mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Merge pull request #12624 from samcake/workload-bis
Workload: Better Freeze view mode in order to debug the Space and View behavior
This commit is contained in:
commit
6723a0be4e
8 changed files with 144 additions and 70 deletions
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@ -18,6 +18,7 @@
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#include "render-utils/drawWorkloadProxy_vert.h"
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#include "render-utils/drawWorkloadView_vert.h"
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#include "render-utils/drawWorkloadProxy_frag.h"
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#include "render-utils/drawWorkloadView_frag.h"
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void GameSpaceToRender::configure(const Config& config) {
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@ -59,9 +60,7 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
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space->copyProxyValues(proxies.data(), (uint32_t)proxies.size());
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workload::Views views(space->getNumViews());
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if (!freezeViews) {
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space->copyViews(views);
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}
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space->copyViews(views);
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// Valid space, let's display its content
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if (!render::Item::isValidID(_spaceRenderItemID)) {
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@ -77,9 +76,7 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
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item.showProxies(showProxies);
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item.setAllProxies(proxies);
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item.showViews(showViews);
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if (!freezeViews) {
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item.setAllViews(views);
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}
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item.setAllViews(views);
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});
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scene->enqueueTransaction(transaction);
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@ -182,11 +179,12 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getProxiesPipeline() {
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const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
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if (!_drawAllViewsPipeline) {
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auto vs = drawWorkloadView_vert::getShader();
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auto ps = drawWorkloadProxy_frag::getShader();
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auto ps = drawWorkloadView_frag::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding("workloadViewsBuffer", 1));
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slotBindings.insert(gpu::Shader::Binding("drawMeshBuffer", 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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auto state = std::make_shared<gpu::State>();
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@ -201,6 +199,32 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
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}
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return _drawAllViewsPipeline;
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}
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const gpu::BufferPointer GameWorkloadRenderItem::getDrawViewBuffer() {
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if (!_drawViewBuffer) {
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int numSegments = 64;
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float angleStep = (float)M_PI * 2.0f / (float)numSegments;
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struct Vert {
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glm::vec4 p;
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};
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std::vector<Vert> verts(numSegments + 1);
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for (int i = 0; i < numSegments; i++) {
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float angle = (float)i * angleStep;
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verts[i].p.x = cos(angle);
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verts[i].p.y = sin(angle);
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verts[i].p.z = angle;
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verts[i].p.w = 1.0f;
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}
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verts[numSegments] = verts[0];
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verts[numSegments].p.w = 0.0f;
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_drawViewBuffer = std::make_shared<gpu::Buffer>(verts.size() * sizeof(Vert), (const gpu::Byte*) verts.data());
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_numDrawViewVerts = numSegments + 1;
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}
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return _drawViewBuffer;
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}
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void GameWorkloadRenderItem::render(RenderArgs* args) {
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gpu::Batch& batch = *(args->_batch);
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@ -221,8 +245,11 @@ void GameWorkloadRenderItem::render(RenderArgs* args) {
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if (_showViews) {
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batch.setPipeline(getViewsPipeline());
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static const int NUM_VERTICES_PER_VIEW = 27;
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batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_VIEW * _numAllViews, 0);
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batch.setUniformBuffer(0, getDrawViewBuffer());
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static const int NUM_VERTICES_PER_DRAWVIEWVERT = 2;
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static const int NUM_REGIONS = 3;
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batch.draw(gpu::TRIANGLE_STRIP, NUM_REGIONS * NUM_VERTICES_PER_DRAWVIEWVERT * _numDrawViewVerts, 0);
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}
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batch.setResourceBuffer(0, nullptr);
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@ -21,7 +21,7 @@ public:
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bool freezeViews{ false };
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bool showProxies{ false };
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bool showViews{ false };
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bool showViews{ true };
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signals:
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void dirty();
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@ -85,6 +85,10 @@ protected:
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gpu::PipelinePointer _drawAllViewsPipeline;
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const gpu::PipelinePointer getViewsPipeline();
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uint32_t _numDrawViewVerts{ 0 };
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gpu::BufferPointer _drawViewBuffer;
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const gpu::BufferPointer getDrawViewBuffer();
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render::ItemKey _key;
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bool _showProxies{ true };
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bool _showViews{ true };
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@ -17,10 +17,12 @@ in vec4 varColor;
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in vec3 varTexcoord;
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void main(void) {
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float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
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float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
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if (a <= 0.1 || r > 1.1) {
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discard;
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if (varColor.w > 0.0) {
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float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
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float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
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if (a <= 0.1 || r > 1.1) {
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discard;
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}
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}
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packDeferredFragmentUnlit(
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32
libraries/render-utils/src/drawWorkloadView.slf
Normal file
32
libraries/render-utils/src/drawWorkloadView.slf
Normal file
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@ -0,0 +1,32 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// drawItemBounds.frag
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// fragment shader
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//
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// Created by Sam Gateau on 6/29/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include gpu/Paint.slh@>
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in vec4 varColor;
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in vec3 varTexcoord;
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void main(void) {
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if (varColor.w > 0.0) {
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float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
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float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
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if (a <= 0.1 || r > 1.1) {
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discard;
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}
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}
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packDeferredFragmentUnlit(
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vec3(0.0, 1.0, 0.0),
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1.0,
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varColor.rgb);
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}
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@ -49,73 +49,71 @@ WorkloadView getWorkloadView(int i) {
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out vec4 varColor;
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out vec3 varTexcoord;
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const int NUM_VERTICES_PER_VIEW = 27;
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const int NUM_VERTICES_PER_SEGMENT = 2;
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const int NUM_SEGMENT_PER_VIEW_REGION = 65;
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const int NUM_VERTICES_PER_VIEW_REGION = NUM_SEGMENT_PER_VIEW_REGION * NUM_VERTICES_PER_SEGMENT;
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const int NUM_REGIONS_PER_VIEW = 3;
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const int NUM_VERTICES_PER_VIEW_REGION = NUM_VERTICES_PER_VIEW / NUM_REGIONS_PER_VIEW;
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const int NUM_VERTICES_PER_VIEW = NUM_VERTICES_PER_VIEW_REGION * NUM_REGIONS_PER_VIEW;
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layout(std140) uniform drawMeshBuffer {
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vec4 verts[NUM_SEGMENT_PER_VIEW_REGION];
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};
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void main(void) {
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const vec4 UNIT_SPRITE[NUM_VERTICES_PER_VIEW_REGION] = vec4[NUM_VERTICES_PER_VIEW_REGION](
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vec4(-1.0, -1.0, 0.0, 1.0),
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vec4(3.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 3.0, 0.0, 1.0),
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vec4(-1.0, 0.0, -1.0, 1.0),
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vec4(3.0, 0.0, -1.0, 1.0),
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vec4(-1.0, 0.0, 3.0, 1.0),
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vec4(0.0, -1.0, -1.0, 1.0),
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vec4(0.0, 3.0, -1.0, 1.0),
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vec4(0.0, -1.0, 3.0, 1.0)
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);
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const int UNIT_SPRITE_INDICES[NUM_VERTICES_PER_VIEW_REGION] = int[NUM_VERTICES_PER_VIEW_REGION](
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0, 1, 2, 3, 4, 5, 6, 7, 8
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);
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int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW;
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int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW;
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int regionID = viewVertexID / NUM_VERTICES_PER_VIEW_REGION;
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int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION;
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int vertexID = regionVertexID;
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int segmentID = regionVertexID / NUM_VERTICES_PER_SEGMENT;
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int segmentVertexID = regionVertexID - segmentID * NUM_VERTICES_PER_SEGMENT;
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vec4 spriteVert = UNIT_SPRITE[UNIT_SPRITE_INDICES[vertexID]];
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vec4 segment = verts[segmentID];
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vec4 spriteVert = vec4(segment.y, 0.0, segment.x, 1.0);
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vec3 spriteTan = vec3(segment.x, 0.0, -segment.y);
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vec3 lateralDir = vec3(0.0, -1.0 + 2.0 * float(segmentVertexID), 0.0);
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WorkloadView view = getWorkloadView(viewID);
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vec4 region = view.regions[regionID];
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vec4 proxyPosWorld = vec4(region.xyz, 1.0);
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float regionRadius = region.w;
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// standard transform, bring proxy in view space
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// Define the sprite space
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vec3 dirZ = -normalize(view.direction_far.xyz);
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vec3 dirY = vec3(0.0, 1.0, 0.0);
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vec3 dirX = normalize(cross(dirY, dirZ));
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dirY = normalize(cross(dirZ, dirX));
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spriteVert.xyz *= regionRadius;
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vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
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vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0);
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vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
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// standard transform, bring pos in view space
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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vec4 proxyPosEye;
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<$transformModelToEyePos(cam, obj, proxyPosWorld, proxyPosEye)$>
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vec4 posEye;
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<$transformModelToEyePos(cam, obj, pos, posEye)$>
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vec3 tanEye;
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<$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$>
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// Define the billboarded space
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vec3 dirZ = vec3(0.0, 0.0, 1.0);
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vec3 dirX = vec3(1.0, 0.0, 0.0);
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vec3 dirY = vec3(0.0, 1.0, 0.0);
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lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye)));
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posEye.xyz += (0.05 * (regionID + 1)) * (-1.0 + 2.0 * float(segmentVertexID)) * lateralDir;
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/*normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
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if (dot(proxyPosEye.xyz, proxyPosEye.xyz) > 0.01) {
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dirZ = -normalize(proxyPosEye.xyz);
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}
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vec3 dirX = normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
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vec3 dirY = normalize(cross(dirZ, dirX));
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*/
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float regionRadius = region.w;
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<$transformEyeToClipPos(cam, posEye, gl_Position)$>
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vec3 originSpaceVert = dirY * (-0.02) + regionRadius * ( dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
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vec4 pos = vec4(proxyPosEye.xyz + originSpaceVert, 1.0);
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varTexcoord = spriteVert.xyz;
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<$transformEyeToClipPos(cam, pos, gl_Position)$>
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// Convert region to color
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varColor = vec4(colorWheel(float(regionID) / 4.0), regionRadius);
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varColor = vec4(colorWheel(float(regionID) / 4.0), -1.0);
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}
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@ -18,12 +18,17 @@ void SetupViews::configure(const Config& config) {
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}
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void SetupViews::run(const WorkloadContextPointer& renderContext, const Input& inputs) {
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Views views = inputs;
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for (auto& v : views) {
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// If views are frozen don't use the input
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if (!data.freezeViews) {
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_views = inputs;
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}
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// Update regions based on the current config
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for (auto& v : _views) {
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View::updateRegions(v, (float*) &data);
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}
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renderContext->_space->setViews(views);
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// Views are setup, assign to the Space
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renderContext->_space->setViews(_views);
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}
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@ -16,14 +16,14 @@
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namespace workload {
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class SetupViewsConfig : public Job::Config{
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Q_OBJECT
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Q_PROPERTY(float r1Front READ getR1Front WRITE setR1Front NOTIFY dirty)
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Q_PROPERTY(float r1Back READ getR1Back WRITE setR1Back NOTIFY dirty)
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Q_PROPERTY(float r2Front READ getR2Front WRITE setR2Front NOTIFY dirty)
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Q_PROPERTY(float r2Back READ getR2Back WRITE setR2Back NOTIFY dirty)
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Q_PROPERTY(float r3Front READ getR3Front WRITE setR3Front NOTIFY dirty)
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Q_PROPERTY(float r3Back READ getR3Back WRITE setR3Back NOTIFY dirty)
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Q_PROPERTY(float r1Front READ getR1Front WRITE setR1Front NOTIFY dirty)
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Q_PROPERTY(float r1Back READ getR1Back WRITE setR1Back NOTIFY dirty)
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Q_PROPERTY(float r2Front READ getR2Front WRITE setR2Front NOTIFY dirty)
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Q_PROPERTY(float r2Back READ getR2Back WRITE setR2Back NOTIFY dirty)
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Q_PROPERTY(float r3Front READ getR3Front WRITE setR3Front NOTIFY dirty)
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Q_PROPERTY(float r3Back READ getR3Back WRITE setR3Back NOTIFY dirty)
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Q_PROPERTY(bool freezeViews READ getFreezeView WRITE setFreezeView NOTIFY dirty)
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public:
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SetupViewsConfig() : Job::Config(true) {}
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float getR1Front() const { return data.r1Front; }
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@ -40,6 +40,9 @@ namespace workload {
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void setR3Front(float d) { data.r3Front = d; emit dirty(); }
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void setR3Back(float d) { data.r3Back = d; emit dirty(); }
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bool getFreezeView() const { return data.freezeViews; }
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void setFreezeView(bool freeze) { data.freezeViews = freeze; emit dirty(); }
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struct Data {
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float r1Back { 2.0f };
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float r1Front { 10.0f };
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@ -49,6 +52,8 @@ namespace workload {
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float r3Back{ 10.0f };
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float r3Front{ 100.0f };
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bool freezeViews{ false };
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} data;
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signals:
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@ -66,6 +71,7 @@ namespace workload {
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protected:
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Config::Data data;
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Views _views;
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};
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} // namespace workload
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@ -37,8 +37,8 @@ Rectangle {
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HifiControls.CheckBox {
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boxSize: 20
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text: "Freeze Views"
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checked: workload.spaceToRender["freezeViews"]
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onCheckedChanged: { workload.spaceToRender["freezeViews"] = checked, workload.setupViews.enabled = !checked; }
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checked: workload.setupViews["freezeViews"]
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onCheckedChanged: { workload.spaceToRender["freezeViews"] = checked, workload.setupViews["freezeViews"] = checked; }
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}
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RowLayout {
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