Fix manual depth test hole cutting

This commit is contained in:
Malin E
2023-03-03 08:44:13 +01:00
parent fedbf9a31e
commit 98836e5393
4 changed files with 46 additions and 12 deletions

View File

@@ -28,6 +28,7 @@
#include <openspace/documentation/documentation.h>
#include <openspace/documentation/verifier.h>
#include <openspace/engine/globals.h>
#include <openspace/engine/windowdelegate.h>
#include <openspace/rendering/framebufferrenderer.h>
#include <openspace/rendering/renderengine.h>
#include <openspace/util/distanceconversion.h>
@@ -72,11 +73,12 @@ namespace {
GL_COLOR_ATTACHMENT2,
};
constexpr std::array<const char*, 12> UniformNames = {
constexpr std::array<const char*, 14> UniformNames = {
"nLightSources", "lightDirectionsViewSpace", "lightIntensities",
"modelViewTransform", "normalTransform", "projectionTransform",
"performShading", "ambientIntensity", "diffuseIntensity",
"specularIntensity", "performManualDepthTest", "gBufferDepthTexture"
"specularIntensity", "performManualDepthTest", "gBufferDepthTexture",
"viewport", "resolution"
};
constexpr std::array<const char*, 3> UniformOpacityNames = {
@@ -812,7 +814,7 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
glClearBufferfv(GL_COLOR, 1, glm::value_ptr(glm::vec4(0.f, 0.f, 0.f, 0.f)));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use a manuel depth test to make the models aware of the rest of the envierment
// Use a manuel depth test to make the models aware of the rest of the scene
_program->setUniform(
_uniformCache.performManualDepthTest,
_enableDepthTest
@@ -831,6 +833,23 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
gBufferDepthTextureUnit
);
// Will also need the resolution and viewport to get a texture coordinate for the
// G-buffer depth texture
_program->setUniform(
_uniformCache.resolution,
glm::vec2(global::windowDelegate->currentDrawBufferResolution())
);
GLint vp[4] = { 0 };
global::renderEngine->openglStateCache().viewport(vp);
glm::ivec4 viewport = glm::ivec4(vp[0], vp[1], vp[2], vp[3]);
_program->setUniform(
_uniformCache.viewport,
static_cast<float>(viewport[0]),
static_cast<float>(viewport[1]),
static_cast<float>(viewport[2]),
static_cast<float>(viewport[3])
);
// Render Pass 1
// Render all parts of the model into the new framebuffer without opacity