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Constrain procedural updates to render thread
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parent
40fbe2d1e5
commit
4022474b48
2 changed files with 132 additions and 67 deletions
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@ -69,74 +69,108 @@ Procedural::Procedural(const QString& userDataJson) {
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}
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}
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void Procedural::parse(const QString& userDataJson) {
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void Procedural::parse(const QString& userDataJson) {
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_enabled = false;
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auto proceduralData = getProceduralData(userDataJson);
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auto proceduralData = getProceduralData(userDataJson);
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if (proceduralData.isObject()) {
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// Instead of parsing, prep for a parse on the rendering thread
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parse(proceduralData.toObject());
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// This will be called by Procedural::ready
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}
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_proceduralData = proceduralData.toObject();
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_proceduralDataDirty = true;
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}
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}
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void Procedural::parse(const QJsonObject& proceduralData) {
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bool Procedural::parseVersion(const QJsonValue& version) {
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// grab the version number
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if (version.isDouble()) {
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{
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_version = (uint8_t)(floor(version.toDouble()));
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auto version = proceduralData[VERSION_KEY];
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} else {
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if (version.isDouble()) {
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// All unversioned shaders default to V1
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_version = (uint8_t)(floor(version.toDouble()));
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_version = 1;
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}
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}
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return (_version == 1 || _version == 2);
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}
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bool Procedural::parseUrl(const QUrl& shaderUrl) {
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if (!shaderUrl.isValid()) {
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qWarning() << "Invalid shader URL: " << shaderUrl;
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return false;
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}
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}
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// Get the path to the shader
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if (_shaderUrl == shaderUrl) {
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{
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return true;
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QString shaderUrl = proceduralData[URL_KEY].toString();
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shaderUrl = ResourceManager::normalizeURL(shaderUrl);
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_shaderUrl = QUrl(shaderUrl);
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if (!_shaderUrl.isValid()) {
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qWarning() << "Invalid shader URL: " << shaderUrl;
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return;
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}
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if (_shaderUrl.isLocalFile()) {
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_shaderPath = _shaderUrl.toLocalFile();
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qDebug() << "Shader path: " << _shaderPath;
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if (!QFile(_shaderPath).exists()) {
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return;
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}
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} else {
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qDebug() << "Shader url: " << _shaderUrl;
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_networkShader = ShaderCache::instance().getShader(_shaderUrl);
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}
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}
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}
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// Grab any custom uniforms
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_shaderUrl = shaderUrl;
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{
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auto uniforms = proceduralData[UNIFORMS_KEY];
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if (_shaderUrl.isLocalFile()) {
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if (uniforms.isObject()) {
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_shaderPath = _shaderUrl.toLocalFile();
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_parsedUniforms = uniforms.toObject();
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qDebug() << "Shader path: " << _shaderPath;
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if (!QFile(_shaderPath).exists()) {
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return false;;
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}
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}
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} else {
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qDebug() << "Shader url: " << _shaderUrl;
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_networkShader = ShaderCache::instance().getShader(_shaderUrl);
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}
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}
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// Grab any textures
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return true;
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{
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}
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auto channels = proceduralData[CHANNELS_KEY];
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if (channels.isArray()) {
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bool Procedural::parseUniforms(const QJsonObject& uniforms) {
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auto textureCache = DependencyManager::get<TextureCache>();
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if (_parsedUniforms != uniforms) {
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_parsedChannels = channels.toArray();
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_parsedUniforms = uniforms;
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size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
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_uniformsDirty = true;
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for (size_t i = 0; i < channelCount; ++i) {
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}
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QString url = _parsedChannels.at((int)i).toString();
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_channels[i] = textureCache->getTexture(QUrl(url));
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return true;
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}
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}
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}
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bool Procedural::parseTextures(const QJsonArray& channels) {
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if (_parsedChannels != channels) {
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_parsedChannels = channels;
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auto textureCache = DependencyManager::get<TextureCache>();
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size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
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for (size_t i = 0; i < channelCount; ++i) {
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QString url = _parsedChannels.at((int)i).toString();
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_channels[i] = textureCache->getTexture(QUrl(url));
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}
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_channelsDirty = true;
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}
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return true;
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}
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void Procedural::parse(QJsonObject proceduralData) {
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_enabled = false;
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if (proceduralData.isEmpty()) {
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return;
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}
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auto version = proceduralData[VERSION_KEY];
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auto shaderUrl = proceduralData[URL_KEY].toString();
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shaderUrl = ResourceManager::normalizeURL(shaderUrl);
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auto uniforms = proceduralData[UNIFORMS_KEY].toObject();
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auto channels = proceduralData[CHANNELS_KEY].toArray();
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if (parseVersion(proceduralData[VERSION_KEY]) &&
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parseUrl(shaderUrl) &&
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parseUniforms(uniforms) &&
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parseTextures(channels)) {
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_enabled = true;
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}
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}
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_enabled = true;
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}
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}
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bool Procedural::ready() {
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bool Procedural::ready() {
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// Load any changes to the procedural
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if (_proceduralDataDirty) {
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parse(_proceduralData);
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_proceduralDataDirty = false;
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}
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if (!_enabled) {
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if (!_enabled) {
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return false;
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return false;
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}
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}
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// Do we have a network or local shader
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// Do we have a network or local shader, and if so, is it loaded?
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if (_shaderPath.isEmpty() && (!_networkShader || !_networkShader->isLoaded())) {
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if (_shaderPath.isEmpty() && (!_networkShader || !_networkShader->isLoaded())) {
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return false;
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return false;
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}
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}
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@ -160,15 +194,14 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
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QFile file(_shaderPath);
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QFile file(_shaderPath);
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file.open(QIODevice::ReadOnly);
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file.open(QIODevice::ReadOnly);
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_shaderSource = QTextStream(&file).readAll();
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_shaderSource = QTextStream(&file).readAll();
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_pipelineDirty = true;
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_shaderDirty = true;
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_shaderModified = lastModified;
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_shaderModified = lastModified;
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}
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}
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} else if (_networkShader && _networkShader->isLoaded()) {
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} else if (_networkShader && _networkShader->isLoaded()) {
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_shaderSource = _networkShader->_source;
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_shaderSource = _networkShader->_source;
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}
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}
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if (!_pipeline || _pipelineDirty) {
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if (!_pipeline || _shaderDirty) {
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_pipelineDirty = true;
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if (!_vertexShader) {
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if (!_vertexShader) {
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_vertexShader = gpu::Shader::createVertex(_vertexSource);
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_vertexShader = gpu::Shader::createVertex(_vertexSource);
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}
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}
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@ -214,11 +247,15 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
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batch.setPipeline(_pipeline);
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batch.setPipeline(_pipeline);
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if (_pipelineDirty) {
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if (_shaderDirty || _uniformsDirty) {
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_pipelineDirty = false;
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setupUniforms();
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setupUniforms();
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}
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}
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if (_shaderDirty || _uniformsDirty || _channelsDirty) {
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setupChannels(_shaderDirty || _uniformsDirty);
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}
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_shaderDirty = _uniformsDirty = _channelsDirty = false;
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for (auto lambda : _uniforms) {
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for (auto lambda : _uniforms) {
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lambda(batch);
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lambda(batch);
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@ -359,8 +396,14 @@ void Procedural::setupUniforms() {
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batch._glUniform(_standardUniformSlots[POSITION], _entityPosition);
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batch._glUniform(_standardUniformSlots[POSITION], _entityPosition);
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});
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});
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}
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}
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}
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void Procedural::setupChannels(bool shouldCreate) {
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if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[CHANNEL_RESOLUTION]) {
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if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[CHANNEL_RESOLUTION]) {
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if (!shouldCreate) {
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// Instead of modifying the last element, just remove and recreate it.
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_uniforms.pop_back();
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}
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_uniforms.push_back([=](gpu::Batch& batch) {
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_uniforms.push_back([=](gpu::Batch& batch) {
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vec3 channelSizes[MAX_PROCEDURAL_TEXTURE_CHANNELS];
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vec3 channelSizes[MAX_PROCEDURAL_TEXTURE_CHANNELS];
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for (size_t i = 0; i < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++i) {
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for (size_t i = 0; i < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++i) {
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@ -28,27 +28,24 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
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// FIXME better encapsulation
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// FIXME better encapsulation
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// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
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// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
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struct Procedural {
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struct Procedural {
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public:
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static QJsonValue getProceduralData(const QString& proceduralJson);
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static QJsonValue getProceduralData(const QString& proceduralJson);
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Procedural(const QString& userDataJson);
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Procedural(const QString& userDataJson);
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void parse(const QString& userDataJson);
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void parse(const QString& userDataJson);
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void parse(const QJsonObject&);
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bool ready();
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bool ready();
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void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
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void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
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void setupUniforms();
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glm::vec4 getColor(const glm::vec4& entityColor);
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glm::vec4 getColor(const glm::vec4& entityColor);
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bool _enabled{ false };
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bool _enabled { false };
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uint8_t _version{ 1 };
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uint8_t _version { 1 };
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std::string _vertexSource;
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std::string _vertexSource;
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std::string _fragmentSource;
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std::string _fragmentSource;
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QString _shaderSource;
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gpu::StatePointer _state;
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QString _shaderPath;
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QUrl _shaderUrl;
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quint64 _shaderModified{ 0 };
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bool _pipelineDirty{ true };
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enum StandardUniforms {
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enum StandardUniforms {
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DATE,
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DATE,
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@ -60,23 +57,48 @@ struct Procedural {
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NUM_STANDARD_UNIFORMS
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NUM_STANDARD_UNIFORMS
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};
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};
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int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
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protected:
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// Procedural metadata
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uint64_t _start{ 0 };
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uint64_t _start{ 0 };
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int32_t _frameCount{ 0 };
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int32_t _frameCount{ 0 };
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// Rendering object descriptions, from userData
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QJsonObject _proceduralData;
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QString _shaderSource;
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QString _shaderPath;
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QUrl _shaderUrl;
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quint64 _shaderModified { 0 };
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NetworkShaderPointer _networkShader;
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NetworkShaderPointer _networkShader;
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QJsonObject _parsedUniforms;
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QJsonObject _parsedUniforms;
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QJsonArray _parsedChannels;
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QJsonArray _parsedChannels;
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bool _proceduralDataDirty { true };
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bool _shaderDirty { true };
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bool _uniformsDirty { true };
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bool _channelsDirty { true };
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// Rendering objects
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UniformLambdas _uniforms;
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UniformLambdas _uniforms;
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int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
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NetworkTexturePointer _channels[MAX_PROCEDURAL_TEXTURE_CHANNELS];
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NetworkTexturePointer _channels[MAX_PROCEDURAL_TEXTURE_CHANNELS];
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gpu::PipelinePointer _pipeline;
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gpu::PipelinePointer _pipeline;
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gpu::ShaderPointer _vertexShader;
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gpu::ShaderPointer _vertexShader;
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gpu::ShaderPointer _fragmentShader;
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gpu::ShaderPointer _fragmentShader;
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gpu::ShaderPointer _shader;
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gpu::ShaderPointer _shader;
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gpu::StatePointer _state;
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// Entity metadata
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glm::vec3 _entityDimensions;
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glm::vec3 _entityDimensions;
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glm::vec3 _entityPosition;
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glm::vec3 _entityPosition;
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private:
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// This should only be called from the render thread, as it shares data with Procedural::prepare
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void parse(QJsonObject);
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bool parseVersion(const QJsonValue& version);
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bool parseUrl(const QUrl& url);
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bool parseUniforms(const QJsonObject& uniforms);
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bool parseTextures(const QJsonArray& channels);
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void setupUniforms();
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void setupChannels(bool shouldCreate);
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};
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};
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#endif
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#endif
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