Merge branch 'team-teaching' of https://github.com/highfidelity/hifi into team-teaching

This commit is contained in:
Atlante45 2015-05-29 17:53:17 +02:00
commit ab13bc41a4
11 changed files with 92 additions and 49 deletions

View file

@ -148,36 +148,23 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
currentContext->makeCurrent(currentSurface);
PerformanceTimer perfTimer("RenderableWebEntityItem::render");
assert(getType() == EntityTypes::Web);
glm::vec3 position = getPosition();
glm::vec3 dimensions = getDimensions();
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::quat rotation = getRotation();
Q_ASSERT(getType() == EntityTypes::Web);
static const glm::vec2 texMin(0.0f);
static const glm::vec2 texMax(1.0f);
glm::vec2 topLeft(-0.5f -0.5f);
glm::vec2 bottomRight(0.5f, 0.5f);
glPushMatrix();
{
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
static const glm::vec2 texMin(0);
static const glm::vec2 texMax(1);
glm::vec2 topLeft(-halfDimensions.x, -halfDimensions.y);
glm::vec2 bottomRight(halfDimensions.x, halfDimensions.y);
if (_texture) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
DependencyManager::get<GeometryCache>()->renderQuad(
topLeft, bottomRight, texMin, texMax, glm::vec4(1));
if (_texture) {
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
}
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
if (_texture) {
batch._glBindTexture(GL_TEXTURE_2D, _texture);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glPopMatrix();
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
DependencyManager::get<DeferredLightingEffect>()->releaseSimpleProgram(batch);
}
void RenderableWebEntityItem::setSourceUrl(const QString& value) {

View file

@ -1014,7 +1014,7 @@ void EntityItem::setTranformToCenter(const Transform& transform) {
}
void EntityItem::setDimensions(const glm::vec3& value) {
if (value.x == 0.0f || value.y == 0.0f || value.z == 0.0f) {
if (value.x <= 0.0f || value.y <= 0.0f || value.z <= 0.0f) {
return;
}
_transform.setScale(value);

View file

@ -143,7 +143,8 @@ public:
void _glBindTexture(GLenum target, GLuint texture);
void _glActiveTexture(GLenum texture);
void _glTexParameteri(GLenum target, GLenum pname, GLint param);
void _glDrawBuffers(GLsizei n, const GLenum* bufs);
void _glUseProgram(GLuint program);
@ -201,6 +202,7 @@ public:
COMMAND_glBindTexture,
COMMAND_glActiveTexture,
COMMAND_glTexParameteri,
COMMAND_glDrawBuffers,

View file

@ -54,6 +54,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glBindTexture),
(&::gpu::GLBackend::do_glActiveTexture),
(&::gpu::GLBackend::do_glTexParameteri),
(&::gpu::GLBackend::do_glDrawBuffers),
@ -381,6 +382,22 @@ void GLBackend::do_glActiveTexture(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR();
}
void Batch::_glTexParameteri(GLenum target, GLenum pname, GLint param) {
ADD_COMMAND_GL(glTexParameteri);
_params.push_back(param);
_params.push_back(pname);
_params.push_back(target);
DO_IT_NOW(glTexParameteri, 3);
}
void GLBackend::do_glTexParameteri(Batch& batch, uint32 paramOffset) {
glTexParameteri(batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
batch._params[paramOffset + 0]._int);
(void) CHECK_GL_ERROR();
}
void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
ADD_COMMAND_GL(glDrawBuffers);

View file

@ -358,6 +358,7 @@ protected:
void do_glBindTexture(Batch& batch, uint32 paramOffset);
void do_glActiveTexture(Batch& batch, uint32 paramOffset);
void do_glTexParameteri(Batch& batch, uint32 paramOffset);
void do_glDrawBuffers(Batch& batch, uint32 paramOffset);

View file

@ -28,6 +28,7 @@
#include "simple_vert.h"
#include "simple_frag.h"
#include "simple_textured_frag.h"
#include "deferred_light_vert.h"
#include "deferred_light_limited_vert.h"
@ -50,13 +51,16 @@
static const std::string glowIntensityShaderHandle = "glowIntensity";
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
auto vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
auto pixelShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
auto PSTextured = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
gpu::ShaderPointer programTextured = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSTextured));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(glowIntensityShaderHandle, 0));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::Shader::makeProgram(*programTextured, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setCullMode(gpu::State::CULL_BACK);
@ -65,6 +69,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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);
_simpleProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_simpleProgramTextured = gpu::PipelinePointer(gpu::Pipeline::create(programTextured, state));
_viewState = viewState;
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
@ -101,9 +106,14 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
}
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch) {
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured) {
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(batch, true, true, true);
batch.setPipeline(_simpleProgram);
if (textured) {
batch.setPipeline(_simpleProgramTextured);
} else {
batch.setPipeline(_simpleProgram);
}
}
void DeferredLightingEffect::releaseSimpleProgram(gpu::Batch& batch) {

View file

@ -34,7 +34,7 @@ public:
void init(AbstractViewStateInterface* viewState);
/// Sets up the state necessary to render static untextured geometry with the simple program.
void bindSimpleProgram(gpu::Batch& batch);
void bindSimpleProgram(gpu::Batch& batch, bool textured = false);
/// Tears down the state necessary to render static untextured geometry with the simple program.
void releaseSimpleProgram(gpu::Batch& batch);
@ -100,6 +100,7 @@ private:
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
gpu::PipelinePointer _simpleProgram;
gpu::PipelinePointer _simpleProgramTextured;
ProgramObject _directionalSkyboxLight;
LightLocations _directionalSkyboxLightLocations;

View file

@ -17,16 +17,7 @@
// the interpolated normal
varying vec4 interpolatedNormal;
// the glow intensity
//uniform float glowIntensity;
void main(void) {
/* // set the diffuse, normal, specular data
gl_FragData[0] = vec4(gl_Color.rgb, glowIntensity);
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
*/
packDeferredFragment(
normalize(interpolatedNormal.xyz),
glowIntensity,

View file

@ -20,6 +20,8 @@
varying vec4 interpolatedNormal;
void main(void) {
gl_TexCoord[0] = gl_MultiTexCoord0;
// pass along the diffuse color
gl_FrontColor = gl_Color;

View file

@ -0,0 +1,32 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// simple.frag
// fragment shader
//
// Created by Clément Brisset on 5/29/15.
// Copyright 2014 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 DeferredBufferWrite.slh@>
// the diffuse texture
uniform sampler2D originalTexture;
// the interpolated normal
varying vec4 interpolatedNormal;
void main(void) {
vec4 texel = texture2D(originalTexture, gl_TexCoord[0].st);
packDeferredFragment(
normalize(interpolatedNormal.xyz),
glowIntensity * texel.a,
gl_Color.rgb * texel.rgb,
gl_FrontMaterial.specular.rgb,
gl_FrontMaterial.shininess);
}

View file

@ -24,13 +24,13 @@
inline bool isValidScale(glm::vec3 scale) {
bool result = scale.x != 0.0f && scale.y != 0.0f && scale.z != 0.0f;
// assert(result);
assert(result);
return result;
}
inline bool isValidScale(float scale) {
bool result = scale != 0.0f;
// assert(result);
assert(result);
return result;
}