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Fix manual depth test hole cutting
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@@ -28,6 +28,7 @@
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#include <openspace/documentation/documentation.h>
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#include <openspace/documentation/verifier.h>
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#include <openspace/engine/globals.h>
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#include <openspace/engine/windowdelegate.h>
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#include <openspace/rendering/framebufferrenderer.h>
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#include <openspace/rendering/renderengine.h>
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#include <openspace/util/distanceconversion.h>
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@@ -72,11 +73,12 @@ namespace {
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GL_COLOR_ATTACHMENT2,
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};
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constexpr std::array<const char*, 12> UniformNames = {
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constexpr std::array<const char*, 14> UniformNames = {
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"nLightSources", "lightDirectionsViewSpace", "lightIntensities",
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"modelViewTransform", "normalTransform", "projectionTransform",
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"performShading", "ambientIntensity", "diffuseIntensity",
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"specularIntensity", "performManualDepthTest", "gBufferDepthTexture"
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"specularIntensity", "performManualDepthTest", "gBufferDepthTexture",
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"viewport", "resolution"
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};
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constexpr std::array<const char*, 3> UniformOpacityNames = {
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@@ -812,7 +814,7 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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glClearBufferfv(GL_COLOR, 1, glm::value_ptr(glm::vec4(0.f, 0.f, 0.f, 0.f)));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Use a manuel depth test to make the models aware of the rest of the envierment
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// Use a manuel depth test to make the models aware of the rest of the scene
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_program->setUniform(
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_uniformCache.performManualDepthTest,
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_enableDepthTest
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@@ -831,6 +833,23 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
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gBufferDepthTextureUnit
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);
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// Will also need the resolution and viewport to get a texture coordinate for the
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// G-buffer depth texture
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_program->setUniform(
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_uniformCache.resolution,
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glm::vec2(global::windowDelegate->currentDrawBufferResolution())
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);
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GLint vp[4] = { 0 };
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global::renderEngine->openglStateCache().viewport(vp);
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glm::ivec4 viewport = glm::ivec4(vp[0], vp[1], vp[2], vp[3]);
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_program->setUniform(
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_uniformCache.viewport,
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static_cast<float>(viewport[0]),
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static_cast<float>(viewport[1]),
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static_cast<float>(viewport[2]),
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static_cast<float>(viewport[3])
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);
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// Render Pass 1
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// Render all parts of the model into the new framebuffer without opacity
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@@ -105,7 +105,8 @@ private:
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UniformCache(nLightSources, lightDirectionsViewSpace, lightIntensities,
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modelViewTransform, normalTransform, projectionTransform,
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performShading, ambientIntensity, diffuseIntensity,
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specularIntensity, performManualDepthTest, gBufferDepthTexture) _uniformCache;
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specularIntensity, performManualDepthTest, gBufferDepthTexture,
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viewport, resolution) _uniformCache;
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std::vector<std::unique_ptr<LightSource>> _lightSources;
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@@ -25,7 +25,6 @@
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#include "fragment.glsl"
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in vec2 vs_st;
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in vec2 vs_viewportPixelCoord;
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in vec3 vs_normalViewSpace;
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in vec4 vs_positionCameraSpace;
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in float vs_screenSpaceDepth;
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@@ -51,6 +50,9 @@ uniform float lightIntensities[8];
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uniform bool performManualDepthTest = false;
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uniform sampler2D gBufferDepthTexture;
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uniform vec4 viewport;
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uniform vec2 resolution;
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Fragment getFragment() {
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Fragment frag;
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frag.depth = vs_screenSpaceDepth;
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@@ -60,9 +62,27 @@ Fragment getFragment() {
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frag.color.a = 1.0;
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if (performManualDepthTest) {
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// gl_FragCoord.x goes from 0 to resolution.x and gl_FragCoord.y goes from 0 to
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// resolution.y, need to normalize it
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vec2 texCoord = gl_FragCoord.xy;
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texCoord.x = texCoord.x / resolution.x;
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texCoord.y = texCoord.y / resolution.y;
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// Modify the texCoord based on the Viewport and Resolution. This modification is
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// necessary in case of side-by-side stereo as we only want to access the part of the
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// feeding texture that we are currently responsible for. Otherwise we would map the
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// entire feeding texture into our half of the result texture, leading to a doubling
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// of the "missing" half. If you don't believe me, load a configuration file with the
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// side_by_side stereo mode enabled, disable FXAA, and remove this modification.
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// The same calculation is done in the FXAA shader, the HDR resolving and the
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// atmosphere shader
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vec2 st = texCoord;
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st.x = st.x / (resolution.x / viewport[2]) + (viewport[0] / resolution.x);
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st.y = st.y / (resolution.y / viewport[3]) + (viewport[1] / resolution.y);
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// Manual depth test
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float gBufferDepth =
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denormalizeFloat(texture(gBufferDepthTexture, vs_viewportPixelCoord).x);
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denormalizeFloat(texture(gBufferDepthTexture, st).x);
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if (vs_screenSpaceDepth > gBufferDepth) {
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frag.color = vec4(0.0);
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frag.depth = gBufferDepth;
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@@ -32,7 +32,6 @@ layout(location = 2) in vec3 in_normal;
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layout(location = 3) in vec3 in_tangent;
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out vec2 vs_st;
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out vec2 vs_viewportPixelCoord;
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out vec3 vs_normalViewSpace;
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out float vs_screenSpaceDepth;
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out vec4 vs_positionCameraSpace;
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@@ -68,9 +67,4 @@ void main() {
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vec3 B = normalize(cross(N, T));
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vs_TBN = mat3(T, B, N);
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// Figure out the fragment's position in the viewport
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vec3 ndc = gl_Position.xyz / gl_Position.w; // perspective divide/normalize
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vec2 viewportCoord = ndc.xy * 0.5 + 0.5; // ndc is -1 to 1 in GL. scale for 0 to 1
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vs_viewportPixelCoord = viewportCoord;
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}
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