From dfe51b57e8e076cae42b6bb75a8db9ae5ba2300e Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Tue, 10 Jul 2018 10:53:38 +0200 Subject: [PATCH] Fade object params are now passed through uniform buffer --- libraries/render-utils/src/Fade.slh | 41 ++++++++----------- libraries/render-utils/src/FadeEffect.cpp | 36 ++++++++++------ .../src/FadeObjectParams.shared.slh | 25 +++++++++++ libraries/render/src/render/Transition.h | 2 + 4 files changed, 69 insertions(+), 35 deletions(-) create mode 100644 libraries/render-utils/src/FadeObjectParams.shared.slh diff --git a/libraries/render-utils/src/Fade.slh b/libraries/render-utils/src/Fade.slh index a06c8c869e..a4e8fdf1f4 100644 --- a/libraries/render-utils/src/Fade.slh +++ b/libraries/render-utils/src/Fade.slh @@ -15,19 +15,20 @@ #define CATEGORY_COUNT 5 <@include Fade_shared.slh@> +<@include FadeObjectParams.shared.slh@> layout(std140) uniform fadeParametersBuffer { FadeParameters fadeParameters[CATEGORY_COUNT]; }; uniform sampler2D fadeMaskMap; -struct FadeObjectParams { - int category; - float threshold; - vec3 noiseOffset; - vec3 baseOffset; - vec3 baseInvSize; -}; +vec3 getNoiseInverseSize(int category) { + return fadeParameters[category]._noiseInvSizeAndLevel.xyz; +} + +float getNoiseLevel(int category) { + return fadeParameters[category]._noiseInvSizeAndLevel.w; +} vec2 hash2D(vec3 position) { return position.xy* vec2(0.1677, 0.221765) + position.z*0.561; @@ -40,7 +41,7 @@ float noise3D(vec3 position) { float evalFadeNoiseGradient(FadeObjectParams params, vec3 position) { // Do tri-linear interpolation - vec3 noisePosition = position * fadeParameters[params.category]._noiseInvSizeAndLevel.xyz + params.noiseOffset; + vec3 noisePosition = position * getNoiseInverseSize(params.category) + params.noiseOffset.xyz; vec3 noisePositionFloored = floor(noisePosition); vec3 noisePositionFraction = fract(noisePosition); @@ -61,11 +62,11 @@ float evalFadeNoiseGradient(FadeObjectParams params, vec3 position) { float noise = mix(maskY.x, maskY.y, noisePositionFraction.y); noise -= 0.5; // Center on value 0 - return noise * fadeParameters[params.category]._noiseInvSizeAndLevel.w; + return noise * getNoiseLevel(params.category); } float evalFadeBaseGradient(FadeObjectParams params, vec3 position) { - float gradient = length((position - params.baseOffset) * params.baseInvSize.xyz); + float gradient = length((position - params.baseOffset.xyz) * params.baseInvSize.xyz); gradient = gradient-0.5; // Center on value 0.5 gradient *= fadeParameters[params.category]._baseLevel; return gradient; @@ -112,20 +113,14 @@ void applyFade(FadeObjectParams params, vec3 position, out vec3 emissive) { <@func declareFadeFragmentUniform()@> -uniform int fadeCategory; -uniform vec3 fadeNoiseOffset; -uniform vec3 fadeBaseOffset; -uniform vec3 fadeBaseInvSize; -uniform float fadeThreshold; +layout(std140) uniform fadeObjectParametersBuffer { + FadeObjectParams fadeObjectParams; +}; <@endfunc@> <@func fetchFadeObjectParams(fadeParams)@> - <$fadeParams$>.category = fadeCategory; - <$fadeParams$>.threshold = fadeThreshold; - <$fadeParams$>.noiseOffset = fadeNoiseOffset; - <$fadeParams$>.baseOffset = fadeBaseOffset; - <$fadeParams$>.baseInvSize = fadeBaseInvSize; + <$fadeParams$> = fadeObjectParams; <@endfunc@> <@func declareFadeFragmentVertexInput()@> @@ -139,9 +134,9 @@ in vec4 _fadeData3; <@func fetchFadeObjectParamsInstanced(fadeParams)@> <$fadeParams$>.category = int(_fadeData1.w); <$fadeParams$>.threshold = _fadeData2.w; - <$fadeParams$>.noiseOffset = _fadeData1.xyz; - <$fadeParams$>.baseOffset = _fadeData2.xyz; - <$fadeParams$>.baseInvSize = _fadeData3.xyz; + <$fadeParams$>.noiseOffset = _fadeData1; + <$fadeParams$>.baseOffset = _fadeData2; + <$fadeParams$>.baseInvSize = _fadeData3; <@endfunc@> <@func declareFadeFragment()@> diff --git a/libraries/render-utils/src/FadeEffect.cpp b/libraries/render-utils/src/FadeEffect.cpp index c09aa99988..482b10edbf 100644 --- a/libraries/render-utils/src/FadeEffect.cpp +++ b/libraries/render-utils/src/FadeEffect.cpp @@ -13,6 +13,8 @@ #include "render/TransitionStage.h" +#include "FadeObjectParams.shared.slh" + #include FadeEffect::FadeEffect() { @@ -51,21 +53,31 @@ render::ShapePipeline::ItemSetter FadeEffect::getItemUniformSetter() const { auto transitionStage = scene->getStage(render::TransitionStage::getName()); auto& transitionState = transitionStage->getTransition(item.getTransitionId()); auto program = shapePipeline.pipeline->getProgram(); - auto& uniforms = program->getUniforms(); - auto fadeNoiseOffsetLocation = uniforms.findLocation("fadeNoiseOffset"); - auto fadeBaseOffsetLocation = uniforms.findLocation("fadeBaseOffset"); - auto fadeBaseInvSizeLocation = uniforms.findLocation("fadeBaseInvSize"); - auto fadeThresholdLocation = uniforms.findLocation("fadeThreshold"); - auto fadeCategoryLocation = uniforms.findLocation("fadeCategory"); + auto objectParamBufferLocation = program->getUniformBuffers().findLocation("fadeObjectParametersBuffer"); + + if (objectParamBufferLocation >= 0) { + if (transitionState.paramsBuffer._size == 0) { + static_assert(sizeof(transitionState.paramsBuffer) == sizeof(gpu::StructBuffer), "Assuming gpu::StructBuffer is a helper class for gpu::BufferView"); + transitionState.paramsBuffer = gpu::StructBuffer(); + } - if (fadeNoiseOffsetLocation >= 0 || fadeBaseInvSizeLocation >= 0 || fadeBaseOffsetLocation >= 0 || fadeThresholdLocation >= 0 || fadeCategoryLocation >= 0) { const auto fadeCategory = FadeJob::transitionToCategory[transitionState.eventType]; + auto& paramsConst = static_cast&>(transitionState.paramsBuffer).get(); - batch->_glUniform1i(fadeCategoryLocation, fadeCategory); - batch->_glUniform1f(fadeThresholdLocation, transitionState.threshold); - batch->_glUniform3f(fadeNoiseOffsetLocation, transitionState.noiseOffset.x, transitionState.noiseOffset.y, transitionState.noiseOffset.z); - batch->_glUniform3f(fadeBaseOffsetLocation, transitionState.baseOffset.x, transitionState.baseOffset.y, transitionState.baseOffset.z); - batch->_glUniform3f(fadeBaseInvSizeLocation, transitionState.baseInvSize.x, transitionState.baseInvSize.y, transitionState.baseInvSize.z); + if (paramsConst.category != fadeCategory + || paramsConst.threshold != transitionState.threshold + || glm::vec3(paramsConst.baseOffset) != transitionState.baseOffset + || glm::vec3(paramsConst.noiseOffset) != transitionState.noiseOffset + || glm::vec3(paramsConst.baseInvSize) != transitionState.baseInvSize) { + auto& params = static_cast&>(transitionState.paramsBuffer).edit(); + + params.category = fadeCategory; + params.threshold = transitionState.threshold; + params.baseInvSize = glm::vec4(transitionState.baseInvSize, 0.0f); + params.noiseOffset = glm::vec4(transitionState.noiseOffset, 0.0f); + params.baseOffset = glm::vec4(transitionState.baseOffset, 0.0f); + } + batch->setUniformBuffer(objectParamBufferLocation, transitionState.paramsBuffer); } } }; diff --git a/libraries/render-utils/src/FadeObjectParams.shared.slh b/libraries/render-utils/src/FadeObjectParams.shared.slh new file mode 100644 index 0000000000..e97acaf0b0 --- /dev/null +++ b/libraries/render-utils/src/FadeObjectParams.shared.slh @@ -0,0 +1,25 @@ +// glsl / C++ compatible source as interface for FadeObjectParams +#ifdef __cplusplus +# define FOP_VEC4 glm::vec4 +# define FOP_VEC2 glm::vec2 +# define FOP_FLOAT32 glm::float32 +# define FOP_INT32 glm::int32 +#else +# define FOP_VEC4 vec4 +# define FOP_VEC2 vec2 +# define FOP_FLOAT32 float +# define FOP_INT32 int +#endif + +struct FadeObjectParams { + FOP_VEC4 noiseOffset; + FOP_VEC4 baseOffset; + FOP_VEC4 baseInvSize; + FOP_INT32 category; + FOP_FLOAT32 threshold; +}; + + // <@if 1@> + // Trigger Scribe include + // <@endif@> +// diff --git a/libraries/render/src/render/Transition.h b/libraries/render/src/render/Transition.h index 622e6f69ce..30bda8aa2a 100644 --- a/libraries/render/src/render/Transition.h +++ b/libraries/render/src/render/Transition.h @@ -42,6 +42,8 @@ namespace render { glm::vec3 baseInvSize{ 1.f, 1.f, 1.f }; float threshold{ 0.f }; uint8_t isFinished{ 0 }; + + mutable gpu::BufferView paramsBuffer; }; typedef std::shared_ptr TransitionPointer;