overte/libraries/render-utils/src/SubsurfaceScattering.h

189 lines
6 KiB
C++

//
// 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 <DependencyManager.h>
#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<SubsurfaceScatteringResource>;
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<DeferredFrameTransformPointer, gpu::FramebufferPointer, gpu::FramebufferPointer, SubsurfaceScatteringResourcePointer>;
using Outputs = SubsurfaceScatteringResourcePointer;
using Config = SubsurfaceScatteringConfig;
using JobModel = render::Job::ModelO<SubsurfaceScattering, Outputs, Config>;
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<DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, SurfaceGeometryFramebufferPointer, gpu::FramebufferPointer, SubsurfaceScatteringResourcePointer>;
using Config = DebugSubsurfaceScatteringConfig;
using JobModel = render::Job::ModelI<DebugSubsurfaceScattering, Inputs, Config>;
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