mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
Merge branch 'master' of https://github.com/highfidelity/hifi into skin
This commit is contained in:
commit
0e99a4ac97
13 changed files with 620 additions and 276 deletions
|
@ -44,6 +44,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
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elseif(${SHADER_EXT} STREQUAL .slf)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
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elseif(${SHADER_EXT} STREQUAL .slg)
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set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
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endif()
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set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
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@ -87,7 +89,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
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#message(${HIFI_LIBRARIES_SHADER_INCLUDE_FILES})
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file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
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file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
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file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf src/*.slg)
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#make the shader folder
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set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")
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|
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@ -170,7 +170,8 @@ static QTimer pingTimer;
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static const QString SNAPSHOT_EXTENSION = ".jpg";
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static const QString SVO_EXTENSION = ".svo";
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static const QString SVO_JSON_EXTENSION = ".svo.json";
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static const QString SVO_JSON_EXTENSION = ".svo.json";
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static const QString JSON_EXTENSION = ".json";
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static const QString JS_EXTENSION = ".js";
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static const QString FST_EXTENSION = ".fst";
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static const QString FBX_EXTENSION = ".fbx";
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@ -202,13 +203,16 @@ static const QString DESKTOP_LOCATION = QStandardPaths::writableLocation(QStanda
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Setting::Handle<int> maxOctreePacketsPerSecond("maxOctreePPS", DEFAULT_MAX_OCTREE_PPS);
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static const QString MARKETPLACE_CDN_HOSTNAME = "mpassets.highfidelity.com";
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const QHash<QString, Application::AcceptURLMethod> Application::_acceptedExtensions {
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{ SNAPSHOT_EXTENSION, &Application::acceptSnapshot },
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{ SVO_EXTENSION, &Application::importSVOFromURL },
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{ SVO_JSON_EXTENSION, &Application::importSVOFromURL },
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{ AVA_JSON_EXTENSION, &Application::askToWearAvatarAttachmentUrl },
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{ JSON_EXTENSION, &Application::importJSONFromURL },
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{ JS_EXTENSION, &Application::askToLoadScript },
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{ FST_EXTENSION, &Application::askToSetAvatarUrl },
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{ AVA_JSON_EXTENSION, &Application::askToWearAvatarAttachmentUrl }
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{ FST_EXTENSION, &Application::askToSetAvatarUrl }
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};
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class DeadlockWatchdogThread : public QThread {
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@ -1969,7 +1973,22 @@ void Application::resizeGL() {
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}
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}
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bool Application::importJSONFromURL(const QString& urlString) {
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// we only load files that terminate in just .json (not .svo.json and not .ava.json)
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// if they come from the High Fidelity Marketplace Assets CDN
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QUrl jsonURL { urlString };
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if (jsonURL.host().endsWith(MARKETPLACE_CDN_HOSTNAME)) {
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emit svoImportRequested(urlString);
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return true;
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} else {
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return false;
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}
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}
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bool Application::importSVOFromURL(const QString& urlString) {
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emit svoImportRequested(urlString);
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return true;
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}
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@ -4806,7 +4825,17 @@ bool Application::askToSetAvatarUrl(const QString& url) {
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bool Application::askToLoadScript(const QString& scriptFilenameOrURL) {
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QMessageBox::StandardButton reply;
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QString message = "Would you like to run this script:\n" + scriptFilenameOrURL;
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QString shortName = scriptFilenameOrURL;
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QUrl scriptURL { scriptFilenameOrURL };
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if (scriptURL.host().endsWith(MARKETPLACE_CDN_HOSTNAME)) {
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shortName = shortName.mid(shortName.lastIndexOf('/') + 1);
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}
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QString message = "Would you like to run this script:\n" + shortName;
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reply = OffscreenUi::question(getWindow(), "Run Script", message, QMessageBox::Yes | QMessageBox::No);
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if (reply == QMessageBox::Yes) {
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|
|
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@ -380,6 +380,7 @@ private:
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void displaySide(RenderArgs* renderArgs, Camera& whichCamera, bool selfAvatarOnly = false);
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bool importJSONFromURL(const QString& urlString);
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bool importSVOFromURL(const QString& urlString);
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bool nearbyEntitiesAreReadyForPhysics();
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|
|
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@ -55,12 +55,14 @@ void Line3DOverlay::render(RenderArgs* args) {
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batch->setModelTransform(_transform);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->bindSimpleProgram(*batch, false, false, true, true);
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if (getIsDashedLine()) {
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// TODO: add support for color to renderDashedLine()
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geometryCache->bindSimpleProgram(*batch, false, false, true, true);
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geometryCache->renderDashedLine(*batch, _start, _end, colorv4, _geometryCacheID);
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} else if (_glow > 0.0f) {
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geometryCache->renderGlowLine(*batch, _start, _end, colorv4, _glow, _glowWidth, _geometryCacheID);
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} else {
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geometryCache->bindSimpleProgram(*batch, false, false, true, true);
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geometryCache->renderLine(*batch, _start, _end, colorv4, _geometryCacheID);
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}
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}
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@ -68,7 +70,7 @@ void Line3DOverlay::render(RenderArgs* args) {
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const render::ShapeKey Line3DOverlay::getShapeKey() {
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auto builder = render::ShapeKey::Builder().withOwnPipeline();
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if (getAlpha() != 1.0f) {
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if (getAlpha() != 1.0f || _glow > 0.0f) {
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builder.withTranslucent();
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}
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return builder.build();
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@ -94,6 +96,19 @@ void Line3DOverlay::setProperties(const QVariantMap& properties) {
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if (end.isValid()) {
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setEnd(vec3FromVariant(end));
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}
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auto glow = properties["glow"];
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if (glow.isValid()) {
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setGlow(glow.toFloat());
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if (_glow > 0.0f) {
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_alpha = 0.5f;
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}
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}
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auto glowWidth = properties["glow"];
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if (glowWidth.isValid()) {
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setGlow(glowWidth.toFloat());
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}
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}
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QVariant Line3DOverlay::getProperty(const QString& property) {
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|
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@ -30,10 +30,14 @@ public:
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// getters
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const glm::vec3& getStart() const { return _start; }
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const glm::vec3& getEnd() const { return _end; }
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const float& getGlow() const { return _glow; }
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const float& getGlowWidth() const { return _glowWidth; }
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// setters
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void setStart(const glm::vec3& start) { _start = start; }
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void setEnd(const glm::vec3& end) { _end = end; }
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void setGlow(const float& glow) { _glow = glow; }
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void setGlowWidth(const float& glowWidth) { _glowWidth = glowWidth; }
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void setProperties(const QVariantMap& properties) override;
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QVariant getProperty(const QString& property) override;
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|
@ -43,6 +47,8 @@ public:
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protected:
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glm::vec3 _start;
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glm::vec3 _end;
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float _glow { 0.0 };
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float _glowWidth { 0.0 };
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int _geometryCacheID;
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};
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|
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|
|
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@ -25,40 +25,45 @@ GLShader::~GLShader() {
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}
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}
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// GLSL version
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static const std::string glslVersion {
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"#version 410 core"
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||||
};
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|
||||
// Shader domain
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static const size_t NUM_SHADER_DOMAINS = 3;
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||||
|
||||
// GL Shader type enums
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||||
// Must match the order of type specified in gpu::Shader::Type
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||||
static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS { {
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GL_VERTEX_SHADER,
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GL_FRAGMENT_SHADER,
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GL_GEOMETRY_SHADER,
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} };
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|
||||
// Domain specific defines
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// Must match the order of type specified in gpu::Shader::Type
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static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
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"#define GPU_VERTEX_SHADER",
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"#define GPU_PIXEL_SHADER",
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"#define GPU_GEOMETRY_SHADER",
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} };
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|
||||
// Versions specific of the shader
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static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
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""
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||||
} };
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|
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GLShader* compileBackendShader(const Shader& shader) {
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// Any GLSLprogram ? normally yes...
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const std::string& shaderSource = shader.getSource().getCode();
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|
||||
// GLSL version
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const std::string glslVersion = {
|
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"#version 410 core"
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};
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||||
|
||||
// Shader domain
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const int NUM_SHADER_DOMAINS = 2;
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const GLenum SHADER_DOMAINS[NUM_SHADER_DOMAINS] = {
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GL_VERTEX_SHADER,
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GL_FRAGMENT_SHADER
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};
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GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
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// Domain specific defines
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const std::string domainDefines[NUM_SHADER_DOMAINS] = {
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"#define GPU_VERTEX_SHADER",
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"#define GPU_PIXEL_SHADER"
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};
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|
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// Versions specific of the shader
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const std::string versionDefines[GLShader::NumVersions] = {
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""
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};
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GLShader::ShaderObjects shaderObjects;
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for (int version = 0; version < GLShader::NumVersions; version++) {
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auto& shaderObject = shaderObjects[version];
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std::string shaderDefines = glslVersion + "\n" + domainDefines[shader.getType()] + "\n" + versionDefines[version];
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std::string shaderDefines = glslVersion + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
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|
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bool result = compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram);
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if (!result) {
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||||
|
|
|
@ -31,6 +31,13 @@ Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
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_shaders[PIXEL] = pixel;
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}
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|
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Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel) :
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_type(type) {
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_shaders.resize(3);
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_shaders[VERTEX] = vertex;
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_shaders[GEOMETRY] = geometry;
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_shaders[PIXEL] = pixel;
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}
|
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|
||||
Shader::~Shader()
|
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{
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|
@ -44,6 +51,10 @@ Shader::Pointer Shader::createPixel(const Source& source) {
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return Pointer(new Shader(PIXEL, source));
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}
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|
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Shader::Pointer Shader::createGeometry(const Source& source) {
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return Pointer(new Shader(GEOMETRY, source));
|
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}
|
||||
|
||||
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
|
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if (vertexShader && vertexShader->getType() == VERTEX &&
|
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pixelShader && pixelShader->getType() == PIXEL) {
|
||||
|
@ -52,6 +63,15 @@ Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer
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return Pointer();
|
||||
}
|
||||
|
||||
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
|
||||
if (vertexShader && vertexShader->getType() == VERTEX &&
|
||||
geometryShader && geometryShader->getType() == GEOMETRY &&
|
||||
pixelShader && pixelShader->getType() == PIXEL) {
|
||||
return Pointer(new Shader(PROGRAM, vertexShader, geometryShader, pixelShader));
|
||||
}
|
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return Pointer();
|
||||
}
|
||||
|
||||
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
|
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_uniforms = uniforms;
|
||||
_buffers = buffers;
|
||||
|
|
|
@ -110,8 +110,10 @@ public:
|
|||
|
||||
static Pointer createVertex(const Source& source);
|
||||
static Pointer createPixel(const Source& source);
|
||||
static Pointer createGeometry(const Source& source);
|
||||
|
||||
static Pointer createProgram(const Pointer& vertexShader, const Pointer& pixelShader);
|
||||
static Pointer createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
|
||||
|
||||
|
||||
~Shader();
|
||||
|
@ -163,6 +165,7 @@ public:
|
|||
protected:
|
||||
Shader(Type type, const Source& source);
|
||||
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
|
||||
Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel);
|
||||
|
||||
Shader(const Shader& shader); // deep copy of the sysmem shader
|
||||
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -259,6 +259,9 @@ public:
|
|||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
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const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
|
||||
|
||||
void renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
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const glm::vec4& color, float glowIntensity = 1.0f, float glowWidth = 0.05f, int id = UNKNOWN_ID);
|
||||
|
||||
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color,
|
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int id = UNKNOWN_ID)
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{ renderDashedLine(batch, start, end, color, 0.05f, 0.025f, id); }
|
||||
|
@ -403,6 +406,7 @@ private:
|
|||
gpu::ShaderPointer _unlitShader;
|
||||
static render::ShapePipelinePointer _simplePipeline;
|
||||
static render::ShapePipelinePointer _simpleWirePipeline;
|
||||
gpu::PipelinePointer _glowLinePipeline;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
};
|
||||
|
||||
|
|
35
libraries/render-utils/src/glowLine.slf
Normal file
35
libraries/render-utils/src/glowLine.slf
Normal file
|
@ -0,0 +1,35 @@
|
|||
<@include gpu/Config.slh@>
|
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<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/05
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
|
||||
layout(location = 0) in vec4 inColor;
|
||||
layout(location = 1) in vec3 inLineDistance;
|
||||
|
||||
out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
vec2 d = inLineDistance.xy;
|
||||
d.y = abs(d.y);
|
||||
d.x = abs(d.x);
|
||||
if (d.x > 1.0) {
|
||||
d.x = (d.x - 1.0) / 0.02;
|
||||
} else {
|
||||
d.x = 0.0;
|
||||
}
|
||||
float alpha = 1.0 - length(d);
|
||||
if (alpha <= 0.0) {
|
||||
discard;
|
||||
}
|
||||
alpha = pow(alpha, 10.0);
|
||||
if (alpha < 0.05) {
|
||||
discard;
|
||||
}
|
||||
_fragColor = vec4(inColor.rgb, alpha);
|
||||
}
|
106
libraries/render-utils/src/glowLine.slg
Normal file
106
libraries/render-utils/src/glowLine.slg
Normal file
|
@ -0,0 +1,106 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/05
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
#extension GL_EXT_geometry_shader4 : enable
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
layout(location = 0) in vec4 inColor[];
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
layout(location = 1) out vec3 outLineDistance;
|
||||
|
||||
layout(lines) in;
|
||||
layout(triangle_strip, max_vertices = 24) out;
|
||||
|
||||
vec3 ndcToEyeSpace(in vec4 v) {
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec4 u = cam._projectionInverse * v;
|
||||
return u.xyz / u.w;
|
||||
}
|
||||
|
||||
vec2 toScreenSpace(in vec4 v)
|
||||
{
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec4 u = cam._projection * cam._view * v;
|
||||
return u.xy / u.w;
|
||||
}
|
||||
|
||||
vec3[2] getOrthogonals(in vec3 n, float scale) {
|
||||
float yDot = abs(dot(n, vec3(0, 1, 0)));
|
||||
|
||||
vec3 result[2];
|
||||
if (yDot < 0.9) {
|
||||
result[0] = normalize(cross(n, vec3(0, 1, 0)));
|
||||
} else {
|
||||
result[0] = normalize(cross(n, vec3(1, 0, 0)));
|
||||
}
|
||||
// The cross of result[0] and n is orthogonal to both, which are orthogonal to each other
|
||||
result[1] = cross(result[0], n);
|
||||
result[0] *= scale;
|
||||
result[1] *= scale;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
vec2 orthogonal(vec2 v) {
|
||||
vec2 result = v.yx;
|
||||
result.y *= -1.0;
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 endpoints[2];
|
||||
vec3 eyeSpace[2];
|
||||
TransformCamera cam = getTransformCamera();
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeSpace[i] = ndcToEyeSpace(gl_PositionIn[i]);
|
||||
endpoints[i] = gl_PositionIn[i].xy / gl_PositionIn[i].w;
|
||||
}
|
||||
vec2 lineNormal = normalize(endpoints[1] - endpoints[0]);
|
||||
vec2 lineOrthogonal = orthogonal(lineNormal);
|
||||
lineNormal *= 0.02;
|
||||
lineOrthogonal *= 0.02;
|
||||
|
||||
gl_Position = gl_PositionIn[0];
|
||||
gl_Position.xy -= lineNormal;
|
||||
gl_Position.xy -= lineOrthogonal;
|
||||
outColor = inColor[0];
|
||||
outLineDistance = vec3(-1.02, -1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[0];
|
||||
gl_Position.xy -= lineNormal;
|
||||
gl_Position.xy += lineOrthogonal;
|
||||
outColor = inColor[0];
|
||||
outLineDistance = vec3(-1.02, 1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[1];
|
||||
gl_Position.xy += lineNormal;
|
||||
gl_Position.xy -= lineOrthogonal;
|
||||
outColor = inColor[1];
|
||||
outLineDistance = vec3(1.02, -1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[1];
|
||||
gl_Position.xy += lineNormal;
|
||||
gl_Position.xy += lineOrthogonal;
|
||||
outColor = inColor[1];
|
||||
outLineDistance = vec3(1.02, 1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
26
libraries/render-utils/src/glowLine.slv
Normal file
26
libraries/render-utils/src/glowLine.slv
Normal file
|
@ -0,0 +1,26 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/05
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
<@include gpu/Color.slh@>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
layout(location = 0) out vec4 _color;
|
||||
|
||||
void main(void) {
|
||||
_color = inColor;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
}
|
Loading…
Reference in a new issue