mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-13 22:27:13 +02:00
Merge branch 'master' of https://github.com/samcake/hifi into temp0
This commit is contained in:
commit
798817f34a
7 changed files with 37 additions and 178 deletions
|
@ -425,7 +425,7 @@ var toolBar = (function () {
|
|||
placingEntityID = Entities.addEntity({
|
||||
type: "Text",
|
||||
position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
|
||||
dimensions: { x: 0.5, y: 0.3, z: 0.01 },
|
||||
dimensions: { x: 0.65, y: 0.3, z: 0.01 },
|
||||
backgroundColor: { red: 64, green: 64, blue: 64 },
|
||||
textColor: { red: 255, green: 255, blue: 255 },
|
||||
text: "some text",
|
||||
|
|
|
@ -129,17 +129,7 @@ public:
|
|||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glMatrixMode(GLenum mode);
|
||||
void _glPushMatrix();
|
||||
void _glPopMatrix();
|
||||
void _glMultMatrixf(const GLfloat *m);
|
||||
void _glLoadMatrixf(const GLfloat *m);
|
||||
void _glLoadIdentity(void);
|
||||
void _glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glScalef(GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glTranslatef(GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void _glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
|
||||
|
@ -201,16 +191,6 @@ public:
|
|||
COMMAND_glUniform4fv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glMatrixMode,
|
||||
COMMAND_glPushMatrix,
|
||||
COMMAND_glPopMatrix,
|
||||
COMMAND_glMultMatrixf,
|
||||
COMMAND_glLoadMatrixf,
|
||||
COMMAND_glLoadIdentity,
|
||||
COMMAND_glRotatef,
|
||||
COMMAND_glScalef,
|
||||
COMMAND_glTranslatef,
|
||||
|
||||
COMMAND_glDrawArrays,
|
||||
COMMAND_glDrawRangeElements,
|
||||
|
||||
|
|
|
@ -54,16 +54,6 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_glUniform4fv),
|
||||
(&::gpu::GLBackend::do_glUniformMatrix4fv),
|
||||
|
||||
(&::gpu::GLBackend::do_glMatrixMode),
|
||||
(&::gpu::GLBackend::do_glPushMatrix),
|
||||
(&::gpu::GLBackend::do_glPopMatrix),
|
||||
(&::gpu::GLBackend::do_glMultMatrixf),
|
||||
(&::gpu::GLBackend::do_glLoadMatrixf),
|
||||
(&::gpu::GLBackend::do_glLoadIdentity),
|
||||
(&::gpu::GLBackend::do_glRotatef),
|
||||
(&::gpu::GLBackend::do_glScalef),
|
||||
(&::gpu::GLBackend::do_glTranslatef),
|
||||
|
||||
(&::gpu::GLBackend::do_glDrawArrays),
|
||||
(&::gpu::GLBackend::do_glDrawRangeElements),
|
||||
|
||||
|
@ -747,127 +737,6 @@ void GLBackend::do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset) {
|
|||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glMatrixMode(GLenum mode) {
|
||||
ADD_COMMAND_GL(glMatrixMode);
|
||||
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glMatrixMode, 1);
|
||||
}
|
||||
void GLBackend::do_glMatrixMode(Batch& batch, uint32 paramOffset) {
|
||||
glMatrixMode(batch._params[paramOffset]._uint);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glPushMatrix() {
|
||||
ADD_COMMAND_GL(glPushMatrix);
|
||||
|
||||
DO_IT_NOW(_glPushMatrix, 0);
|
||||
}
|
||||
void GLBackend::do_glPushMatrix(Batch& batch, uint32 paramOffset) {
|
||||
glPushMatrix();
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glPopMatrix() {
|
||||
ADD_COMMAND_GL(glPopMatrix);
|
||||
|
||||
DO_IT_NOW(_glPopMatrix, 0);
|
||||
}
|
||||
void GLBackend::do_glPopMatrix(Batch& batch, uint32 paramOffset) {
|
||||
glPopMatrix();
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glMultMatrixf(const GLfloat *m) {
|
||||
ADD_COMMAND_GL(glMultMatrixf);
|
||||
|
||||
const int MATRIX4_SIZE = 16 * sizeof(float);
|
||||
_params.push_back(cacheData(MATRIX4_SIZE, m));
|
||||
|
||||
DO_IT_NOW(_glMultMatrixf, 1);
|
||||
}
|
||||
void GLBackend::do_glMultMatrixf(Batch& batch, uint32 paramOffset) {
|
||||
glMultMatrixf((const GLfloat*)batch.editData(batch._params[paramOffset]._uint));
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glLoadMatrixf(const GLfloat *m) {
|
||||
ADD_COMMAND_GL(glLoadMatrixf);
|
||||
|
||||
const int MATRIX4_SIZE = 16 * sizeof(float);
|
||||
_params.push_back(cacheData(MATRIX4_SIZE, m));
|
||||
|
||||
DO_IT_NOW(_glLoadMatrixf, 1);
|
||||
}
|
||||
void GLBackend::do_glLoadMatrixf(Batch& batch, uint32 paramOffset) {
|
||||
glLoadMatrixf((const GLfloat*)batch.editData(batch._params[paramOffset]._uint));
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glLoadIdentity(void) {
|
||||
ADD_COMMAND_GL(glLoadIdentity);
|
||||
|
||||
DO_IT_NOW(_glLoadIdentity, 0);
|
||||
}
|
||||
void GLBackend::do_glLoadIdentity(Batch& batch, uint32 paramOffset) {
|
||||
glLoadIdentity();
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
|
||||
ADD_COMMAND_GL(glRotatef);
|
||||
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
_params.push_back(angle);
|
||||
|
||||
DO_IT_NOW(_glRotatef, 4);
|
||||
}
|
||||
void GLBackend::do_glRotatef(Batch& batch, uint32 paramOffset) {
|
||||
glRotatef(
|
||||
batch._params[paramOffset + 3]._float,
|
||||
batch._params[paramOffset + 2]._float,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glScalef(GLfloat x, GLfloat y, GLfloat z) {
|
||||
ADD_COMMAND_GL(glScalef);
|
||||
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
|
||||
DO_IT_NOW(_glScalef, 3);
|
||||
}
|
||||
void GLBackend::do_glScalef(Batch& batch, uint32 paramOffset) {
|
||||
glScalef(
|
||||
batch._params[paramOffset + 2]._float,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
|
||||
ADD_COMMAND_GL(glTranslatef);
|
||||
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
|
||||
DO_IT_NOW(_glTranslatef, 3);
|
||||
}
|
||||
void GLBackend::do_glTranslatef(Batch& batch, uint32 paramOffset) {
|
||||
glTranslatef(
|
||||
batch._params[paramOffset + 2]._float,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
||||
ADD_COMMAND_GL(glDrawArrays);
|
||||
|
||||
|
|
|
@ -175,17 +175,7 @@ protected:
|
|||
void do_glUniform1f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform2f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform4fv(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glMatrixMode(Batch& batch, uint32 paramOffset);
|
||||
void do_glPushMatrix(Batch& batch, uint32 paramOffset);
|
||||
void do_glPopMatrix(Batch& batch, uint32 paramOffset);
|
||||
void do_glMultMatrixf(Batch& batch, uint32 paramOffset);
|
||||
void do_glLoadMatrixf(Batch& batch, uint32 paramOffset);
|
||||
void do_glLoadIdentity(Batch& batch, uint32 paramOffset);
|
||||
void do_glRotatef(Batch& batch, uint32 paramOffset);
|
||||
void do_glScalef(Batch& batch, uint32 paramOffset);
|
||||
void do_glTranslatef(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glDrawArrays(Batch& batch, uint32 paramOffset);
|
||||
void do_glDrawRangeElements(Batch& batch, uint32 paramOffset);
|
||||
|
|
|
@ -1753,15 +1753,18 @@ bool NetworkGeometry::isLoadedWithTextures() const {
|
|||
if (!isLoaded()) {
|
||||
return false;
|
||||
}
|
||||
foreach (const NetworkMesh& mesh, _meshes) {
|
||||
foreach (const NetworkMeshPart& part, mesh.parts) {
|
||||
if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
|
||||
(part.normalTexture && !part.normalTexture->isLoaded()) ||
|
||||
(part.specularTexture && !part.specularTexture->isLoaded()) ||
|
||||
(part.emissiveTexture && !part.emissiveTexture->isLoaded())) {
|
||||
return false;
|
||||
if (!_isLoadedWithTextures) {
|
||||
foreach (const NetworkMesh& mesh, _meshes) {
|
||||
foreach (const NetworkMeshPart& part, mesh.parts) {
|
||||
if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
|
||||
(part.normalTexture && !part.normalTexture->isLoaded()) ||
|
||||
(part.specularTexture && !part.specularTexture->isLoaded()) ||
|
||||
(part.emissiveTexture && !part.emissiveTexture->isLoaded())) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
_isLoadedWithTextures = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -1938,6 +1941,7 @@ void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& u
|
|||
// we don't have meshes downloaded yet, so hold this texture as pending
|
||||
_pendingTextureChanges.insert(name, url);
|
||||
}
|
||||
_isLoadedWithTextures = false;
|
||||
}
|
||||
|
||||
QStringList NetworkGeometry::getTextureNames() const {
|
||||
|
|
|
@ -339,6 +339,8 @@ private:
|
|||
QHash<QWeakPointer<Animation>, QVector<int> > _jointMappings;
|
||||
|
||||
QHash<QString, QUrl> _pendingTextureChanges;
|
||||
|
||||
mutable bool _isLoadedWithTextures = false;
|
||||
};
|
||||
|
||||
/// The state associated with a single mesh part.
|
||||
|
|
|
@ -686,7 +686,6 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_renderBatch.clear();
|
||||
gpu::Batch& batch = _renderBatch;
|
||||
GLBATCH(glPushMatrix)();
|
||||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
|
@ -835,12 +834,21 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLBATCH(glPopMatrix)();
|
||||
|
||||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPushMatrix();
|
||||
#endif
|
||||
|
||||
::gpu::GLBackend::renderBatch(batch);
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPopMatrix();
|
||||
#endif
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
|
@ -1638,7 +1646,6 @@ void Model::startScene(RenderArgs::RenderSide renderSide) {
|
|||
}
|
||||
|
||||
void Model::setupBatchTransform(gpu::Batch& batch) {
|
||||
GLBATCH(glPushMatrix)();
|
||||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
|
@ -1811,7 +1818,17 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPushMatrix();
|
||||
#endif
|
||||
|
||||
::gpu::GLBackend::renderBatch(_sceneRenderBatch);
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPopMatrix();
|
||||
#endif
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
|
@ -2271,7 +2288,6 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
|
|||
}
|
||||
model->setupBatchTransform(batch);
|
||||
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
|
||||
GLBATCH(glPopMatrix)();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2371,8 +2387,6 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
}
|
||||
}
|
||||
|
||||
// GLBATCH(glPushMatrix)();
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
|
|
Loading…
Reference in a new issue