// // SubsurfaceScattering.h // libraries/render-utils/src/ // // Created by Sam Gateau 6/3/2016. // Copyright 2016 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 // #ifndef hifi_SubsurfaceScattering_h #define hifi_SubsurfaceScattering_h #include #include "render/DrawTask.h" #include "DeferredFrameTransform.h" #include "DeferredFramebuffer.h" #include "SurfaceGeometryPass.h" #include "LightingModel.h" class SubsurfaceScatteringResource { public: using UniformBufferView = gpu::BufferView; SubsurfaceScatteringResource(); void setBentNormalFactors(const glm::vec4& rgbsBentFactors); glm::vec4 getBentNormalFactors() const; void setCurvatureFactors(const glm::vec2& sbCurvatureFactors); glm::vec2 getCurvatureFactors() const; void setLevel(float level); float getLevel() const; void setShowBRDF(bool show); bool isShowBRDF() const; void setShowCurvature(bool show); bool isShowCurvature() const; void setShowDiffusedNormal(bool show); bool isShowDiffusedNormal() const; UniformBufferView getParametersBuffer() const { return _parametersBuffer; } gpu::TexturePointer getScatteringProfile() const { return _scatteringProfile; } gpu::TexturePointer getScatteringTable() const { return _scatteringTable; } gpu::TexturePointer getScatteringSpecular() const { return _scatteringSpecular; } void generateScatteringTable(RenderArgs* args); static gpu::TexturePointer generateScatteringProfile(RenderArgs* args); static gpu::TexturePointer generatePreIntegratedScattering(const gpu::TexturePointer& profile, RenderArgs* args); static gpu::TexturePointer generateScatteringSpecularBeckmann(RenderArgs* args); protected: // Class describing the uniform buffer with the transform info common to the AO shaders // It s changing every frame class Parameters { public: glm::vec4 normalBentInfo{ 1.5f, 0.8f, 0.3f, 1.5f }; glm::vec2 curvatureInfo{ 0.08f, 0.8f }; float level{ 1.0f }; float showBRDF{ 0.0f }; float showCurvature{ 0.0f }; float showDiffusedNormal{ 0.0f }; float spare1{ 0.0f }; float spare2{ 0.0f }; Parameters() {} }; UniformBufferView _parametersBuffer; gpu::TexturePointer _scatteringProfile; gpu::TexturePointer _scatteringTable; gpu::TexturePointer _scatteringSpecular; }; using SubsurfaceScatteringResourcePointer = std::shared_ptr; class SubsurfaceScatteringConfig : public render::Job::Config { Q_OBJECT Q_PROPERTY(float bentRed MEMBER bentRed NOTIFY dirty) Q_PROPERTY(float bentGreen MEMBER bentGreen NOTIFY dirty) Q_PROPERTY(float bentBlue MEMBER bentBlue NOTIFY dirty) Q_PROPERTY(float bentScale MEMBER bentScale NOTIFY dirty) Q_PROPERTY(float curvatureOffset MEMBER curvatureOffset NOTIFY dirty) Q_PROPERTY(float curvatureScale MEMBER curvatureScale NOTIFY dirty) Q_PROPERTY(bool enableScattering MEMBER enableScattering NOTIFY dirty) Q_PROPERTY(bool showScatteringBRDF MEMBER showScatteringBRDF NOTIFY dirty) Q_PROPERTY(bool showCurvature MEMBER showCurvature NOTIFY dirty) Q_PROPERTY(bool showDiffusedNormal MEMBER showDiffusedNormal NOTIFY dirty) public: SubsurfaceScatteringConfig() : render::Job::Config(true) {} float bentRed{ 1.5f }; float bentGreen{ 0.8f }; float bentBlue{ 0.3f }; float bentScale{ 1.5f }; float curvatureOffset{ 0.08f }; float curvatureScale{ 0.9f }; bool enableScattering{ true }; bool showScatteringBRDF{ false }; bool showCurvature{ false }; bool showDiffusedNormal{ false }; signals: void dirty(); }; class SubsurfaceScattering { public: //using Inputs = render::VaryingSet4; using Outputs = SubsurfaceScatteringResourcePointer; using Config = SubsurfaceScatteringConfig; using JobModel = render::Job::ModelO; SubsurfaceScattering(); void configure(const Config& config); void run(const render::RenderContextPointer& renderContext, Outputs& outputs); private: SubsurfaceScatteringResourcePointer _scatteringResource; }; class DebugSubsurfaceScatteringConfig : public render::Job::Config { Q_OBJECT Q_PROPERTY(bool showProfile MEMBER showProfile NOTIFY dirty) Q_PROPERTY(bool showLUT MEMBER showLUT NOTIFY dirty) Q_PROPERTY(bool showSpecularTable MEMBER showSpecularTable NOTIFY dirty) Q_PROPERTY(bool showCursorPixel MEMBER showCursorPixel NOTIFY dirty) Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty) public: DebugSubsurfaceScatteringConfig() : render::Job::Config(true) {} bool showProfile{ false }; bool showLUT{ false }; bool showSpecularTable{ false }; bool showCursorPixel{ false }; glm::vec2 debugCursorTexcoord{ 0.5, 0.5 }; signals: void dirty(); }; class DebugSubsurfaceScattering { public: using Inputs = render::VaryingSet6; using Config = DebugSubsurfaceScatteringConfig; using JobModel = render::Job::ModelI; DebugSubsurfaceScattering(); void configure(const Config& config); void run(const render::RenderContextPointer& renderContext, const Inputs& inputs); private: gpu::PipelinePointer _scatteringPipeline; gpu::PipelinePointer getScatteringPipeline(); gpu::PipelinePointer _showLUTPipeline; gpu::PipelinePointer getShowLUTPipeline(); bool _showProfile{ false }; bool _showLUT{ false }; bool _showSpecularTable{ false }; bool _showCursorPixel{ false }; glm::vec2 _debugCursorTexcoord; }; #endif // hifi_SubsurfaceScattering_h