlot);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 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/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
const float depth = 0.0;
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 inPosition = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 clipDir = vec3(inPosition.xy, 0.0);
|
||||
vec3 eyeDir;
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
|
||||
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
|
||||
|
||||
// Position is supposed to come in clip space
|
||||
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
|
||||
}
|
|
@ -72,8 +72,8 @@
|
|||
#include <render-utils/overlay3D_vert.h>
|
||||
#include <render-utils/overlay3D_frag.h>
|
||||
|
||||
#include <model/Skybox_vert.h>
|
||||
#include <model/Skybox_frag.h>
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
#include <render-utils/stars_vert.h>
|
||||
#include <render-utils/stars_frag.h>
|
||||
|
@ -157,7 +157,7 @@ void QTestWindow::draw() {
|
|||
testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
|
||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
testShaderBuild(skybox_vert, skybox_frag);
|
||||
testShaderBuild(simple_vert, simple_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_emisive_frag);
|
||||
|
@ -203,8 +203,6 @@ void QTestWindow::draw() {
|
|||
|
||||
testShaderBuild(overlay3D_vert, overlay3D_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
|
||||
testShaderBuild(paintStroke_vert,paintStroke_frag);
|
||||
testShaderBuild(polyvox_vert, polyvox_frag);
|
||||
|
||||
|
|
Loading…
Reference in a new issue