From da98ee0916b904cd963f05c67c2a7c8264d0baee Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Fri, 10 Jun 2016 13:42:19 -0700 Subject: [PATCH] reorganized procedural shader code, added getWorldEyeWorldPos(), removed iWorldEyePosition --- .../src/RenderableProceduralItemShader.h | 382 ------------------ libraries/gpu/src/gpu/Transform.slh | 4 + .../procedural/src/procedural/Procedural.cpp | 13 +- .../procedural/src/procedural/Procedural.h | 1 - ...oceduralShaders.h => ProceduralCommon.slf} | 22 +- .../src/procedural/ProceduralSkybox.cpp | 2 +- 6 files changed, 16 insertions(+), 408 deletions(-) delete mode 100644 libraries/entities-renderer/src/RenderableProceduralItemShader.h rename libraries/procedural/src/procedural/{ProceduralShaders.h => ProceduralCommon.slf} (94%) diff --git a/libraries/entities-renderer/src/RenderableProceduralItemShader.h b/libraries/entities-renderer/src/RenderableProceduralItemShader.h deleted file mode 100644 index d7df43de14..0000000000 --- a/libraries/entities-renderer/src/RenderableProceduralItemShader.h +++ /dev/null @@ -1,382 +0,0 @@ -// -// Created by Bradley Austin Davis on 2015/09/05 -// Copyright 2013-2015 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 -// - -// Shader includes portions of webgl-noise: -// Description : Array and textureless GLSL 2D/3D/4D simplex -// noise functions. -// Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm -// Lastmod : 20110822 (ijm) -// License : Copyright (C) 2011 Ashima Arts. All rights reserved. -// Distributed under the MIT License. See LICENSE file. -// https://github.com/ashima/webgl-noise -// - - -const QString SHADER_COMMON = R"SHADER( -layout(location = 0) out vec4 _fragColor0; -layout(location = 1) out vec4 _fragColor1; -layout(location = 2) out vec4 _fragColor2; - -// the alpha threshold -uniform float alphaThreshold; - -vec2 signNotZero(vec2 v) { - return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0); -} - -vec2 float32x3_to_oct(in vec3 v) { - vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z))); - return ((v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p); -} - - -vec3 oct_to_float32x3(in vec2 e) { - vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); - if (v.z < 0) { - v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy); - } - return normalize(v); -} - -vec3 snorm12x2_to_unorm8x3(vec2 f) { - vec2 u = vec2(round(clamp(f, -1.0, 1.0) * 2047.0 + 2047.0)); - float t = floor(u.y / 256.0); - - return floor(vec3( - u.x / 16.0, - fract(u.x / 16.0) * 256.0 + t, - u.y - t * 256.0 - )) / 255.0; -} - -vec2 unorm8x3_to_snorm12x2(vec3 u) { - u *= 255.0; - u.y *= (1.0 / 16.0); - vec2 s = vec2( u.x * 16.0 + floor(u.y), - fract(u.y) * (16.0 * 256.0) + u.z); - return clamp(s * (1.0 / 2047.0) - 1.0, vec2(-1.0), vec2(1.0)); -} - -float mod289(float x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec2 mod289(vec2 x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec3 mod289(vec3 x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec4 mod289(vec4 x) { - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -float permute(float x) { - return mod289(((x*34.0)+1.0)*x); -} - -vec3 permute(vec3 x) { - return mod289(((x*34.0)+1.0)*x); -} - -vec4 permute(vec4 x) { - return mod289(((x*34.0)+1.0)*x); -} - -float taylorInvSqrt(float r) { - return 1.79284291400159 - 0.85373472095314 * r; -} - -vec4 taylorInvSqrt(vec4 r) { - return 1.79284291400159 - 0.85373472095314 * r; -} - -vec4 grad4(float j, vec4 ip) { - const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); - vec4 p, s; - - p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p, vec4(0.0))); - p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www; - - return p; -} - -// (sqrt(5) - 1)/4 = F4, used once below -#define F4 0.309016994374947451 - -float snoise(vec4 v) { - const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4 - 0.276393202250021, // 2 * G4 - 0.414589803375032, // 3 * G4 - -0.447213595499958); // -1 + 4 * G4 - - // First corner - vec4 i = floor(v + dot(v, vec4(F4))); - vec4 x0 = v - i + dot(i, C.xxxx); - - // Other corners - - // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) - vec4 i0; - vec3 isX = step(x0.yzw, x0.xxx); - vec3 isYZ = step(x0.zww, x0.yyz); - i0.x = isX.x + isX.y + isX.z; - i0.yzw = 1.0 - isX; - i0.y += isYZ.x + isYZ.y; - i0.zw += 1.0 - isYZ.xy; - i0.z += isYZ.z; - i0.w += 1.0 - isYZ.z; - - // i0 now contains the unique values 0,1,2,3 in each channel - vec4 i3 = clamp(i0, 0.0, 1.0); - vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0); - vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0); - - vec4 x1 = x0 - i1 + C.xxxx; - vec4 x2 = x0 - i2 + C.yyyy; - vec4 x3 = x0 - i3 + C.zzzz; - vec4 x4 = x0 + C.wwww; - - // Permutations - i = mod289(i); - float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x); - vec4 j1 = permute( - permute( - permute( - permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z - + vec4(i1.z, i2.z, i3.z, 1.0)) + i.y - + vec4(i1.y, i2.y, i3.y, 1.0)) + i.x - + vec4(i1.x, i2.x, i3.x, 1.0)); - - // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope - // 7*7*6 = 294, which is close to the ring size 17*17 = 289. - vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0); - - vec4 p0 = grad4(j0, ip); - vec4 p1 = grad4(j1.x, ip); - vec4 p2 = grad4(j1.y, ip); - vec4 p3 = grad4(j1.z, ip); - vec4 p4 = grad4(j1.w, ip); - - // Normalise gradients - vec4 norm = taylorInvSqrt( - vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - p4 *= taylorInvSqrt(dot(p4, p4)); - - // Mix contributions from the five corners - vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); - vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0); - m0 = m0 * m0; - m1 = m1 * m1; - return 49.0 - * (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2))) - + dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4)))); - -} - -float snoise(vec3 v) { - const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); - const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); - - // First corner - vec3 i = floor(v + dot(v, C.yyy)); - vec3 x0 = v - i + dot(i, C.xxx); - - // Other corners - vec3 g = step(x0.yzx, x0.xyz); - vec3 l = 1.0 - g; - vec3 i1 = min(g.xyz, l.zxy); - vec3 i2 = max(g.xyz, l.zxy); - - vec3 x1 = x0 - i1 + C.xxx; - vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y - vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y - - // Permutations - i = mod289(i); - vec4 p = permute( - permute( - permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y - + vec4(0.0, i1.y, i2.y, 1.0)) + i.x - + vec4(0.0, i1.x, i2.x, 1.0)); - - // Gradients: 7x7 points over a square, mapped onto an octahedron. - // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) - float n_ = 0.142857142857; // 1.0/7.0 - vec3 ns = n_ * D.wyz - D.xzx; - - vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) - - vec4 x_ = floor(j * ns.z); - vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) - - vec4 x = x_ * ns.x + ns.yyyy; - vec4 y = y_ * ns.x + ns.yyyy; - vec4 h = 1.0 - abs(x) - abs(y); - - vec4 b0 = vec4(x.xy, y.xy); - vec4 b1 = vec4(x.zw, y.zw); - - //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; - //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; - vec4 s0 = floor(b0) * 2.0 + 1.0; - vec4 s1 = floor(b1) * 2.0 + 1.0; - vec4 sh = -step(h, vec4(0.0)); - - vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; - vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; - - vec3 p0 = vec3(a0.xy, h.x); - vec3 p1 = vec3(a0.zw, h.y); - vec3 p2 = vec3(a1.xy, h.z); - vec3 p3 = vec3(a1.zw, h.w); - - //Normalise gradients - vec4 norm = taylorInvSqrt( - vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - - // Mix final noise value - vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), - 0.0); - m = m * m; - return 42.0 - * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); -} - -float snoise(vec2 v) { - const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 - 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) - -0.577350269189626, // -1.0 + 2.0 * C.x - 0.024390243902439); // 1.0 / 41.0 - // First corner - vec2 i = floor(v + dot(v, C.yy)); - vec2 x0 = v - i + dot(i, C.xx); - - // Other corners - vec2 i1; - i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); - vec4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - - // Permutations - i = mod289(i); // Avoid truncation effects in permutation - vec3 p = permute( - permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); - - vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), - 0.0); - m = m * m; - m = m * m; - - // Gradients: 41 points uniformly over a line, mapped onto a diamond. - // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) - - vec3 x = 2.0 * fract(p * C.www) - 1.0; - vec3 h = abs(x) - 0.5; - vec3 ox = floor(x + 0.5); - vec3 a0 = x - ox; - - // Normalise gradients implicitly by scaling m - // Approximation of: m *= inversesqrt( a0*a0 + h*h ); - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - - // Compute final noise value at P - vec3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); -} - -// the interpolated normal -in vec3 _normal; -in vec3 _color; -in vec2 _texCoord0; -in vec4 _position; - -// TODO add more uniforms -uniform float iGlobalTime; // shader playback time (in seconds) -uniform vec3 iWorldScale; // the dimensions of the object being rendered -uniform mat3 iWorldOrientation; // the orientation of the object being rendered -uniform vec3 iWorldEyePosition; // the world position of the eye - -// TODO add support for textures -// TODO document available inputs other than the uniforms -// TODO provide world scale in addition to the untransformed position - -const vec3 DEFAULT_SPECULAR = vec3(0.1); -const float DEFAULT_SHININESS = 10; - -)SHADER"; - -// V1 shaders, only support emissive -// vec4 getProceduralColor() -const QString SHADER_TEMPLATE_V1 = SHADER_COMMON + R"SCRIBE( - -#line 1001 -%1 -#line 317 - -void main(void) { - vec4 emissive = getProceduralColor(); - - float alpha = emissive.a; - if (alpha != 1.0) { - discard; - } - - vec4 diffuse = vec4(_color.rgb, alpha); - vec4 normal = vec4(packNormal(normalize(_normal)), 0.5); - - _fragColor0 = diffuse; - _fragColor1 = normal; - _fragColor2 = vec4(emissive.rgb, DEFAULT_SHININESS / 128.0); -} - -)SCRIBE"; - -// void getProceduralDiffuseAndEmissive(out vec4 diffuse, out vec4 emissive) -const QString SHADER_TEMPLATE_V2 = SHADER_COMMON + R"SCRIBE( -// FIXME should we be doing the swizzle here? -vec3 iResolution = iWorldScale.xzy; - -// FIXME Mouse X,Y coordinates, and Z,W are for the click position if clicked (not supported in High Fidelity at the moment) -vec4 iMouse = vec4(0); - -// FIXME We set the seconds (iDate.w) of iDate to iGlobalTime, which contains the current date in seconds -vec4 iDate = vec4(0, 0, 0, iGlobalTime); - - -#line 1001 -%1 -#line 351 - -void main(void) { - vec3 diffuse = _color.rgb; - vec3 specular = DEFAULT_SPECULAR; - float shininess = DEFAULT_SHININESS; - - float emissiveAmount = getProceduralColors(diffuse, specular, shininess); - - _fragColor0 = vec4(diffuse.rgb, 1.0); - _fragColor1 = vec4(packNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0)); - _fragColor2 = vec4(specular, shininess / 128.0); -} -)SCRIBE"; diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index 246167e186..20629c5f32 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -27,6 +27,10 @@ layout(std140) uniform transformCameraBuffer { TransformCamera getTransformCamera() { return _camera; } + +vec3 getEyeWorldPos() { + return _camera._viewInverse[3].xyz; +} <@endfunc@> diff --git a/libraries/procedural/src/procedural/Procedural.cpp b/libraries/procedural/src/procedural/Procedural.cpp index ed3d5712e3..c9ed959087 100644 --- a/libraries/procedural/src/procedural/Procedural.cpp +++ b/libraries/procedural/src/procedural/Procedural.cpp @@ -19,7 +19,7 @@ #include #include -#include "ProceduralShaders.h" +#include "ProceduralCommon_frag.h" // Userdata parsing constants static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity"; @@ -40,7 +40,6 @@ static const std::string STANDARD_UNIFORM_NAMES[Procedural::NUM_STANDARD_UNIFORM "iWorldScale", "iWorldPosition", "iWorldOrientation", - "iWorldEyePosition", "iChannelResolution" }; @@ -231,7 +230,7 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm std::string fragmentShaderSource = _fragmentSource; size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK); if (replaceIndex != std::string::npos) { - fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), SHADER_COMMON); + fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag); } replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION); @@ -421,14 +420,6 @@ void Procedural::setupUniforms() { batch._glUniform(_standardUniformSlots[POSITION], _entityPosition); }); } - - if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[EYE_POSITION]) { - // FIXME move into the 'set once' section, since this doesn't change over time - _uniforms.push_back([=](gpu::Batch& batch) { - batch._glUniform(_standardUniformSlots[EYE_POSITION], _eyePos); - }); - } - } void Procedural::setupChannels(bool shouldCreate) { diff --git a/libraries/procedural/src/procedural/Procedural.h b/libraries/procedural/src/procedural/Procedural.h index 45dcfd7bf6..e551afe004 100644 --- a/libraries/procedural/src/procedural/Procedural.h +++ b/libraries/procedural/src/procedural/Procedural.h @@ -57,7 +57,6 @@ public: SCALE, POSITION, ORIENTATION, - EYE_POSITION, CHANNEL_RESOLUTION, NUM_STANDARD_UNIFORMS }; diff --git a/libraries/procedural/src/procedural/ProceduralShaders.h b/libraries/procedural/src/procedural/ProceduralCommon.slf similarity index 94% rename from libraries/procedural/src/procedural/ProceduralShaders.h rename to libraries/procedural/src/procedural/ProceduralCommon.slf index 00571c3a94..09fb1b0b04 100644 --- a/libraries/procedural/src/procedural/ProceduralShaders.h +++ b/libraries/procedural/src/procedural/ProceduralCommon.slf @@ -1,3 +1,5 @@ +<@include gpu/Config.slh@> +// Generated on <$_SCRIBE_DATE$> // // Created by Bradley Austin Davis on 2015/09/05 // Copyright 2013-2015 High Fidelity, Inc. @@ -17,8 +19,8 @@ // https://github.com/ashima/webgl-noise // - -const std::string SHADER_COMMON = R"SHADER( +<@include gpu/Transform.slh@> +<$declareStandardCameraTransform()$> float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; @@ -262,11 +264,6 @@ float snoise(vec2 v) { return 130.0 * dot(m, g); } -// shader playback time (in seconds) -uniform float iGlobalTime; -// the dimensions of the object being rendered -uniform vec3 iWorldScale; - #define PROCEDURAL 1 //PROCEDURAL_VERSION @@ -286,17 +283,16 @@ const float iSampleRate = 1.0; const vec4 iChannelTime = vec4(0.0); +uniform float iGlobalTime; // shader playback time (in seconds) uniform vec4 iDate; uniform int iFrameCount; -uniform vec3 iWorldPosition; -uniform mat3 iWorldOrientation; -uniform vec3 iWorldEyePosition; +uniform vec3 iWorldPosition; // the position of the object being rendered +uniform vec3 iWorldScale; // the dimensions of the object being rendered +uniform mat3 iWorldOrientation; // the orientation of the object being rendered uniform vec3 iChannelResolution[4]; uniform sampler2D iChannel0; uniform sampler2D iChannel1; uniform sampler2D iChannel2; uniform sampler2D iChannel3; -#endif - -)SHADER"; +#endif \ No newline at end of file diff --git a/libraries/procedural/src/procedural/ProceduralSkybox.cpp b/libraries/procedural/src/procedural/ProceduralSkybox.cpp index 5905bfb017..7ba711bdb1 100644 --- a/libraries/procedural/src/procedural/ProceduralSkybox.cpp +++ b/libraries/procedural/src/procedural/ProceduralSkybox.cpp @@ -52,7 +52,7 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, batch.setModelTransform(Transform()); // only for Mac auto& procedural = skybox._procedural; - procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat(1, 0, 0, 0), glm::vec3(0)); + procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat(), glm::vec3(0)); auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap"); auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer"); skybox.prepare(batch, textureSlot, bufferSlot);