コード例 #1
0
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
    auto it = _simplePrograms.find(config);
    if (it != _simplePrograms.end()) {
        return it.value();
    }
    
    auto state = std::make_shared<gpu::State>();
    if (config.isCulled()) {
        state->setCullMode(gpu::State::CULL_BACK);
    } else {
        state->setCullMode(gpu::State::CULL_NONE);
    }
    state->setDepthTest(true, true, gpu::LESS_EQUAL);
    if (config.hasDepthBias()) {
        state->setDepthBias(1.0f);
        state->setDepthBiasSlopeScale(1.0f);
    }
    state->setBlendFunction(false,
                            gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
                            gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
    
    gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
    gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    _simplePrograms.insert(config, pipeline);
    return pipeline;
}
コード例 #2
0
ファイル: ModelRender.cpp プロジェクト: Giugiogia/hifi
void ModelRender::RenderPipelineLib::addRenderPipeline(ModelRender::RenderKey key,
    gpu::ShaderPointer& vertexShader,
    gpu::ShaderPointer& pixelShader) {

    gpu::Shader::BindingSet slotBindings;
    slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), ModelRender::SKINNING_GPU_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), ModelRender::MATERIAL_GPU_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), ModelRender::DIFFUSE_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), ModelRender::NORMAL_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), ModelRender::SPECULAR_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), ModelRender::LIGHTMAP_MAP_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ModelRender::LIGHT_BUFFER_SLOT));
    slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));

    gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
    gpu::Shader::makeProgram(*program, slotBindings);


    auto locations = std::make_shared<Locations>();
    initLocations(program, *locations);


    auto state = std::make_shared<gpu::State>();

    // Backface on shadow
    if (key.isShadow()) {
        state->setCullMode(gpu::State::CULL_FRONT);
        state->setDepthBias(1.0f);
        state->setDepthBiasSlopeScale(4.0f);
    } else {
        state->setCullMode(gpu::State::CULL_BACK);
    }

    // Z test depends if transparent or not
    state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);

    // Blend on transparent
    state->setBlendFunction(key.isTranslucent(),
        gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
        gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);

    // Good to go add the brand new pipeline
    auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
    insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));


    if (!key.isWireFrame()) {

        RenderKey wireframeKey(key.getRaw() | RenderKey::IS_WIREFRAME);
        auto wireframeState = std::make_shared<gpu::State>(state->getValues());

        wireframeState->setFillMode(gpu::State::FILL_LINE);

        // create a new RenderPipeline with the same shader side and the wireframe state
        auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
        insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
    }
}
コード例 #3
0
gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState,
                                                   unsigned int sampleMask)
{
    const gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();

    const gl::BlendState &blendState       = glState.getBlendState();
    const gl::ColorF &blendColor           = glState.getBlendColor();
    const gl::RasterizerState &rasterState = glState.getRasterizerState();

    const auto &depthStencilState = glState.getDepthStencilState();
    bool frontFaceCCW             = (glState.getRasterizerState().frontFace == GL_CCW);
    unsigned int maxStencil       = (1 << mCurStencilSize) - 1;

    // All the depth stencil states depends on the front face ccw variable
    if (frontFaceCCW != mCurFrontFaceCCW)
    {
        forceSetDepthStencilState();
        mCurFrontFaceCCW = frontFaceCCW;
    }

    for (auto dirtyBit : angle::IterateBitSet(mDirtyBits))
    {
        switch (dirtyBit)
        {
            case DIRTY_BIT_BLEND_ENABLED:
                setBlendEnabled(blendState.blend);
                break;
            case DIRTY_BIT_BLEND_COLOR:
                setBlendColor(blendState, blendColor);
                break;
            case DIRTY_BIT_BLEND_FUNCS_EQUATIONS:
                setBlendFuncsEquations(blendState);
                break;
            case DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE:
                setSampleAlphaToCoverage(blendState.sampleAlphaToCoverage);
                break;
            case DIRTY_BIT_COLOR_MASK:
                setColorMask(framebuffer, blendState.colorMaskRed, blendState.colorMaskBlue,
                             blendState.colorMaskGreen, blendState.colorMaskAlpha);
                break;
            case DIRTY_BIT_DITHER:
                setDither(blendState.dither);
                break;
            case DIRTY_BIT_CULL_MODE:
                setCullMode(rasterState.cullFace, rasterState.cullMode, rasterState.frontFace);
                break;
            case DIRTY_BIT_DEPTH_BIAS:
                setDepthBias(rasterState.polygonOffsetFill, rasterState.polygonOffsetFactor,
                             rasterState.polygonOffsetUnits);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_MASK:
                setDepthMask(depthStencilState.depthMask);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_FUNC:
                setDepthFunc(depthStencilState.depthTest, depthStencilState.depthFunc);
                break;
            case DIRTY_BIT_STENCIL_TEST_ENABLED:
                setStencilTestEnabled(depthStencilState.stencilTest);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_FRONT:
                setStencilFuncsFront(depthStencilState.stencilFunc, depthStencilState.stencilMask,
                                     glState.getStencilRef(), frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_BACK:
                setStencilFuncsBack(depthStencilState.stencilBackFunc,
                                    depthStencilState.stencilBackMask, glState.getStencilBackRef(),
                                    frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                setStencilWriteMask(depthStencilState.stencilWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                setStencilBackWriteMask(depthStencilState.stencilBackWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_FRONT:
                setStencilOpsFront(depthStencilState.stencilFail,
                                   depthStencilState.stencilPassDepthFail,
                                   depthStencilState.stencilPassDepthPass, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_BACK:
                setStencilOpsBack(depthStencilState.stencilBackFail,
                                  depthStencilState.stencilBackPassDepthFail,
                                  depthStencilState.stencilBackPassDepthPass, frontFaceCCW);
                break;
            default:
                break;
        }
    }

    if (sampleMask != mCurSampleMask)
    {
        setSampleMask(sampleMask);
    }

    return gl::Error(GL_NO_ERROR);
}