mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-05-28 21:49:54 +02:00
merging with upstream
This commit is contained in:
commit
3c7eb4de6d
13 changed files with 162 additions and 78 deletions
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@ -12,6 +12,12 @@ We have a [homebrew formulas repository](https://github.com/highfidelity/homebre
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||||
*Our [qt5 homebrew formula](https://raw.github.com/highfidelity/homebrew-formulas/master/qt5.rb) is for a patched version of Qt 5.4.x stable that removes wireless network scanning that can reduce real-time audio performance. We recommended you use this formula to install Qt.*
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###Qt
|
||||
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||||
Assuming you've installed Qt 5 using the homebrew instructions above, you'll need to set QT_CMAKE_PREFIX_PATH so CMake can find your installation of Qt. For Qt 5.4.1 installed via homebrew, set QT_CMAKE_PREFIX_PATH as follows.
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export QT_CMAKE_PREFIX_PATH=/usr/local/Cellar/qt5/5.4.1/lib/cmake
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###Xcode
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||||
If Xcode is your editor of choice, you can ask CMake to generate Xcode project files instead of Unix Makefiles.
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||||
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@ -19,4 +25,4 @@ If Xcode is your editor of choice, you can ask CMake to generate Xcode project f
|
|||
|
||||
After running cmake, you will have the make files or Xcode project file necessary to build all of the components. Open the hifi.xcodeproj file, choose ALL_BUILD from the Product > Scheme menu (or target drop down), and click Run.
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If the build completes successfully, you will have built targets for all components located in the `build/${target_name}/Debug` directories.
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||||
If the build completes successfully, you will have built targets for all components located in the `build/${target_name}/Debug` directories.
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|
|
6
cmake/externals/polyvox/CMakeLists.txt
vendored
6
cmake/externals/polyvox/CMakeLists.txt
vendored
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@ -3,8 +3,8 @@ set(EXTERNAL_NAME polyvox)
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include(ExternalProject)
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ExternalProject_Add(
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${EXTERNAL_NAME}
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URL http://hifi-public.s3.amazonaws.com/dependencies/polyvox-master-2015-5-27.zip
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URL_MD5 e3dd09a24df4db29ba370e3bea753388
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URL http://hifi-public.s3.amazonaws.com/dependencies/polyvox.zip
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URL_MD5 904b840328278c9b36fa7a14be730c34
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CMAKE_ARGS -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR>
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BINARY_DIR ${EXTERNAL_PROJECT_PREFIX}/build
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LOG_DOWNLOAD 1
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@ -45,7 +45,7 @@ else ()
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endif ()
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if (WIN32)
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if (WIN32)
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set(${EXTERNAL_NAME_UPPER}_CORE_LIBRARY ${INSTALL_DIR}/PolyVoxCore/lib/PolyVoxCore.lib CACHE FILEPATH "polyvox core library")
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# set(${EXTERNAL_NAME_UPPER}_UTIL_LIBRARY ${INSTALL_DIR}/PolyVoxUtil/lib/PolyVoxUtil.lib CACHE FILEPATH "polyvox util library")
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elseif (APPLE)
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|
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@ -3495,7 +3495,9 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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{
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PerformanceTimer perfTimer("EngineRun");
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render::RenderContext renderContext;
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renderArgs->_shouldRender = LODManager::shouldRender;
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renderContext.args = renderArgs;
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renderArgs->_viewFrustum = getDisplayViewFrustum();
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_renderEngine->setRenderContext(renderContext);
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@ -217,6 +217,47 @@ QString LODManager::getLODFeedbackText() {
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return result;
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}
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bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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const float maxScale = (float)TREE_SCALE;
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const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
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float octreeSizeScale = args->_sizeScale;
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int boundaryLevelAdjust = args->_boundaryLevelAdjust;
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float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
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float distanceToCamera = glm::length(bounds.calcCenter() - args->_viewFrustum->getPosition());
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float largestDimension = bounds.getLargestDimension();
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static bool shouldRenderTableNeedsBuilding = true;
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static QMap<float, float> shouldRenderTable;
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if (shouldRenderTableNeedsBuilding) {
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float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
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float scale = maxScale;
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float factor = 1.0f;
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while (scale > SMALLEST_SCALE_IN_TABLE) {
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scale /= 2.0f;
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factor /= 2.0f;
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shouldRenderTable[scale] = factor;
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}
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shouldRenderTableNeedsBuilding = false;
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}
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float closestScale = maxScale;
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float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
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QMap<float, float>::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension);
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if (lowerBound != shouldRenderTable.constEnd()) {
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closestScale = lowerBound.key();
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visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value();
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}
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if (closestScale < largestDimension) {
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visibleDistanceAtClosestScale *= 2.0f;
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}
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return distanceToCamera <= visibleDistanceAtClosestScale;
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};
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// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
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// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
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bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
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|
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@ -49,6 +49,8 @@ const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
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// do. But both are still culled using the same angular size logic.
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const float AVATAR_TO_ENTITY_RATIO = 2.0f;
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class RenderArgs;
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class AABox;
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class LODManager : public QObject, public Dependency {
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Q_OBJECT
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@ -79,6 +81,7 @@ public:
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Q_INVOKABLE float getLODDecreaseFPS();
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Q_INVOKABLE float getLODIncreaseFPS();
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static bool shouldRender(const RenderArgs* args, const AABox& bounds);
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bool shouldRenderMesh(float largestDimension, float distanceToCamera);
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void autoAdjustLOD(float currentFPS);
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@ -93,22 +93,24 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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if (_isFaceTrackerConnected) {
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_blendshapeCoefficients = faceTracker->getBlendshapeCoefficients();
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if (typeid(*faceTracker) == typeid(DdeFaceTracker)
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&& Menu::getInstance()->isOptionChecked(MenuOption::UseAudioForMouth)) {
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if (typeid(*faceTracker) == typeid(DdeFaceTracker)) {
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calculateMouthShapes();
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if (Menu::getInstance()->isOptionChecked(MenuOption::UseAudioForMouth)) {
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calculateMouthShapes();
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const int JAW_OPEN_BLENDSHAPE = 21;
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const int MMMM_BLENDSHAPE = 34;
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const int FUNNEL_BLENDSHAPE = 40;
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const int SMILE_LEFT_BLENDSHAPE = 28;
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const int SMILE_RIGHT_BLENDSHAPE = 29;
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_blendshapeCoefficients[JAW_OPEN_BLENDSHAPE] += _audioJawOpen;
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_blendshapeCoefficients[SMILE_LEFT_BLENDSHAPE] += _mouth4;
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_blendshapeCoefficients[SMILE_RIGHT_BLENDSHAPE] += _mouth4;
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_blendshapeCoefficients[MMMM_BLENDSHAPE] += _mouth2;
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_blendshapeCoefficients[FUNNEL_BLENDSHAPE] += _mouth3;
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const int JAW_OPEN_BLENDSHAPE = 21;
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const int MMMM_BLENDSHAPE = 34;
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const int FUNNEL_BLENDSHAPE = 40;
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const int SMILE_LEFT_BLENDSHAPE = 28;
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const int SMILE_RIGHT_BLENDSHAPE = 29;
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_blendshapeCoefficients[JAW_OPEN_BLENDSHAPE] += _audioJawOpen;
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_blendshapeCoefficients[SMILE_LEFT_BLENDSHAPE] += _mouth4;
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_blendshapeCoefficients[SMILE_RIGHT_BLENDSHAPE] += _mouth4;
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_blendshapeCoefficients[MMMM_BLENDSHAPE] += _mouth2;
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_blendshapeCoefficients[FUNNEL_BLENDSHAPE] += _mouth3;
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}
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applyEyelidOffset(getFinalOrientationInWorldFrame());
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}
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}
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}
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@ -203,6 +205,9 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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_mouth3,
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_mouth4,
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_blendshapeCoefficients);
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applyEyelidOffset(getOrientation());
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} else {
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_saccade = glm::vec3();
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}
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@ -218,7 +223,6 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
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}
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}
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_eyePosition = calculateAverageEyePosition();
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}
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void Head::calculateMouthShapes() {
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@ -249,6 +253,32 @@ void Head::calculateMouthShapes() {
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_mouth4 = glm::mix(_audioJawOpen, _mouth4, SMILE_PERIOD + randFloat() * SMILE_RANDOM_PERIOD);
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}
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void Head::applyEyelidOffset(glm::quat headOrientation) {
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// Adjusts the eyelid blendshape coefficients so that the eyelid follows the iris as the head pitches.
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glm::quat eyeRotation = rotationBetween(headOrientation * IDENTITY_FRONT, getCorrectedLookAtPosition() - _eyePosition);
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eyeRotation = eyeRotation * glm::angleAxis(safeEulerAngles(headOrientation).y, IDENTITY_UP); // Rotation w.r.t. head
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float eyePitch = safeEulerAngles(eyeRotation).x;
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const float EYE_PITCH_TO_COEFFICIENT = 1.6f; // Empirically determined
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const float MAX_EYELID_OFFSET = 0.8f; // So that don't fully close eyes when looking way down
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float eyelidOffset = glm::clamp(-eyePitch * EYE_PITCH_TO_COEFFICIENT, -1.0f, MAX_EYELID_OFFSET);
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for (int i = 0; i < 2; i++) {
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const int LEFT_EYE = 8;
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float eyeCoefficient = _blendshapeCoefficients[i] - _blendshapeCoefficients[LEFT_EYE + i]; // Raw value
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eyeCoefficient = glm::clamp(eyelidOffset + eyeCoefficient * (1.0f - eyelidOffset), -1.0f, 1.0f);
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if (eyeCoefficient > 0.0f) {
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_blendshapeCoefficients[i] = eyeCoefficient;
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_blendshapeCoefficients[LEFT_EYE + i] = 0.0f;
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} else {
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_blendshapeCoefficients[i] = 0.0f;
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_blendshapeCoefficients[LEFT_EYE + i] = -eyeCoefficient;
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}
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}
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}
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void Head::relaxLean(float deltaTime) {
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// restore rotation, lean to neutral positions
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const float LEAN_RELAXATION_PERIOD = 0.25f; // seconds
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|
|
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@ -155,6 +155,7 @@ private:
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// private methods
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void renderLookatVectors(RenderArgs* renderArgs, glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
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void calculateMouthShapes();
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void applyEyelidOffset(glm::quat headOrientation);
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friend class FaceModel;
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};
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|
|
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@ -17,4 +17,10 @@ find_package(PolyVox REQUIRED)
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target_include_directories(${TARGET_NAME} SYSTEM PUBLIC ${POLYVOX_INCLUDE_DIRS})
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target_link_libraries(${TARGET_NAME} ${POLYVOX_LIBRARIES})
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# for changing the pitch of collision sounds
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add_dependency_external_projects(soxr)
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find_package(Soxr REQUIRED)
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target_link_libraries(${TARGET_NAME} ${SOXR_LIBRARIES})
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target_include_directories(${TARGET_NAME} SYSTEM PRIVATE ${SOXR_INCLUDE_DIRS})
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link_hifi_libraries(shared gpu script-engine render render-utils)
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|
|
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@ -28,6 +28,8 @@
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#include <ScriptEngine.h>
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#include <TextureCache.h>
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#include <SoundCache.h>
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#include <soxr.h>
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#include <AudioConstants.h>
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||||
|
||||
|
||||
#include "EntityTreeRenderer.h"
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|
@ -1203,7 +1205,30 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT
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options.stereo = sound->isStereo();
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options.position = position;
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options.volume = volume;
|
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AudioInjector* injector = new AudioInjector(sound.data(), options);
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|
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// Shift the pitch down by ln(1 + (size / COLLISION_SIZE_FOR_STANDARD_PITCH)) / ln(2)
|
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const float COLLISION_SIZE_FOR_STANDARD_PITCH = 0.2f;
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QByteArray samples = sound->getByteArray();
|
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soxr_io_spec_t spec = soxr_io_spec(SOXR_INT16_I, SOXR_INT16_I);
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soxr_quality_spec_t qualitySpec = soxr_quality_spec(SOXR_MQ, 0);
|
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const int channelCount = sound->isStereo() ? 2 : 1;
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const float factor = log(1.0f + (entity->getMaximumAACube().getLargestDimension() / COLLISION_SIZE_FOR_STANDARD_PITCH)) / log(2);
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const int standardRate = AudioConstants::SAMPLE_RATE;
|
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const int resampledRate = standardRate * factor;
|
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const int nInputSamples = samples.size() / sizeof(int16_t);
|
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const int nOutputSamples = nInputSamples * factor;
|
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QByteArray resampled(nOutputSamples * sizeof(int16_t), '\0');
|
||||
const int16_t* receivedSamples = reinterpret_cast<const int16_t*>(samples.data());
|
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soxr_error_t soxError = soxr_oneshot(standardRate, resampledRate, channelCount,
|
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receivedSamples, nInputSamples, NULL,
|
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reinterpret_cast<int16_t*>(resampled.data()), nOutputSamples, NULL,
|
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&spec, &qualitySpec, 0);
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if (soxError) {
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qCDebug(entitiesrenderer) << "Unable to resample" << collisionSoundURL << "from" << nInputSamples << "@" << standardRate << "to" << nOutputSamples << "@" << resampledRate;
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resampled = samples;
|
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}
|
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AudioInjector* injector = new AudioInjector(resampled, options);
|
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injector->setLocalAudioInterface(_localAudioInterface);
|
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injector->triggerDeleteAfterFinish();
|
||||
QThread* injectorThread = new QThread();
|
||||
|
|
|
@ -662,7 +662,7 @@ void EntityItem::adjustEditPacketForClockSkew(unsigned char* editPacketBuffer, s
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memcpy(&lastEditedInLocalTime, dataAt, sizeof(lastEditedInLocalTime));
|
||||
quint64 lastEditedInServerTime = lastEditedInLocalTime + clockSkew;
|
||||
memcpy(dataAt, &lastEditedInServerTime, sizeof(lastEditedInServerTime));
|
||||
#if 1 //def WANT_DEBUG
|
||||
#ifdef WANT_DEBUG
|
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qCDebug(entities, "EntityItem::adjustEditPacketForClockSkew()...");
|
||||
qCDebug(entities) << " lastEditedInLocalTime: " << lastEditedInLocalTime;
|
||||
qCDebug(entities) << " clockSkew: " << clockSkew;
|
||||
|
|
|
@ -310,10 +310,14 @@ void Model::init() {
|
|||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
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modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
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modelVertex, modelTranslucentPixel);
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
// FIXME Ignore lightmap for translucents meshpart
|
||||
_renderPipelineLib.addRenderPipeline(
|
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RenderKey(RenderKey::IS_TRANSLUCENT | RenderKey::HAS_LIGHTMAP),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
|
|
|
@ -55,44 +55,6 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
Job::~Job() {
|
||||
}
|
||||
|
||||
/*
|
||||
bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
|
||||
const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
|
||||
float octreeSizeScale = getOctreeSizeScale();
|
||||
int boundaryLevelAdjust = getBoundaryLevelAdjust();
|
||||
float maxScale = (float)TREE_SCALE;
|
||||
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
|
||||
|
||||
if (_shouldRenderTableNeedsRebuilding) {
|
||||
_shouldRenderTable.clear();
|
||||
|
||||
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
|
||||
float scale = maxScale;
|
||||
float visibleDistanceAtScale = visibleDistanceAtMaxScale;
|
||||
|
||||
while (scale > SMALLEST_SCALE_IN_TABLE) {
|
||||
scale /= 2.0f;
|
||||
visibleDistanceAtScale /= 2.0f;
|
||||
_shouldRenderTable[scale] = visibleDistanceAtScale;
|
||||
}
|
||||
_shouldRenderTableNeedsRebuilding = false;
|
||||
}
|
||||
|
||||
float closestScale = maxScale;
|
||||
float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
|
||||
QMap<float, float>::const_iterator lowerBound = _shouldRenderTable.lowerBound(largestDimension);
|
||||
if (lowerBound != _shouldRenderTable.constEnd()) {
|
||||
closestScale = lowerBound.key();
|
||||
visibleDistanceAtClosestScale = lowerBound.value();
|
||||
}
|
||||
|
||||
if (closestScale < largestDimension) {
|
||||
visibleDistanceAtClosestScale *= 2.0f;
|
||||
}
|
||||
|
||||
return (distanceToCamera <= visibleDistanceAtClosestScale);
|
||||
}*/
|
||||
|
||||
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemIDs& outItems) {
|
||||
PerformanceTimer perfTimer("cullItems");
|
||||
assert(renderContext->args);
|
||||
|
@ -114,13 +76,10 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
|
|||
|
||||
// TODO: some entity types (like lights) might want to be rendered even
|
||||
// when they are outside of the view frustum...
|
||||
|
||||
float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter());
|
||||
|
||||
bool outOfView = args->_viewFrustum->boxInFrustum(bound) == ViewFrustum::OUTSIDE;
|
||||
if (!outOfView) {
|
||||
bool bigEnoughToRender = true; //_viewState->shouldRenderMesh(bound.getLargestDimension(), distance);
|
||||
|
||||
bool bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, bound) : true;
|
||||
|
||||
if (bigEnoughToRender) {
|
||||
outItems.push_back(id); // One more Item to render
|
||||
args->_itemsRendered++;
|
||||
|
@ -130,8 +89,7 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
|
|||
} else {
|
||||
args->_itemsOutOfView++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
struct ItemBound {
|
||||
|
@ -144,16 +102,16 @@ struct ItemBound {
|
|||
ItemBound(float centerDepth, float nearDepth, float farDepth, ItemID id) : _centerDepth(centerDepth), _nearDepth(nearDepth), _farDepth(farDepth), _id(id) {}
|
||||
};
|
||||
|
||||
struct FrontToBackSort {
|
||||
bool operator() (const ItemBound& left, const ItemBound& right) {
|
||||
return (left._centerDepth < right._centerDepth);
|
||||
}
|
||||
struct FrontToBackSort {
|
||||
bool operator() (const ItemBound& left, const ItemBound& right) {
|
||||
return (left._centerDepth < right._centerDepth);
|
||||
}
|
||||
};
|
||||
|
||||
struct BackToFrontSort {
|
||||
bool operator() (const ItemBound& left, const ItemBound& right) {
|
||||
return (left._centerDepth > right._centerDepth);
|
||||
}
|
||||
struct BackToFrontSort {
|
||||
bool operator() (const ItemBound& left, const ItemBound& right) {
|
||||
return (left._centerDepth > right._centerDepth);
|
||||
}
|
||||
};
|
||||
|
||||
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDs& inItems, ItemIDs& outItems) {
|
||||
|
|
|
@ -12,8 +12,11 @@
|
|||
#ifndef hifi_RenderArgs_h
|
||||
#define hifi_RenderArgs_h
|
||||
|
||||
class ViewFrustum;
|
||||
#include <functional>
|
||||
|
||||
class AABox;
|
||||
class OctreeRenderer;
|
||||
class ViewFrustum;
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
class Context;
|
||||
|
@ -21,6 +24,8 @@ class Context;
|
|||
|
||||
class RenderArgs {
|
||||
public:
|
||||
typedef std::function<bool(const RenderArgs* args, const AABox& bounds)> ShoudRenderFunctor;
|
||||
|
||||
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE, MIRROR_RENDER_MODE };
|
||||
|
||||
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
|
||||
|
@ -40,6 +45,7 @@ public:
|
|||
RenderSide renderSide = MONO,
|
||||
DebugFlags debugFlags = RENDER_DEBUG_NONE,
|
||||
gpu::Batch* batch = nullptr,
|
||||
ShoudRenderFunctor shouldRender = nullptr,
|
||||
|
||||
int elementsTouched = 0,
|
||||
int itemsRendered = 0,
|
||||
|
@ -66,6 +72,7 @@ public:
|
|||
_renderSide(renderSide),
|
||||
_debugFlags(debugFlags),
|
||||
_batch(batch),
|
||||
_shouldRender(shouldRender),
|
||||
|
||||
_elementsTouched(elementsTouched),
|
||||
_itemsRendered(itemsRendered),
|
||||
|
@ -94,6 +101,7 @@ public:
|
|||
RenderSide _renderSide;
|
||||
DebugFlags _debugFlags;
|
||||
gpu::Batch* _batch;
|
||||
ShoudRenderFunctor _shouldRender;
|
||||
|
||||
int _elementsTouched;
|
||||
int _itemsRendered;
|
||||
|
|
Loading…
Reference in a new issue