veMaterial* veDeferredRenderPipeline::createIBLightMaterial(veLight *light)
{
    auto material = new veMaterial;
    auto technique = new veTechnique;
    auto pass = new vePass;
    material->addTechnique(technique);
    technique->addPass(pass);
    
    initLightCommomParams(light, pass);
    pass->setRenderPass(vePass::FORWARD_PASS);
    pass->depthTest() = false;
    pass->depthWrite() = false;
    pass->stencilTest() = false;
    pass->cullFace() = true;
    pass->cullFaceMode() = GL_BACK;
    pass->blendFunc().src = GL_ONE;
    pass->blendFunc().dst = GL_ONE;
    pass->blendEquation() = GL_FUNC_ADD;
    pass->setShader(new veShader(veShader::VERTEX_SHADER, SCREEN_BASED_LIGHT_VERTEX_SHADER));
    pass->setShader(new veShader(veShader::FRAGMENT_SHADER, IB_LIGHT_FRAGMENT_SHADER));
    pass->addUniform(new veUniform("u_lightDirection", veVec3::ZERO));
    pass->addUniform(new veUniform("u_specularMipMapCount", 1.0f));
    pass->addUniform(new veUniform("u_diffuseLighting", 4));
    pass->addUniform(new veUniform("u_specularLighting", 5));
    
    
    return material;
}
veMaterial* veDeferredRenderPipeline::createDirectionalLightMaterial(veLight *light)
{
    auto material = new veMaterial;
    auto technique = new veTechnique;
    auto pass = new vePass;
    material->addTechnique(technique);
    technique->addPass(pass);
    
    initLightCommomParams(light, pass);
    pass->setRenderPass(vePass::FORWARD_PASS);
    pass->depthTest() = false;
    pass->depthWrite() = false;
    pass->stencilTest() = false;
    pass->cullFace() = true;
    pass->cullFaceMode() = GL_BACK;
    pass->blendFunc().src = GL_ONE;
    pass->blendFunc().dst = GL_ONE;
    pass->blendEquation() = GL_FUNC_ADD;
    pass->setShader(new veShader(veShader::VERTEX_SHADER, SCREEN_BASED_LIGHT_VERTEX_SHADER));
    pass->setShader(new veShader(veShader::FRAGMENT_SHADER, DIRECTIONAL_LIGHT_FRAGMENT_SHADER));
    pass->addUniform(new veUniform("u_lightDirection", veVec3::ZERO));
    pass->addUniform(new veUniform("u_lightMatrixs", &veMat4::IDENTITY, 1));
    pass->addUniform(new veUniform("u_shadowCascadedLevels", 0.f));
    pass->addUniform(new veUniform("u_shadowCascadedCount", 0.f));
    pass->addUniform(new veUniform("u_shadowTex", 4));
    
    return material;
}
예제 #3
0
po::BlendState::BlendState() {
	enabled = false;
	
	blendEquation(GL_FUNC_ADD);
	blendFunc(GL_ONE, GL_ZERO);
	
	color = poColor::transparent;
}
void PCPUploadRenderer::renderParallelCoordinates() {
    std::shared_ptr<const ParallelCoordinatesPlotRawData> data = _inport.getData();
    int nDimensions = data->minMax.size();
    int nValues = data->data.size();

    utilgl::GlBoolState depthTest(GL_DEPTH_TEST, !_depthTesting);
    utilgl::BlendModeEquationState blendEquation(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD);

    utilgl::GlBoolState lineSmooth(GL_LINE_SMOOTH, _lineSmoothing);
    if (_lineSmoothing)
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    _shader.activate();

    _shader.setUniform("_nDimensions", nDimensions);
    _shader.setUniform("_nData", nValues / nDimensions);
    _shader.setUniform("_horizontalBorder", _horizontalBorder);
    _shader.setUniform("_verticalBorder", _verticalBorder);
    _shader.setUniform("_depthTesting", !_depthTesting);
    _shader.setUniform("_alphaFactor", _alphaFactor);

    TextureUnit tfUnit;
    utilgl::bindTexture(_transFunc, tfUnit);
    _shader.setUniform("_transFunc", tfUnit.getUnitNumber());

    glBindVertexArray(_vao);

    bool hasColoringData = _coloringData.hasData() && _coloringData.getData()->hasData;
    _shader.setUniform("_hasColoringData", hasColoringData);
    if (hasColoringData) {
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, _coloringData.getData()->ssboColor);
    }

    //glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data->ssboData);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, _dimensionOrderingBuffer);

    //for (int i = 0; i < nValues / nDimensions; ++i) {
    //    glDrawElements(GL_LINE_STRIP, nDimensions, )
    //}

    glEnable(GL_PRIMITIVE_RESTART);
    glPrimitiveRestartIndex(PRIM_RESTART);

    glDrawElements(GL_LINE_STRIP, nValues / nDimensions, GL_UNSIGNED_INT, _drawElements);


    glDisable(GL_PRIMITIVE_RESTART);
    //glDrawArrays(GL_LINE_STRIP, 0, nValues);

    //glMultiDrawArrays(GL_LINE_STRIP, _multiDrawIndices, _multiDrawCount, nValues / nDimensions);

    //glDrawArraysInstanced(GL_LINE_STRIP, 0, data->nDimensions, data->nValues / data->nDimensions);

    glBindVertexArray(0);

    _shader.deactivate();
}
veMaterial* veDeferredRenderPipeline::createSpotLightMaterial(veLight *light)
{
    auto material = new veMaterial;
    auto technique = new veTechnique;
    auto pass0 = new vePass;
    auto pass1 = new vePass;
    material->addTechnique(technique);
    technique->addPass(pass0);
    technique->addPass(pass1);
    
    pass0->setRenderPass(vePass::FORWARD_PASS);
    pass0->depthTest() = true;
    pass0->depthWrite() = false;
    pass0->stencilTest() = true;
    pass0->cullFace() = false;
    pass0->stencilFunc() = { GL_ALWAYS, 0, 0, GL_ALWAYS, 0, 0 };
    pass0->stencilOp() = { GL_KEEP, GL_DECR_WRAP, GL_KEEP, GL_KEEP, GL_INCR_WRAP, GL_KEEP };
    pass0->blendFunc() = veBlendFunc::DISABLE;
    pass0->setShader(new veShader(veShader::VERTEX_SHADER, WORLD_BASED_LIGHT_VERTEX_SHADER));
    pass0->setShader(new veShader(veShader::FRAGMENT_SHADER, "layout(location=0) out vec4 fragColor;void main(){}"));
    pass0->addUniform(new veUniform("u_ModelViewProjectMat", MVP_MATRIX));
    pass0->setApplyFunctionCallback([]() {
        glClear(GL_STENCIL_BUFFER_BIT);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
    });
    
    initLightCommomParams(light, pass1);
    pass1->setRenderPass(vePass::FORWARD_PASS);
    pass1->depthTest() = false;
    pass1->depthWrite() = false;
    pass1->stencilTest() = true;
    pass1->cullFace() = true;
    pass1->cullFaceMode() = GL_FRONT;
    pass1->blendFunc().src = GL_ONE;
    pass1->blendFunc().dst = GL_ONE;
    pass1->blendEquation() = GL_FUNC_ADD;
    pass1->stencilFunc() = { GL_NOTEQUAL, 0, 0xFF, GL_NOTEQUAL, 0, 0xFF };
    pass1->setShader(new veShader(veShader::VERTEX_SHADER, WORLD_BASED_LIGHT_VERTEX_SHADER));
    pass1->setShader(new veShader(veShader::FRAGMENT_SHADER, SPOT_LIGHT_FRAGMENT_SHADER));
    pass1->addUniform(new veUniform("u_ModelViewProjectMat", MVP_MATRIX));
    pass1->addUniform(new veUniform("u_lightDirection", veVec3(0.0f)));
    pass1->addUniform(new veUniform("u_lightPosition", veVec3(0.0f)));
    pass1->addUniform(new veUniform("u_lightMatrix", veMat4::IDENTITY));
    pass1->addUniform(new veUniform("u_lightARI", 0.0f));
    pass1->addUniform(new veUniform("u_lightInnerAngleCos", 0.0f));
    pass1->addUniform(new veUniform("u_lightOuterAngleCos", 0.0f));
    pass1->addUniform(new veUniform("u_shadowTex", 4));
    pass1->setApplyFunctionCallback([]() {
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    });
    
    return material;
}
예제 #6
0
Material::Material(Material_t tag)
    : tag(tag),
      vertexShader(this),
      fragmentShader(this),
      index0AttributeName(this)
{
    mId = Material::MaterialIdCount++;

    mUuid = Math::generateUUID();

    mName = "";

    side() = kFrontSide;

    opacity() = 1.0f;
    transparent() = false;

    blending() = kNormalBlending;

    blendSrc() = kSrcAlphaFactor;
    blendDst() = kOneMinusSrcAlphaFactor;
    blendEquation() = kAddEquation;

    depthTest() = true;
    depthWrite() = true;

    polygonOffset() = false;
    polygonOffsetFactor() = 0;
    polygonOffsetUnits() = 0;

    // mAlphaTest = 0;

    overdraw() = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

    visible() = true;

    needsUpdate() = true;

    // By default, bind position to attribute index 0. In WebGL, attribute 0
    // should always be used to avoid potentially expensive emulation.
    index0AttributeName("position");

    linewidth() = 1.0f;
    metal() = false;
    perPixel() = true;
    shading() = kNoShading;
	vertexColors() = kNoColors;
    wireframe() = false;
    wireframeLinewidth() = 1.0f;
}
void PCPRenderer::renderParallelCoordinates() {
    std::shared_ptr<const ParallelCoordinatesPlotData> data = _inport.getData();
    utilgl::GlBoolState depthTest(GL_DEPTH_TEST, !_depthTesting);

    //utilgl::GlBoolState alpha(GL_ALPHA, _alphaFactor != 1.f);
    utilgl::BlendModeEquationState blendEquation(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD);

    utilgl::GlBoolState lineSmooth(GL_LINE_SMOOTH, _lineSmoothing);
    if (_lineSmoothing)
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    _shader.activate();

    _shader.setUniform("_nDimensions", data->nDimensions);
    _shader.setUniform("_nData", data->nValues / data->nDimensions);
    _shader.setUniform("_horizontalBorder", _horizontalBorder);
    _shader.setUniform("_verticalBorder", _verticalBorder);
    _shader.setUniform("_depthTesting", _depthTesting);
    _shader.setUniform("_alphaFactor", _alphaFactor);

    TextureUnit tfUnit;
    utilgl::bindTexture(_transFunc, tfUnit);
    _shader.setUniform("_transFunc", tfUnit.getUnitNumber());

    glBindVertexArray(_vao);

    bool hasColoringData = _coloringData.hasData() && _coloringData.getData()->hasData;
    _shader.setUniform("_hasColoringData", hasColoringData);
    if (hasColoringData) {
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _coloringData.getData()->ssboColor);
    }

    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data->ssboData);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, _dimensionOrderingBuffer);

    glDrawArraysInstanced(GL_LINE_STRIP, 0, data->nDimensions, data->nValues / data->nDimensions);

    glBindVertexArray(0);

    _shader.deactivate();
}
veMaterial* veDeferredRenderPipeline::createAmbientLightMaterial()
{
    auto material = new veMaterial;
    auto technique = new veTechnique;
    auto pass = new vePass;
    material->addTechnique(technique);
    technique->addPass(pass);
    
    pass->setRenderPass(vePass::FORWARD_PASS);
    pass->depthTest() = false;
    pass->depthWrite() = false;
    pass->stencilTest() = false;
    pass->cullFace() = true;
    pass->cullFaceMode() = GL_BACK;
    pass->blendFunc().src = GL_ONE;
    pass->blendFunc().dst = GL_ONE;
    pass->blendEquation() = GL_FUNC_ADD;
    pass->setShader(new veShader(veShader::VERTEX_SHADER, SCREEN_BASED_LIGHT_VERTEX_SHADER));
    pass->setShader(new veShader(veShader::FRAGMENT_SHADER, AMBIENT_LIGHT_FRAGMENT_SHADER));
    pass->addUniform(new veUniform("u_ambient", veVec3::ZERO));
    pass->addUniform(new veUniform("u_RT1", 0));
    
    return material;
}