Merge branch 'master' of https://github.com/highfidelity/hifi into skin

This commit is contained in:
samcake 2016-07-11 10:49:28 -07:00
commit 0e99a4ac97
13 changed files with 620 additions and 276 deletions

View file

@ -44,6 +44,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
elseif(${SHADER_EXT} STREQUAL .slf)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
elseif(${SHADER_EXT} STREQUAL .slg)
set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
endif()
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
@ -87,7 +89,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
#message(${HIFI_LIBRARIES_SHADER_INCLUDE_FILES})
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf src/*.slg)
#make the shader folder
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")

View file

@ -170,7 +170,8 @@ static QTimer pingTimer;
static const QString SNAPSHOT_EXTENSION = ".jpg";
static const QString SVO_EXTENSION = ".svo";
static const QString SVO_JSON_EXTENSION = ".svo.json";
static const QString SVO_JSON_EXTENSION = ".svo.json";
static const QString JSON_EXTENSION = ".json";
static const QString JS_EXTENSION = ".js";
static const QString FST_EXTENSION = ".fst";
static const QString FBX_EXTENSION = ".fbx";
@ -202,13 +203,16 @@ static const QString DESKTOP_LOCATION = QStandardPaths::writableLocation(QStanda
Setting::Handle<int> maxOctreePacketsPerSecond("maxOctreePPS", DEFAULT_MAX_OCTREE_PPS);
static const QString MARKETPLACE_CDN_HOSTNAME = "mpassets.highfidelity.com";
const QHash<QString, Application::AcceptURLMethod> Application::_acceptedExtensions {
{ SNAPSHOT_EXTENSION, &Application::acceptSnapshot },
{ SVO_EXTENSION, &Application::importSVOFromURL },
{ SVO_JSON_EXTENSION, &Application::importSVOFromURL },
{ AVA_JSON_EXTENSION, &Application::askToWearAvatarAttachmentUrl },
{ JSON_EXTENSION, &Application::importJSONFromURL },
{ JS_EXTENSION, &Application::askToLoadScript },
{ FST_EXTENSION, &Application::askToSetAvatarUrl },
{ AVA_JSON_EXTENSION, &Application::askToWearAvatarAttachmentUrl }
{ FST_EXTENSION, &Application::askToSetAvatarUrl }
};
class DeadlockWatchdogThread : public QThread {
@ -1969,7 +1973,22 @@ void Application::resizeGL() {
}
}
bool Application::importJSONFromURL(const QString& urlString) {
// we only load files that terminate in just .json (not .svo.json and not .ava.json)
// if they come from the High Fidelity Marketplace Assets CDN
QUrl jsonURL { urlString };
if (jsonURL.host().endsWith(MARKETPLACE_CDN_HOSTNAME)) {
emit svoImportRequested(urlString);
return true;
} else {
return false;
}
}
bool Application::importSVOFromURL(const QString& urlString) {
emit svoImportRequested(urlString);
return true;
}
@ -4806,7 +4825,17 @@ bool Application::askToSetAvatarUrl(const QString& url) {
bool Application::askToLoadScript(const QString& scriptFilenameOrURL) {
QMessageBox::StandardButton reply;
QString message = "Would you like to run this script:\n" + scriptFilenameOrURL;
QString shortName = scriptFilenameOrURL;
QUrl scriptURL { scriptFilenameOrURL };
if (scriptURL.host().endsWith(MARKETPLACE_CDN_HOSTNAME)) {
shortName = shortName.mid(shortName.lastIndexOf('/') + 1);
}
QString message = "Would you like to run this script:\n" + shortName;
reply = OffscreenUi::question(getWindow(), "Run Script", message, QMessageBox::Yes | QMessageBox::No);
if (reply == QMessageBox::Yes) {

View file

@ -380,6 +380,7 @@ private:
void displaySide(RenderArgs* renderArgs, Camera& whichCamera, bool selfAvatarOnly = false);
bool importJSONFromURL(const QString& urlString);
bool importSVOFromURL(const QString& urlString);
bool nearbyEntitiesAreReadyForPhysics();

View file

@ -55,12 +55,14 @@ void Line3DOverlay::render(RenderArgs* args) {
batch->setModelTransform(_transform);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->bindSimpleProgram(*batch, false, false, true, true);
if (getIsDashedLine()) {
// TODO: add support for color to renderDashedLine()
geometryCache->bindSimpleProgram(*batch, false, false, true, true);
geometryCache->renderDashedLine(*batch, _start, _end, colorv4, _geometryCacheID);
} else if (_glow > 0.0f) {
geometryCache->renderGlowLine(*batch, _start, _end, colorv4, _glow, _glowWidth, _geometryCacheID);
} else {
geometryCache->bindSimpleProgram(*batch, false, false, true, true);
geometryCache->renderLine(*batch, _start, _end, colorv4, _geometryCacheID);
}
}
@ -68,7 +70,7 @@ void Line3DOverlay::render(RenderArgs* args) {
const render::ShapeKey Line3DOverlay::getShapeKey() {
auto builder = render::ShapeKey::Builder().withOwnPipeline();
if (getAlpha() != 1.0f) {
if (getAlpha() != 1.0f || _glow > 0.0f) {
builder.withTranslucent();
}
return builder.build();
@ -94,6 +96,19 @@ void Line3DOverlay::setProperties(const QVariantMap& properties) {
if (end.isValid()) {
setEnd(vec3FromVariant(end));
}
auto glow = properties["glow"];
if (glow.isValid()) {
setGlow(glow.toFloat());
if (_glow > 0.0f) {
_alpha = 0.5f;
}
}
auto glowWidth = properties["glow"];
if (glowWidth.isValid()) {
setGlow(glowWidth.toFloat());
}
}
QVariant Line3DOverlay::getProperty(const QString& property) {

View file

@ -30,10 +30,14 @@ public:
// getters
const glm::vec3& getStart() const { return _start; }
const glm::vec3& getEnd() const { return _end; }
const float& getGlow() const { return _glow; }
const float& getGlowWidth() const { return _glowWidth; }
// setters
void setStart(const glm::vec3& start) { _start = start; }
void setEnd(const glm::vec3& end) { _end = end; }
void setGlow(const float& glow) { _glow = glow; }
void setGlowWidth(const float& glowWidth) { _glowWidth = glowWidth; }
void setProperties(const QVariantMap& properties) override;
QVariant getProperty(const QString& property) override;
@ -43,6 +47,8 @@ public:
protected:
glm::vec3 _start;
glm::vec3 _end;
float _glow { 0.0 };
float _glowWidth { 0.0 };
int _geometryCacheID;
};

View file

@ -25,40 +25,45 @@ GLShader::~GLShader() {
}
}
// GLSL version
static const std::string glslVersion {
"#version 410 core"
};
// Shader domain
static const size_t NUM_SHADER_DOMAINS = 3;
// GL Shader type enums
// Must match the order of type specified in gpu::Shader::Type
static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS { {
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER,
GL_GEOMETRY_SHADER,
} };
// Domain specific defines
// Must match the order of type specified in gpu::Shader::Type
static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
"#define GPU_VERTEX_SHADER",
"#define GPU_PIXEL_SHADER",
"#define GPU_GEOMETRY_SHADER",
} };
// Versions specific of the shader
static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
""
} };
GLShader* compileBackendShader(const Shader& shader) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
// GLSL version
const std::string glslVersion = {
"#version 410 core"
};
// Shader domain
const int NUM_SHADER_DOMAINS = 2;
const GLenum SHADER_DOMAINS[NUM_SHADER_DOMAINS] = {
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER
};
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
// Domain specific defines
const std::string domainDefines[NUM_SHADER_DOMAINS] = {
"#define GPU_VERTEX_SHADER",
"#define GPU_PIXEL_SHADER"
};
// Versions specific of the shader
const std::string versionDefines[GLShader::NumVersions] = {
""
};
GLShader::ShaderObjects shaderObjects;
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = glslVersion + "\n" + domainDefines[shader.getType()] + "\n" + versionDefines[version];
std::string shaderDefines = glslVersion + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
bool result = compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram);
if (!result) {

View file

@ -31,6 +31,13 @@ Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
_shaders[PIXEL] = pixel;
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel) :
_type(type) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
}
Shader::~Shader()
{
@ -44,6 +51,10 @@ Shader::Pointer Shader::createPixel(const Source& source) {
return Pointer(new Shader(PIXEL, source));
}
Shader::Pointer Shader::createGeometry(const Source& source) {
return Pointer(new Shader(GEOMETRY, source));
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
pixelShader && pixelShader->getType() == PIXEL) {
@ -52,6 +63,15 @@ Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer
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));
}
return Pointer();
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
_uniforms = uniforms;
_buffers = buffers;

View file

@ -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

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@ -259,6 +259,9 @@ public:
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
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,
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,
int id = UNKNOWN_ID)
{ 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;
};

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@ -0,0 +1,35 @@
<@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
//
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);
}

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@ -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();
}

View 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();
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
}