First prototype of new line rendering

master
Martin Felis 2016-12-19 22:15:29 +01:00
parent e88ea62139
commit 0844762eaa
6 changed files with 274 additions and 33 deletions

13
shaders/lines/fs_lines.sc Normal file
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@ -0,0 +1,13 @@
$input v_color0
/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = v_color0;
}

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@ -0,0 +1,7 @@
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 1.0, 1.0);
vec3 a_position : POSITION;
vec3 a_texcoord0 : TEXCOORD0 = vec3(1.0, 0.0, 1.0);
vec3 a_texcoord1 : TEXCOORD1 = vec3(1.0, 0.0, 1.0);
float a_texcoord2 : TEXCOORD2 = 0.0;

65
shaders/lines/vs_lines.sc Normal file
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@ -0,0 +1,65 @@
$input a_position, a_texcoord0, a_texcoord1, a_texcoord2
$output v_color0
/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
uniform vec4 u_line_params;
#define thickness u_line_params.x
#define miter u_line_params.y
#define width u_line_params.z
#define height u_line_params.w
#define current_pos a_position
#define prev_pos a_texcoord0
#define next_pos a_texcoord1
#define direction a_texcoord2
void main()
{
float aspect = width / height;
vec2 aspect_vec = vec2(aspect, 1.0);
vec4 current_proj = mul(u_modelViewProj, vec4(current_pos, 1.0));
vec4 prev_proj = mul(u_modelViewProj, vec4(prev_pos, 1.0));
vec4 next_proj = mul(u_modelViewProj, vec4(next_pos, 1.0));
vec2 current_screen = current_proj.xy / current_proj.w * aspect_vec;
vec2 prev_screen = prev_proj.xy / prev_proj.w * aspect_vec;
vec2 next_screen = next_proj.xy / next_proj.w * aspect_vec;
float len = thickness;
float orientation = direction;
vec2 dir = vec2(0.0);
if (current_screen == prev_screen) {
dir = normalize(next_screen - current_screen);
} else if (current_screen == next_screen) {
dir = normalize (current_screen - prev_screen);
} else {
vec2 dirA = normalize (current_screen - prev_screen);
if (miter == 1) {
vec2 dirB = normalize(next_screen - current_screen);
//now compute the miter join normal and length
vec2 tangent = normalize(dirA + dirB);
vec2 perp = vec2(-dirA.y, dirA.x);
vec2 miter_vec = vec2(-tangent.y, tangent.x);
dir = tangent;
len = thickness / dot(miter_vec, perp);
} else {
dir = dirA;
}
}
vec2 normal = vec2(-dir.y, dir.x);
normal *= len/2.0;
normal.x /= aspect;
vec4 offset = vec4(normal * orientation, 0.0, 0.0);
gl_Position = current_proj + offset;
v_color0 = vec4(1.0, 0.0, 1.0, 1.0);
}

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@ -84,6 +84,7 @@ static void module_reload(struct module_state *state) {
assert (camera != nullptr);
SerializeBool (*gReadSerializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
SerializeBool (*gReadSerializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
SerializeBool (*gReadSerializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
SerializeVec3 (*gReadSerializer, "protot.RenderModule.camera.eye", camera->eye);
SerializeVec3 (*gReadSerializer, "protot.RenderModule.camera.poi", camera->poi);
@ -97,6 +98,7 @@ static void module_unload(struct module_state *state) {
//(*gSerializer)["protot"]["RenderModule"]["active_camera"] = (double)gRenderer->activeCameraIndex;
SerializeBool (*gWriteSerializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
SerializeBool (*gWriteSerializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
SerializeBool (*gWriteSerializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
SerializeVec3 (*gWriteSerializer, "protot.RenderModule.camera.eye", camera->eye);
SerializeVec3 (*gWriteSerializer, "protot.RenderModule.camera.poi", camera->poi);
@ -149,7 +151,7 @@ bgfx::DynamicIndexBufferHandle debug_lines_ibh;
bgfx::UniformHandle u_time;
bgfx::UniformHandle u_color;
bgfx::UniformHandle u_lineparams;
bgfx::UniformHandle u_line_params;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_exposure;
@ -432,9 +434,7 @@ RenderState s_renderStates[RenderState::Count] = {
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
// | BGFX_STATE_CULL_CCW
// | BGFX_STATE_PT_LINESTRIP
| BGFX_STATE_DEPTH_TEST_ALWAYS
| BGFX_STATE_MSAA,
0,
RenderProgram(),
@ -449,6 +449,7 @@ RenderState s_renderStates[RenderState::Count] = {
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_PT_LINES
// | BGFX_STATE_PT_POINTS
| BGFX_STATE_MSAA,
0,
RenderProgram(),
@ -552,6 +553,32 @@ struct PosColorTexCoord0Vertex
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
// Used for lines
struct PathVertex
{
float position[3];
float prev[3];
float next[3];
// TODO: use an int for the direction
float direction;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord1, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord2, 1, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PathVertex::ms_decl;
//
// Static geometries
//
@ -755,6 +782,7 @@ void Renderer::createGeometries() {
PosNormalVertex::init();
PosNormalColorTexcoordVertex::init();
PosColorTexCoord0Vertex::init();
PathVertex::init();
// Create static vertex buffer.
cube_vbh = bgfx::createVertexBuffer(
@ -775,6 +803,18 @@ void Renderer::createGeometries() {
bgfx::makeRef(s_cubeEdgeIndices, sizeof(s_cubeEdgeIndices) )
);
// Create dynamic debug line buffer
path_lines_vbh = bgfx::createDynamicVertexBuffer(
(uint32_t) 1,
PathVertex::ms_decl,
BGFX_BUFFER_ALLOW_RESIZE
);
path_lines_ibh= bgfx::createDynamicIndexBuffer(
(uint32_t) 1,
BGFX_BUFFER_ALLOW_RESIZE
);
// Create dynamic debug line buffer
debug_lines_vbh = bgfx::createDynamicVertexBuffer(
(uint32_t) 1,
@ -841,7 +881,7 @@ void Renderer::setupShaders() {
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
u_lineparams = bgfx::createUniform("u_lineparams", bgfx::UniformType::Vec4);
u_line_params = bgfx::createUniform("u_line_params", bgfx::UniformType::Vec4);
m_timeOffset = bx::getHPCounter();
@ -904,7 +944,7 @@ void Renderer::setupShaders() {
lights[0].shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/src/vs_lines.sc", "shaders/src/fs_lines.sc");
s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines.sc");
s_renderStates[RenderState::Debug].m_program = RenderProgram("shaders/src/vs_debug.sc", "shaders/src/fs_debug.sc");
}
@ -1087,7 +1127,7 @@ void Renderer::shutdown() {
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_color);
bgfx::destroyUniform(u_lineparams);
bgfx::destroyUniform(u_line_params);
for (uint8_t ii = 0; ii < RenderState::Count; ++ii) {
if (bgfx::isValid(s_renderStates[ii].m_program.program)) {
@ -1279,7 +1319,7 @@ void Renderer::paintGL() {
// Clear backbuffer and shadowmap framebuffer at beginning.
bgfx::setViewClear(RenderState::Skybox
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0xf03030ff, 1.0f, 0
, 0x000000ff, 1.0f, 0
);
bgfx::setViewClear(RenderState::ShadowMap
@ -1295,6 +1335,7 @@ void Renderer::paintGL() {
bgfx::touch(RenderState::Scene);
bgfx::touch(RenderState::Skybox);
if (drawSkybox) {
// Skybox pass
memcpy (IBL::uniforms.m_cameraPos, cameras[activeCameraIndex].eye.data(), 3 * sizeof(float));
@ -1318,6 +1359,7 @@ void Renderer::paintGL() {
IBL::uniforms.submit();
bgfx::submit(RenderState::Skybox, s_renderStates[RenderState::Skybox].m_program.program);
}
if (drawFloor)
{
@ -1374,6 +1416,109 @@ void Renderer::paintGL() {
meshSubmit(entities[i]->mesh, &s_renderStates[RenderState::Scene], 1, entities[i]->transform);
}
// drawLinesHere
{
Path test_path;
test_path.points.push_back(Vector3f (0.f, -1.f, 0.f));
test_path.points.push_back(Vector3f (1.f, -1.f, 0.f));
test_path.points.push_back(Vector3f (0.f, 0.f, 0.f));
test_path.points.push_back(Vector3f (1.f, 0.f, 0.f));
test_path.points.push_back(Vector3f (0.25f, -0.75f, 0.f));
// create an array for the actual buffer
std::vector<PathVertex> path_vertices;
// note: we submit each vertex twice
for (int i = 0; i < test_path.points.size(); i++) {
PathVertex vertex;
memcpy (vertex.position, test_path.points[i].data(), sizeof(float) * 3);
if (i == 0) {
assert (test_path.points.size() > 1);
memcpy (vertex.prev, test_path.points[i].data(), sizeof(float) * 3);
memcpy (vertex.next, test_path.points[i + 1].data(), sizeof(float) * 3);
} else if (i == test_path.points.size() - 1) {
memcpy (vertex.next, test_path.points[i].data(), sizeof(float) * 3);
memcpy (vertex.prev, test_path.points[i - 1].data(), sizeof(float) * 3);
} else {
memcpy (vertex.prev, test_path.points[i - 1].data(), sizeof(float) * 3);
memcpy (vertex.next, test_path.points[i + 1].data(), sizeof(float) * 3);
}
vertex.direction = -1.0f;
path_vertices.push_back(vertex);
vertex.direction = 1.0f;
path_vertices.push_back(vertex);
}
// PathVertex* v = (PathVertex*) path_vertices.data();
// int vi = 0;
// while (vi < path_vertices.size()) {
// cout << vi << ": v=" << v->position[0] << ", " << v->position[1] << ", " << v->position[2]
// << " p=" << v->prev[0] << ", " << v->prev[1] << ", " << v->prev[2] << ", "
// << " n=" << v->next[0] << ", " << v->next[1] << ", " << v->next[2] << ", "
// << " d=" << v->direction << endl;
//
// v++;
// vi++;
// }
// update buffer from buffer data
bgfx::updateDynamicVertexBuffer (path_lines_vbh,
0,
bgfx::copy(path_vertices.data(), sizeof(PathVertex) * path_vertices.size())
);
std::vector<uint16_t> line_indices;
int index = 0;
for (int i = 0; i < test_path.points.size() - 1; i++) {
int j = index;
line_indices.push_back(j + 0);
line_indices.push_back(j + 1);
line_indices.push_back(j + 2);
line_indices.push_back(j + 2);
line_indices.push_back(j + 1);
line_indices.push_back(j + 3);
index += 2;
}
// for (int i = 0; i < line_indices.size(); i++) {
// cout << line_indices[i] << ", ";
// }
// cout << endl;
//
// cout << "points: " << test_path.points.size()
// << ", line indices: " << line_indices.size()
// << ", path_vertices: " << path_vertices.size()
// << ", last line index: " << line_indices[line_indices.size() -1]
// << ", width = " << width << ", height = " << height
// << endl;
// assert (line_indices[line_indices.size() -1] < path_vertices.size());
// assert (line_indices.size() == test_path.points.size() * 3);
bgfx::updateDynamicIndexBuffer (path_lines_ibh,
0,
bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
);
// submit data
const RenderState& st = s_renderStates[RenderState::Lines];
float thickness = 0.1f;
float miter = 1.f;
float aspect = width / height;
Vector4f params (thickness, miter, width, height);
Camera &active_camera = cameras[activeCameraIndex];
bgfx::setUniform(u_line_params, params.data(), 1);
bgfx::setIndexBuffer(path_lines_ibh);
bgfx::setVertexBuffer(path_lines_vbh);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program.program);
}
// render debug information
if (drawDebug) {
float tmp[16];
@ -1495,7 +1640,7 @@ void Renderer::paintGL() {
width,
height);
ImGui::SetNextWindowSize (ImVec2(400.f, 200.0f), ImGuiSetCond_Once);
ImGui::SetNextWindowSize (ImVec2(400.f, 300.0f), ImGuiSetCond_Once);
ImGui::SetNextWindowPos (ImVec2(10.f, 300.0f), ImGuiSetCond_Once);
ImGui::Begin("Render Settings");
@ -1520,6 +1665,7 @@ void Renderer::paintGL() {
assert (lights.size() == 1);
ImGui::Checkbox("Draw Floor", &drawFloor);
ImGui::Checkbox("Draw Skybox", &drawSkybox);
ImGui::Checkbox("Draw Debug", &drawDebug);
for (int i = 0; i < lights.size(); i++) {

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@ -176,6 +176,10 @@ struct LightProbe
bgfx::TextureHandle m_texIrr;
};
struct Path {
std::vector<SimpleMath::Vector3f> points;
};
struct DebugCommand {
enum CommandType {
Line,
@ -194,6 +198,7 @@ struct Renderer {
bool initialized;
bool drawDebug;
bool drawFloor = true;
bool drawSkybox = true;
uint32_t width;
uint32_t height;

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@ -215,20 +215,25 @@ bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
bgfx::ProgramHandle loadProgramFromFiles(const char *_vsFileName, const char *_fsFileName) {
std::cout << "Loading shader " << _vsFileName << std::endl;
const char* argv[11];
const char* argv[10];
argv[0] = "--type";
argv[1] = "vertex";
argv[2] = "--platform";
argv[3] = "linux";
argv[4] = "-i";
argv[5] = "shaders/common";
argv[6] = "--varyingdef";
argv[7] = "-p";
argv[8] = "120";
argv[9] = "-f";
argv[10] = _vsFileName;
argv[6] = "-p";
argv[7] = "120";
argv[8] = "-f";
argv[9] = _vsFileName;
bx::CommandLine cmdLine (11, argv);
// argv[6] = "--varyingdef";
// argv[7] = "-p";
// argv[8] = "120";
// argv[9] = "-f";
// argv[10] = _vsFileName;
bx::CommandLine cmdLine (10, argv);
const bgfx::Memory* vs_source_memory = loadMem(entry::getFileReader(), _vsFileName);
bx::ReaderSeekerI* vs_source_reader = new bx::MemoryReader (vs_source_memory->data, vs_source_memory->size);