Allow alpha test shader to be colorizable

This commit is contained in:
Benau 2016-12-04 13:21:39 +08:00
parent 2a50149e62
commit ed43d16a1c
7 changed files with 52 additions and 14 deletions

View File

@ -1,31 +1,47 @@
#ifndef Use_Bindless_Texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
uniform sampler2D colorization_mask;
#endif
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
flat in sampler2D thirdhandle;
#endif
in vec2 uv;
in vec4 color;
in vec2 color_change;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
float mask = texture(thirdhandle, uv).a;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
float mask = texture(colorization_mask, uv).a;
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
if (color_change.x > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
col = vec4(new_color.r, new_color.g, new_color.b, col.a);
}
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.);
}

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@ -1,16 +1,21 @@
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D SpecMap;
layout(bindless_sampler) uniform sampler2D colorization_mask;
#else
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
uniform sampler2D colorization_mask;
#endif
uniform vec2 color_change;
in vec2 uv;
in vec4 color;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
@ -22,6 +27,16 @@ void main(void)
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
float mask = texture(colorization_mask, uv).a;
if (color_change.x > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
col.xyz = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
}
float specmap = texture(SpecMap, uv).g;
float emitmap = texture(SpecMap, uv).b;

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@ -295,7 +295,10 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
core::vector2df(0.0f, 0.0f)));
break;
case Material::SHADERTYPE_ALPHA_TEST:
ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
ListMatAlphaRef::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans,
(mesh->m_render_info && mesh->m_material ?
core::vector2df(mesh->m_render_info->getHue(), mesh->m_material->getColorizationFactor()) :
core::vector2df(0.0f, 0.0f)));
break;
case Material::SHADERTYPE_NORMAL_MAP:
ListMatNormalMap::getInstance()->SolidPass.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans,
@ -364,7 +367,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
ListMatDefault::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
break;
case Material::SHADERTYPE_ALPHA_TEST:
ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
ListMatAlphaRef::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
break;
case Material::SHADERTYPE_NORMAL_MAP:
ListMatNormalMap::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
@ -436,7 +439,7 @@ void DrawCalls::handleSTKCommon(scene::ISceneNode *Node,
ListMatDefault::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
break;
case Material::SHADERTYPE_ALPHA_TEST:
ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans);
ListMatAlphaRef::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));
break;
case Material::SHADERTYPE_NORMAL_MAP:
ListMatNormalMap::getInstance()->RSM.emplace_back(mesh, ModelMatrix, InvModelMatrix, mesh->texture_trans, core::vector2df(0.0f, 0.0f));

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@ -191,7 +191,7 @@ void GL3DrawPolicy::drawSolidSecondPass (const DrawCalls& draw_calls,
const std::vector<GLuint>& prefilled_tex) const
{
renderMeshes2ndPass<DefaultMaterial, 4, 3, 1> (handles, prefilled_tex);
renderMeshes2ndPass<AlphaRef, 3, 1 > (handles, prefilled_tex);
renderMeshes2ndPass<AlphaRef, 4, 3, 1> (handles, prefilled_tex);
renderMeshes2ndPass<UnlitMat, 3, 1 > (handles, prefilled_tex);
renderMeshes2ndPass<SplattingMat, 1 > (handles, prefilled_tex);
renderMeshes2ndPass<SphereMap, 2, 1 > (handles, prefilled_tex);

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@ -27,8 +27,8 @@ const STK::Tuple<size_t> DefaultMaterial::RSMTextures = STK::Tuple<size_t>(0);
// ----------------------------------------------------------------------------
const STK::Tuple<size_t, size_t> AlphaRef::FirstPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t, size_t> AlphaRef::SecondPassTextures
= STK::Tuple<size_t, size_t>(0, 1);
const STK::Tuple<size_t, size_t, size_t> AlphaRef::SecondPassTextures
= STK::Tuple<size_t, size_t, size_t>(0, 1, 2);
const STK::Tuple<size_t> AlphaRef::ShadowTextures = STK::Tuple<size_t>(0);
const STK::Tuple<size_t> AlphaRef::RSMTextures = STK::Tuple<size_t>(0);

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@ -55,20 +55,22 @@ public:
}; // InstancedObjectRefPass1Shader
// ============================================================================
class ObjectRefPass2Shader : public TextureShader<ObjectRefPass2Shader, 5,
core::matrix4, core::vector2df>
class ObjectRefPass2Shader : public TextureShader<ObjectRefPass2Shader, 6,
core::matrix4, core::vector2df,
core::vector2df>
{
public:
ObjectRefPass2Shader()
{
loadProgram(OBJECT, GL_VERTEX_SHADER, "object_pass.vert",
GL_FRAGMENT_SHADER, "objectref_pass2.frag");
assignUniforms("ModelMatrix", "texture_trans");
assignUniforms("ModelMatrix", "texture_trans", "color_change");
assignSamplerNames(0, "DiffuseMap", ST_NEAREST_FILTERED,
1, "SpecularMap", ST_NEAREST_FILTERED,
2, "SSAO", ST_BILINEAR_FILTERED,
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
5, "colorization_mask", ST_TRILINEAR_ANISOTROPIC_FILTERED);
} // ObjectRefPass2Shader
}; // ObjectRefPass2Shader
@ -91,7 +93,7 @@ public:
}; // InstancedObjectPass2Shader
// ============================================================================
class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPass2Shader, 5>
class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPass2Shader, 6>
{
public:
InstancedObjectRefPass2Shader()
@ -103,7 +105,8 @@ public:
1, "SpecularMap", ST_NEAREST_FILTERED,
2, "SSAO", ST_BILINEAR_FILTERED,
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
5, "colorization_mask", ST_TRILINEAR_ANISOTROPIC_FILTERED);
} // InstancedObjectRefPass2Shader
}; // InstancedObjectRefPass2Shader
@ -652,7 +655,7 @@ struct AlphaRef
static const enum Material::ShaderType MaterialType = Material::SHADERTYPE_ALPHA_TEST;
static const enum InstanceType Instance = InstanceTypeThreeTex;
static const STK::Tuple<size_t, size_t> FirstPassTextures;
static const STK::Tuple<size_t, size_t> SecondPassTextures;
static const STK::Tuple<size_t, size_t, size_t> SecondPassTextures;
static const STK::Tuple<size_t> ShadowTextures;
static const STK::Tuple<size_t> RSMTextures;
}; // struct AlphaRef

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@ -118,7 +118,8 @@ class ListMatDefault : public MeshList<ListMatDefault, GLMesh *, core::matrix4,
// ----------------------------------------------------------------------------
class ListMatAlphaRef : public MeshList<ListMatAlphaRef, GLMesh *, core::matrix4,
core::matrix4, core::vector2df>
core::matrix4, core::vector2df,
core::vector2df>
{};
// ----------------------------------------------------------------------------