Merge branch 'master' of github.com:highfidelity/hifi into octree-shared-pointers

This commit is contained in:
Seth Alves 2015-09-08 15:28:46 -07:00
commit 8a60bba4eb
51 changed files with 2185 additions and 414 deletions

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@ -73,7 +73,7 @@ endfunction()
macro(AUTOSCRIBE_SHADER_LIB)
message("Autoscribe running for ${TARGET_NAME}")
file(RELATIVE_PATH RELATIVE_LIBRARY_DIR_PATH ${CMAKE_CURRENT_SOURCE_DIR} "${HIFI_LIBRARY_DIR}")
foreach(HIFI_LIBRARY ${ARGN})
#if (NOT TARGET ${HIFI_LIBRARY})

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@ -9,7 +9,8 @@
macro(SETUP_HIFI_LIBRARY)
project(${TARGET_NAME})
project(${TARGET_NAME})
message("Setting up project ${TARGET_NAME}")
# grab the implemenation and header files
file(GLOB_RECURSE LIB_SRCS "src/*.h" "src/*.cpp" "src/*.c")
@ -33,5 +34,8 @@ macro(SETUP_HIFI_LIBRARY)
foreach(QT_MODULE ${${TARGET_NAME}_DEPENDENCY_QT_MODULES})
target_link_libraries(${TARGET_NAME} Qt5::${QT_MODULE})
endforeach()
# Don't make scribed shaders cumulative
set(AUTOSCRIBE_SHADER_LIB_SRC "")
endmacro(SETUP_HIFI_LIBRARY)

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@ -0,0 +1,76 @@
//
// detectTouchExample.js
// examples/entityScripts
//
// Created by Brad Hefta-Gaub on 9/3/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is an example of an entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
Script.include("../libraries/utils.js");
var _this;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
DetectTouched = function() {
_this = this;
};
DetectTouched.prototype = {
// update() will be called regulary, because we've hooked the update signal in our preload() function.
// we will check the avatars hand positions and if either hand is in our bounding box, we will notice that
update: function() {
// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
var entityID = _this.entityID;
var leftHandPosition = MyAvatar.getLeftPalmPosition();
var rightHandPosition = MyAvatar.getRightPalmPosition();
var props = Entities.getEntityProperties(entityID);
var entityMinPoint = props.boundingBox.brn;
var entityMaxPoint = props.boundingBox.tfl;
if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) {
// remember we're being grabbed so we can detect being released
_this.beingTouched = true;
// print out that we're being grabbed
print("I'm being touched...");
} else if (_this.beingTouched) {
// if we are not being grabbed, and we previously were, then we were just released, remember that
// and print out a message
_this.beingTouched = false;
print("I'm am no longer being touched...");
}
},
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * connecting to the update signal so we can check our grabbed state
preload: function(entityID) {
print("preload!");
this.entityID = entityID;
Script.update.connect(this.update);
},
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application. In all cases we want to unhook our connection
// to the update signal
unload: function(entityID) {
Script.update.disconnect(this.update);
},
};
// entity scripts always need to return a newly constructed object of our type
return new DetectTouched();
})

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@ -0,0 +1,170 @@
//
// particlesTest.js
// examples/example/entities
//
// Created by David Rowe on 2 Sep 2015.
// Copyright 2015 High Fidelity, Inc.
//
// Click on the box entity to display different particle effects.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function () {
var box,
particles,
particleExample = -1,
NUM_PARTICLE_EXAMPLES = 11,
PARTICLE_RADIUS = 0.04;
function onClickDownOnEntity(entityID) {
if (entityID === box || entityID === particles) {
particleExample = (particleExample + 1) % NUM_PARTICLE_EXAMPLES;
switch (particleExample) {
case 0:
print("Simple emitter");
Entities.editEntity(particles, {
velocitySpread: { x: 0.0, y: 0.0, z: 0.0 },
accelerationSpread: { x: 0.0, y: 0.0, z: 0.0 },
radiusSpread: 0.0,
animationIsPlaying: true
});
break;
case 1:
print("Velocity spread");
Entities.editEntity(particles, {
velocitySpread: { x: 0.1, y: 0.0, z: 0.1 }
});
break;
case 2:
print("Acceleration spread");
Entities.editEntity(particles, {
velocitySpread: { x: 0.0, y: 0.0, z: 0.0 },
accelerationSpread: { x: 0.0, y: 0.1, z: 0.0 }
});
break;
case 3:
print("Radius spread");
Entities.editEntity(particles, {
accelerationSpread: { x: 0.0, y: 0.0, z: 0.0 },
radiusSpread: 0.035
});
break;
case 4:
print("Radius start and finish");
Entities.editEntity(particles, {
radiusSpread: 0.0,
radiusStart: 0.0,
radiusFinish: 0.0
});
break;
case 5:
print("Alpha 0.5");
Entities.editEntity(particles, {
radiusStart: PARTICLE_RADIUS,
radiusFinish: PARTICLE_RADIUS,
alpha: 0.5
});
break;
case 6:
print("Alpha spread");
Entities.editEntity(particles, {
alpha: 0.5,
alphaSpread: 0.5
});
break;
case 7:
print("Alpha start and finish");
Entities.editEntity(particles, {
alphaSpread: 0.0,
alpha: 1.0,
alphaStart: 0.0,
alphaFinish: 0.0
});
break;
case 8:
print("Color spread");
Entities.editEntity(particles, {
alpha: 1.0,
alphaStart: 1.0,
alphaFinish: 1.0,
color: { red: 128, green: 128, blue: 128 },
colorSpread: { red: 128, green: 0, blue: 0 }
});
break;
case 9:
print("Color start and finish");
Entities.editEntity(particles, {
color: { red: 255, green: 255, blue: 255 },
colorSpread: { red: 0, green: 0, blue: 0 },
colorStart: { red: 255, green: 0, blue: 0 },
colorFinish: { red: 0, green: 255, blue: 0 }
});
break;
case 10:
print("Stop emitting");
Entities.editEntity(particles, {
colorStart: { red: 255, green: 255, blue: 255 },
colorFinish: { red: 255, green: 255, blue: 255 },
animationIsPlaying: false
});
break;
}
}
}
function setUp() {
var spawnPoint = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation()))),
animation = {
fps: 30,
frameIndex: 0,
running: true,
firstFrame: 0,
lastFrame: 30,
loop: true
};
box = Entities.addEntity({
type: "Box",
position: spawnPoint,
dimensions: { x: 0.3, y: 0.3, z: 0.3 },
color: { red: 128, green: 128, blue: 128 },
lifetime: 3600 // 1 hour; just in case
});
particles = Entities.addEntity({
type: "ParticleEffect",
position: spawnPoint,
particleRadius: PARTICLE_RADIUS,
radiusSpread: 0.0,
emitRate: 2.0,
emitVelocity: { x: 0.0, y: 1.0, z: 0.0 },
velocitySpread: { x: 0.0, y: 0.0, z: 0.0 },
emitAcceleration: { x: 0.0, y: -0.3, z: 0.0 },
accelerationSpread: { x: 0.0, y: 0.0, z: 0.0 },
textures: "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png",
color: { red: 255, green: 255, blue: 255 },
lifespan: 5.0,
visible: true,
locked: false,
animationSettings: animation,
animationIsPlaying: false,
lifetime: 3600 // 1 hour; just in case
});
Entities.clickDownOnEntity.connect(onClickDownOnEntity);
print("Click on the box to cycle through particle examples");
}
function tearDown() {
Entities.clickDownOnEntity.disconnect(onClickDownOnEntity);
Entities.deleteEntity(particles);
Entities.deleteEntity(box);
}
setUp();
Script.scriptEnding.connect(tearDown);
}());

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@ -146,3 +146,9 @@ getEyeRelativePosition = function(v) {
getAvatarRelativeRotation = function(q) {
return Quat.multiply(MyAvatar.orientation, q);
}
pointInExtents = function(point, minPoint, maxPoint) {
return (point.x >= minPoint.x && point.x <= maxPoint.x) &&
(point.y >= minPoint.y && point.y <= maxPoint.y) &&
(point.z >= minPoint.z && point.z <= maxPoint.z);
}

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@ -43,7 +43,7 @@
emitVelocity: {x: 0, y: 5, z: 0},
velocitySpread: {x: 2, y: 0, z: 2},
emitAcceleration: {x: 0, y: -9.8, z: 0},
textures: "https://raw.githubusercontent.com/ericrius1/SantasLair/santa/assets/smokeparticle.png",
textures: "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png",
color: color,
lifespan: 1.0,
visible: true,

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@ -0,0 +1,6 @@
{
"ProceduralEntity":
{
"shaderUrl": "https://s3.amazonaws.com/Oculus/shadertoys/relentlessSkybox.fs"
}
}

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@ -0,0 +1,144 @@
// srtuss, 2013
// collecting some design ideas for a new game project.
// no raymarching is used.
// if i could add a custom soundtrack, it'd use this one (essential for desired sensation)
// http://www.youtube.com/watch?v=1uFAu65tZpo
//#define GREEN_VERSION
// ** improved camera shaking
// ** cleaned up code
// ** added stuff to the gates
// *******************************************************************************************
// Please do NOT use this shader in your own productions/videos/games without my permission!
// If you'd still like to do so, please drop me a mail (stral@aon.at)
// *******************************************************************************************
float time = iGlobalTime;
vec2 rotate(vec2 p, float a) {
return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
}
float box(vec2 p, vec2 b, float r) {
return length(max(abs(p) - b, 0.0)) - r;
}
// iq's ray-plane-intersection code
vec3 intersect(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v)
{
vec3 q = o - c;
return vec3(
dot(cross(u, v), q),
dot(cross(q, u), d),
dot(cross(v, q), d)) / dot(cross(v, u), d);
}
// some noise functions for fast developing
float rand11(float p) {
return fract(sin(p * 591.32) * 43758.5357);
}
float rand12(vec2 p) {
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5357);
}
vec2 rand21(float p) {
return fract(vec2(sin(p * 591.32), cos(p * 391.32)));
}
vec2 rand22(in vec2 p)
{
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
}
float noise11(float p) {
float fl = floor(p);
return mix(rand11(fl), rand11(fl + 1.0), fract(p)); //smoothstep(0.0, 1.0, fract(p)));
}
float fbm11(float p) {
return noise11(p) * 0.5 + noise11(p * 2.0) * 0.25 + noise11(p * 5.0) * 0.125;
}
vec3 noise31(float p) {
return vec3(noise11(p), noise11(p + 18.952), noise11(p - 11.372)) * 2.0 - 1.0;
}
// something that looks a bit like godrays coming from the surface
float sky(vec3 p) {
float a = atan(p.x, p.z);
float t = time * 0.1;
float v = rand11(floor(a * 4.0 + t)) * 0.5 + rand11(floor(a * 8.0 - t)) * 0.25
+ rand11(floor(a * 16.0 + t)) * 0.125;
return v;
}
vec3 voronoi(in vec2 x)
{
vec2 n = floor(x); // grid cell id
vec2 f = fract(x);// grid internal position
vec2 mg;// shortest distance...
vec2 mr;// ..and second shortest distance
float md = 8.0, md2 = 8.0;
for(int j = -1; j <= 1; j ++)
{
for(int i = -1; i <= 1; i ++)
{
vec2 g = vec2(float(i), float(j)); // cell id
vec2 o = rand22(n + g);// offset to edge point
vec2 r = g + o - f;
float d = max(abs(r.x), abs(r.y));// distance to the edge
if(d < md)
{ md2 = md; md = d; mr = r; mg = g;}
else if(d < md2)
{ md2 = d;}
}
}
return vec3(n + mg, md2 - md);
}
vec3 getSkyboxColor() {
vec3 rd = normalize(_normal);
vec3 ro = vec3(0, 0, 1);
float inten = 0.0;
// background
float sd = dot(rd, vec3(0.0, 1.0, 0.0));
inten = pow(1.0 - abs(sd), 20.0) + pow(sky(rd), 5.0) * step(0.0, rd.y) * 0.2;
vec3 its;
float v, g;
// voronoi floor layers
for(int i = 0; i < 4; i ++)
{
float layer = float(i);
its = intersect(ro, rd, vec3(0.0, -5.0 - layer * 5.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
if(its.x > 0.0)
{
vec3 vo = voronoi((its.yz) * 0.05 + 8.0 * rand21(float(i)));
v = exp(-100.0 * (vo.z - 0.02));
float fx = 0.0;
// add some special fx to lowest layer
if(i == 3)
{
float crd = 0.0; //fract(time * 0.2) * 50.0 - 25.0;
float fxi = cos(vo.x * 0.2 + time * 1.5);//abs(crd - vo.x);
fx = clamp(smoothstep(0.9, 1.0, fxi), 0.0, 0.9) * 1.0 * rand12(vo.xy);
fx *= exp(-3.0 * vo.z) * 2.0;
}
inten += v * 0.1 + fx;
}
}
inten *= 0.4 + (sin(time) * 0.5 + 0.5) * 0.6;
vec3 ct = vec3(0.6, 0.8, 9.0);
// find a color for the computed intensity
vec3 col = pow(vec3(inten), ct);
return col;
}

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@ -0,0 +1,11 @@
//
// Created by Seiji Emery on 9/4/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("entityPerfTest.js");
Script.include("mathPerfTest.js");
Script.include("forLoopPerfTest.js");

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@ -0,0 +1,107 @@
//
// Created by Seiji Emery on 9/4/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("perfTest.js");
function makeEntity () {
return Entities.addEntity({
type: "Box",
position: Vec3.sum(MyAvatar.position, {
x: 0.0, y: 0.0, z: 1.0
}),
dimensions: { x: 0.1, y: 0.1, z: 0.1 },
userData: "fooooooooooooooooooooooo"
});
}
// Create + run tests
(function () {
var entityTests = new TestRunner();
entityTests.addTestCase('getEntityProperties')
.before(function () {
this.entity = makeEntity();
})
.after(function() {
Entities.deleteEntity(this.entity);
})
.run(function() {
var properties = Entities.getEntityProperties(this.entity);
var foo = properties.userData;
});
entityTests.addTestCase('add + delete entity')
.run(function() {
var entity = makeEntity();
Entities.deleteEntity(entity);
});
entityTests.addTestCase('update entity')
.before(function () {
this.entity = makeEntity();
})
.after(function () {
Entities.deleteEntity(this.entity);
})
.run(function() {
Entities.editEntity(this.entity, { userData: "barrrrrrr" });
});
TestCase.prototype.withEntityOp = function(op) {
this.before(function(){
this.entity = makeEntity();
})
this.after(function(){
Entities.deleteEntity(this.entity);
})
this.run(op);
}
entityTests.addTestCase('find closest entity')
.withEntityOp(function() {
Entities.findClosestEntity(this.entity, MyAvatar.position, 100.0);
})
entityTests.addTestCase('findEntities')
.withEntityOp(function(){
Entities.findEntities(this.entity, MyAvatar.position, 10.0);
})
entityTests.addTestCase('findEntitiesInBox')
.withEntityOp(function(){
Entities.findEntitiesInBox(this.entity, MyAvatar.position, {x: 10.0, y: 10.0, z: 10.0});
})
TestCase.prototype.withRay = function(op) {
this.before(function(){
this.ray = Camera.computePickRay(500, 200);
});
this.run(op);
}
entityTests.addTestCase('findRayIntersection, precisionPicking=true')
.withRay(function(){
Entities.findRayIntersection(this.ray, true);
})
entityTests.addTestCase('findRayIntersection, precisionPicking=false')
.withRay(function(){
Entities.findRayIntersection(this.ray, false);
});
entityTests.addTestCase('findRayIntersectionBlocking, precisionPicking=true')
.withRay(function(){
Entities.findRayIntersectionBlocking(this.ray, true);
})
entityTests.addTestCase('findRayIntersectionBlocking, precisionPicking=false')
.withRay(function(){
Entities.findRayIntersectionBlocking(this.ray, false);
})
entityTests.addTestCase('no-op')
.run(function(){});
print("Running entity tests");
entityTests.runAllTestsWithIterations([10, 100, 1000], 1e3, 10);
entityTests.writeResultsToLog();
})();

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@ -0,0 +1,140 @@
//
// Created by Seiji Emery on 9/4/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Checks various types of js iteration (for loops, for/in loops, Array.forEach, and Object.keys)
// for speed + efficiency. Mostly a sanity check for my own code.
//
Script.include("perfTest.js");
(function () {
var input1 = [];
var input2 = [];
var N = 1000;
for (var i = 0; i < N; ++i) {
input1.push(Math.random());
input2.push(Math.random());
}
TestCase.prototype.withArray = function(n, func) {
this.before(function () {
this.array = [];
for (var i = 0; i < n; ++i) {
this.array.push(0);
}
});
this.run(fcn);
}
print("For loop test -- prelim tests");
var prelimTests = new TestRunner();
prelimTests.addTestCase('Array.push (test component)')
.before(function () {
this.array = [];
})
.run(function () {
this.array.push(1);
});
prelimTests.addTestCase('Array.push with mul op (test component)')
.before(function() {
this.array = [];
})
.run(function (i) {
this.array.push(input1[i] * Math.PI);
})
prelimTests.runAllTestsWithIterations([1e4, 1e5, 1e6], 1e6, 10);
print("For loop test (n = " + N + ")");
var loopTests = new TestRunner();
loopTests.addTestCase('for (var i = 0; i < n; ++i) { ... }')
.before(function () {
this.array = [];
})
.run(function () {
for (var i = 0; i < N; ++i) {
this.array.push(input1[i] * Math.PI);
}
})
loopTests.addTestCase('while (n --> 0) { ... } (reversed)')
.before(function () {
this.array = [];
})
.run(function () {
var n = N;
while (n --> 0) {
this.array.push(input1[n] * Math.PI);
}
})
loopTests.addTestCase('Array.forEach(function(v, i) { ... })')
.before(function () {
this.array = [];
})
.run(function () {
input1.forEach(function(v) {
this.array.push(v * Math.PI);
}, this);
})
loopTests.addTestCase('Array.map(function(v, i) { ... })')
.run(function () {
this.array = input1.map(function (v) {
return v * Math.PI;
}, this);
});
loopTests.runAllTestsWithIterations([10, 100, 1000], 1e3, 10);
// Test iteration on object keys
// http://stackoverflow.com/questions/10726909/random-alpha-numeric-string-in-javascript
function makeRandomString(length, chars) {
var result = '';
for (var i = length; i > 0; --i) result += chars[Math.round(Math.random() * (chars.length - 1))];
return result;
}
function randomString () {
var n = Math.floor(Math.random() * 18) + 12;
return makeRandomString(n, '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ');
}
var obj = {}, numKeys = 1000;
while (numKeys --> 0) {
obj[randomString()] = Math.floor(Math.random() * 255);
}
print("Object iter tests (object has " + Object.keys(obj).length + " keys)");
var iterTests = new TestRunner();
iterTests.addTestCase('for (var k in obj) { foo(obj[k]); }')
.before(function () {
this.x = 0;
})
.run(function () {
for (var k in obj) {
this.x = (this.x + obj[k]) % 256;
}
});
iterTests.addTestCase('for (var k in obj) { if (Object.hasOwnProperty(obj, k)) { foo(obj[k]); } }')
.before(function () {
this.x = 0;
})
.run(function () {
for (var k in obj) {
if (Object.hasOwnProperty(obj, k)) {
this.x = (this.x + obj[k]) % 256;
}
}
})
iterTests.addTestCase('Object.keys(obj).forEach(function(k) { foo(obj[k]); }')
.before(function () {
this.x = 0;
})
.run(function () {
Object.keys(obj).forEach(function (k) {
this.x = (this.x + obj[k]) % 256;
})
})
iterTests.runAllTestsWithIterations([10, 100, 1000], 1e3, 10);
})();

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@ -0,0 +1,127 @@
//
// Created by Seiji Emery on 9/4/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("perfTest.js");
// Native vec3 (for comparison)
var Native = {};
(function () {
Native.Vec3 = function (x, y, z) {
this.x = x || 0.0;
this.y = y || 0.0;
this.z = z || 0.0;
}
Native.Vec3.prototype.add = function (other) {
this.x += other.x;
this.y += other.y;
this.z += other.z;
}
Native.Vec3.prototype.distance = function (other) {
var rx = this.x - other.x;
var ry = this.y - other.y;
var rz = this.z - other.z;
return Math.sqrt(rx * rx + ry * ry + rz * rz);
}
Native.Vec3.prototype.dist2 = function (other) {
var rx = this.x - other.x;
var ry = this.y - other.y;
var rz = this.z - other.z;
return rx * rx + ry * ry + rz * rz;
}
Native.Quaternion = function (x, y, z, w) {
this.x = x || 0.0;
this.y = y || 0.0;
this.z = z || 0.0;
this.w = w || 0.0;
}
// Pulled from THREE.js
Native.Quaternion.prototype.multiply = function(quat2) {
var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
qbx = quat2.x, qby = quat2.y, qbz = quat2.z, qbw = quat2.w;
this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
return this;
}
})();
// Create + run tests
(function () {
var mathTests = new TestRunner();
var foo;
print("math tests:");
var iterations = [ 1000, 10000, 100000, 1000000 ];
print("builtin Vec3 + Quat (wrapped glm::vec3 + glm::quat)");
var builtinTests = new TestRunner();
builtinTests.addTestCase('Vec3.sum')
.run(function () {
foo = Vec3.sum({x: 10, y: 12, z: 3}, {x: 1, y: 2, z: 4});
})
builtinTests.addTestCase('Vec3.distance')
.run(function () {
foo = Vec3.distance({x: 1209, y: 298, z: 238}, {x: 239, y: 20, z: 23})
})
builtinTests.addTestCase('Quat.multiply')
.run(function () {
foo = Quat.multiply({x: 2190.0, y: 2109.0, z: 1209.0, w: 829.0}, {x: -1293.0, y: 1029.1, z: 2190.1, w: 129.0})
});
builtinTests.runAllTestsWithIterations([ 1e3, 1e4, 1e5 ], 1e3, 10);
print("");
print("native JS Vec3 + Quaternion");
var nativeTests = new TestRunner();
nativeTests.addTestCase('Native Vec3.sum')
.run(function () {
foo = new Native.Vec3(10, 12, 3).add(new Native.Vec3(1, 2, 4));
})
nativeTests.addTestCase('Native Vec3.distance')
.run(function () {
foo = new Native.Vec3(1209, 298, 238).distance(new Native.Vec3(239, 20, 23));
})
nativeTests.addTestCase('Native Vec3.dist2')
.run(function () {
foo = new Native.Vec3(1209, 298, 238).dist2(new Native.Vec3(239, 20, 23));
})
nativeTests.addTestCase('Native Quat.multiply')
.run(function () {
foo = new Native.Quaternion(2190.0, 2109.0, 1209.0, 829.0).multiply(new Native.Quaternion(-1293.0, 1029.1, 2190.1, 129.0));
});
nativeTests.runAllTestsWithIterations([ 1e3, 1e4, 1e5, 1e6 ], 1e6, 10);
print("");
print("no-ops (for test assignment / construction overhead)")
mathTests.addTestCase('no-op')
.run(function(){});
mathTests.addTestCase('assign null')
.run(function () {
foo = null;
});
mathTests.addTestCase('assign object')
.run(function () {
foo = { x: 1902, y: 129, z: 21 };
});
mathTests.addTestCase('Native Vec3.construct -- 3 args')
.run(function () {
foo = new Native.Vec3(1209, 298, 238);
});
mathTests.addTestCase('Native Vec3.construct -- 2 args')
.run(function () {
foo = new Native.Vec3(1209, 298);
});
mathTests.addTestCase('Native Vec3.construct -- no args')
.run(function() {
foo = new Native.Vec3();
});
mathTests.runAllTestsWithIterations([1e3, 1e4, 1e5, 1e6], 1e6, 10);
mathTests.writeResultsToLog();
})();

View file

@ -0,0 +1,155 @@
//
// Created by Seiji Emery on 9/4/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Simple benchmarking library. See the test scripts for example usage.
//
(function () {
// Runs multiple 'test cases' (benchmarks that get invoked w/ varying iteration counts)
function TestRunner () {
this._testCases = {};
this._testResults = [];
}
this.TestRunner = TestRunner;
// Add a test case. Define behavior by declaratively calling .before, .after, and .run w/ impls.
TestRunner.prototype.addTestCase = function (name) {
var testcase = new TestCase(name);
this._testCases[name] = testcase;
return testcase;
}
// Runs a function n times. Uses context object so it runs sandboxed.
function runTimedWithIterations (f, context, numIterations) {
var start = new Date().getTime();
while (numIterations --> 0) {
f.apply(context);
}
var end = new Date().getTime();
return end - start;
}
function fmtSecs (secs) {
if (secs >= 1.0) {
return ""+secs.toFixed(3)+" secs";
} else if (secs >= 1e-3) {
return ""+(secs * 1e3).toFixed(3)+" ms";
} else if (secs >= 1e-6) {
return ""+(secs * 1e6).toFixed(3)+" µs";
} else {
return ""+(secs * 1e9).toFixed(3)+" ns";
}
}
function avg(samples) {
return samples.length ?
samples.reduce(function(a, b){return a+b;}, 0.0) / samples.length : 0.0;
}
// Runs a named performance test for multiple iterations, and optionally calculates an average.
// @param name: the test name registered with addTest
// @param iterations: a list of iteration sequences. eg. [10, 100, 1000] => runs for 10, then 100, then 1000 iterations
// and prints the timing info for each (in ms)
// @param iterationsForAvg: optional
// @param samplesForAvg: optional
// After running iterations, will compute an average if iterationsForAvg and samplesForAvg are both set:
// average :=
// collects n samples by running the testcase n times with i iterations
// where n = samplesForAvg, i = iterationsForAvg
// we then average the samples, and print that.
//
TestRunner.prototype.runPerfTestWithIterations = function (name, iterations, iterationsForAvg, samplesForAvg) {
if (!this._testCases[name]) {
print("No test case with name '" + name + "'!");
}
var testcase = this._testCases[name];
var runAverages = []; // secs
var noErrors = true;
iterations.forEach(function(n, i) {
var sandbox = {};
try {
if (testcase.setupFunction) {
testcase.setupFunction.apply(sandbox);
}
var dt = runTimedWithIterations(testcase.runFunction, sandbox, n);
if (testcase.teardownFunction) {
testcase.teardownFunction.apply(sandbox);
}
this._testResults.push(""+name+" with "+n+" iterations: "+dt+" ms");
} catch (e) {
this._testResults.push("Testcase '"+name+"':"+i+" ("+n+") failed with error: "+e);
noErrors = false;
}
}, this);
this.writeResultsToLog();
if (noErrors && iterationsForAvg && samplesForAvg) {
try {
var samples = [];
for (var n = samplesForAvg; n --> 0; ) {
var sandbox = {};
if (testcase.setupFunction) {
testcase.setupFunction.apply(sandbox);
}
var dt = runTimedWithIterations(testcase.runFunction, sandbox, iterationsForAvg);
if (testcase.teardownFunction) {
testcase.teardownFunction.apply(sandbox);
}
samples.push(dt / iterationsForAvg * 1e-3); // dt in ms
}
print(" average: " + ((avg(samples) * 1e6).toFixed(3)) + " µs")
// print("\t(" + samplesForAvg + " samples with " + iterationsForAvg + " iterations)");
} catch (e) {
print("Error while calculating average: " + e);
return;
}
}
}
// Runs all registered tests w/ iteration + average parameters
TestRunner.prototype.runAllTestsWithIterations = function (iterations, iterationsForAvg, samplesForAvg) {
Object.keys(this._testCases).forEach(function(name) {
this.runPerfTestWithIterations(name, iterations, iterationsForAvg, samplesForAvg);
}, this);
}
// Dump results to the debug log. You don't need to call this.
TestRunner.prototype.writeResultsToLog = function () {
var s = ' ' + this._testResults.join('\n ');
this._testResults = [];
// print(s);
s.split('\n').forEach(function(line) {
print(line);
});
}
// Implements a benchmark test case, that has optional setup = teardown code, and a (non-optional) run function.
// setup + teardown get called once, and run gets called for n sequential iterations (see TestRunner.runTestWithIterations)
// setup, run, and teardown all get applied to the same sandboxed this object, so use that for storing test data for each run.
function TestCase (name) {
this.name = name;
this.setupFunction = null;
this.runFunction = null;
this.teardownFunction = null;
}
this.TestCase = TestCase;
TestCase.prototype.before = function (f) {
this.setupFunction = f;
return this;
}
TestCase.prototype.after = function (f) {
this.teardownFunction = f;
return this;
}
TestCase.prototype.run = function (f) {
this.runFunction = f;
}
})();

View file

@ -113,7 +113,7 @@ endif()
target_link_libraries(${TARGET_NAME} ${BULLET_LIBRARIES})
# link required hifi libraries
link_hifi_libraries(shared octree environment gpu model render fbx networking entities avatars
link_hifi_libraries(shared octree environment gpu gpu-networking procedural model render fbx networking entities avatars
audio audio-client animation script-engine physics
render-utils entities-renderer ui auto-updater
plugins display-plugins input-plugins)

View file

@ -26,4 +26,4 @@ find_package(PolyVox REQUIRED)
target_include_directories(${TARGET_NAME} SYSTEM PUBLIC ${POLYVOX_INCLUDE_DIRS})
target_link_libraries(${TARGET_NAME} ${POLYVOX_LIBRARIES})
link_hifi_libraries(shared gpu script-engine render render-utils)
link_hifi_libraries(shared gpu gpu-networking procedural script-engine render render-utils)

View file

@ -22,6 +22,7 @@
#include <PerfStat.h>
#include <SceneScriptingInterface.h>
#include <ScriptEngine.h>
#include <procedural/Procedural.h>
#include <TextureCache.h>
#include "EntityTreeRenderer.h"
@ -455,13 +456,24 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_viewState->endOverrideEnvironmentData();
auto stage = scene->getSkyStage();
if (zone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
stage->getSkybox()->setColor(zone->getSkyboxProperties().getColorVec3());
auto skybox = stage->getSkybox();
skybox->setColor(zone->getSkyboxProperties().getColorVec3());
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
QSharedPointer<Procedural> procedural(new Procedural(userData));
if (procedural->_enabled) {
skybox->setProcedural(procedural);
} else {
skybox->setProcedural(QSharedPointer<Procedural>());
}
}
if (zone->getSkyboxProperties().getURL().isEmpty()) {
stage->getSkybox()->setCubemap(gpu::TexturePointer());
skybox->setCubemap(gpu::TexturePointer());
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
stage->getSkybox()->setCubemap(cubeMap->getGPUTexture());
skybox->setCubemap(cubeMap->getGPUTexture());
}
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
} else {

View file

@ -21,6 +21,8 @@
#include <PerfStat.h>
#include "RenderableDebugableEntityItem.h"
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<RenderableBoxEntityItem>(entityID, properties);
@ -42,11 +44,18 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
_procedural.reset(new Procedural(this->getUserData()));
_procedural->_vertexSource = simple_vert;
_procedural->_fragmentSource = simple_frag;
_procedural->_state->setCullMode(gpu::State::CULL_NONE);
_procedural->_state->setDepthTest(true, true, gpu::LESS_EQUAL);
_procedural->_state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
}
if (_procedural->ready()) {
_procedural->prepare(batch);
_procedural->prepare(batch, this->getDimensions());
DependencyManager::get<GeometryCache>()->renderSolidCube(batch, 1.0f, _procedural->getColor(cubeColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);

View file

@ -13,10 +13,11 @@
#define hifi_RenderableBoxEntityItem_h
#include <BoxEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
#include <procedural/Procedural.h>
class RenderableBoxEntityItem : public BoxEntityItem, RenderableProceduralItem {
#include "RenderableEntityItem.h"
class RenderableBoxEntityItem : public BoxEntityItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -28,6 +29,8 @@ public:
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE()
private:
QSharedPointer<Procedural> _procedural;
};

View file

@ -168,50 +168,59 @@ void RenderableParticleEffectEntityItem::update(const quint64& now) {
updateRenderItem();
}
static glm::vec3 zSortAxis;
static bool zSort(const glm::vec3& rhs, const glm::vec3& lhs) {
return glm::dot(rhs, ::zSortAxis) > glm::dot(lhs, ::zSortAxis);
}
uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
}
class ParticleDetails {
public:
ParticleDetails(glm::vec3 position, float radius, uint32_t rgba) : position(position), radius(radius), rgba(rgba) { }
glm::vec3 position;
float radius;
uint32_t rgba;
};
static glm::vec3 zSortAxis;
static bool zSort(const ParticleDetails& rhs, const ParticleDetails& lhs) {
return glm::dot(rhs.position, ::zSortAxis) > glm::dot(lhs.position, ::zSortAxis);
}
void RenderableParticleEffectEntityItem::updateRenderItem() {
if (!_scene) {
return;
}
float particleRadius = getParticleRadius();
auto xcolor = getXColor();
auto alpha = (uint8_t)(glm::clamp(getLocalRenderAlpha(), 0.0f, 1.0f) * 255.0f);
auto rgba = toRGBA(xcolor.red, xcolor.green, xcolor.blue, alpha);
// make a copy of each particle position
std::vector<glm::vec3> positions;
positions.reserve(getLivingParticleCount());
// make a copy of each particle's details
std::vector<ParticleDetails> particleDetails;
particleDetails.reserve(getLivingParticleCount());
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
positions.push_back(_particlePositions[i]);
auto xcolor = _particleColors[i];
auto alpha = (uint8_t)(glm::clamp(_particleAlphas[i] * getLocalRenderAlpha(), 0.0f, 1.0f) * 255.0f);
auto rgba = toRGBA(xcolor.red, xcolor.green, xcolor.blue, alpha);
particleDetails.push_back(ParticleDetails(_particlePositions[i], _particleRadiuses[i], rgba));
}
// sort particles back to front
// NOTE: this is view frustum might be one frame out of date.
auto frustum = AbstractViewStateInterface::instance()->getCurrentViewFrustum();
::zSortAxis = frustum->getDirection();
qSort(positions.begin(), positions.end(), zSort);
qSort(particleDetails.begin(), particleDetails.end(), zSort);
// allocate vertices
_vertices.clear();
// build vertices from particle positions
const glm::vec3 upOffset = frustum->getUp() * particleRadius;
const glm::vec3 rightOffset = frustum->getRight() * particleRadius;
for (auto&& pos : positions) {
// build vertices from particle positions and radiuses
const glm::vec3 up = frustum->getUp();
const glm::vec3 right = frustum->getRight();
for (auto&& particle : particleDetails) {
glm::vec3 upOffset = up * particle.radius;
glm::vec3 rightOffset = right * particle.radius;
// generate corners of quad aligned to face the camera.
_vertices.emplace_back(pos + rightOffset + upOffset, glm::vec2(1.0f, 1.0f), rgba);
_vertices.emplace_back(pos - rightOffset + upOffset, glm::vec2(0.0f, 1.0f), rgba);
_vertices.emplace_back(pos - rightOffset - upOffset, glm::vec2(0.0f, 0.0f), rgba);
_vertices.emplace_back(pos + rightOffset - upOffset, glm::vec2(1.0f, 0.0f), rgba);
_vertices.emplace_back(particle.position + rightOffset + upOffset, glm::vec2(1.0f, 1.0f), particle.rgba);
_vertices.emplace_back(particle.position - rightOffset + upOffset, glm::vec2(0.0f, 1.0f), particle.rgba);
_vertices.emplace_back(particle.position - rightOffset - upOffset, glm::vec2(0.0f, 0.0f), particle.rgba);
_vertices.emplace_back(particle.position + rightOffset - upOffset, glm::vec2(1.0f, 0.0f), particle.rgba);
}
render::PendingChanges pendingChanges;
@ -219,6 +228,14 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
// update vertex buffer
auto vertexBuffer = payload.getVertexBuffer();
size_t numBytes = sizeof(Vertex) * _vertices.size();
if (numBytes == 0) {
vertexBuffer->resize(0);
auto indexBuffer = payload.getIndexBuffer();
indexBuffer->resize(0);
return;
}
vertexBuffer->resize(numBytes);
gpu::Byte* data = vertexBuffer->editData();
memcpy(data, &(_vertices[0]), numBytes);
@ -284,7 +301,7 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
payload.setPipeline(_untexturedPipeline);
}
});
_scene->enqueuePendingChanges(pendingChanges);
}

View file

@ -1,60 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_RenderableProcedrualItem_h
#define hifi_RenderableProcedrualItem_h
#include <QtCore/qglobal.h>
#include <QtCore/QString>
#include <QtCore/QUrl>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <gpu/Shader.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
class EntityItem;
class QJsonObject;
class RenderableProceduralItem {
protected:
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct ProceduralInfo {
ProceduralInfo(EntityItem* entity);
void parse();
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch);
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
int32_t _timeSlot{ gpu::Shader::INVALID_LOCATION };
int32_t _scaleSlot{ gpu::Shader::INVALID_LOCATION };
uint64_t _start{ 0 };
NetworkShaderPointer _networkShader;
EntityItem* _entity;
QJsonObject _uniforms;
};
QSharedPointer<ProceduralInfo> _procedural;
};
#endif

View file

@ -21,6 +21,8 @@
#include <PerfStat.h>
#include "RenderableDebugableEntityItem.h"
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<RenderableSphereEntityItem>(entityID, properties);
@ -47,12 +49,19 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
static const int SLICES = 15, STACKS = 15;
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
_procedural.reset(new Procedural(getUserData()));
_procedural->_vertexSource = simple_vert;
_procedural->_fragmentSource = simple_frag;
_procedural->_state->setCullMode(gpu::State::CULL_NONE);
_procedural->_state->setDepthTest(true, true, gpu::LESS_EQUAL);
_procedural->_state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
}
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
if (_procedural->ready()) {
_procedural->prepare(batch);
_procedural->prepare(batch, getDimensions());
DependencyManager::get<GeometryCache>()->renderSphere(batch, 0.5f, SLICES, STACKS, _procedural->getColor(sphereColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);

View file

@ -13,10 +13,11 @@
#define hifi_RenderableSphereEntityItem_h
#include <SphereEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
#include <procedural/Procedural.h>
class RenderableSphereEntityItem : public SphereEntityItem, RenderableProceduralItem {
#include "RenderableEntityItem.h"
class RenderableSphereEntityItem : public SphereEntityItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -28,6 +29,9 @@ public:
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE();
private:
QSharedPointer<Procedural> _procedural;
};

View file

@ -55,6 +55,13 @@ CONSTRUCT_PROPERTY(script, ENTITY_ITEM_DEFAULT_SCRIPT),
CONSTRUCT_PROPERTY(scriptTimestamp, ENTITY_ITEM_DEFAULT_SCRIPT_TIMESTAMP),
CONSTRUCT_PROPERTY(collisionSoundURL, ENTITY_ITEM_DEFAULT_COLLISION_SOUND_URL),
CONSTRUCT_PROPERTY(color, ),
CONSTRUCT_PROPERTY(colorSpread, ParticleEffectEntityItem::DEFAULT_COLOR_SPREAD),
CONSTRUCT_PROPERTY(colorStart, ParticleEffectEntityItem::DEFAULT_COLOR),
CONSTRUCT_PROPERTY(colorFinish, ParticleEffectEntityItem::DEFAULT_COLOR),
CONSTRUCT_PROPERTY(alpha, ENTITY_ITEM_DEFAULT_ALPHA),
CONSTRUCT_PROPERTY(alphaSpread, ParticleEffectEntityItem::DEFAULT_ALPHA_SPREAD),
CONSTRUCT_PROPERTY(alphaStart, ParticleEffectEntityItem::DEFAULT_ALPHA_START),
CONSTRUCT_PROPERTY(alphaFinish, ParticleEffectEntityItem::DEFAULT_ALPHA_FINISH),
CONSTRUCT_PROPERTY(modelURL, ""),
CONSTRUCT_PROPERTY(compoundShapeURL, ""),
CONSTRUCT_PROPERTY(animationURL, ""),
@ -89,6 +96,9 @@ CONSTRUCT_PROPERTY(velocitySpread, ParticleEffectEntityItem::DEFAULT_VELOCITY_SP
CONSTRUCT_PROPERTY(emitAcceleration, ParticleEffectEntityItem::DEFAULT_EMIT_ACCELERATION),
CONSTRUCT_PROPERTY(accelerationSpread, ParticleEffectEntityItem::DEFAULT_ACCELERATION_SPREAD),
CONSTRUCT_PROPERTY(particleRadius, ParticleEffectEntityItem::DEFAULT_PARTICLE_RADIUS),
CONSTRUCT_PROPERTY(radiusSpread, ParticleEffectEntityItem::DEFAULT_RADIUS_SPREAD),
CONSTRUCT_PROPERTY(radiusStart, ParticleEffectEntityItem::DEFAULT_RADIUS_START),
CONSTRUCT_PROPERTY(radiusFinish, ParticleEffectEntityItem::DEFAULT_RADIUS_FINISH),
CONSTRUCT_PROPERTY(marketplaceID, ENTITY_ITEM_DEFAULT_MARKETPLACE_ID),
CONSTRUCT_PROPERTY(keyLightColor, ZoneEntityItem::DEFAULT_KEYLIGHT_COLOR),
CONSTRUCT_PROPERTY(keyLightIntensity, ZoneEntityItem::DEFAULT_KEYLIGHT_INTENSITY),
@ -328,6 +338,13 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
CHECK_PROPERTY_CHANGE(PROP_SCRIPT_TIMESTAMP, scriptTimestamp);
CHECK_PROPERTY_CHANGE(PROP_COLLISION_SOUND_URL, collisionSoundURL);
CHECK_PROPERTY_CHANGE(PROP_COLOR, color);
CHECK_PROPERTY_CHANGE(PROP_COLOR_SPREAD, colorSpread);
CHECK_PROPERTY_CHANGE(PROP_COLOR_START, colorStart);
CHECK_PROPERTY_CHANGE(PROP_COLOR_FINISH, colorFinish);
CHECK_PROPERTY_CHANGE(PROP_ALPHA, alpha);
CHECK_PROPERTY_CHANGE(PROP_ALPHA_SPREAD, alphaSpread);
CHECK_PROPERTY_CHANGE(PROP_ALPHA_START, alphaStart);
CHECK_PROPERTY_CHANGE(PROP_ALPHA_FINISH, alphaFinish);
CHECK_PROPERTY_CHANGE(PROP_MODEL_URL, modelURL);
CHECK_PROPERTY_CHANGE(PROP_COMPOUND_SHAPE_URL, compoundShapeURL);
CHECK_PROPERTY_CHANGE(PROP_ANIMATION_URL, animationURL);
@ -362,6 +379,9 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
CHECK_PROPERTY_CHANGE(PROP_EMIT_ACCELERATION, emitAcceleration);
CHECK_PROPERTY_CHANGE(PROP_ACCELERATION_SPREAD, accelerationSpread);
CHECK_PROPERTY_CHANGE(PROP_PARTICLE_RADIUS, particleRadius);
CHECK_PROPERTY_CHANGE(PROP_RADIUS_SPREAD, radiusSpread);
CHECK_PROPERTY_CHANGE(PROP_RADIUS_START, radiusStart);
CHECK_PROPERTY_CHANGE(PROP_RADIUS_FINISH, radiusFinish);
CHECK_PROPERTY_CHANGE(PROP_MARKETPLACE_ID, marketplaceID);
CHECK_PROPERTY_CHANGE(PROP_NAME, name);
CHECK_PROPERTY_CHANGE(PROP_KEYLIGHT_COLOR, keyLightColor);
@ -439,6 +459,13 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
COPY_PROPERTY_TO_QSCRIPTVALUE(angularDamping);
COPY_PROPERTY_TO_QSCRIPTVALUE(visible);
COPY_PROPERTY_TO_QSCRIPTVALUE(color);
COPY_PROPERTY_TO_QSCRIPTVALUE(colorSpread);
COPY_PROPERTY_TO_QSCRIPTVALUE(colorStart);
COPY_PROPERTY_TO_QSCRIPTVALUE(colorFinish);
COPY_PROPERTY_TO_QSCRIPTVALUE(alpha);
COPY_PROPERTY_TO_QSCRIPTVALUE(alphaSpread);
COPY_PROPERTY_TO_QSCRIPTVALUE(alphaStart);
COPY_PROPERTY_TO_QSCRIPTVALUE(alphaFinish);
COPY_PROPERTY_TO_QSCRIPTVALUE(modelURL);
COPY_PROPERTY_TO_QSCRIPTVALUE(compoundShapeURL);
COPY_PROPERTY_TO_QSCRIPTVALUE(animationURL);
@ -471,6 +498,9 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
COPY_PROPERTY_TO_QSCRIPTVALUE(emitAcceleration);
COPY_PROPERTY_TO_QSCRIPTVALUE(accelerationSpread);
COPY_PROPERTY_TO_QSCRIPTVALUE(particleRadius);
COPY_PROPERTY_TO_QSCRIPTVALUE(radiusSpread);
COPY_PROPERTY_TO_QSCRIPTVALUE(radiusStart);
COPY_PROPERTY_TO_QSCRIPTVALUE(radiusFinish);
COPY_PROPERTY_TO_QSCRIPTVALUE(marketplaceID);
COPY_PROPERTY_TO_QSCRIPTVALUE(name);
COPY_PROPERTY_TO_QSCRIPTVALUE(collisionSoundURL);
@ -569,6 +599,13 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
COPY_PROPERTY_FROM_QSCRIPTVALUE(angularDamping, float, setAngularDamping);
COPY_PROPERTY_FROM_QSCRIPTVALUE(visible, bool, setVisible);
COPY_PROPERTY_FROM_QSCRIPTVALUE(color, xColor, setColor);
COPY_PROPERTY_FROM_QSCRIPTVALUE(colorSpread, xColor, setColorSpread);
COPY_PROPERTY_FROM_QSCRIPTVALUE(colorStart, xColor, setColorStart);
COPY_PROPERTY_FROM_QSCRIPTVALUE(colorFinish, xColor, setColorFinish);
COPY_PROPERTY_FROM_QSCRIPTVALUE(alpha, float, setAlpha);
COPY_PROPERTY_FROM_QSCRIPTVALUE(alphaSpread, float, setAlphaSpread);
COPY_PROPERTY_FROM_QSCRIPTVALUE(alphaStart, float, setAlphaStart);
COPY_PROPERTY_FROM_QSCRIPTVALUE(alphaFinish, float, setAlphaFinish);
COPY_PROPERTY_FROM_QSCRIPTVALUE(modelURL, QString, setModelURL);
COPY_PROPERTY_FROM_QSCRIPTVALUE(compoundShapeURL, QString, setCompoundShapeURL);
COPY_PROPERTY_FROM_QSCRIPTVALUE(animationURL, QString, setAnimationURL);
@ -600,6 +637,9 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
COPY_PROPERTY_FROM_QSCRIPTVALUE(emitAcceleration, glmVec3, setEmitAcceleration);
COPY_PROPERTY_FROM_QSCRIPTVALUE(accelerationSpread, glmVec3, setAccelerationSpread);
COPY_PROPERTY_FROM_QSCRIPTVALUE(particleRadius, float, setParticleRadius);
COPY_PROPERTY_FROM_QSCRIPTVALUE(radiusSpread, float, setRadiusSpread);
COPY_PROPERTY_FROM_QSCRIPTVALUE(radiusStart, float, setRadiusStart);
COPY_PROPERTY_FROM_QSCRIPTVALUE(radiusFinish, float, setRadiusFinish);
COPY_PROPERTY_FROM_QSCRIPTVALUE(marketplaceID, QString, setMarketplaceID);
COPY_PROPERTY_FROM_QSCRIPTVALUE(name, QString, setName);
COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionSoundURL, QString, setCollisionSoundURL);
@ -850,7 +890,15 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType::Value command, Ent
APPEND_ENTITY_PROPERTY(PROP_EMIT_ACCELERATION, properties.getEmitAcceleration());
APPEND_ENTITY_PROPERTY(PROP_ACCELERATION_SPREAD, properties.getAccelerationSpread());
APPEND_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, properties.getParticleRadius());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_SPREAD, properties.getRadiusSpread());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_START, properties.getRadiusStart());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_FINISH, properties.getRadiusFinish());
APPEND_ENTITY_PROPERTY(PROP_COLOR_SPREAD, properties.getColorSpread());
APPEND_ENTITY_PROPERTY(PROP_COLOR_START, properties.getColorStart());
APPEND_ENTITY_PROPERTY(PROP_COLOR_FINISH, properties.getColorFinish());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_SPREAD, properties.getAlphaSpread());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_START, properties.getAlphaStart());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_FINISH, properties.getAlphaFinish());
}
if (properties.getType() == EntityTypes::Zone) {
@ -901,11 +949,11 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType::Value command, Ent
APPEND_ENTITY_PROPERTY(PROP_STROKE_WIDTHS, properties.getStrokeWidths());
}
APPEND_ENTITY_PROPERTY(PROP_MARKETPLACE_ID, properties.getMarketplaceID());
APPEND_ENTITY_PROPERTY(PROP_NAME, properties.getName());
APPEND_ENTITY_PROPERTY(PROP_COLLISION_SOUND_URL, properties.getCollisionSoundURL());
APPEND_ENTITY_PROPERTY(PROP_ACTION_DATA, properties.getActionData());
APPEND_ENTITY_PROPERTY(PROP_ALPHA, properties.getAlpha());
}
if (propertyCount > 0) {
int endOfEntityItemData = packetData->getUncompressedByteOffset();
@ -1126,6 +1174,15 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_EMIT_ACCELERATION, glm::vec3, setEmitAcceleration);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ACCELERATION_SPREAD, glm::vec3, setAccelerationSpread);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_PARTICLE_RADIUS, float, setParticleRadius);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_RADIUS_SPREAD, float, setRadiusSpread);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_RADIUS_START, float, setRadiusStart);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_RADIUS_FINISH, float, setRadiusFinish);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLOR_SPREAD, xColor, setColorSpread);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLOR_START, xColor, setColorStart);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLOR_FINISH, xColor, setColorFinish);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ALPHA_SPREAD, float, setAlphaSpread);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ALPHA_START, float, setAlphaStart);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ALPHA_FINISH, float, setAlphaFinish);
}
if (properties.getType() == EntityTypes::Zone) {
@ -1175,6 +1232,7 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_NAME, QString, setName);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISION_SOUND_URL, QString, setCollisionSoundURL);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ACTION_DATA, QByteArray, setActionData);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ALPHA, float, setAlpha);
return valid;
}
@ -1231,6 +1289,7 @@ void EntityItemProperties::markAllChanged() {
_nameChanged = true;
_visibleChanged = true;
_colorChanged = true;
_alphaChanged = true;
_modelURLChanged = true;
_compoundShapeURLChanged = true;
_animationURLChanged = true;
@ -1264,6 +1323,15 @@ void EntityItemProperties::markAllChanged() {
_emitAccelerationChanged = true;
_accelerationSpreadChanged = true;
_particleRadiusChanged = true;
_radiusSpreadChanged = true;
_radiusStartChanged = true;
_radiusFinishChanged = true;
_colorSpreadChanged = true;
_colorStartChanged = true;
_colorFinishChanged = true;
_alphaSpreadChanged = true;
_alphaStartChanged = true;
_alphaFinishChanged = true;
_marketplaceIDChanged = true;

View file

@ -103,6 +103,13 @@ public:
DEFINE_PROPERTY(PROP_SCRIPT_TIMESTAMP, ScriptTimestamp, scriptTimestamp, quint64);
DEFINE_PROPERTY_REF(PROP_COLLISION_SOUND_URL, CollisionSoundURL, collisionSoundURL, QString);
DEFINE_PROPERTY_REF(PROP_COLOR, Color, color, xColor);
DEFINE_PROPERTY_REF(PROP_COLOR_SPREAD, ColorSpread, colorSpread, xColor);
DEFINE_PROPERTY_REF(PROP_COLOR_START, ColorStart, colorStart, xColor);
DEFINE_PROPERTY_REF(PROP_COLOR_FINISH, ColorFinish, colorFinish, xColor);
DEFINE_PROPERTY(PROP_ALPHA, Alpha, alpha, float);
DEFINE_PROPERTY(PROP_ALPHA_SPREAD, AlphaSpread, alphaSpread, float);
DEFINE_PROPERTY(PROP_ALPHA_START, AlphaStart, alphaStart, float);
DEFINE_PROPERTY(PROP_ALPHA_FINISH, AlphaFinish, alphaFinish, float);
DEFINE_PROPERTY_REF(PROP_MODEL_URL, ModelURL, modelURL, QString);
DEFINE_PROPERTY_REF(PROP_COMPOUND_SHAPE_URL, CompoundShapeURL, compoundShapeURL, QString);
DEFINE_PROPERTY_REF(PROP_ANIMATION_URL, AnimationURL, animationURL, QString);
@ -136,6 +143,9 @@ public:
DEFINE_PROPERTY(PROP_EMIT_ACCELERATION, EmitAcceleration, emitAcceleration, glm::vec3);
DEFINE_PROPERTY(PROP_ACCELERATION_SPREAD, AccelerationSpread, accelerationSpread, glm::vec3);
DEFINE_PROPERTY(PROP_PARTICLE_RADIUS, ParticleRadius, particleRadius, float);
DEFINE_PROPERTY(PROP_RADIUS_SPREAD, RadiusSpread, radiusSpread, float);
DEFINE_PROPERTY(PROP_RADIUS_START, RadiusStart, radiusStart, float);
DEFINE_PROPERTY(PROP_RADIUS_FINISH, RadiusFinish, radiusFinish, float);
DEFINE_PROPERTY_REF(PROP_MARKETPLACE_ID, MarketplaceID, marketplaceID, QString);
DEFINE_PROPERTY_REF(PROP_KEYLIGHT_COLOR, KeyLightColor, keyLightColor, xColor);
DEFINE_PROPERTY(PROP_KEYLIGHT_INTENSITY, KeyLightIntensity, keyLightIntensity, float);
@ -291,6 +301,13 @@ inline QDebug operator<<(QDebug debug, const EntityItemProperties& properties) {
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ScriptTimestamp, scriptTimestamp, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, CollisionSoundURL, collisionSoundURL, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Color, color, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ColorSpread, colorSpread, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ColorStart, colorStart, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ColorFinish, colorFinish, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Alpha, alpha, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, AlphaSpread, alphaSpread, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, AlphaStart, alphaStart, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, AlphaFinish, alphaFinish, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ModelURL, modelURL, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, CompoundShapeURL, compoundShapeURL, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, AnimationURL, animationURL, "");
@ -322,6 +339,9 @@ inline QDebug operator<<(QDebug debug, const EntityItemProperties& properties) {
DEBUG_PROPERTY_IF_CHANGED(debug, properties, EmitAcceleration, emitAcceleration, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, AccelerationSpread, accelerationSpread, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, ParticleRadius, particleRadius, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, RadiusSpread, radiusSpread, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, RadiusStart, radiusStart, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, RadiusFinish, radiusFinish, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, MarketplaceID, marketplaceID, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, BackgroundMode, backgroundMode, "");
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelVolumeSize, voxelVolumeSize, "");

View file

@ -27,6 +27,7 @@ const QString ENTITY_ITEM_DEFAULT_USER_DATA = QString("");
const QString ENTITY_ITEM_DEFAULT_MARKETPLACE_ID = QString("");
const QUuid ENTITY_ITEM_DEFAULT_SIMULATOR_ID = QUuid();
const float ENTITY_ITEM_DEFAULT_ALPHA = 1.0f;
const float ENTITY_ITEM_DEFAULT_LOCAL_RENDER_ALPHA = 1.0f;
const float ENTITY_ITEM_DEFAULT_GLOW_LEVEL = 0.0f;
const bool ENTITY_ITEM_DEFAULT_VISIBLE = true;

View file

@ -146,6 +146,21 @@ enum EntityPropertyList {
PROP_Y_P_NEIGHBOR_ID, // used by PolyVox
PROP_Z_P_NEIGHBOR_ID, // used by PolyVox
// Used by particles
PROP_RADIUS_SPREAD,
PROP_RADIUS_START,
PROP_RADIUS_FINISH,
PROP_ALPHA, // Supported by some derived classes
//Used by particles
PROP_COLOR_SPREAD,
PROP_COLOR_START,
PROP_COLOR_FINISH,
PROP_ALPHA_SPREAD,
PROP_ALPHA_START,
PROP_ALPHA_FINISH,
////////////////////////////////////////////////////////////////////////////////////////////////////
// ATTENTION: add new properties to end of list just ABOVE this line
PROP_AFTER_LAST_ITEM,

View file

@ -43,6 +43,11 @@
#include "ParticleEffectEntityItem.h"
const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 };
const xColor ParticleEffectEntityItem::DEFAULT_COLOR_SPREAD = { 0, 0, 0 };
const float ParticleEffectEntityItem::DEFAULT_ALPHA = 1.0f;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_SPREAD = 0.0f;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_START = DEFAULT_ALPHA;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_FINISH = DEFAULT_ALPHA;
const float ParticleEffectEntityItem::DEFAULT_ANIMATION_FRAME_INDEX = 0.0f;
const bool ParticleEffectEntityItem::DEFAULT_ANIMATION_IS_PLAYING = false;
const float ParticleEffectEntityItem::DEFAULT_ANIMATION_FPS = 30.0f;
@ -54,6 +59,9 @@ const glm::vec3 ParticleEffectEntityItem::DEFAULT_VELOCITY_SPREAD(3.0f, 0.0f, 3.
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_ACCELERATION(0.0f, -9.8f, 0.0f);
const glm::vec3 ParticleEffectEntityItem::DEFAULT_ACCELERATION_SPREAD(0.0f, 0.0f, 0.0f);
const float ParticleEffectEntityItem::DEFAULT_PARTICLE_RADIUS = 0.025f;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_SPREAD = 0.0f;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_START = DEFAULT_PARTICLE_RADIUS;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_FINISH = DEFAULT_PARTICLE_RADIUS;
const QString ParticleEffectEntityItem::DEFAULT_TEXTURES = "";
@ -72,16 +80,42 @@ ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityIte
_emitAcceleration(DEFAULT_EMIT_ACCELERATION),
_accelerationSpread(DEFAULT_ACCELERATION_SPREAD),
_particleRadius(DEFAULT_PARTICLE_RADIUS),
_radiusSpread(DEFAULT_RADIUS_SPREAD),
_radiusStart(DEFAULT_RADIUS_START),
_radiusFinish(DEFAULT_RADIUS_FINISH),
_lastAnimated(usecTimestampNow()),
_animationLoop(),
_animationSettings(),
_textures(DEFAULT_TEXTURES),
_texturesChangedFlag(false),
_shapeType(SHAPE_TYPE_NONE),
_colorSpread(DEFAULT_COLOR_SPREAD),
_colorStart(DEFAULT_COLOR),
_colorFinish(DEFAULT_COLOR),
_isColorStartInitialized(false),
_isColorFinishInitialized(false),
_alpha(DEFAULT_ALPHA),
_alphaSpread(DEFAULT_ALPHA_SPREAD),
_alphaStart(DEFAULT_ALPHA_START),
_alphaFinish(DEFAULT_ALPHA_FINISH),
_isAlphaStartInitialized(false),
_isAlphaFinishInitialized(false),
_particleLifetimes(DEFAULT_MAX_PARTICLES, 0.0f),
_particlePositions(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleVelocities(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleAccelerations(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleRadiuses(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusStarts(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_particleColors(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorStarts(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_particleAlphas(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaStarts(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_timeUntilNextEmit(0.0f),
_particleHeadIndex(0),
_particleTailIndex(0),
@ -97,10 +131,6 @@ ParticleEffectEntityItem::~ParticleEffectEntityItem() {
}
void ParticleEffectEntityItem::setLifespan(float lifespan) {
_lifespan = lifespan;
}
void ParticleEffectEntityItem::setEmitVelocity(const glm::vec3& emitVelocity) {
_emitVelocity = emitVelocity;
computeAndUpdateDimensions();
@ -111,7 +141,6 @@ void ParticleEffectEntityItem::setVelocitySpread(const glm::vec3& velocitySpread
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setEmitAcceleration(const glm::vec3& emitAcceleration) {
_emitAcceleration = emitAcceleration;
computeAndUpdateDimensions();
@ -122,10 +151,6 @@ void ParticleEffectEntityItem::setAccelerationSpread(const glm::vec3& accelerati
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setParticleRadius(float particleRadius) {
_particleRadius = particleRadius;
}
void ParticleEffectEntityItem::computeAndUpdateDimensions() {
const float time = _lifespan * 1.1f; // add 10% extra time to account for incremental timer accumulation error
@ -153,6 +178,7 @@ EntityItemProperties ParticleEffectEntityItem::getProperties() const {
EntityItemProperties properties = EntityItem::getProperties(); // get the properties from our base class
COPY_ENTITY_PROPERTY_TO_PROPERTIES(color, getXColor);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alpha, getAlpha);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationIsPlaying, getAnimationIsPlaying);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationFrameIndex, getAnimationFrameIndex);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationFPS, getAnimationFPS);
@ -163,9 +189,19 @@ EntityItemProperties ParticleEffectEntityItem::getProperties() const {
COPY_ENTITY_PROPERTY_TO_PROPERTIES(lifespan, getLifespan);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitRate, getEmitRate);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitVelocity, getEmitVelocity);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(velocitySpread, getVelocitySpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitAcceleration, getEmitAcceleration);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(accelerationSpread, getAccelerationSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(particleRadius, getParticleRadius);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusSpread, getRadiusSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusStart, getRadiusStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusFinish, getRadiusFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorSpread, getColorSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorStart, getColorStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorFinish, getColorFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaSpread, getAlphaSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaStart, getAlphaStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaFinish, getAlphaFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(textures, getTextures);
return properties;
@ -175,6 +211,7 @@ bool ParticleEffectEntityItem::setProperties(const EntityItemProperties& propert
bool somethingChanged = EntityItem::setProperties(properties); // set the properties in our base class
SET_ENTITY_PROPERTY_FROM_PROPERTIES(color, setColor);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alpha, setAlpha);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationIsPlaying, setAnimationIsPlaying);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationFrameIndex, setAnimationFrameIndex);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationFPS, setAnimationFPS);
@ -185,11 +222,20 @@ bool ParticleEffectEntityItem::setProperties(const EntityItemProperties& propert
SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifespan, setLifespan);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitRate, setEmitRate);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitVelocity, setEmitVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocitySpread, setVelocitySpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitAcceleration, setEmitAcceleration);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(accelerationSpread, setAccelerationSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(particleRadius, setParticleRadius);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusSpread, setRadiusSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusStart, setRadiusStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusFinish, setRadiusFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorSpread, setColorSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorStart, setColorStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorFinish, setColorFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaSpread, setAlphaSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaStart, setAlphaStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaFinish, setAlphaFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(textures, setTextures);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocitySpread, setVelocitySpread);
if (somethingChanged) {
bool wantDebug = false;
@ -257,6 +303,22 @@ int ParticleEffectEntityItem::readEntitySubclassDataFromBuffer(const unsigned ch
READ_ENTITY_PROPERTY(PROP_TEXTURES, QString, setTextures);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_RADIUS_PROPERTIES) {
READ_ENTITY_PROPERTY(PROP_RADIUS_SPREAD, float, setRadiusSpread);
READ_ENTITY_PROPERTY(PROP_RADIUS_START, float, setRadiusStart);
READ_ENTITY_PROPERTY(PROP_RADIUS_FINISH, float, setRadiusFinish);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_COLOR_PROPERTIES) {
READ_ENTITY_PROPERTY(PROP_COLOR_SPREAD, xColor, setColorSpread);
READ_ENTITY_PROPERTY(PROP_COLOR_START, xColor, setColorStart);
READ_ENTITY_PROPERTY(PROP_COLOR_FINISH, xColor, setColorFinish);
READ_ENTITY_PROPERTY(PROP_ALPHA, float, setAlpha);
READ_ENTITY_PROPERTY(PROP_ALPHA_SPREAD, float, setAlphaSpread);
READ_ENTITY_PROPERTY(PROP_ALPHA_START, float, setAlphaStart);
READ_ENTITY_PROPERTY(PROP_ALPHA_FINISH, float, setAlphaFinish);
}
return bytesRead;
}
@ -280,6 +342,16 @@ EntityPropertyFlags ParticleEffectEntityItem::getEntityProperties(EncodeBitstrea
requestedProperties += PROP_PARTICLE_RADIUS;
requestedProperties += PROP_TEXTURES;
requestedProperties += PROP_VELOCITY_SPREAD;
requestedProperties += PROP_RADIUS_SPREAD;
requestedProperties += PROP_RADIUS_START;
requestedProperties += PROP_RADIUS_FINISH;
requestedProperties += PROP_COLOR_SPREAD;
requestedProperties += PROP_COLOR_START;
requestedProperties += PROP_COLOR_FINISH;
requestedProperties += PROP_ALPHA;
requestedProperties += PROP_ALPHA_SPREAD;
requestedProperties += PROP_ALPHA_START;
requestedProperties += PROP_ALPHA_FINISH;
return requestedProperties;
}
@ -308,6 +380,16 @@ void ParticleEffectEntityItem::appendSubclassData(OctreePacketData* packetData,
APPEND_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, getParticleRadius());
APPEND_ENTITY_PROPERTY(PROP_TEXTURES, getTextures());
APPEND_ENTITY_PROPERTY(PROP_VELOCITY_SPREAD, getVelocitySpread());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_SPREAD, getRadiusSpread());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_START, getRadiusStart());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_FINISH, getRadiusFinish());
APPEND_ENTITY_PROPERTY(PROP_COLOR_SPREAD, getColorSpread());
APPEND_ENTITY_PROPERTY(PROP_COLOR_START, getColorStart());
APPEND_ENTITY_PROPERTY(PROP_COLOR_FINISH, getColorFinish());
APPEND_ENTITY_PROPERTY(PROP_ALPHA, getAlpha());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_SPREAD, getAlphaSpread());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_START, getAlphaStart());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_FINISH, getAlphaFinish());
}
bool ParticleEffectEntityItem::isAnimatingSomething() const {
@ -477,6 +559,27 @@ QString ParticleEffectEntityItem::getAnimationSettings() const {
return jsonByteString;
}
void ParticleEffectEntityItem::updateRadius(quint32 index, float age) {
_particleRadiuses[index] = interpolate(_radiusStarts[index], _radiusMiddles[index], _radiusFinishes[index], age);
}
void ParticleEffectEntityItem::updateColor(quint32 index, float age) {
_particleColors[index].red =
(int)glm::clamp(interpolate(_colorStarts[index].red, _colorMiddles[index].red, _colorFinishes[index].red, age),
0.0f, 255.0f);
_particleColors[index].green =
(int)glm::clamp(interpolate(_colorStarts[index].green, _colorMiddles[index].green, _colorFinishes[index].green, age),
0.0f, 255.0f);
_particleColors[index].blue =
(int)glm::clamp(interpolate(_colorStarts[index].blue, _colorMiddles[index].blue, _colorFinishes[index].blue, age),
0.0f, 255.0f);
}
void ParticleEffectEntityItem::updateAlpha(quint32 index, float age) {
_particleAlphas[index] = glm::clamp(interpolate(_alphaStarts[index], _alphaMiddles[index], _alphaFinishes[index], age),
0.0f, 1.0f);
}
void ParticleEffectEntityItem::extendBounds(const glm::vec3& point) {
_particleMinBound.x = glm::min(_particleMinBound.x, point.x);
_particleMinBound.y = glm::min(_particleMinBound.y, point.y);
@ -509,12 +612,16 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
_particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles;
}
else {
float age = (1.0f - _particleLifetimes[i] / _lifespan); // 0.0 .. 1.0
updateRadius(i, age);
updateColor(i, age);
updateAlpha(i, age);
integrateParticle(i, deltaTime);
extendBounds(_particlePositions[i]);
}
}
// emit new particles, but only if animaiton is playing
// emit new particles, but only if animation is playing
if (getAnimationIsPlaying()) {
float timeLeftInFrame = deltaTime;
@ -527,12 +634,24 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
quint32 i = _particleTailIndex;
_particleLifetimes[i] = _lifespan;
// Radius
if (_radiusSpread == 0.0f) {
_radiusStarts[i] = getRadiusStart();
_radiusMiddles[i] =_particleRadius;
_radiusFinishes[i] = getRadiusFinish();
} else {
float spreadMultiplier = 1.0f + (2.0f * randFloat() - 1) * _radiusSpread / _particleRadius;
_radiusStarts[i] = spreadMultiplier * getRadiusStart();
_radiusMiddles[i] = spreadMultiplier * _particleRadius;
_radiusFinishes[i] = spreadMultiplier * getRadiusFinish();
}
updateRadius(i, 0.0f);
// Velocity and acceleration
glm::vec3 spreadOffset;
spreadOffset.x = -_velocitySpread.x + randFloat() * (_velocitySpread.x * 2.0f);
spreadOffset.y = -_velocitySpread.y + randFloat() * (_velocitySpread.y * 2.0f);
spreadOffset.z = -_velocitySpread.z + randFloat() * (_velocitySpread.z * 2.0f);
// set initial conditions
_particlePositions[i] = getPosition();
@ -547,6 +666,48 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
integrateParticle(i, timeLeftInFrame);
extendBounds(_particlePositions[i]);
// Color
if (_colorSpread == xColor{ 0, 0, 0 }) {
_colorStarts[i] = getColorStart();
_colorMiddles[i] = getXColor();
_colorFinishes[i] = getColorFinish();
} else {
xColor startColor = getColorStart();
xColor middleColor = getXColor();
xColor finishColor = getColorFinish();
float spread = 2.0f * randFloat() - 1.0f;
float spreadMultiplierRed = 1.0f + spread * (float)_colorSpread.red / (float)middleColor.red;
float spreadMultiplierGreen = 1.0f + spread * (float)_colorSpread.green / (float)middleColor.green;
float spreadMultiplierBlue = 1.0f + spread * (float)_colorSpread.blue / (float)middleColor.blue;
_colorStarts[i].red = (int)glm::clamp(spreadMultiplierRed * (float)startColor.red, 0.0f, 255.0f);
_colorStarts[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)startColor.green, 0.0f, 255.0f);
_colorStarts[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)startColor.blue, 0.0f, 255.0f);
_colorMiddles[i].red = (int)glm::clamp(spreadMultiplierRed * (float)middleColor.red, 0.0f, 255.0f);
_colorMiddles[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)middleColor.green, 0.0f, 255.0f);
_colorMiddles[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)middleColor.blue, 0.0f, 255.0f);
_colorFinishes[i].red = (int)glm::clamp(spreadMultiplierRed * (float)finishColor.red, 0.0f, 255.0f);
_colorFinishes[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)finishColor.green, 0.0f, 255.0f);
_colorFinishes[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)finishColor.blue, 0.0f, 255.0f);
}
updateColor(i, 0.0f);
// Alpha
if (_alphaSpread == 0.0f) {
_alphaStarts[i] = getAlphaStart();
_alphaMiddles[i] = _alpha;
_alphaFinishes[i] = getAlphaFinish();
} else {
float spreadMultiplier = 1.0f + (2.0f * randFloat() - 1) * _alphaSpread / _alpha;
_alphaStarts[i] = spreadMultiplier * getAlphaStart();
_alphaMiddles[i] = spreadMultiplier * _alpha;
_alphaFinishes[i] = spreadMultiplier * getAlphaFinish();
}
updateAlpha(i, 0.0f);
_particleTailIndex = (_particleTailIndex + 1) % _maxParticles;
// overflow! move head forward by one.
@ -571,8 +732,20 @@ void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) {
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
_particleRadiuses.resize(_maxParticles);
_radiusStarts.resize(_maxParticles);
_radiusMiddles.resize(_maxParticles);
_radiusFinishes.resize(_maxParticles);
_particleColors.resize(_maxParticles);
_colorStarts.resize(_maxParticles);
_colorMiddles.resize(_maxParticles);
_colorFinishes.resize(_maxParticles);
_particleAlphas.resize(_maxParticles);
_alphaStarts.resize(_maxParticles);
_alphaMiddles.resize(_maxParticles);
_alphaFinishes.resize(_maxParticles);
// effectivly clear all particles and start emitting new ones from scratch.
// effectively clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
@ -587,3 +760,42 @@ quint32 ParticleEffectEntityItem::getLivingParticleCount() const {
return (_maxParticles - _particleHeadIndex) + _particleTailIndex;
}
}
float ParticleEffectEntityItem::cubicInterpolate(float y0, float y1, float y2, float y3, float u) {
float a0, a1, a2, a3, uu;
uu = u * u;
a0 = y3 - y2 - y0 + y1;
a1 = y0 - y1 - a0;
a2 = y2 - y0;
a3 = y1;
return (a0 * u * uu + a1 * uu + a2 * u + a3);
}
float ParticleEffectEntityItem::interpolate(float start, float middle, float finish, float age) {
float y0, y1, y2, y3, u;
if (age <= 0.5f) {
if (start == middle) {
return middle;
}
y1 = start;
y2 = middle;
y3 = finish;
y0 = 2.0f * y1 - y2;
u = 2.0f * age;
} else {
if (middle == finish) {
return middle;
}
y0 = start;
y1 = middle;
y2 = finish;
y3 = 2.0f * y2 - y1;
u = 2.0f * age - 1.0f;
}
return cubicInterpolate(y0, y1, y2, y3, u);
}

View file

@ -56,6 +56,36 @@ public:
_color[BLUE_INDEX] = value.blue;
}
bool _isColorStartInitialized;
void setColorStart(const xColor& colorStart) { _colorStart = colorStart; _isColorStartInitialized = true; }
xColor getColorStart() const { return _isColorStartInitialized ? _colorStart : getXColor(); }
bool _isColorFinishInitialized;
void setColorFinish(const xColor& colorFinish) { _colorFinish = colorFinish; _isColorFinishInitialized = true; }
xColor getColorFinish() const { return _isColorFinishInitialized ? _colorFinish : getXColor(); }
static const xColor DEFAULT_COLOR_SPREAD;
void setColorSpread(const xColor& colorSpread) { _colorSpread = colorSpread; }
xColor getColorSpread() const { return _colorSpread; }
static const float DEFAULT_ALPHA;
void setAlpha(float alpha) { _alpha = alpha; }
float getAlpha() const { return _alpha; }
static const float DEFAULT_ALPHA_START;
bool _isAlphaStartInitialized;
void setAlphaStart(float alphaStart) { _alphaStart = alphaStart; _isAlphaStartInitialized = true; }
float getAlphaStart() const { return _isAlphaStartInitialized ? _alphaStart : _alpha; }
static const float DEFAULT_ALPHA_FINISH;
bool _isAlphaFinishInitialized;
void setAlphaFinish(float alphaFinish) { _alphaFinish = alphaFinish; _isAlphaFinishInitialized = true; }
float getAlphaFinish() const { return _isAlphaFinishInitialized ? _alphaFinish : _alpha; }
static const float DEFAULT_ALPHA_SPREAD;
void setAlphaSpread(float alphaSpread) { _alphaSpread = alphaSpread; }
float getAlphaSpread() const { return _alphaSpread; }
void updateShapeType(ShapeType type);
virtual ShapeType getShapeType() const { return _shapeType; }
@ -91,7 +121,7 @@ public:
quint32 getMaxParticles() const { return _maxParticles; }
static const float DEFAULT_LIFESPAN;
void setLifespan(float lifespan);
void setLifespan(float lifespan) { _lifespan = lifespan; }
float getLifespan() const { return _lifespan; }
static const float DEFAULT_EMIT_RATE;
@ -102,12 +132,10 @@ public:
void setEmitVelocity(const glm::vec3& emitVelocity);
const glm::vec3& getEmitVelocity() const { return _emitVelocity; }
static const glm::vec3 DEFAULT_VELOCITY_SPREAD;
void setVelocitySpread(const glm::vec3& velocitySpread);
const glm::vec3& getVelocitySpread() const { return _velocitySpread; }
static const glm::vec3 DEFAULT_EMIT_ACCELERATION;
void setEmitAcceleration(const glm::vec3& emitAcceleration);
const glm::vec3& getEmitAcceleration() const { return _emitAcceleration; }
@ -117,9 +145,23 @@ public:
const glm::vec3& getAccelerationSpread() const { return _accelerationSpread; }
static const float DEFAULT_PARTICLE_RADIUS;
void setParticleRadius(float particleRadius);
void setParticleRadius(float particleRadius) { _particleRadius = particleRadius; }
float getParticleRadius() const { return _particleRadius; }
static const float DEFAULT_RADIUS_START;
bool _isRadiusStartInitialized;
void setRadiusStart(float radiusStart) { _radiusStart = radiusStart; _isRadiusStartInitialized = true; }
float getRadiusStart() const { return _isRadiusStartInitialized ? _radiusStart : _particleRadius; }
static const float DEFAULT_RADIUS_FINISH;
bool _isRadiusFinishInitialized;
void setRadiusFinish(float radiusFinish) { _radiusFinish = radiusFinish; _isRadiusFinishInitialized = true; }
float getRadiusFinish() const { return _isRadiusFinishInitialized ? _radiusFinish : _particleRadius; }
static const float DEFAULT_RADIUS_SPREAD;
void setRadiusSpread(float radiusSpread) { _radiusSpread = radiusSpread; }
float getRadiusSpread() const { return _radiusSpread; }
void computeAndUpdateDimensions();
@ -141,12 +183,22 @@ protected:
bool isAnimatingSomething() const;
void stepSimulation(float deltaTime);
void updateRadius(quint32 index, float age);
void updateColor(quint32 index, float age);
void updateAlpha(quint32 index, float age);
void extendBounds(const glm::vec3& point);
void integrateParticle(quint32 index, float deltaTime);
quint32 getLivingParticleCount() const;
// the properties of this entity
rgbColor _color;
xColor _colorStart;
xColor _colorFinish;
xColor _colorSpread;
float _alpha;
float _alphaStart;
float _alphaFinish;
float _alphaSpread;
quint32 _maxParticles;
float _lifespan;
float _emitRate;
@ -155,6 +207,9 @@ protected:
glm::vec3 _emitAcceleration;
glm::vec3 _accelerationSpread;
float _particleRadius;
float _radiusStart;
float _radiusFinish;
float _radiusSpread;
quint64 _lastAnimated;
AnimationLoop _animationLoop;
QString _animationSettings;
@ -167,9 +222,22 @@ protected:
QVector<glm::vec3> _particlePositions;
QVector<glm::vec3> _particleVelocities;
QVector<glm::vec3> _particleAccelerations;
QVector<float> _particleRadiuses;
QVector<float> _radiusStarts;
QVector<float> _radiusMiddles;
QVector<float> _radiusFinishes;
QVector<xColor> _particleColors;
QVector<xColor> _colorStarts;
QVector<xColor> _colorMiddles;
QVector<xColor> _colorFinishes;
QVector<float> _particleAlphas;
QVector<float> _alphaStarts;
QVector<float> _alphaMiddles;
QVector<float> _alphaFinishes;
float _timeUntilNextEmit;
// particle arrays are a ring buffer, use these indicies
// particle arrays are a ring buffer, use these indices
// to keep track of the living particles.
quint32 _particleHeadIndex;
quint32 _particleTailIndex;
@ -177,6 +245,10 @@ protected:
// bounding volume
glm::vec3 _particleMaxBound;
glm::vec3 _particleMinBound;
private:
float cubicInterpolate(float y0, float y1, float y2, float y3, float u);
float interpolate(float start, float middle, float finish, float age);
};
#endif // hifi_ParticleEffectEntityItem_h

View file

@ -0,0 +1,11 @@
set(TARGET_NAME gpu-networking)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared networking gpu)

View file

@ -0,0 +1,11 @@
//
// Created by Bradley Austin Davis on 2015/08/07
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GpuNetworkingLogging.h"
Q_LOGGING_CATEGORY(gpunetwork, "hifi.gpu-network")

View file

@ -0,0 +1,11 @@
//
// Created by Bradley Austin Davis on 2015/08/07
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QLoggingCategory>
Q_DECLARE_LOGGING_CATEGORY(gpunetwork)

View file

@ -1,7 +1,4 @@
//
// TextureCache.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright 2013 High Fidelity, Inc.
//
@ -21,13 +18,11 @@
#include <QRunnable>
#include <QThreadPool>
#include <qimagereader.h>
#include "PathUtils.h"
#include <PathUtils.h>
#include <gpu/Batch.h>
#include "RenderUtilsLogging.h"
#include "GpuNetworkingLogging.h"
TextureCache::TextureCache() {
const qint64 TEXTURE_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
@ -255,7 +250,7 @@ void listSupportedImageFormats() {
foreach(const QByteArray& f, supportedFormats) {
formats += QString(f) + ",";
}
qCDebug(renderutils) << "List of supported Image formats:" << formats;
qCDebug(gpunetwork) << "List of supported Image formats:" << formats;
});
}
@ -323,9 +318,9 @@ void ImageReader::run() {
if (originalWidth == 0 || originalHeight == 0 || imageFormat == QImage::Format_Invalid) {
if (filenameExtension.empty()) {
qCDebug(renderutils) << "QImage failed to create from content, no file extension:" << _url;
qCDebug(gpunetwork) << "QImage failed to create from content, no file extension:" << _url;
} else {
qCDebug(renderutils) << "QImage failed to create from content" << _url;
qCDebug(gpunetwork) << "QImage failed to create from content" << _url;
}
return;
}
@ -333,7 +328,7 @@ void ImageReader::run() {
int imageArea = image.width() * image.height();
auto ntex = dynamic_cast<NetworkTexture*>(&*texture);
if (ntex && (ntex->getType() == CUBE_TEXTURE)) {
qCDebug(renderutils) << "Cube map size:" << _url << image.width() << image.height();
qCDebug(gpunetwork) << "Cube map size:" << _url << image.width() << image.height();
}
int opaquePixels = 0;
@ -384,7 +379,7 @@ void ImageReader::run() {
}
}
if (opaquePixels == imageArea) {
qCDebug(renderutils) << "Image with alpha channel is completely opaque:" << _url;
qCDebug(gpunetwork) << "Image with alpha channel is completely opaque:" << _url;
image = image.convertToFormat(QImage::Format_RGB888);
}
@ -532,7 +527,7 @@ void ImageReader::run() {
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
} else {
qCDebug(renderutils) << "Failed to find a known cube map layout from this image:" << _url;
qCDebug(gpunetwork) << "Failed to find a known cube map layout from this image:" << _url;
return;
}

View file

@ -0,0 +1,167 @@
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright 2013 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
//
#ifndef hifi_TextureCache_h
#define hifi_TextureCache_h
#include <gpu/Texture.h>
#include <QImage>
#include <QMap>
#include <QColor>
#include <DependencyManager.h>
#include <ResourceCache.h>
namespace gpu {
class Batch;
}
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, EMISSIVE_TEXTURE, SPLAT_TEXTURE, CUBE_TEXTURE };
/// Stores cached textures, including render-to-texture targets.
class TextureCache : public ResourceCache, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
/// the second, a set of random unit vectors to be used as noise gradients.
const gpu::TexturePointer& getPermutationNormalTexture();
/// Returns an opaque white texture (useful for a default).
const gpu::TexturePointer& getWhiteTexture();
/// Returns an opaque gray texture (useful for a default).
const gpu::TexturePointer& getGrayTexture();
/// Returns the a pale blue texture (useful for a normal map).
const gpu::TexturePointer& getBlueTexture();
/// Returns the a black texture (useful for a default).
const gpu::TexturePointer& getBlackTexture();
// Returns a map used to compress the normals through a fitting scale algorithm
const gpu::TexturePointer& getNormalFittingTexture();
/// Returns a texture version of an image file
static gpu::TexturePointer getImageTexture(const QString& path);
/// Loads a texture from the specified URL.
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
const QByteArray& content = QByteArray());
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
private:
TextureCache();
virtual ~TextureCache();
friend class DilatableNetworkTexture;
gpu::TexturePointer _permutationNormalTexture;
gpu::TexturePointer _whiteTexture;
gpu::TexturePointer _grayTexture;
gpu::TexturePointer _blueTexture;
gpu::TexturePointer _blackTexture;
gpu::TexturePointer _normalFittingTexture;
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
};
/// A simple object wrapper for an OpenGL texture.
class Texture {
public:
friend class TextureCache;
friend class DilatableNetworkTexture;
Texture();
~Texture();
const gpu::TexturePointer& getGPUTexture() const { return _gpuTexture; }
protected:
gpu::TexturePointer _gpuTexture;
private:
};
/// A texture loaded from the network.
class NetworkTexture : public Resource, public Texture {
Q_OBJECT
public:
NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content);
/// Checks whether it "looks like" this texture is translucent
/// (majority of pixels neither fully opaque or fully transparent).
bool isTranslucent() const { return _translucent; }
/// Returns the lazily-computed average texture color.
const QColor& getAverageColor() const { return _averageColor; }
int getOriginalWidth() const { return _originalWidth; }
int getOriginalHeight() const { return _originalHeight; }
int getWidth() const { return _width; }
int getHeight() const { return _height; }
TextureType getType() const { return _type; }
protected:
virtual void downloadFinished(QNetworkReply* reply);
Q_INVOKABLE void loadContent(const QByteArray& content);
// FIXME: This void* should be a gpu::Texture* but i cannot get it to work for now, moving on...
Q_INVOKABLE void setImage(const QImage& image, void* texture, bool translucent, const QColor& averageColor, int originalWidth,
int originalHeight);
virtual void imageLoaded(const QImage& image);
TextureType _type;
private:
bool _translucent;
QColor _averageColor;
int _originalWidth;
int _originalHeight;
int _width;
int _height;
};
/// Caches derived, dilated textures.
class DilatableNetworkTexture : public NetworkTexture {
Q_OBJECT
public:
DilatableNetworkTexture(const QUrl& url, const QByteArray& content);
/// Returns a pointer to a texture with the requested amount of dilation.
QSharedPointer<Texture> getDilatedTexture(float dilation);
protected:
virtual void imageLoaded(const QImage& image);
virtual void reinsert();
private:
QImage _image;
int _innerRadius;
int _outerRadius;
QMap<float, QWeakPointer<Texture> > _dilatedTextures;
};
#endif // hifi_TextureCache_h

View file

@ -7,6 +7,10 @@ setup_hifi_library()
link_hifi_libraries(shared)
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
add_dependency_external_projects(glew)
find_package(GLEW REQUIRED)
add_definitions(-DGLEW_STATIC)

View file

@ -9,4 +9,4 @@ add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared gpu octree)
link_hifi_libraries(shared networking gpu gpu-networking procedural octree)

View file

@ -10,10 +10,12 @@
//
#include "Skybox.h"
#include "gpu/Batch.h"
#include "gpu/Context.h"
#include "ViewFrustum.h"
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <procedural/Procedural.h>
#include <ViewFrustum.h>
#include "Skybox_vert.h"
#include "Skybox_frag.h"
@ -38,19 +40,54 @@ void Skybox::setColor(const Color& color) {
_color = color;
}
void Skybox::setProcedural(QSharedPointer<Procedural> procedural) {
_procedural = procedural;
if (_procedural) {
_procedural->_vertexSource = Skybox_vert;
_procedural->_fragmentSource = Skybox_frag;
// No pipeline state customization
}
}
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
_cubemap = cubemap;
}
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
if (skybox.getCubemap()) {
if (skybox.getCubemap()->isDefined()) {
if (skybox._procedural || skybox.getCubemap()) {
if (!theBuffer) {
const float CLIP = 1.0f;
const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
theFormat = std::make_shared<gpu::Stream::Format>();
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
}
static gpu::PipelinePointer thePipeline;
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setInputFormat(theFormat);
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
batch.setResourceTexture(0, skybox.getCubemap());
}
skybox._procedural->prepare(batch, glm::vec3(1));
batch.draw(gpu::TRIANGLE_STRIP, 4);
} else if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
static gpu::BufferPointer theConstants;
static gpu::PipelinePointer thePipeline;
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
@ -72,23 +109,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
const float CLIP = 1.0f;
const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}};
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
theFormat = std::make_shared<gpu::Stream::Format>();
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
auto color = glm::vec4(1.0f);
theConstants = std::make_shared<gpu::Buffer>(sizeof(color), (const gpu::Byte*) &color);
}
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) {
auto color = glm::vec4(1.0f);
theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color);
@ -96,13 +120,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor());
}
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setPipeline(thePipeline);
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
batch.setInputFormat(theFormat);
batch.setResourceTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);
}

View file

@ -11,12 +11,13 @@
#ifndef hifi_model_Skybox_h
#define hifi_model_Skybox_h
#include "gpu/Texture.h"
#include <QtCore/QSharedPointer>
#include <gpu/Texture.h>
#include "Light.h"
class ViewFrustum;
//class Transform;
struct Procedural;
namespace gpu { class Batch; }
namespace model {
@ -35,11 +36,13 @@ public:
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
void setProcedural(QSharedPointer<Procedural> procedural);
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
protected:
gpu::TexturePointer _cubemap;
QSharedPointer<Procedural> _procedural;
Color _color{1.0f, 1.0f, 1.0f};
};
typedef std::shared_ptr< Skybox > SkyboxPointer;

View file

@ -22,13 +22,29 @@ uniform skyboxBuffer {
};
in vec3 _normal;
out vec4 _fragColor;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2033
void main(void) {
#ifdef PROCEDURAL
vec3 color = getSkyboxColor();
_fragColor = vec4(color, 0.0);
#else
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
vec3 color = texel * _skybox._color.rgb;
vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
_fragColor = vec4(pixel, 0.0);
#endif
}

View file

@ -67,7 +67,7 @@ PacketVersion versionForPacketType(PacketType::Value packetType) {
case EntityAdd:
case EntityEdit:
case EntityData:
return VERSION_ENTITIES_POLYVOX_NEIGHBORS;
return VERSION_ENTITIES_PARTICLE_COLOR_PROPERTIES;
case AvatarData:
return 13;
default:

View file

@ -145,5 +145,7 @@ const PacketVersion VERSION_ENTITIES_POLYLINE = 37;
const PacketVersion VERSION_OCTREE_CENTERED_ORIGIN = 38;
const PacketVersion VERSION_ENTITIES_PARTICLE_MODIFICATIONS = 39;
const PacketVersion VERSION_ENTITIES_POLYVOX_NEIGHBORS = 40;
const PacketVersion VERSION_ENTITIES_PARTICLE_RADIUS_PROPERTIES = 41;
const PacketVersion VERSION_ENTITIES_PARTICLE_COLOR_PROPERTIES = 42;
#endif // hifi_PacketHeaders_h

View file

@ -0,0 +1,10 @@
set(TARGET_NAME procedural)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared gpu networking gpu-networking)

View file

@ -6,7 +6,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderableProceduralItem.h"
#include "Procedural.h"
#include <QtCore/QFile>
#include <QtCore/QFileInfo>
@ -14,14 +14,12 @@
#include <QtCore/QJsonDocument>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <EntityItem.h>
#include <TextureCache.h>
#include <DeferredLightingEffect.h>
#include <gpu-networking/ShaderCache.h>
#include <gpu/Batch.h>
#include <SharedUtil.h>
#include <NumericalConstants.h>
#include "RenderableProceduralItemShader.h"
#include "../render-utils/simple_vert.h"
#include "ProceduralShaders.h"
static const char* const UNIFORM_TIME_NAME= "iGlobalTime";
static const char* const UNIFORM_SCALE_NAME = "iWorldScale";
@ -30,43 +28,46 @@ static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity";
static const QString URL_KEY = "shaderUrl";
static const QString VERSION_KEY = "version";
static const QString UNIFORMS_KEY = "uniforms";
static const std::string PROCEDURAL_BLOCK = "//PROCEDURAL_BLOCK";
static const std::string PROCEDURAL_COMMON_BLOCK = "//PROCEDURAL_COMMON_BLOCK";
static const std::string PROCEDURAL_VERSION = "//PROCEDURAL_VERSION";
RenderableProceduralItem::ProceduralInfo::ProceduralInfo(EntityItem* entity) : _entity(entity) {
parse();
// Example
//{
// "ProceduralEntity": {
// "shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/test.fs",
// }
//}
QJsonValue Procedural::getProceduralData(const QString& proceduralJson) {
if (proceduralJson.isEmpty()) {
return QJsonValue();
}
QJsonParseError parseError;
auto doc = QJsonDocument::fromJson(proceduralJson.toUtf8(), &parseError);
if (parseError.error != QJsonParseError::NoError) {
return QJsonValue();
}
return doc.object()[PROCEDURAL_USER_DATA_KEY];
}
void RenderableProceduralItem::ProceduralInfo::parse() {
Procedural::Procedural(const QString& userDataJson) {
parse(userDataJson);
_state = std::make_shared<gpu::State>();
}
void Procedural::parse(const QString& userDataJson) {
_enabled = false;
QJsonObject userData;
{
const QString& userDataJson = _entity->getUserData();
if (userDataJson.isEmpty()) {
return;
}
QJsonParseError parseError;
auto doc = QJsonDocument::fromJson(userDataJson.toUtf8(), &parseError);
if (parseError.error != QJsonParseError::NoError) {
return;
}
userData = doc.object();
auto proceduralData = getProceduralData(userDataJson);
if (proceduralData.isObject()) {
parse(proceduralData.toObject());
}
// Example
//{
// "ProceduralEntity": {
// "shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/test.fs",
// "color" : "#FFFFFF"
// }
//}
auto proceduralData = userData[PROCEDURAL_USER_DATA_KEY];
if (proceduralData.isNull()) {
return;
}
parse(proceduralData.toObject());
}
void RenderableProceduralItem::ProceduralInfo::parse(const QJsonObject& proceduralData) {
void Procedural::parse(const QJsonObject& proceduralData) {
// grab the version number
{
auto version = proceduralData[VERSION_KEY];
@ -106,7 +107,7 @@ void RenderableProceduralItem::ProceduralInfo::parse(const QJsonObject& procedur
_enabled = true;
}
bool RenderableProceduralItem::ProceduralInfo::ready() {
bool Procedural::ready() {
if (!_enabled) {
return false;
}
@ -122,7 +123,7 @@ bool RenderableProceduralItem::ProceduralInfo::ready() {
return false;
}
void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
void Procedural::prepare(gpu::Batch& batch, const glm::vec3& size) {
if (_shaderUrl.isLocalFile()) {
auto lastModified = QFileInfo(_shaderPath).lastModified().toMSecsSinceEpoch();
if (lastModified > _shaderModified) {
@ -139,31 +140,33 @@ void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
if (!_pipeline || _pipelineDirty) {
_pipelineDirty = true;
if (!_vertexShader) {
_vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
_vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(_vertexSource));
}
QString framentShaderSource;
switch (_version) {
case 1:
framentShaderSource = SHADER_TEMPLATE_V1.arg(_shaderSource);
break;
default:
case 2:
framentShaderSource = SHADER_TEMPLATE_V2.arg(_shaderSource);
break;
// Build the fragment shader
std::string fragmentShaderSource = _fragmentSource;
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), SHADER_COMMON);
}
_fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(framentShaderSource.toLocal8Bit().data())));
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
if (replaceIndex != std::string::npos) {
if (_version == 1) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V1 1");
} else if (_version == 2) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_VERSION.size(), "#define PROCEDURAL_V2 1");
}
}
replaceIndex = fragmentShaderSource.find(PROCEDURAL_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
}
qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
_fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSource));
_shader = gpu::ShaderPointer(gpu::Shader::createProgram(_vertexShader, _fragmentShader));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
gpu::Shader::makeProgram(*_shader, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, state));
gpu::Shader::makeProgram(*_shader);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, _state));
_timeSlot = _shader->getUniforms().findLocation(UNIFORM_TIME_NAME);
_scaleSlot = _shader->getUniforms().findLocation(UNIFORM_SCALE_NAME);
_start = usecTimestampNow();
@ -221,15 +224,12 @@ void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
// Minimize floating point error by doing an integer division to milliseconds, before the floating point division to seconds
float time = (float)((usecTimestampNow() - _start) / USECS_PER_MSEC) / MSECS_PER_SECOND;
batch._glUniform1f(_timeSlot, time);
// FIXME move into the 'set once' section, since this doesn't change over time
auto scale = _entity->getDimensions();
batch._glUniform3f(_scaleSlot, scale.x, scale.y, scale.z);
batch.setResourceTexture(DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
batch._glUniform3f(_scaleSlot, size.x, size.y, size.z);
}
glm::vec4 RenderableProceduralItem::ProceduralInfo::getColor(const glm::vec4& entityColor) {
glm::vec4 Procedural::getColor(const glm::vec4& entityColor) {
if (_version == 1) {
return glm::vec4(1);
}

View file

@ -0,0 +1,60 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_RenderableProcedrualItem_h
#define hifi_RenderableProcedrualItem_h
#include <QtCore/qglobal.h>
#include <QtCore/QString>
#include <QtCore/QUrl>
#include <QtCore/QJsonObject>
#include <gpu/Shader.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
#include <gpu-networking/ShaderCache.h>
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct Procedural {
static QJsonValue getProceduralData(const QString& proceduralJson);
Procedural(const QString& userDataJson);
void parse(const QString& userDataJson);
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch, const glm::vec3& size);
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
std::string _vertexSource;
std::string _fragmentSource;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
int32_t _timeSlot{ gpu::Shader::INVALID_LOCATION };
int32_t _scaleSlot{ gpu::Shader::INVALID_LOCATION };
uint64_t _start{ 0 };
NetworkShaderPointer _networkShader;
QJsonObject _uniforms;
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
gpu::StatePointer _state;
};
#endif

View file

@ -0,0 +1,276 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Shader includes portions of webgl-noise:
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
const std::string SHADER_COMMON = R"SHADER(
float mod289(float x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float permute(float x) {
return mod289(((x*34.0)+1.0)*x);
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
float taylorInvSqrt(float r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 grad4(float j, vec4 ip) {
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p, s;
p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(vec4 v) {
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
vec4 i = floor(v + dot(v, vec4(F4)));
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step(x0.yzw, x0.xxx);
vec3 isYZ = step(x0.zww, x0.yyz);
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp(i0, 0.0, 1.0);
vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute(
permute(
permute(
permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
+ vec4(i1.x, i2.x, i3.x, 1.0));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4, p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0
* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute(
permute(
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
+ vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
0.0);
m = m * m;
return 42.0
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute(
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
0.0);
m = m * m;
m = m * m;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// TODO add more uniforms
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec3 iWorldScale; // the dimensions of the object being rendered
// TODO add support for textures
// TODO document available inputs other than the uniforms
// TODO provide world scale in addition to the untransformed position
#define PROCEDURAL 1
//PROCEDURAL_VERSION
)SHADER";

View file

@ -40,4 +40,4 @@ add_dependency_external_projects(oglplus)
find_package(OGLPLUS REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${OGLPLUS_INCLUDE_DIRS})
link_hifi_libraries(animation fbx shared gpu model render environment)
link_hifi_libraries(shared gpu gpu-networking procedural model render environment animation fbx)

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@ -1,171 +1,2 @@
//
// TextureCache.h
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright 2013 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
//
#ifndef hifi_TextureCache_h
#define hifi_TextureCache_h
#include <gpu/Texture.h>
#include <model/Light.h>
#include <QImage>
#include <QMap>
#include <QColor>
#include <DependencyManager.h>
#include <ResourceCache.h>
namespace gpu {
class Batch;
}
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, EMISSIVE_TEXTURE, SPLAT_TEXTURE, CUBE_TEXTURE };
/// Stores cached textures, including render-to-texture targets.
class TextureCache : public ResourceCache, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
/// the second, a set of random unit vectors to be used as noise gradients.
const gpu::TexturePointer& getPermutationNormalTexture();
/// Returns an opaque white texture (useful for a default).
const gpu::TexturePointer& getWhiteTexture();
/// Returns an opaque gray texture (useful for a default).
const gpu::TexturePointer& getGrayTexture();
/// Returns the a pale blue texture (useful for a normal map).
const gpu::TexturePointer& getBlueTexture();
/// Returns the a black texture (useful for a default).
const gpu::TexturePointer& getBlackTexture();
// Returns a map used to compress the normals through a fitting scale algorithm
const gpu::TexturePointer& getNormalFittingTexture();
/// Returns a texture version of an image file
static gpu::TexturePointer getImageTexture(const QString& path);
/// Loads a texture from the specified URL.
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
const QByteArray& content = QByteArray());
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
private:
TextureCache();
virtual ~TextureCache();
friend class DilatableNetworkTexture;
gpu::TexturePointer _permutationNormalTexture;
gpu::TexturePointer _whiteTexture;
gpu::TexturePointer _grayTexture;
gpu::TexturePointer _blueTexture;
gpu::TexturePointer _blackTexture;
gpu::TexturePointer _normalFittingTexture;
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
};
/// A simple object wrapper for an OpenGL texture.
class Texture {
public:
friend class TextureCache;
friend class DilatableNetworkTexture;
Texture();
~Texture();
const gpu::TexturePointer& getGPUTexture() const { return _gpuTexture; }
protected:
gpu::TexturePointer _gpuTexture;
private:
};
/// A texture loaded from the network.
class NetworkTexture : public Resource, public Texture {
Q_OBJECT
public:
NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content);
/// Checks whether it "looks like" this texture is translucent
/// (majority of pixels neither fully opaque or fully transparent).
bool isTranslucent() const { return _translucent; }
/// Returns the lazily-computed average texture color.
const QColor& getAverageColor() const { return _averageColor; }
int getOriginalWidth() const { return _originalWidth; }
int getOriginalHeight() const { return _originalHeight; }
int getWidth() const { return _width; }
int getHeight() const { return _height; }
TextureType getType() const { return _type; }
protected:
virtual void downloadFinished(QNetworkReply* reply);
Q_INVOKABLE void loadContent(const QByteArray& content);
// FIXME: This void* should be a gpu::Texture* but i cannot get it to work for now, moving on...
Q_INVOKABLE void setImage(const QImage& image, void* texture, bool translucent, const QColor& averageColor, int originalWidth,
int originalHeight);
virtual void imageLoaded(const QImage& image);
TextureType _type;
private:
bool _translucent;
QColor _averageColor;
int _originalWidth;
int _originalHeight;
int _width;
int _height;
};
/// Caches derived, dilated textures.
class DilatableNetworkTexture : public NetworkTexture {
Q_OBJECT
public:
DilatableNetworkTexture(const QUrl& url, const QByteArray& content);
/// Returns a pointer to a texture with the requested amount of dilation.
QSharedPointer<Texture> getDilatedTexture(float dilation);
protected:
virtual void imageLoaded(const QImage& image);
virtual void reinsert();
private:
QImage _image;
int _innerRadius;
int _outerRadius;
QMap<float, QWeakPointer<Texture> > _dilatedTextures;
};
#endif // hifi_TextureCache_h
// Compatibility
#include <gpu-networking/TextureCache.h>

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@ -18,12 +18,39 @@
// the interpolated normal
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0;
in vec4 _position;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2030
void main(void) {
Material material = getMaterial();
packDeferredFragment(
normalize(_normal.xyz),
glowIntensity,
_color.rgb,
DEFAULT_SPECULAR, DEFAULT_SHININESS);
vec3 normal = normalize(_normal.xyz);
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = 0.0;
#ifdef PROCEDURAL
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);
#endif
#endif
if (emissiveAmount > 0.0) {
packDeferredFragmentLightmap(
normal, glowIntensity, diffuse, specular, shininess, specular);
} else {
packDeferredFragment(
normal, glowIntensity, diffuse, specular, shininess);
}
}

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@ -7,4 +7,4 @@ add_dependency_external_projects(glm)
find_package(GLM REQUIRED)
target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
link_hifi_libraries(shared octree gpu model fbx entities animation audio physics)
link_hifi_libraries(shared networking octree gpu gpu-networking procedural model fbx entities animation audio physics)

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@ -10,6 +10,6 @@ set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
#include_oglplus()
# link in the shared libraries
link_hifi_libraries(render-utils gpu shared networking fbx model animation script-engine)
link_hifi_libraries(networking gpu gpu-networking procedural shared fbx model animation script-engine render-utils )
copy_dlls_beside_windows_executable()