Separated fade categories from transition event types

This commit is contained in:
Olivier Prat 2017-07-11 11:37:24 +02:00
parent 9758a6ded0
commit aba8be595e
9 changed files with 179 additions and 119 deletions

View file

@ -243,7 +243,10 @@ bool RenderableModelEntityItem::addToScene(const EntityItemPointer& self, const
// note: we don't mind if the model fails to add, we'll retry (in render()) until it succeeds
_model->addToScene(scene, transaction, statusGetters);
transaction.transitionItem(_myMetaItem, render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN);
if (!_hasTransitioned) {
transaction.transitionItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
_hasTransitioned = true;
}
}
// we've successfully added _myMetaItem so we always return true
@ -366,6 +369,7 @@ void RenderableModelEntityItem::updateModelBounds() {
// the per frame simulation/update that might be required if the models properties changed.
void RenderableModelEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RMEIrender");
assert(getType() == EntityTypes::Model);
// When the individual mesh parts of a model finish fading, they will mark their Model as needing updating
@ -477,7 +481,10 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
_model->addToScene(scene, transaction, statusGetters);
transaction.transitionItem(_myMetaItem, render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN);
if (!_hasTransitioned) {
transaction.transitionItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
_hasTransitioned = true;
}
scene->enqueueTransaction(transaction);
}

View file

@ -134,6 +134,7 @@ private:
QVariantMap _originalTextures;
bool _originalTexturesRead = false;
bool _dimensionsInitialized = true;
bool _hasTransitioned{ false };
AnimationPropertyGroup _renderAnimationProperties;

View file

@ -11,7 +11,7 @@
<@func transformModelToFadePos(objectTransform, objectPosition, fadePosition)@>
{
vec4 objectVector = vec4(<$objectPosition$>.xyz, 0.f);
vec4 objectVector = vec4(<$objectPosition$>.xyz, 1.f);
<$transformModelToWorldPos($objectTransform$, objectVector, $fadePosition$)$>
}
<@endfunc@>
@ -19,12 +19,12 @@
<@func declareFadeFragment()@>
#define EVENT_CATEGORY_COUNT 5
#define CATEGORY_COUNT 5
<@include Fade_shared.slh@>
uniform fadeParametersBuffer {
FadeParameters fadeParameters[EVENT_CATEGORY_COUNT];
FadeParameters fadeParameters[CATEGORY_COUNT];
};
uniform int fadeCategory;
uniform vec3 fadeNoiseOffset;

View file

@ -22,7 +22,7 @@ inline float valueToParameterPow(float value, const double minValue, const doubl
return (float)(log(double(value) / minValue) / log(maxOverMinValue));
}
void FadeEditJob::run(const render::RenderContextPointer& renderContext, const Input& inputs) {
void FadeEditJob::run(const render::RenderContextPointer& renderContext, const FadeEditJob::Input& inputs) {
auto jobConfig = static_cast<const FadeEditConfig*>(renderContext->jobConfig.get());
auto& itemBounds = inputs.get0();
@ -34,9 +34,17 @@ void FadeEditJob::run(const render::RenderContextPointer& renderContext, const I
const auto& item = renderContext->_scene->getItem(itemId);
if (item.getTransitionId() == render::TransitionStage::INVALID_INDEX) {
static const render::Transition::Type categoryToTransition[FadeConfig::CATEGORY_COUNT] = {
render::Transition::ELEMENT_ENTER_DOMAIN,
render::Transition::BUBBLE_ISECT_OWNER,
render::Transition::BUBBLE_ISECT_TRESPASSER,
render::Transition::USER_ENTER_DOMAIN,
render::Transition::AVATAR_CHANGE
};
// Relaunch transition
render::Transaction transaction;
transaction.transitionItem(itemId, inputs.get1());
transaction.transitionItem(itemId, categoryToTransition[inputs.get1()]);
renderContext->_scene->enqueueTransaction(transaction);
}
}
@ -70,70 +78,70 @@ render::ItemID FadeEditJob::findNearestItem(const render::RenderContextPointer&
FadeConfig::FadeConfig()
{
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].noiseSize = glm::vec3{ 0.75f, 0.75f, 0.75f };
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].noiseLevel = 1.f;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].noiseSpeed = glm::vec3{ 0.0f, 0.0f, 0.0f };
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].timing = FadeConfig::LINEAR;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].baseSize = glm::vec3{ 1.0f, 1.0f, 1.0f };
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].baseLevel = 0.f;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].isInverted = false;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].duration = 4.f;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].edgeWidth = 0.1f;
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].edgeInnerColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.0f };
events[render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN].edgeOuterColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 1.0f };
events[ELEMENT_ENTER_LEAVE_DOMAIN].noiseSize = glm::vec3{ 0.75f, 0.75f, 0.75f };
events[ELEMENT_ENTER_LEAVE_DOMAIN].noiseLevel = 1.f;
events[ELEMENT_ENTER_LEAVE_DOMAIN].noiseSpeed = glm::vec3{ 0.0f, 0.0f, 0.0f };
events[ELEMENT_ENTER_LEAVE_DOMAIN].timing = FadeConfig::LINEAR;
events[ELEMENT_ENTER_LEAVE_DOMAIN].baseSize = glm::vec3{ 1.0f, 1.0f, 1.0f };
events[ELEMENT_ENTER_LEAVE_DOMAIN].baseLevel = 0.f;
events[ELEMENT_ENTER_LEAVE_DOMAIN].isInverted = false;
events[ELEMENT_ENTER_LEAVE_DOMAIN].duration = 4.f;
events[ELEMENT_ENTER_LEAVE_DOMAIN].edgeWidth = 0.1f;
events[ELEMENT_ENTER_LEAVE_DOMAIN].edgeInnerColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.0f };
events[ELEMENT_ENTER_LEAVE_DOMAIN].edgeOuterColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 1.0f };
events[render::Transition::BUBBLE_ISECT_OWNER].noiseSize = glm::vec3{ 1.5f, 1.0f/25.f, 0.5f };
events[render::Transition::BUBBLE_ISECT_OWNER].noiseLevel = 0.37f;
events[render::Transition::BUBBLE_ISECT_OWNER].noiseSpeed = glm::vec3{ 1.0f, 0.2f, 1.0f };
events[render::Transition::BUBBLE_ISECT_OWNER].timing = FadeConfig::LINEAR;
events[render::Transition::BUBBLE_ISECT_OWNER].baseSize = glm::vec3{ 2.0f, 2.0f, 2.0f };
events[render::Transition::BUBBLE_ISECT_OWNER].baseLevel = 1.f;
events[render::Transition::BUBBLE_ISECT_OWNER].isInverted = false;
events[render::Transition::BUBBLE_ISECT_OWNER].duration = 4.f;
events[render::Transition::BUBBLE_ISECT_OWNER].edgeWidth = 0.02f;
events[render::Transition::BUBBLE_ISECT_OWNER].edgeInnerColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f };
events[render::Transition::BUBBLE_ISECT_OWNER].edgeOuterColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 2.0f };
events[BUBBLE_ISECT_OWNER].noiseSize = glm::vec3{ 1.5f, 1.0f/25.f, 0.5f };
events[BUBBLE_ISECT_OWNER].noiseLevel = 0.37f;
events[BUBBLE_ISECT_OWNER].noiseSpeed = glm::vec3{ 1.0f, 0.2f, 1.0f };
events[BUBBLE_ISECT_OWNER].timing = FadeConfig::LINEAR;
events[BUBBLE_ISECT_OWNER].baseSize = glm::vec3{ 2.0f, 2.0f, 2.0f };
events[BUBBLE_ISECT_OWNER].baseLevel = 1.f;
events[BUBBLE_ISECT_OWNER].isInverted = false;
events[BUBBLE_ISECT_OWNER].duration = 4.f;
events[BUBBLE_ISECT_OWNER].edgeWidth = 0.02f;
events[BUBBLE_ISECT_OWNER].edgeInnerColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f };
events[BUBBLE_ISECT_OWNER].edgeOuterColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 2.0f };
events[render::Transition::BUBBLE_ISECT_TRESPASSER].noiseSize = glm::vec3{ 0.5f, 1.0f / 25.f, 0.5f };
events[render::Transition::BUBBLE_ISECT_TRESPASSER].noiseLevel = 1.f;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].noiseSpeed = glm::vec3{ 1.0f, 0.2f, 1.0f };
events[render::Transition::BUBBLE_ISECT_TRESPASSER].timing = FadeConfig::LINEAR;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].baseSize = glm::vec3{ 2.0f, 2.0f, 2.0f };
events[render::Transition::BUBBLE_ISECT_TRESPASSER].baseLevel = 0.f;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].isInverted = false;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].duration = 4.f;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].edgeWidth = 0.025f;
events[render::Transition::BUBBLE_ISECT_TRESPASSER].edgeInnerColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f };
events[render::Transition::BUBBLE_ISECT_TRESPASSER].edgeOuterColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 2.0f };
events[BUBBLE_ISECT_TRESPASSER].noiseSize = glm::vec3{ 0.5f, 1.0f / 25.f, 0.5f };
events[BUBBLE_ISECT_TRESPASSER].noiseLevel = 1.f;
events[BUBBLE_ISECT_TRESPASSER].noiseSpeed = glm::vec3{ 1.0f, 0.2f, 1.0f };
events[BUBBLE_ISECT_TRESPASSER].timing = FadeConfig::LINEAR;
events[BUBBLE_ISECT_TRESPASSER].baseSize = glm::vec3{ 2.0f, 2.0f, 2.0f };
events[BUBBLE_ISECT_TRESPASSER].baseLevel = 0.f;
events[BUBBLE_ISECT_TRESPASSER].isInverted = false;
events[BUBBLE_ISECT_TRESPASSER].duration = 4.f;
events[BUBBLE_ISECT_TRESPASSER].edgeWidth = 0.025f;
events[BUBBLE_ISECT_TRESPASSER].edgeInnerColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f };
events[BUBBLE_ISECT_TRESPASSER].edgeOuterColor = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 2.0f };
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].noiseSize = glm::vec3{ 10.f, 0.01f, 10.0f };
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].noiseLevel = 0.7f;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].noiseSpeed = glm::vec3{ 0.0f, -0.5f, 0.0f };
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].timing = FadeConfig::LINEAR;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].baseSize = glm::vec3{ 10000.f, 1.0f, 10000.0f };
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].baseLevel = 1.f;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].isInverted = true;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].duration = 5.f;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].edgeWidth = 0.229f;
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].edgeInnerColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.25f };
events[render::Transition::USER_ENTER_LEAVE_DOMAIN].edgeOuterColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 1.0f };
events[USER_ENTER_LEAVE_DOMAIN].noiseSize = glm::vec3{ 10.f, 0.01f, 10.0f };
events[USER_ENTER_LEAVE_DOMAIN].noiseLevel = 0.7f;
events[USER_ENTER_LEAVE_DOMAIN].noiseSpeed = glm::vec3{ 0.0f, -0.5f, 0.0f };
events[USER_ENTER_LEAVE_DOMAIN].timing = FadeConfig::LINEAR;
events[USER_ENTER_LEAVE_DOMAIN].baseSize = glm::vec3{ 10000.f, 1.0f, 10000.0f };
events[USER_ENTER_LEAVE_DOMAIN].baseLevel = 1.f;
events[USER_ENTER_LEAVE_DOMAIN].isInverted = true;
events[USER_ENTER_LEAVE_DOMAIN].duration = 5.f;
events[USER_ENTER_LEAVE_DOMAIN].edgeWidth = 0.229f;
events[USER_ENTER_LEAVE_DOMAIN].edgeInnerColor = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.25f };
events[USER_ENTER_LEAVE_DOMAIN].edgeOuterColor = glm::vec4{ 1.f, 1.f, 1.f, 1.0f };
events[render::Transition::AVATAR_CHANGE].noiseSize = glm::vec3{ 0.4f, 0.4f, 0.4f };
events[render::Transition::AVATAR_CHANGE].noiseLevel = 1.f;
events[render::Transition::AVATAR_CHANGE].noiseSpeed = glm::vec3{ 0.0f, 0.0f, 0.0f };
events[render::Transition::AVATAR_CHANGE].timing = FadeConfig::LINEAR;
events[render::Transition::AVATAR_CHANGE].baseSize = glm::vec3{ 0.4f, 0.4f, 0.4f };
events[render::Transition::AVATAR_CHANGE].baseLevel = 1.f;
events[render::Transition::AVATAR_CHANGE].isInverted = false;
events[render::Transition::AVATAR_CHANGE].duration = 3.f;
events[render::Transition::AVATAR_CHANGE].edgeWidth = 0.05f;
events[render::Transition::AVATAR_CHANGE].edgeInnerColor = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f };
events[render::Transition::AVATAR_CHANGE].edgeOuterColor = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f };
events[AVATAR_CHANGE].noiseSize = glm::vec3{ 0.4f, 0.4f, 0.4f };
events[AVATAR_CHANGE].noiseLevel = 1.f;
events[AVATAR_CHANGE].noiseSpeed = glm::vec3{ 0.0f, 0.0f, 0.0f };
events[AVATAR_CHANGE].timing = FadeConfig::LINEAR;
events[AVATAR_CHANGE].baseSize = glm::vec3{ 0.4f, 0.4f, 0.4f };
events[AVATAR_CHANGE].baseLevel = 1.f;
events[AVATAR_CHANGE].isInverted = false;
events[AVATAR_CHANGE].duration = 3.f;
events[AVATAR_CHANGE].edgeWidth = 0.05f;
events[AVATAR_CHANGE].edgeInnerColor = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f };
events[AVATAR_CHANGE].edgeOuterColor = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f };
}
void FadeConfig::setEditedCategory(int value) {
assert(value < render::Transition::EVENT_CATEGORY_COUNT);
editedCategory = std::min<int>(render::Transition::EVENT_CATEGORY_COUNT, value);
assert(value < CATEGORY_COUNT);
editedCategory = std::min<int>(CATEGORY_COUNT, value);
emit dirtyCategory();
emit dirty();
}
@ -302,7 +310,7 @@ void FadeConfig::setTiming(int value) {
emit dirty();
}
QString FadeConfig::eventNames[render::Transition::EVENT_CATEGORY_COUNT] = {
QString FadeConfig::eventNames[FadeConfig::CATEGORY_COUNT] = {
"element_enter_leave_domain",
"bubble_isect_owner",
"bubble_isect_trespasser",
@ -311,7 +319,7 @@ QString FadeConfig::eventNames[render::Transition::EVENT_CATEGORY_COUNT] = {
};
void FadeConfig::save() const {
assert(editedCategory < render::Transition::EVENT_CATEGORY_COUNT);
assert(editedCategory < FadeConfig::CATEGORY_COUNT);
QJsonObject lProperties;
const QString configFile = "config/" + eventNames[editedCategory] + ".json";
QUrl path(PathUtils::resourcesPath() + configFile);
@ -516,7 +524,7 @@ FadeJob::FadeJob()
void FadeJob::configure(const Config& config) {
auto& configurations = _configurations.edit();
for (auto i = 0; i < render::Transition::EVENT_CATEGORY_COUNT; i++) {
for (auto i = 0; i < FadeConfig::CATEGORY_COUNT; i++) {
auto& eventParameters = configurations.parameters[i];
const auto& eventConfig = config.events[i];
@ -534,7 +542,7 @@ void FadeJob::configure(const Config& config) {
}
}
void FadeJob::run(const render::RenderContextPointer& renderContext, Output& output) {
void FadeJob::run(const render::RenderContextPointer& renderContext, FadeJob::Output& output) {
Config* jobConfig = static_cast<Config*>(renderContext->jobConfig.get());
auto scene = renderContext->args->_scene;
auto transitionStage = scene->getStage<render::TransitionStage>(render::TransitionStage::getName());
@ -542,8 +550,9 @@ void FadeJob::run(const render::RenderContextPointer& renderContext, Output& out
const double deltaTime = (int64_t(now) - int64_t(_previousTime)) / double(USECS_PER_SECOND);
render::Transaction transaction;
bool hasTransactions = false;
bool isFirstItem = true;
output = (render::Transition::Type) jobConfig->editedCategory;
output = (FadeConfig::Category) jobConfig->editedCategory;
// And now update fade effect
for (auto transitionId : *transitionStage) {
@ -554,7 +563,10 @@ void FadeJob::run(const render::RenderContextPointer& renderContext, Output& out
hasTransactions = true;
}
jobConfig->setProperty("threshold", state.threshold);
if (isFirstItem) {
jobConfig->setProperty("threshold", state.threshold);
isFirstItem = false;
}
}
if (hasTransactions) {
@ -563,8 +575,19 @@ void FadeJob::run(const render::RenderContextPointer& renderContext, Output& out
_previousTime = now;
}
const FadeConfig::Category FadeJob::transitionToCategory[render::Transition::TYPE_COUNT] = {
FadeConfig::ELEMENT_ENTER_LEAVE_DOMAIN,
FadeConfig::ELEMENT_ENTER_LEAVE_DOMAIN,
FadeConfig::BUBBLE_ISECT_OWNER,
FadeConfig::BUBBLE_ISECT_TRESPASSER,
FadeConfig::USER_ENTER_LEAVE_DOMAIN,
FadeConfig::USER_ENTER_LEAVE_DOMAIN,
FadeConfig::AVATAR_CHANGE
};
bool FadeJob::update(const Config& config, const render::ScenePointer& scene, render::Transition& transition, const double deltaTime) const {
auto& eventConfig = config.events[transition.eventType];
const auto fadeCategory = transitionToCategory[transition.eventType];
auto& eventConfig = config.events[fadeCategory];
auto& item = scene->getItem(transition.itemId);
const double eventDuration = (double)eventConfig.duration;
const FadeConfig::Timing timing = (FadeConfig::Timing) eventConfig.timing;
@ -574,19 +597,24 @@ bool FadeJob::update(const Config& config, const render::ScenePointer& scene, re
auto& aabb = item.getBound();
auto& dimensions = aabb.getDimensions();
assert(timing < render::Transition::EVENT_CATEGORY_COUNT);
assert(timing < FadeConfig::TIMING_COUNT);
switch (transition.eventType) {
case render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN:
transition.threshold = 1.f - computeElementEnterRatio(transition.time, eventConfig.duration, timing);
transition.threshold = (transition.threshold - 0.5f)*_thresholdScale[transition.eventType] + 0.5f;
case render::Transition::ELEMENT_ENTER_DOMAIN:
case render::Transition::ELEMENT_LEAVE_DOMAIN:
{
transition.threshold = computeElementEnterRatio(transition.time, eventConfig.duration, timing);
transition.noiseOffset = aabb.calcCenter();
transition.baseOffset = transition.noiseOffset - dimensions.y;
transition.baseOffset = transition.noiseOffset;
transition.baseInvSize.x = 1.f / dimensions.x;
transition.baseInvSize.y = 1.f / dimensions.y;
transition.baseInvSize.z = 1.f / dimensions.z;
continueTransition = transition.threshold > 0.f;
break;
continueTransition = transition.threshold < 1.f;
if (transition.eventType == render::Transition::ELEMENT_ENTER_DOMAIN) {
transition.threshold = 1.f - transition.threshold;
}
}
break;
case render::Transition::BUBBLE_ISECT_OWNER:
{
@ -607,10 +635,19 @@ bool FadeJob::update(const Config& config, const render::ScenePointer& scene, re
}
break;
case render::Transition::USER_ENTER_LEAVE_DOMAIN:
case render::Transition::USER_ENTER_DOMAIN:
case render::Transition::USER_LEAVE_DOMAIN:
{
/* _editBaseOffset = itemBounds.bound.calcCenter();
_editBaseOffset.y -= itemBounds.bound.getDimensions().y / 2.f;*/
transition.threshold = computeElementEnterRatio(transition.time, eventConfig.duration, timing);
transition.noiseOffset = aabb.calcCenter();
transition.baseOffset = transition.noiseOffset - dimensions.y / 2.f;
transition.baseInvSize.x = 1.f / eventConfig.baseSize.x;
transition.baseInvSize.y = 1.f / dimensions.y;
transition.baseInvSize.z = 1.f / eventConfig.baseSize.z;
continueTransition = transition.threshold < 1.f;
if (transition.eventType == render::Transition::USER_ENTER_DOMAIN) {
transition.threshold = 1.f - transition.threshold;
}
}
break;
@ -622,6 +659,7 @@ bool FadeJob::update(const Config& config, const render::ScenePointer& scene, re
}
}
transition.threshold = (transition.threshold - 0.5f)*_thresholdScale[fadeCategory] + 0.5f;
transition.time += deltaTime;
return continueTransition;
@ -684,7 +722,9 @@ render::ShapePipeline::ItemSetter FadeJob::getItemSetter() const {
auto fadeCategoryLocation = uniforms.findLocation("fadeCategory");
if (fadeNoiseOffsetLocation >= 0 || fadeBaseInvSizeLocation >= 0 || fadeBaseOffsetLocation >= 0 || fadeThresholdLocation >= 0 || fadeCategoryLocation >= 0) {
batch->_glUniform1i(fadeCategoryLocation, transitionState.eventType);
const auto fadeCategory = transitionToCategory[transitionState.eventType];
batch->_glUniform1i(fadeCategoryLocation, fadeCategory);
batch->_glUniform1f(fadeThresholdLocation, transitionState.threshold);
batch->_glUniform3f(fadeNoiseOffsetLocation, transitionState.noiseOffset.x, transitionState.noiseOffset.y, transitionState.noiseOffset.z);
batch->_glUniform3f(fadeBaseOffsetLocation, transitionState.baseOffset.x, transitionState.baseOffset.y, transitionState.baseOffset.z);

View file

@ -33,24 +33,6 @@ signals:
void dirty();
};
class FadeEditJob {
public:
using Config = FadeEditConfig;
using Input = render::VaryingSet2<render::ItemBounds, render::Transition::Type>;
using JobModel = render::Job::ModelI<FadeEditJob, Input, Config>;
FadeEditJob() {}
void configure(const Config& config) {}
void run(const render::RenderContextPointer& renderContext, const Input& inputs);
private:
render::ItemID findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const;
};
class FadeConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int editedCategory MEMBER editedCategory WRITE setEditedCategory NOTIFY dirtyCategory)
@ -81,6 +63,17 @@ class FadeConfig : public render::Job::Config {
public:
enum Category {
ELEMENT_ENTER_LEAVE_DOMAIN = 0,
BUBBLE_ISECT_OWNER,
BUBBLE_ISECT_TRESPASSER,
USER_ENTER_LEAVE_DOMAIN,
AVATAR_CHANGE,
// Don't forget to modify Fade.slh to reflect the change in number of categories
CATEGORY_COUNT,
};
enum Timing {
LINEAR,
EASE_IN,
@ -177,14 +170,14 @@ public:
bool isInverted;
};
Event events[render::Transition::EVENT_CATEGORY_COUNT];
int editedCategory{ render::Transition::ELEMENT_ENTER_LEAVE_DOMAIN };
Event events[CATEGORY_COUNT];
int editedCategory{ ELEMENT_ENTER_LEAVE_DOMAIN };
float threshold{ 0.f };
Q_INVOKABLE void save() const;
Q_INVOKABLE void load();
static QString eventNames[render::Transition::EVENT_CATEGORY_COUNT];
static QString eventNames[CATEGORY_COUNT];
signals:
@ -193,34 +186,54 @@ signals:
};
class FadeEditJob {
public:
using Config = FadeEditConfig;
using Input = render::VaryingSet2<render::ItemBounds, FadeConfig::Category>;
using JobModel = render::Job::ModelI<FadeEditJob, Input, Config>;
FadeEditJob() {}
void configure(const Config& config) {}
void run(const render::RenderContextPointer& renderContext, const FadeEditJob::Input& inputs);
private:
render::ItemID findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const;
};
class FadeJob {
public:
using Config = FadeConfig;
using Output = render::Transition::Type;
using Output = FadeConfig::Category;
using JobModel = render::Job::ModelO<FadeJob, Output, Config>;
FadeJob();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, Output& output);
void run(const render::RenderContextPointer& renderContext, FadeJob::Output& output);
render::ShapePipeline::BatchSetter getBatchSetter() const;
render::ShapePipeline::ItemSetter getItemSetter() const;
private:
static const FadeConfig::Category transitionToCategory[render::Transition::TYPE_COUNT];
#include "Fade_shared.slh"
struct FadeConfiguration
{
FadeParameters parameters[render::Transition::EVENT_CATEGORY_COUNT];
FadeParameters parameters[FadeConfig::CATEGORY_COUNT];
};
gpu::StructBuffer<FadeConfiguration> _configurations;
gpu::TexturePointer _fadeMaskMap;
float _thresholdScale[render::Transition::EVENT_CATEGORY_COUNT];
float _thresholdScale[FadeConfig::CATEGORY_COUNT];
uint64_t _previousTime{ 0 };
bool update(const Config& config, const render::ScenePointer& scene, render::Transition& transition, const double deltaTime) const;

View file

@ -484,9 +484,6 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
if (wireframe) {
builder.withWireframe();
}
/* if (_fadeState != STATE_COMPLETE) {
builder.withFade();
}*/
return builder.build();
}
@ -529,7 +526,7 @@ void ModelMeshPartPayload::render(RenderArgs* args) {
PerformanceTimer perfTimer("ModelMeshPartPayload::render");
ModelPointer model = _model.lock();
if (!model || !model->addedToScene() || !model->isVisible()) {
if (!model || !model->isAddedToScene() || !model->isVisible()) {
return; // bail asap
}

View file

@ -116,6 +116,7 @@ public:
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
bool isLoaded() const { return (bool)_renderGeometry && _renderGeometry->isGeometryLoaded(); }
bool isAddedToScene() const { return _addedToScene; }
void setIsWireframe(bool isWireframe) { _isWireframe = isWireframe; }
bool isWireframe() const { return _isWireframe; }
@ -265,7 +266,6 @@ signals:
void setCollisionModelURLFinished(bool success);
protected:
bool addedToScene() const { return _addedToScene; }
void setBlendshapeCoefficients(const QVector<float>& coefficients) { _blendshapeCoefficients = coefficients; }
const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }

View file

@ -55,7 +55,7 @@ void RenderDeferredTask::configure(const Config& config)
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& items = input.get<Input>();
auto editedTransitionType = task.addJob<FadeJob>("Fade");
auto editedFadeCategory = task.addJob<FadeJob>("Fade");
auto& fadeJob = task._jobs.back().get<FadeJob>();
// Prepare the ShapePipelines
@ -72,7 +72,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = items[1];
const auto fadeEditInput = FadeEditJob::Input(opaques, editedTransitionType).asVarying();
const auto fadeEditInput = FadeEditJob::Input(opaques, editedFadeCategory).asVarying();
task.addJob<FadeEditJob>("FadeEdit", fadeEditInput);
// Filter the non antialiaased overlays

View file

@ -20,18 +20,20 @@ namespace render {
public:
enum Type {
ELEMENT_ENTER_LEAVE_DOMAIN = 0,
ELEMENT_ENTER_DOMAIN = 0,
ELEMENT_LEAVE_DOMAIN,
BUBBLE_ISECT_OWNER,
BUBBLE_ISECT_TRESPASSER,
USER_ENTER_LEAVE_DOMAIN,
USER_ENTER_DOMAIN,
USER_LEAVE_DOMAIN,
AVATAR_CHANGE,
// Don't forget to modify Fade.slh to reflect the change in number of categories
EVENT_CATEGORY_COUNT,
NONE = EVENT_CATEGORY_COUNT
TYPE_COUNT,
NONE = TYPE_COUNT
};
Type eventType{ ELEMENT_ENTER_LEAVE_DOMAIN };
Type eventType{ ELEMENT_ENTER_DOMAIN };
ItemID itemId{ Item::INVALID_ITEM_ID };
double time{ 0.0 };
glm::vec3 noiseOffset{ 0.f, 0.f, 0.f };