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Merge branch 'master' into consoleversion
This commit is contained in:
commit
e82fa70bb4
43 changed files with 660 additions and 279 deletions
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@ -1237,7 +1237,7 @@
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<div class="section-header">
|
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<label>Spacial Properties</label>
|
||||
<label>Spatial Properties</label>
|
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</div>
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||||
|
||||
<div class="property">
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|
|
|
@ -0,0 +1,91 @@
|
|||
// rapidProceduralChangeTest.js
|
||||
// examples/tests/rapidProceduralChange
|
||||
//
|
||||
// Created by Eric Levin on 3/9/2016.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This test creates primitives with fragment shaders and rapidly updates its uniforms, as well as a skybox.
|
||||
// For the test to pass:
|
||||
// - The primitives (cube and sphere) should update at rate of update loop, cycling through red values.
|
||||
// - The skymap should do the same, although its periodicity may be different.
|
||||
//
|
||||
// Under the hood, the primitives are driven by a uniform, while the skymap is driven by a timer.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
|
||||
|
||||
var orientation = Camera.getOrientation();
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orientation = Quat.safeEulerAngles(orientation);
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orientation.x = 0;
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orientation = Quat.fromVec3Degrees(orientation);
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var centerUp = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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centerUp.y += 0.5;
|
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var centerDown = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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centerDown.y -= 0.5;
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|
||||
var ENTITY_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/uniformTest.fs";
|
||||
var SKYBOX_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/timerTest.fs";
|
||||
|
||||
var entityData = {
|
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ProceduralEntity: {
|
||||
shaderUrl: ENTITY_SHADER_URL,
|
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uniforms: { red: 0.0 }
|
||||
}
|
||||
};
|
||||
var skyboxData = {
|
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ProceduralEntity: {
|
||||
shaderUrl: SKYBOX_SHADER_URL,
|
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uniforms: { red: 0.0 }
|
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}
|
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};
|
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|
||||
var testBox = Entities.addEntity({
|
||||
type: "Box",
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dimensions: { x: 0.5, y: 0.5, z: 0.5 },
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position: centerUp,
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userData: JSON.stringify(entityData)
|
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});
|
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var testSphere = Entities.addEntity({
|
||||
type: "Sphere",
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dimensions: { x: 0.5, y: 0.5, z: 0.5 },
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position: centerDown,
|
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userData: JSON.stringify(entityData)
|
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});
|
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var testZone = Entities.addEntity({
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type: "Zone",
|
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dimensions: { x: 50, y: 50, z: 50 },
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position: MyAvatar.position,
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userData: JSON.stringify(skyboxData),
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backgroundMode: "skybox",
|
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skybox: { url: "http://kyoub.googlecode.com/svn/trunk/KYouB/textures/skybox_test.png" }
|
||||
});
|
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|
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|
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var currentTime = 0;
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|
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function update(deltaTime) {
|
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var red = (Math.sin(currentTime) + 1) / 2;
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entityData.ProceduralEntity.uniforms.red = red;
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skyboxData.ProceduralEntity.uniforms.red = red;
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entityEdit = { userData: JSON.stringify(entityData) };
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skyboxEdit = { userData: JSON.stringify(skyboxData) };
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Entities.editEntity(testBox, entityEdit);
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Entities.editEntity(testSphere, entityEdit);
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Entities.editEntity(testZone, skyboxEdit);
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|
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currentTime += deltaTime;
|
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}
|
||||
|
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Script.update.connect(update);
|
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|
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Script.scriptEnding.connect(cleanup);
|
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|
||||
function cleanup() {
|
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Entities.deleteEntity(testBox);
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Entities.deleteEntity(testSphere);
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Entities.deleteEntity(testZone);
|
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}
|
||||
|
21
examples/tests/rapidProceduralChange/timerTest.fs
Normal file
21
examples/tests/rapidProceduralChange/timerTest.fs
Normal file
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@ -0,0 +1,21 @@
|
|||
//
|
||||
// timerTest.fs
|
||||
// examples/tests/rapidProceduralChange
|
||||
//
|
||||
// Created by Eric Levin on 3/9/16.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This fragment shader is designed to test the rapid changing of a uniform on the timer.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
uniform float red;
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float blue = red;
|
||||
blue = (cos(iGlobalTime) + 1) / 2;
|
||||
return vec3(1.0, 0.0, blue);
|
||||
}
|
||||
|
27
examples/tests/rapidProceduralChange/uniformTest.fs
Normal file
27
examples/tests/rapidProceduralChange/uniformTest.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
//
|
||||
// uniformTest.fs
|
||||
// examples/tests/rapidProceduralChange
|
||||
//
|
||||
// Created by Eric Levin on 3/9/16.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This fragment shader is designed to test the rapid changing of a uniform.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
uniform float red;
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
fragColor = vec4(red, 0.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 getProceduralColor() {
|
||||
vec4 result;
|
||||
vec2 position = _position.xz;
|
||||
position += 0.5;
|
||||
mainImage(result, position * iWorldScale.xz);
|
||||
return result;
|
||||
}
|
||||
|
18
examples/tests/skybox/px.fs
Normal file
18
examples/tests/skybox/px.fs
Normal file
|
@ -0,0 +1,18 @@
|
|||
//
|
||||
// px.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
20
examples/tests/skybox/px_rgba.fs
Normal file
20
examples/tests/skybox/px_rgba.fs
Normal file
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@ -0,0 +1,20 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
color *= skybox.color.rgb;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
22
examples/tests/skybox/px_tex.fs
Normal file
22
examples/tests/skybox/px_tex.fs
Normal file
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@ -0,0 +1,22 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
color *= texel;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
24
examples/tests/skybox/px_tex_rgba.fs
Normal file
24
examples/tests/skybox/px_tex_rgba.fs
Normal file
|
@ -0,0 +1,24 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
color *= texel;
|
||||
|
||||
color *= skybox.color.rgb;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
83
examples/tests/skybox/skyboxTest.js
Normal file
83
examples/tests/skybox/skyboxTest.js
Normal file
|
@ -0,0 +1,83 @@
|
|||
// skyboxTest.js
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This test cycles through different variations on the skybox with a mouseclick.
|
||||
// For the test to pass, you should observe the following cycle:
|
||||
// - Procedural skybox (no texture, no color)
|
||||
// - Procedural skybox (no texture, with color)
|
||||
// - Procedural skybox (with texture, no color)
|
||||
// - Procedural skybox (with texture, with color)
|
||||
// - Color skybox (no texture)
|
||||
// - Color skybox (with texture)
|
||||
// - Texture skybox (no color)
|
||||
//
|
||||
// As you run the test, descriptions of the expected rendered skybox will appear as overlays.
|
||||
//
|
||||
// NOTE: This does not test uniforms/textures applied to a procedural shader through userData.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var PX_URL = Script.resolvePath('px.fs');
|
||||
var PX_RGBA_URL = Script.resolvePath('px_rgba.fs');
|
||||
var PX_TEX_URL = Script.resolvePath('px_tex.fs');
|
||||
var PX_TEX_RGBA_URL = Script.resolvePath('px_tex_rgba.fs');
|
||||
|
||||
var TEX_URL = 'https://hifi-public.s3.amazonaws.com/alan/Playa/Skies/Test-Sky_out.png';
|
||||
var NO_TEX = '';
|
||||
|
||||
var COLOR = { red: 255, green: 0, blue: 255 };
|
||||
var NO_COLOR = { red: 0, green: 0, blue: 0 };
|
||||
|
||||
var data = { ProceduralEntity: { shaderUrl: PX_URL } };
|
||||
|
||||
var zone = Entities.addEntity({
|
||||
type: 'Zone',
|
||||
dimensions: { x: 50, y: 50, z: 50 },
|
||||
position: MyAvatar.position,
|
||||
backgroundMode: 'skybox'
|
||||
});
|
||||
var text = Overlays.addOverlay('text', {
|
||||
text: 'Click this box to advance tests; note that red value cycling means white->light blue',
|
||||
x: Window.innerWidth / 2 - 250, y: Window.innerHeight / 2 - 25,
|
||||
width: 500, height: 50
|
||||
});
|
||||
|
||||
print('Zone:', zone);
|
||||
print('Text:', text);
|
||||
|
||||
var edits = [
|
||||
['Red value should cycle', getEdit(PX_URL, NO_TEX, NO_COLOR)],
|
||||
['Red value should cycle, no green', getEdit(PX_RGBA_URL, NO_TEX, COLOR)],
|
||||
['Red value should cycle, each face tinted differently', getEdit(PX_TEX_URL, TEX_URL, NO_COLOR)],
|
||||
['Red value should cycle, each face tinted differently, no green', getEdit(PX_TEX_RGBA_URL, TEX_URL, COLOR)],
|
||||
['No green', getEdit(null, NO_TEX, COLOR)],
|
||||
['Each face colored differently, no green', getEdit(null, TEX_URL, COLOR)],
|
||||
['Each face colored differently', getEdit(null, TEX_URL, NO_COLOR)],
|
||||
];
|
||||
|
||||
Controller.mousePressEvent.connect(function(e) { if (Overlays.getOverlayAtPoint(e) === text) next(); });
|
||||
|
||||
Script.scriptEnding.connect(function() {
|
||||
Overlays.deleteOverlay(text);
|
||||
Entities.deleteEntity(zone);
|
||||
});
|
||||
|
||||
var i = 0;
|
||||
function next() {
|
||||
var edit = edits[i];
|
||||
Overlays.editOverlay(text, { text: edit[0] });
|
||||
Entities.editEntity(zone, edit[1]);
|
||||
i++;
|
||||
i %= edits.length;
|
||||
}
|
||||
|
||||
function getEdit(px, url, color) {
|
||||
return { userData: px ? getUserData(px) : '', backgroundMode: 'skybox', skybox: { url: url, color: color } }
|
||||
}
|
||||
function getUserData(px) { return JSON.stringify({ ProceduralEntity: { shaderUrl: px } }); }
|
||||
|
|
@ -3757,19 +3757,19 @@ namespace render {
|
|||
switch (backgroundMode) {
|
||||
case model::SunSkyStage::SKY_BOX: {
|
||||
auto skybox = skyStage->getSkybox();
|
||||
if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
|
||||
if (skybox) {
|
||||
PerformanceTimer perfTimer("skybox");
|
||||
skybox->render(batch, *(args->_viewFrustum));
|
||||
break;
|
||||
}
|
||||
// If no skybox texture is available, render the SKY_DOME while it loads
|
||||
}
|
||||
// fall through to next case
|
||||
|
||||
// Fall through: if no skybox is available, render the SKY_DOME
|
||||
case model::SunSkyStage::SKY_DOME: {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
|
||||
PerformanceTimer perfTimer("stars");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::payloadRender<BackgroundRenderData>() ... stars...");
|
||||
"Application::payloadRender<BackgroundRenderData>() ... My god, it's full of stars...");
|
||||
// should be the first rendering pass - w/o depth buffer / lighting
|
||||
|
||||
static const float alpha = 1.0f;
|
||||
|
@ -3777,6 +3777,7 @@ namespace render {
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case model::SunSkyStage::NO_BACKGROUND:
|
||||
default:
|
||||
// this line intentionally left blank
|
||||
|
|
|
@ -92,3 +92,8 @@ glm::quat HMDScriptingInterface::getOrientation() const {
|
|||
}
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
bool HMDScriptingInterface::isMounted() const{
|
||||
auto displayPlugin = qApp->getActiveDisplayPlugin();
|
||||
return (displayPlugin->isHmd() && displayPlugin->isDisplayVisible());
|
||||
}
|
||||
|
|
|
@ -25,6 +25,7 @@ class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Depen
|
|||
Q_OBJECT
|
||||
Q_PROPERTY(glm::vec3 position READ getPosition)
|
||||
Q_PROPERTY(glm::quat orientation READ getOrientation)
|
||||
Q_PROPERTY(bool mounted READ isMounted)
|
||||
|
||||
public:
|
||||
Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const;
|
||||
|
@ -39,6 +40,7 @@ public:
|
|||
static QScriptValue getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine);
|
||||
static QScriptValue getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine);
|
||||
|
||||
bool isMounted() const;
|
||||
|
||||
private:
|
||||
// Get the position of the HMD
|
||||
|
|
|
@ -164,7 +164,7 @@ void Stats::updateStats(bool force) {
|
|||
MyAvatar* myAvatar = avatarManager->getMyAvatar();
|
||||
glm::vec3 avatarPos = myAvatar->getPosition();
|
||||
STAT_UPDATE(position, QVector3D(avatarPos.x, avatarPos.y, avatarPos.z));
|
||||
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.1f);
|
||||
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.01f);
|
||||
STAT_UPDATE_FLOAT(yaw, myAvatar->getBodyYaw(), 0.1f);
|
||||
if (_expanded || force) {
|
||||
SharedNodePointer avatarMixer = nodeList->soloNodeOfType(NodeType::AvatarMixer);
|
||||
|
|
|
@ -51,27 +51,24 @@ void QmlOverlay::buildQmlElement(const QUrl& url) {
|
|||
}
|
||||
|
||||
QmlOverlay::~QmlOverlay() {
|
||||
if (_qmlElement) {
|
||||
_qmlElement->deleteLater();
|
||||
_qmlElement = nullptr;
|
||||
}
|
||||
_qmlElement.reset();
|
||||
}
|
||||
|
||||
void QmlOverlay::setProperties(const QVariantMap& properties) {
|
||||
Overlay2D::setProperties(properties);
|
||||
auto bounds = _bounds;
|
||||
std::weak_ptr<QQuickItem> weakQmlElement;
|
||||
DependencyManager::get<OffscreenUi>()->executeOnUiThread([=] {
|
||||
std::weak_ptr<QQuickItem> weakQmlElement = _qmlElement;
|
||||
DependencyManager::get<OffscreenUi>()->executeOnUiThread([weakQmlElement, bounds, properties] {
|
||||
// check to see if qmlElement still exists
|
||||
auto qmlElement = weakQmlElement.lock();
|
||||
if (qmlElement) {
|
||||
_qmlElement->setX(bounds.left());
|
||||
_qmlElement->setY(bounds.top());
|
||||
_qmlElement->setWidth(bounds.width());
|
||||
_qmlElement->setHeight(bounds.height());
|
||||
qmlElement->setX(bounds.left());
|
||||
qmlElement->setY(bounds.top());
|
||||
qmlElement->setWidth(bounds.width());
|
||||
qmlElement->setHeight(bounds.height());
|
||||
QMetaObject::invokeMethod(qmlElement.get(), "updatePropertiesFromScript", Qt::DirectConnection, Q_ARG(QVariant, properties));
|
||||
}
|
||||
});
|
||||
QMetaObject::invokeMethod(_qmlElement.get(), "updatePropertiesFromScript", Q_ARG(QVariant, properties));
|
||||
}
|
||||
|
||||
void QmlOverlay::render(RenderArgs* args) {
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include <memory>
|
||||
#include <math.h>
|
||||
|
||||
#include <QtCore/QTimer>
|
||||
#include <QtCore/QThread>
|
||||
#include <QtWidgets/QApplication>
|
||||
#include <QtWidgets/QDesktopWidget>
|
||||
|
@ -414,13 +415,39 @@ void CompositorHelper::updateTooltips() {
|
|||
}
|
||||
|
||||
static const float FADE_DURATION = 500.0f;
|
||||
static const float FADE_IN_ALPHA = 1.0f;
|
||||
static const float FADE_OUT_ALPHA = 0.0f;
|
||||
|
||||
void CompositorHelper::startFadeFailsafe(float endValue) {
|
||||
_fadeStarted = usecTimestampNow();
|
||||
_fadeFailsafeEndValue = endValue;
|
||||
|
||||
const int SLIGHT_DELAY = 10;
|
||||
QTimer::singleShot(FADE_DURATION + SLIGHT_DELAY, [this]{
|
||||
checkFadeFailsafe();
|
||||
});
|
||||
}
|
||||
|
||||
void CompositorHelper::checkFadeFailsafe() {
|
||||
auto elapsedInFade = usecTimestampNow() - _fadeStarted;
|
||||
if (elapsedInFade > FADE_DURATION) {
|
||||
setAlpha(_fadeFailsafeEndValue);
|
||||
}
|
||||
}
|
||||
|
||||
void CompositorHelper::fadeIn() {
|
||||
_fadeInAlpha = true;
|
||||
|
||||
_alphaPropertyAnimation->setDuration(FADE_DURATION);
|
||||
_alphaPropertyAnimation->setStartValue(_alpha);
|
||||
_alphaPropertyAnimation->setEndValue(1.0f);
|
||||
_alphaPropertyAnimation->setEndValue(FADE_IN_ALPHA);
|
||||
_alphaPropertyAnimation->start();
|
||||
|
||||
// Sometimes, this "QPropertyAnimation" fails to complete the animation, and we end up with a partially faded
|
||||
// state. So we will also have this fail-safe, where we record the timestamp of the fadeRequest, and the target
|
||||
// value of the fade, and if after that time we still haven't faded all the way, we will kick it to the final
|
||||
// fade value
|
||||
startFadeFailsafe(FADE_IN_ALPHA);
|
||||
}
|
||||
|
||||
void CompositorHelper::fadeOut() {
|
||||
|
@ -428,8 +455,9 @@ void CompositorHelper::fadeOut() {
|
|||
|
||||
_alphaPropertyAnimation->setDuration(FADE_DURATION);
|
||||
_alphaPropertyAnimation->setStartValue(_alpha);
|
||||
_alphaPropertyAnimation->setEndValue(0.0f);
|
||||
_alphaPropertyAnimation->setEndValue(FADE_OUT_ALPHA);
|
||||
_alphaPropertyAnimation->start();
|
||||
startFadeFailsafe(FADE_OUT_ALPHA);
|
||||
}
|
||||
|
||||
void CompositorHelper::toggle() {
|
||||
|
|
|
@ -145,6 +145,11 @@ private:
|
|||
float _fadeInAlpha { true };
|
||||
float _oculusUIRadius { 1.0f };
|
||||
|
||||
quint64 _fadeStarted { 0 };
|
||||
float _fadeFailsafeEndValue { 1.0f };
|
||||
void checkFadeFailsafe();
|
||||
void startFadeFailsafe(float endValue);
|
||||
|
||||
int _reticleQuad;
|
||||
|
||||
int _previousBorderWidth { -1 };
|
||||
|
|
|
@ -296,6 +296,9 @@ void OpenGLDisplayPlugin::customizeContext() {
|
|||
if (uniform.Name() == "mvp") {
|
||||
_mvpUniform = uniform.Index();
|
||||
}
|
||||
if (uniform.Name() == "alpha") {
|
||||
_alphaUniform = uniform.Index();
|
||||
}
|
||||
uniforms.Next();
|
||||
}
|
||||
|
||||
|
@ -406,33 +409,53 @@ void OpenGLDisplayPlugin::updateFramerate() {
|
|||
|
||||
void OpenGLDisplayPlugin::compositeOverlay() {
|
||||
using namespace oglplus;
|
||||
// Overlay draw
|
||||
if (isStereo()) {
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
// Overlay draw
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
drawUnitQuad();
|
||||
if (isStereo()) {
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
// Overlay draw
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
drawUnitQuad();
|
||||
}
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void OpenGLDisplayPlugin::compositePointer() {
|
||||
using namespace oglplus;
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
|
||||
if (isStereo()) {
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
|
||||
if (isStereo()) {
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
drawUnitQuad();
|
||||
}
|
||||
}
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void OpenGLDisplayPlugin::compositeLayers() {
|
||||
|
|
|
@ -29,24 +29,26 @@ protected:
|
|||
using TextureEscrow = GLEscrow<gpu::TexturePointer>;
|
||||
public:
|
||||
OpenGLDisplayPlugin();
|
||||
virtual void activate() override;
|
||||
virtual void deactivate() override;
|
||||
virtual void stop() override;
|
||||
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
void activate() override;
|
||||
void deactivate() override;
|
||||
void stop() override;
|
||||
bool eventFilter(QObject* receiver, QEvent* event) override;
|
||||
bool isDisplayVisible() const override { return true; }
|
||||
|
||||
virtual void submitSceneTexture(uint32_t frameIndex, const gpu::TexturePointer& sceneTexture) override;
|
||||
virtual void submitOverlayTexture(const gpu::TexturePointer& overlayTexture) override;
|
||||
virtual float presentRate() override;
|
||||
|
||||
virtual glm::uvec2 getRecommendedRenderSize() const override {
|
||||
void submitSceneTexture(uint32_t frameIndex, const gpu::TexturePointer& sceneTexture) override;
|
||||
void submitOverlayTexture(const gpu::TexturePointer& overlayTexture) override;
|
||||
float presentRate() override;
|
||||
|
||||
glm::uvec2 getRecommendedRenderSize() const override {
|
||||
return getSurfacePixels();
|
||||
}
|
||||
|
||||
virtual glm::uvec2 getRecommendedUiSize() const override {
|
||||
glm::uvec2 getRecommendedUiSize() const override {
|
||||
return getSurfaceSize();
|
||||
}
|
||||
|
||||
virtual QImage getScreenshot() const override;
|
||||
QImage getScreenshot() const override;
|
||||
|
||||
protected:
|
||||
#if THREADED_PRESENT
|
||||
|
@ -86,6 +88,7 @@ protected:
|
|||
|
||||
ProgramPtr _program;
|
||||
int32_t _mvpUniform { -1 };
|
||||
int32_t _alphaUniform { -1 };
|
||||
ShapeWrapperPtr _plane;
|
||||
|
||||
mutable Mutex _mutex;
|
||||
|
|
|
@ -62,30 +62,50 @@ void HmdDisplayPlugin::uncustomizeContext() {
|
|||
|
||||
void HmdDisplayPlugin::compositeOverlay() {
|
||||
using namespace oglplus;
|
||||
_sphereSection->Use();
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
|
||||
auto mvp = _eyeProjections[eye] * modelView;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_sphereSection->Draw();
|
||||
});
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
_sphereSection->Use();
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
|
||||
auto mvp = _eyeProjections[eye] * modelView;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_sphereSection->Draw();
|
||||
});
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositePointer() {
|
||||
//Mouse Pointer
|
||||
using namespace oglplus;
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
_plane->Use();
|
||||
// Reconstruct the headpose from the eye poses
|
||||
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
|
||||
for_each_eye([&](Eye eye) {
|
||||
using namespace oglplus;
|
||||
eyeViewport(eye);
|
||||
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
|
||||
auto mvp = _eyeProjections[eye] * reticleTransform;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_plane->Draw();
|
||||
});
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
// Mouse pointer
|
||||
_plane->Use();
|
||||
// Reconstruct the headpose from the eye poses
|
||||
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
|
||||
auto mvp = _eyeProjections[eye] * reticleTransform;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_plane->Draw();
|
||||
});
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::internalPresent() {
|
||||
|
|
|
@ -22,12 +22,16 @@ public:
|
|||
glm::uvec2 getRecommendedUiSize() const override final;
|
||||
glm::uvec2 getRecommendedRenderSize() const override final { return _renderTargetSize; }
|
||||
void setEyeRenderPose(uint32_t frameIndex, Eye eye, const glm::mat4& pose) override final;
|
||||
bool isDisplayVisible() const override { return isHmdMounted(); }
|
||||
|
||||
|
||||
void activate() override;
|
||||
void deactivate() override;
|
||||
|
||||
protected:
|
||||
virtual void hmdPresent() = 0;
|
||||
virtual bool isHmdMounted() const = 0;
|
||||
|
||||
void compositeOverlay() override;
|
||||
void compositePointer() override;
|
||||
void internalPresent() override;
|
||||
|
|
|
@ -140,8 +140,8 @@ void EntityTreeRenderer::update() {
|
|||
// If we haven't already updated and previously attempted to load a texture,
|
||||
// check if the texture loaded and apply it
|
||||
if (!updated && (
|
||||
(_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
|
||||
(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded()))) {
|
||||
(_pendingSkyboxTexture && (!_skyboxTexture || _skyboxTexture->isLoaded())) ||
|
||||
(_pendingAmbientTexture && (!_ambientTexture && _ambientTexture->isLoaded())))) {
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
}
|
||||
|
||||
|
@ -158,6 +158,8 @@ void EntityTreeRenderer::update() {
|
|||
}
|
||||
|
||||
bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
||||
bool didUpdate = false;
|
||||
|
||||
if (_tree && !_shuttingDown) {
|
||||
glm::vec3 avatarPosition = _viewState->getAvatarPosition();
|
||||
|
||||
|
@ -172,6 +174,7 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
std::static_pointer_cast<EntityTree>(_tree)->findEntities(avatarPosition, radius, foundEntities);
|
||||
|
||||
// Whenever you're in an intersection between zones, we will always choose the smallest zone.
|
||||
auto oldBestZone = _bestZone;
|
||||
_bestZone = nullptr; // NOTE: Is this what we want?
|
||||
_bestZoneVolume = std::numeric_limits<float>::max();
|
||||
|
||||
|
@ -204,7 +207,10 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
}
|
||||
}
|
||||
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
if (_bestZone != oldBestZone) {
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
didUpdate = true;
|
||||
}
|
||||
});
|
||||
|
||||
// Note: at this point we don't need to worry about the tree being locked, because we only deal with
|
||||
|
@ -228,11 +234,9 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
}
|
||||
_currentEntitiesInside = entitiesContainingAvatar;
|
||||
_lastAvatarPosition = avatarPosition;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return didUpdate;
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::leaveAllEntities() {
|
||||
|
@ -322,15 +326,19 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
|
|||
_ambientTexture.clear();
|
||||
} else {
|
||||
_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
|
||||
if (_ambientTexture && _ambientTexture->isLoaded() && _ambientTexture->getGPUTexture()) {
|
||||
_pendingAmbientTexture = true;
|
||||
|
||||
if (_ambientTexture && _ambientTexture->isLoaded()) {
|
||||
_pendingAmbientTexture = false;
|
||||
if (_ambientTexture->getGPUTexture()->getIrradiance()) {
|
||||
sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(_ambientTexture->getGPUTexture());
|
||||
|
||||
auto texture = _ambientTexture->getGPUTexture();
|
||||
if (texture) {
|
||||
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(texture);
|
||||
isAmbientTextureSet = true;
|
||||
} else {
|
||||
qCDebug(entitiesrenderer) << "Failed to load ambient texture:" << zone->getKeyLightProperties().getAmbientURL();
|
||||
}
|
||||
} else {
|
||||
_pendingAmbientTexture = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -344,24 +352,27 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
|
|||
skybox->parse(userData);
|
||||
}
|
||||
if (zone->getSkyboxProperties().getURL().isEmpty()) {
|
||||
skybox->setCubemap(gpu::TexturePointer());
|
||||
skybox->setCubemap(nullptr);
|
||||
_pendingSkyboxTexture = false;
|
||||
_skyboxTexture.clear();
|
||||
} else {
|
||||
// Update the Texture of the Skybox with the one pointed by this zone
|
||||
_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
|
||||
_pendingSkyboxTexture = true;
|
||||
|
||||
if (_skyboxTexture && _skyboxTexture->isLoaded()) {
|
||||
_pendingSkyboxTexture = false;
|
||||
|
||||
if (_skyboxTexture && _skyboxTexture->isLoaded() && _skyboxTexture->getGPUTexture()) {
|
||||
auto texture = _skyboxTexture->getGPUTexture();
|
||||
skybox->setCubemap(texture);
|
||||
_pendingSkyboxTexture = false;
|
||||
if (!isAmbientTextureSet && texture->getIrradiance()) {
|
||||
if (!isAmbientTextureSet) {
|
||||
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(texture);
|
||||
isAmbientTextureSet = true;
|
||||
}
|
||||
} else {
|
||||
_pendingSkyboxTexture = true;
|
||||
skybox->setCubemap(nullptr);
|
||||
qCDebug(entitiesrenderer) << "Failed to load skybox:" << zone->getSkyboxProperties().getURL();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -33,6 +33,7 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
|
|||
#pragma line __LINE__
|
||||
|
||||
uniform sampler2D sampler;
|
||||
uniform float alpha = 1.0;
|
||||
|
||||
in vec2 vTexCoord;
|
||||
out vec4 FragColor;
|
||||
|
@ -40,6 +41,7 @@ out vec4 FragColor;
|
|||
void main() {
|
||||
|
||||
FragColor = texture(sampler, vTexCoord);
|
||||
FragColor.a *= alpha;
|
||||
}
|
||||
|
||||
)FS";
|
||||
|
|
|
@ -146,7 +146,7 @@ public:
|
|||
|
||||
NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type, const QByteArray& content) {
|
||||
TextureExtra extra = { type, content };
|
||||
return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
|
||||
return ResourceCache::getResource(url, QUrl(), content.isEmpty(), &extra).staticCast<NetworkTexture>();
|
||||
}
|
||||
|
||||
/// Returns a texture version of an image file
|
||||
|
|
|
@ -101,8 +101,6 @@ private:
|
|||
/// A simple object wrapper for an OpenGL texture.
|
||||
class Texture {
|
||||
public:
|
||||
friend class TextureCache;
|
||||
|
||||
gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
|
||||
gpu::TextureSourcePointer _textureSource;
|
||||
};
|
||||
|
|
|
@ -15,71 +15,68 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "Skybox_vert.h"
|
||||
#include "Skybox_frag.h"
|
||||
#include "skybox_vert.h"
|
||||
#include "skybox_frag.h"
|
||||
|
||||
using namespace model;
|
||||
|
||||
Skybox::Skybox() {
|
||||
Data data;
|
||||
_dataBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Data), (const gpu::Byte*) &data));
|
||||
|
||||
/* // PLease create a default engineer skybox
|
||||
_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
|
||||
unsigned char texels[] = {
|
||||
255, 0, 0, 255,
|
||||
0, 255, 255, 255,
|
||||
0, 0, 255, 255,
|
||||
255, 255, 0, 255,
|
||||
0, 255, 0, 255,
|
||||
255, 0, 255, 255,
|
||||
};
|
||||
_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);*/
|
||||
Schema schema;
|
||||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
}
|
||||
|
||||
void Skybox::setColor(const Color& color) {
|
||||
_dataBuffer.edit<Data>()._color = color;
|
||||
_schemaBuffer.edit<Schema>().color = color;
|
||||
}
|
||||
|
||||
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
|
||||
_cubemap = cubemap;
|
||||
}
|
||||
|
||||
|
||||
void Skybox::updateDataBuffer() const {
|
||||
void Skybox::updateSchemaBuffer() const {
|
||||
auto blend = 0.0f;
|
||||
if (getCubemap() && getCubemap()->isDefined()) {
|
||||
blend = 1.0f;
|
||||
blend = 0.5f;
|
||||
|
||||
// If pitch black neutralize the color
|
||||
if (glm::all(glm::equal(getColor(), glm::vec3(0.0f)))) {
|
||||
blend = 2.0f;
|
||||
blend = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (blend != _dataBuffer.get<Data>()._blend) {
|
||||
_dataBuffer.edit<Data>()._blend = blend;
|
||||
if (blend != _schemaBuffer.get<Schema>().blend) {
|
||||
_schemaBuffer.edit<Schema>().blend = blend;
|
||||
}
|
||||
}
|
||||
|
||||
void Skybox::prepare(gpu::Batch& batch, int textureSlot, int bufferSlot) const {
|
||||
if (bufferSlot > -1) {
|
||||
batch.setUniformBuffer(bufferSlot, _schemaBuffer);
|
||||
}
|
||||
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
updateDataBuffer();
|
||||
Skybox::render(batch, frustum, (*this));
|
||||
if (textureSlot > -1) {
|
||||
gpu::TexturePointer skymap = getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
if (skymap && skymap->isDefined()) {
|
||||
batch.setResourceTexture(textureSlot, skymap);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
updateSchemaBuffer();
|
||||
Skybox::render(batch, frustum, (*this));
|
||||
}
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
|
||||
// Create the static shared elements used to render the skybox
|
||||
static gpu::BufferPointer theConstants;
|
||||
static gpu::PipelinePointer thePipeline;
|
||||
const int SKYBOX_SKYMAP_SLOT = 0;
|
||||
const int SKYBOX_CONSTANTS_SLOT = 0;
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
{
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(Skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(Skybox_frag));
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
|
||||
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
|
||||
|
||||
gpu::Shader::BindingSet bindings;
|
||||
|
@ -98,10 +95,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
|
||||
|
||||
// Render
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
|
@ -112,11 +105,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
batch.setPipeline(thePipeline);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, skybox._dataBuffer);
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, skymap);
|
||||
|
||||
skybox.prepare(batch);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -30,30 +30,33 @@ public:
|
|||
virtual ~Skybox() {};
|
||||
|
||||
void setColor(const Color& color);
|
||||
const Color getColor() const { return _dataBuffer.get<Data>()._color; }
|
||||
const Color getColor() const { return _schemaBuffer.get<Schema>().color; }
|
||||
|
||||
void setCubemap(const gpu::TexturePointer& cubemap);
|
||||
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
|
||||
|
||||
void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const;
|
||||
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
|
||||
|
||||
|
||||
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
|
||||
|
||||
protected:
|
||||
static const int SKYBOX_SKYMAP_SLOT { 0 };
|
||||
static const int SKYBOX_CONSTANTS_SLOT { 0 };
|
||||
|
||||
gpu::TexturePointer _cubemap;
|
||||
|
||||
class Data {
|
||||
class Schema {
|
||||
public:
|
||||
glm::vec3 _color{ 1.0f, 1.0f, 1.0f };
|
||||
float _blend = 1.0f;
|
||||
glm::vec3 color { 1.0f, 1.0f, 1.0f };
|
||||
float blend { 0.0f };
|
||||
};
|
||||
|
||||
mutable gpu::BufferView _dataBuffer;
|
||||
mutable gpu::BufferView _schemaBuffer;
|
||||
|
||||
void updateDataBuffer() const;
|
||||
void updateSchemaBuffer() const;
|
||||
};
|
||||
typedef std::shared_ptr< Skybox > SkyboxPointer;
|
||||
typedef std::shared_ptr<Skybox> SkyboxPointer;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,59 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
out vec4 _fragColor;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2033
|
||||
void main(void) {
|
||||
|
||||
#ifdef PROCEDURAL
|
||||
|
||||
vec3 color = getSkyboxColor();
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
|
||||
// Skybox color or blend with skymap
|
||||
vec3 color = _skybox._color.rgb;
|
||||
if (_skybox._color.a > 0.0) {
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
if (_skybox._color.a < 2.0) {
|
||||
color *= texel;
|
||||
} else {
|
||||
color = texel;
|
||||
}
|
||||
}
|
||||
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
}
|
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
|
@ -14,11 +14,11 @@
|
|||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
Skybox skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
|
@ -39,11 +39,20 @@ void main(void) {
|
|||
color = pow(color, vec3(2.2));
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
// FIXME: scribe does not yet scrub out else statements
|
||||
return;
|
||||
|
||||
#else
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
vec3 color = texel * _skybox._color.rgb;
|
||||
vec3 color = skybox.color.rgb;
|
||||
|
||||
// blend is only set if there is a cubemap
|
||||
if (skybox.color.a > 0.0) {
|
||||
color = texture(cubeMap, coord).rgb;
|
||||
if (skybox.color.a < 1.0) {
|
||||
color *= skybox.color.rgb;
|
||||
}
|
||||
}
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
|
@ -65,6 +65,12 @@ public:
|
|||
virtual bool isThrottled() const { return false; }
|
||||
virtual float getTargetFrameRate() { return 0.0f; }
|
||||
|
||||
/// Returns a boolean value indicating whether the display is currently visible
|
||||
/// to the user. For monitor displays, false might indicate that a screensaver,
|
||||
/// or power-save mode is active. For HMDs it may reflect a sensor indicating
|
||||
/// whether the HMD is being worn
|
||||
virtual bool isDisplayVisible() const { return false; }
|
||||
|
||||
// Rendering support
|
||||
|
||||
// Stop requesting renders, but don't do full deactivation
|
||||
|
|
|
@ -101,6 +101,7 @@ bool Procedural::parseUrl(const QUrl& shaderUrl) {
|
|||
}
|
||||
|
||||
_shaderUrl = shaderUrl;
|
||||
_shaderDirty = true;
|
||||
|
||||
if (_shaderUrl.isLocalFile()) {
|
||||
_shaderPath = _shaderUrl.toLocalFile();
|
||||
|
@ -230,7 +231,10 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
if (replaceIndex != std::string::npos) {
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
|
||||
}
|
||||
//qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
// Leave this here for debugging
|
||||
// qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
_fragmentShader = gpu::Shader::createPixel(fragmentShaderSource);
|
||||
_shader = gpu::Shader::createProgram(_vertexShader, _fragmentShader);
|
||||
|
||||
|
|
|
@ -37,6 +37,7 @@ public:
|
|||
|
||||
bool ready();
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
|
||||
const gpu::ShaderPointer& getShader() const { return _shader; }
|
||||
|
||||
glm::vec4 getColor(const glm::vec4& entityColor);
|
||||
|
||||
|
|
|
@ -15,40 +15,39 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "ProceduralSkybox_vert.h"
|
||||
#include "ProceduralSkybox_frag.h"
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
|
||||
_procedural._vertexSource = ProceduralSkybox_vert;
|
||||
_procedural._fragmentSource = ProceduralSkybox_frag;
|
||||
_procedural._vertexSource = skybox_vert;
|
||||
_procedural._fragmentSource = skybox_frag;
|
||||
// Adjust the pipeline state for background using the stencil test
|
||||
_procedural._state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
if (_procedural.ready()) {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
} else {
|
||||
Skybox::render(batch, frustum);
|
||||
}
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const ProceduralSkybox& skybox) {
|
||||
if (!(skybox._procedural.ready())) {
|
||||
skybox.updateDataBuffer();
|
||||
Skybox::render(batch, viewFrustum, skybox);
|
||||
} else {
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
|
||||
skybox._procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
auto& procedural = skybox._procedural;
|
||||
procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
|
||||
auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer");
|
||||
skybox.prepare(batch, textureSlot, bufferSlot);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
const float depth = 0.0;
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 inPosition = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 clipDir = vec3(inPosition.xy, 0.0);
|
||||
vec3 eyeDir;
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
|
||||
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
|
||||
|
||||
// Position is supposed to come in clip space
|
||||
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
|
||||
}
|
|
@ -96,6 +96,9 @@ void Scene::processPendingChangesQueue() {
|
|||
// removes
|
||||
removeItems(consolidatedPendingChanges._removedItems);
|
||||
|
||||
// Update the numItemsAtomic counter AFTER the pending changes went through
|
||||
_numAllocatedItems.exchange(maxID);
|
||||
|
||||
// ready to go back to rendering activities
|
||||
_itemsMutex.unlock();
|
||||
}
|
||||
|
|
|
@ -264,12 +264,33 @@ Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& acc
|
|||
return brickID;
|
||||
}
|
||||
|
||||
Octree::Location ItemSpatialTree::evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const {
|
||||
minCoordf = evalCoordf(bound.getMinimumPoint());
|
||||
maxCoordf = evalCoordf(bound.getMaximumPoint());
|
||||
|
||||
// If the bound crosses any of the octree volume limit, then return root cell
|
||||
if ( (minCoordf.x < 0.0f)
|
||||
|| (minCoordf.y < 0.0f)
|
||||
|| (minCoordf.z < 0.0f)
|
||||
|| (maxCoordf.x >= _size)
|
||||
|| (maxCoordf.y >= _size)
|
||||
|| (maxCoordf.z >= _size)) {
|
||||
return Location();
|
||||
}
|
||||
|
||||
Coord3 minCoord(minCoordf);
|
||||
Coord3 maxCoord(maxCoordf);
|
||||
return Location::evalFromRange(minCoord, maxCoord);
|
||||
}
|
||||
|
||||
Octree::Locations ItemSpatialTree::evalLocations(const ItemBounds& bounds) const {
|
||||
Locations locations;
|
||||
Coord3f minCoordf, maxCoordf;
|
||||
|
||||
locations.reserve(bounds.size());
|
||||
for (auto& bound : bounds) {
|
||||
if (!bound.bound.isNull()) {
|
||||
locations.emplace_back(evalLocation(bound.bound));
|
||||
locations.emplace_back(evalLocation(bound.bound, minCoordf, maxCoordf));
|
||||
} else {
|
||||
locations.emplace_back(Location());
|
||||
}
|
||||
|
@ -344,11 +365,8 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
|
|||
ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey& oldKey, const AABox& bound, const ItemID& item, ItemKey& newKey) {
|
||||
auto newCell = INVALID_CELL;
|
||||
if (!newKey.isViewSpace()) {
|
||||
auto minCoordf = evalCoordf(bound.getMinimumPoint());
|
||||
auto maxCoordf = evalCoordf(bound.getMaximumPoint());
|
||||
Coord3 minCoord(minCoordf);
|
||||
Coord3 maxCoord(maxCoordf);
|
||||
auto location = Location::evalFromRange(minCoord, maxCoord);
|
||||
Coord3f minCoordf, maxCoordf;
|
||||
auto location = evalLocation(bound, minCoordf, maxCoordf);
|
||||
|
||||
// Compare range size vs cell location size and tag itemKey accordingly
|
||||
// If Item bound fits in sub cell then tag as small
|
||||
|
@ -403,7 +421,21 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
|
|||
int Octree::select(CellSelection& selection, const FrustumSelector& selector) const {
|
||||
|
||||
Index cellID = ROOT_CELL;
|
||||
return selectTraverse(cellID, selection, selector);
|
||||
auto cell = getConcreteCell(cellID);
|
||||
int numSelectedsIn = (int)selection.size();
|
||||
|
||||
// Always include the root cell partially containing potentially outer objects
|
||||
selectCellBrick(cellID, selection, false);
|
||||
|
||||
// then traverse deeper
|
||||
for (int i = 0; i < NUM_OCTANTS; i++) {
|
||||
Index subCellID = cell.child((Link)i);
|
||||
if (subCellID != INVALID_CELL) {
|
||||
selectTraverse(subCellID, selection, selector);
|
||||
}
|
||||
}
|
||||
|
||||
return (int)selection.size() - numSelectedsIn;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -117,7 +117,6 @@ namespace render {
|
|||
return depth;
|
||||
}
|
||||
|
||||
|
||||
class Location {
|
||||
void assertValid() {
|
||||
assert((pos.x >= 0) && (pos.y >= 0) && (pos.z >= 0));
|
||||
|
@ -157,6 +156,7 @@ namespace render {
|
|||
// Eval the location best fitting the specified range
|
||||
static Location evalFromRange(const Coord3& minCoord, const Coord3& maxCoord, Depth rangeDepth = MAX_DEPTH);
|
||||
|
||||
|
||||
// Eval the intersection test against a frustum
|
||||
enum Intersection {
|
||||
Outside = 0,
|
||||
|
@ -367,7 +367,7 @@ namespace render {
|
|||
// An octree of Items organizing them efficiently for culling
|
||||
// The octree only cares about the bound & the key of an item to store it a the right cell location
|
||||
class ItemSpatialTree : public Octree {
|
||||
float _size { 32768.0f };
|
||||
float _size{ 32768.0f };
|
||||
float _invSize { 1.0f / _size };
|
||||
glm::vec3 _origin { -16384.0f };
|
||||
|
||||
|
@ -398,10 +398,26 @@ namespace render {
|
|||
return getOrigin() + glm::vec3(coord) * cellWidth;
|
||||
}
|
||||
|
||||
|
||||
// Clamp a 3D relative position to make sure it is in the valid range space of the octree
|
||||
glm::vec3 clampRelPosToTreeRange(const glm::vec3& pos) const {
|
||||
const float EPSILON = 0.0001f;
|
||||
return glm::vec3(
|
||||
std::min(std::max(pos.x, 0.0f), _size - EPSILON),
|
||||
std::min(std::max(pos.y, 0.0f), _size - EPSILON),
|
||||
std::min(std::max(pos.z, 0.0f), _size - EPSILON));
|
||||
}
|
||||
|
||||
// Eval an integer cell coordinate (at the specified deepth) from a given 3d position
|
||||
// If the 3D position is out of the octree volume, then the position is clamped
|
||||
// so the integer coordinate is meaningfull
|
||||
Coord3 evalCoord(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
|
||||
auto npos = (pos - getOrigin());
|
||||
auto npos = clampRelPosToTreeRange((pos - getOrigin()));
|
||||
return Coord3(npos * getInvCellWidth(depth)); // Truncate fractional part
|
||||
}
|
||||
|
||||
// Eval a real cell coordinate (at the specified deepth) from a given 3d position
|
||||
// Position is NOT clamped to the boundaries of the octree so beware of conversion to a Coord3!
|
||||
Coord3f evalCoordf(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
|
||||
auto npos = (pos - getOrigin());
|
||||
return Coord3f(npos * getInvCellWidth(depth));
|
||||
|
@ -412,9 +428,10 @@ namespace render {
|
|||
float cellWidth = getCellWidth(loc.depth);
|
||||
return AABox(evalPos(loc.pos, cellWidth), cellWidth);
|
||||
}
|
||||
Location evalLocation(const AABox& bound) const {
|
||||
return Location::evalFromRange(evalCoord(bound.getMinimumPoint()), evalCoord(bound.getMaximumPoint()));
|
||||
}
|
||||
|
||||
// Eval the cell location for a given arbitrary Bound,
|
||||
// if the Bound crosses any of the Octree planes then the root cell is returned
|
||||
Location evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const;
|
||||
Locations evalLocations(const ItemBounds& bounds) const;
|
||||
|
||||
// Managing itemsInserting items in cells
|
||||
|
|
|
@ -17,6 +17,7 @@ public:
|
|||
|
||||
protected:
|
||||
void hmdPresent() override {}
|
||||
bool isHmdMounted() const override { return true; }
|
||||
|
||||
private:
|
||||
static const QString NAME;
|
||||
|
|
|
@ -24,6 +24,8 @@ public:
|
|||
|
||||
protected:
|
||||
void hmdPresent() override;
|
||||
// FIXME update with Oculus API call once it's available in the SDK
|
||||
bool isHmdMounted() const override { return true; }
|
||||
void customizeContext() override;
|
||||
void uncustomizeContext() override;
|
||||
void updateFrameData() override;
|
||||
|
|
|
@ -35,6 +35,7 @@ public:
|
|||
protected:
|
||||
virtual void customizeContext() override;
|
||||
void hmdPresent() override {}
|
||||
bool isHmdMounted() const override { return true; }
|
||||
#if 0
|
||||
virtual void uncustomizeContext() override;
|
||||
virtual void internalPresent() override;
|
||||
|
|
|
@ -154,4 +154,10 @@ void OpenVrDisplayPlugin::hmdPresent() {
|
|||
|
||||
vr::TrackedDevicePose_t currentTrackedDevicePose[vr::k_unMaxTrackedDeviceCount];
|
||||
_compositor->WaitGetPoses(currentTrackedDevicePose, vr::k_unMaxTrackedDeviceCount, nullptr, 0);
|
||||
_hmdActivityLevel = _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
|
||||
}
|
||||
|
||||
bool OpenVrDisplayPlugin::isHmdMounted() const {
|
||||
return _hmdActivityLevel == vr::k_EDeviceActivityLevel_UserInteraction;
|
||||
}
|
||||
|
||||
|
|
|
@ -33,9 +33,11 @@ public:
|
|||
|
||||
protected:
|
||||
void hmdPresent() override;
|
||||
bool isHmdMounted() const override;
|
||||
|
||||
private:
|
||||
vr::IVRSystem* _system { nullptr };
|
||||
std::atomic<vr::EDeviceActivityLevel> _hmdActivityLevel { vr::k_EDeviceActivityLevel_Unknown };
|
||||
static const QString NAME;
|
||||
mutable Mutex _poseMutex;
|
||||
};
|
||||
|
|
|
@ -72,8 +72,8 @@
|
|||
#include <render-utils/overlay3D_vert.h>
|
||||
#include <render-utils/overlay3D_frag.h>
|
||||
|
||||
#include <model/Skybox_vert.h>
|
||||
#include <model/Skybox_frag.h>
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
#include <render-utils/stars_vert.h>
|
||||
#include <render-utils/stars_frag.h>
|
||||
|
@ -157,7 +157,7 @@ void QTestWindow::draw() {
|
|||
testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
|
||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
testShaderBuild(skybox_vert, skybox_frag);
|
||||
testShaderBuild(simple_vert, simple_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_emisive_frag);
|
||||
|
@ -203,8 +203,6 @@ void QTestWindow::draw() {
|
|||
|
||||
testShaderBuild(overlay3D_vert, overlay3D_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
|
||||
testShaderBuild(paintStroke_vert,paintStroke_frag);
|
||||
testShaderBuild(polyvox_vert, polyvox_frag);
|
||||
|
||||
|
|
Loading…
Reference in a new issue