mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 16:55:07 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into atp
This commit is contained in:
commit
8363b0d522
23 changed files with 548 additions and 396 deletions
1
cmake/externals/boostconfig/CMakeLists.txt
vendored
1
cmake/externals/boostconfig/CMakeLists.txt
vendored
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@ -16,3 +16,4 @@ ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
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set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${SOURCE_DIR}/include CACHE TYPE INTERNAL)
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set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
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@ -1211,49 +1211,6 @@ PropertiesTool = function(opts) {
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webView.setVisible(visible);
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};
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vecToPolar = function(direction) {
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var x = direction.x;
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var y = direction.y;
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var z = direction.z;
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var pitch, yaw;
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pitch = -Math.asin(y);
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var c = Math.cos(-pitch);
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if (Math.abs(pitch) > (Math.PI / 2.0 - epsilon)) {
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//handle gymbal lock
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if (pitch > 0) {
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pitch = Math.PI / 2.0;
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} else {
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pitch = -Math.PI / 2.0;
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}
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yaw = 0.0;
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} else {
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if (z < 0) {
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if(x > 0 && x < 1) {
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yaw = Math.PI - Math.asin(x / c);
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} else {
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yaw = -Math.asin(x / c) - Math.PI;
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}
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} else {
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yaw = Math.asin(x / c);
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}
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}
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return {
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x: pitch * RADIANS_TO_DEGREES,
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y: yaw * RADIANS_TO_DEGREES,
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z: 0.0 //discard roll component
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};
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};
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polarToVec = function(orientation) {
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var pitch = orientation.x * DEGREES_TO_RADIANS;
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var yaw = orientation.y * DEGREES_TO_RADIANS;
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return {
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x: Math.cos(pitch) * Math.sin(yaw),
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y: Math.sin(-pitch),
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z: Math.cos(pitch) * Math.cos(yaw)
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};
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}
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selectionManager.addEventListener(function() {
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data = {
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type: 'update',
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@ -1267,7 +1224,8 @@ PropertiesTool = function(opts) {
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entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
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}
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if (entity.properties.keyLightDirection !== undefined) {
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entity.properties.keyLightDirection = vecToPolar(entity.properties.keyLightDirection);
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entity.properties.keyLightDirection = Vec3.multiply(RADIANS_TO_DEGREES, Vec3.toPolar(entity.properties.keyLightDirection));
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entity.properties.keyLightDirection.z = 0.0;
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}
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selections.push(entity);
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}
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@ -1297,7 +1255,8 @@ PropertiesTool = function(opts) {
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data.properties.rotation = Quat.fromPitchYawRollDegrees(rotation.x, rotation.y, rotation.z);
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}
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if (data.properties.keyLightDirection !== undefined) {
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data.properties.keyLightDirection = polarToVec(data.properties.keyLightDirection);
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data.properties.keyLightDirection = Vec3.fromPolar(
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data.properties.keyLightDirection.x * DEGREES_TO_RADIANS, data.properties.keyLightDirection.y * DEGREES_TO_RADIANS);
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}
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Entities.editEntity(selectionManager.selections[0], data.properties);
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if (data.properties.name != undefined) {
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@ -9,11 +9,9 @@
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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 <sstream>
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#include "Application.h"
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#include <stdlib.h>
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#include <cmath>
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#include <math.h>
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#include <sstream>
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#include <glm/glm.hpp>
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#include <glm/gtx/component_wise.hpp>
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@ -61,6 +59,7 @@
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#include <DependencyManager.h>
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#include <EntityScriptingInterface.h>
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#include <ErrorDialog.h>
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#include <FramebufferCache.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <gpu/GLBackend.h>
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@ -87,12 +86,12 @@
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#include <SettingHandle.h>
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#include <SimpleAverage.h>
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#include <SoundCache.h>
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#include <TextureCache.h>
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#include <Tooltip.h>
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#include <UserActivityLogger.h>
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#include <UUID.h>
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#include <VrMenu.h>
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#include "Application.h"
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#include "AudioClient.h"
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#include "DiscoverabilityManager.h"
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#include "GLCanvas.h"
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@ -266,6 +265,8 @@ bool setupEssentials(int& argc, char** argv) {
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auto audioScope = DependencyManager::set<AudioScope>();
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auto deferredLightingEffect = DependencyManager::set<DeferredLightingEffect>();
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auto textureCache = DependencyManager::set<TextureCache>();
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auto framebufferCache = DependencyManager::set<FramebufferCache>();
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auto animationCache = DependencyManager::set<AnimationCache>();
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auto ddeFaceTracker = DependencyManager::set<DdeFaceTracker>();
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auto modelBlender = DependencyManager::set<ModelBlender>();
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@ -731,6 +732,7 @@ Application::~Application() {
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DependencyManager::destroy<OffscreenUi>();
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DependencyManager::destroy<AvatarManager>();
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DependencyManager::destroy<AnimationCache>();
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DependencyManager::destroy<FramebufferCache>();
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DependencyManager::destroy<TextureCache>();
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DependencyManager::destroy<GeometryCache>();
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DependencyManager::destroy<ScriptCache>();
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@ -764,12 +766,7 @@ void Application::initializeGL() {
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}
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#endif
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qCDebug(interfaceapp) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
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qCDebug(interfaceapp) << "GL Shader Language Version: " << QString((const char*) glGetString(GL_SHADING_LANGUAGE_VERSION));
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qCDebug(interfaceapp) << "GL Vendor: " << QString((const char*) glGetString(GL_VENDOR));
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qCDebug(interfaceapp) << "GL Renderer: " << QString((const char*) glGetString(GL_RENDERER));
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#ifdef WIN32
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#ifdef WIN32
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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/* Problem: glewInit failed, something is seriously wrong. */
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@ -781,7 +778,7 @@ void Application::initializeGL() {
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int swapInterval = wglGetSwapIntervalEXT();
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qCDebug(interfaceapp, "V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
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}
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#endif
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#endif
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#if defined(Q_OS_LINUX)
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// TODO: Write the correct code for Linux...
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@ -977,7 +974,7 @@ void Application::paintGL() {
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{
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gpu::Batch batch;
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auto primaryFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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batch.setFramebuffer(primaryFbo);
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// clear the normal and specular buffers
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batch.clearFramebuffer(
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@ -988,7 +985,7 @@ void Application::paintGL() {
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vec4(vec3(0), 1), 1.0, 0.0);
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// Viewport is assigned to the size of the framebuffer
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
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batch.setViewportTransform(renderArgs._viewport);
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renderArgs._context->render(batch);
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@ -1004,7 +1001,7 @@ void Application::paintGL() {
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{
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto primaryFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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gpu::Batch batch;
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batch.blit(primaryFbo, glm::ivec4(0, 0, _renderResolution.x, _renderResolution.y),
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nullptr, glm::ivec4(0, 0, _glWidget->getDeviceSize().width(), _glWidget->getDeviceSize().height()));
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@ -1078,7 +1075,7 @@ void Application::resizeGL() {
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if (_renderResolution != toGlm(renderSize)) {
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_renderResolution = toGlm(renderSize);
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DependencyManager::get<TextureCache>()->setFrameBufferSize(renderSize);
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DependencyManager::get<FramebufferCache>()->setFrameBufferSize(renderSize);
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loadViewFrustum(_myCamera, _viewFrustum);
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}
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@ -2980,7 +2977,7 @@ PickRay Application::computePickRay(float x, float y) const {
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}
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QImage Application::renderAvatarBillboard(RenderArgs* renderArgs) {
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auto primaryFramebuffer = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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auto primaryFramebuffer = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFramebuffer));
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// clear the alpha channel so the background is transparent
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@ -3415,11 +3412,11 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
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// set the bounds of rear mirror view
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gpu::Vec4i viewport;
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if (billboard) {
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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viewport = gpu::Vec4i(region.x(), size.height() - region.y() - region.height(), region.width(), region.height());
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} else {
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// if not rendering the billboard, the region is in device independent coordinates; must convert to device
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QSize size = DependencyManager::get<TextureCache>()->getFrameBufferSize();
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QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
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float ratio = (float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale();
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int x = region.x() * ratio, y = region.y() * ratio, width = region.width() * ratio, height = region.height() * ratio;
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viewport = gpu::Vec4i(x, size.height() - y - height, width, height);
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@ -4473,7 +4470,11 @@ void Application::friendsWindowClosed() {
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}
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void Application::postLambdaEvent(std::function<void()> f) {
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QCoreApplication::postEvent(this, new LambdaEvent(f));
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if (this->thread() == QThread::currentThread()) {
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f();
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} else {
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QCoreApplication::postEvent(this, new LambdaEvent(f));
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}
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}
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void Application::initPlugins() {
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@ -34,7 +34,6 @@
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#include <ScriptEngine.h>
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#include <ShapeManager.h>
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#include <StDev.h>
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#include <TextureCache.h>
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#include <udt/PacketHeaders.h>
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#include <ViewFrustum.h>
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|
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@ -14,7 +14,7 @@
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#include <mutex>
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#include <QElapsedTimer>
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#include <gpu/GPUConfig.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <NumericalConstants.h>
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|
@ -24,14 +24,17 @@
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include "../../libraries/render-utils/standardTransformPNTC_vert.h"
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#include "../../libraries/render-utils/stars_vert.h"
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#include "../../libraries/render-utils/stars_frag.h"
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#include "../../libraries/render-utils/standardTransformPNTC_vert.h"
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#include "../../libraries/render-utils/starsGrid_frag.h"
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//static const float TILT = 0.23f;
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static const float TILT = 0.0f;
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static const unsigned int STARFIELD_NUM_STARS = 50000;
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static const unsigned int STARFIELD_SEED = 1;
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//static const float STAR_COLORIZATION = 0.1f;
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static const float STAR_COLORIZATION = 0.1f;
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static const float TAU = 6.28318530717958f;
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//static const float HALF_TAU = TAU / 2.0f;
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|
@ -109,52 +112,81 @@ unsigned computeStarColor(float colorization) {
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return red | (green << 8) | (blue << 16);
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}
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struct StarVertex {
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vec4 position;
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vec4 colorAndSize;
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};
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// FIXME star colors
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void Stars::render(RenderArgs* renderArgs, float alpha) {
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static gpu::BufferPointer vertexBuffer;
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static gpu::Stream::FormatPointer streamFormat;
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static gpu::Element positionElement, colorElement;
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static gpu::PipelinePointer _pipeline;
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static gpu::PipelinePointer _gridPipeline;
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static gpu::PipelinePointer _starsPipeline;
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static int32_t _timeSlot{ -1 };
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static std::once_flag once;
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const int VERTICES_SLOT = 0;
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//const int COLOR_SLOT = 2;
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const int COLOR_SLOT = 1;
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|
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std::call_once(once, [&] {
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{
|
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(starsGrid_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
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if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
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_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
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}
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
|
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_gridPipeline.reset(gpu::Pipeline::create(program, state));
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}
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{
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(stars_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(stars_frag)));
|
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::makeProgram((*program));
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auto state = gpu::StatePointer(new gpu::State());
|
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// enable decal blend
|
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_starsPipeline.reset(gpu::Pipeline::create(program, state));
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|
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}
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|
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QElapsedTimer startTime;
|
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startTime.start();
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vertexBuffer.reset(new gpu::Buffer);
|
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|
||||
srand(STARFIELD_SEED);
|
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unsigned limit = STARFIELD_NUM_STARS;
|
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std::vector<vec3> points;
|
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std::vector<StarVertex> points;
|
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points.resize(limit);
|
||||
for (size_t star = 0; star < limit; ++star) {
|
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points[star] = fromPolar(randPolar());
|
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//auto color = computeStarColor(STAR_COLORIZATION);
|
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//vertexBuffer->append(sizeof(color), (const gpu::Byte*)&color);
|
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points[star].position = vec4(fromPolar(randPolar()), 1);
|
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float size = frand() * 2.5f + 0.5f;
|
||||
if (frand() < STAR_COLORIZATION) {
|
||||
vec3 color(frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f, frand() / 2.0f + 0.5f);
|
||||
points[star].colorAndSize = vec4(color, size);
|
||||
} else {
|
||||
vec3 color(frand() / 2.0f + 0.5f);
|
||||
points[star].colorAndSize = vec4(color, size);
|
||||
}
|
||||
}
|
||||
vertexBuffer->append(sizeof(vec3) * limit, (const gpu::Byte*)&points[0]);
|
||||
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
|
||||
double timeDiff = (double)startTime.nsecsElapsed() / 1000000.0; // ns to ms
|
||||
qDebug() << "Total time to generate stars: " << timeDiff << " msec";
|
||||
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(stars_frag)));
|
||||
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
gpu::Shader::makeProgram((*program));
|
||||
_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
|
||||
if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
|
||||
_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
|
||||
}
|
||||
auto state = gpu::StatePointer(new gpu::State());
|
||||
// enable decal blend
|
||||
state->setDepthTest(gpu::State::DepthTest(false));
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
_pipeline.reset(gpu::Pipeline::create(program, state));
|
||||
vertexBuffer->append(sizeof(StarVertex) * limit, (const gpu::Byte*)&points[0]);
|
||||
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::RGBA));
|
||||
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
|
||||
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
|
||||
});
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
@ -168,18 +200,31 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
|
|||
batch.setResourceTexture(0, textureCache->getWhiteTexture());
|
||||
|
||||
// Render the world lines
|
||||
batch.setPipeline(_pipeline);
|
||||
batch.setPipeline(_gridPipeline);
|
||||
static auto start = usecTimestampNow();
|
||||
float msecs = (float)(usecTimestampNow() - start) / (float)USECS_PER_MSEC;
|
||||
float secs = msecs / (float)MSECS_PER_SECOND;
|
||||
batch._glUniform1f(_timeSlot, secs);
|
||||
geometryCache->renderUnitCube(batch);
|
||||
|
||||
|
||||
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
|
||||
|
||||
static const size_t VERTEX_STRIDE = sizeof(StarVertex);
|
||||
size_t offset = offsetof(StarVertex, position);
|
||||
gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
|
||||
offset = offsetof(StarVertex, colorAndSize);
|
||||
gpu::BufferView colView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, colorElement);
|
||||
|
||||
// Render the stars
|
||||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
batch.setPipeline(_starsPipeline);
|
||||
batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT);
|
||||
batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
batch._glEnable(GL_POINT_SMOOTH);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, gpu::BufferView(vertexBuffer, positionElement));
|
||||
batch.setInputBuffer(VERTICES_SLOT, posView);
|
||||
batch.setInputBuffer(COLOR_SLOT, colView);
|
||||
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
|
||||
|
||||
renderArgs->_context->render(batch);
|
||||
}
|
||||
|
|
|
@ -79,7 +79,7 @@ const float MyAvatar::ZOOM_MAX = 25.0f;
|
|||
const float MyAvatar::ZOOM_DEFAULT = 1.5f;
|
||||
|
||||
MyAvatar::MyAvatar() :
|
||||
Avatar(),
|
||||
Avatar(),
|
||||
_gravity(0.0f, 0.0f, 0.0f),
|
||||
_wasPushing(false),
|
||||
_isPushing(false),
|
||||
|
@ -253,6 +253,9 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
|
|||
return;
|
||||
}
|
||||
|
||||
FaceTracker* tracker = Application::getInstance()->getActiveFaceTracker();
|
||||
bool inFacetracker = tracker && !tracker->isMuted();
|
||||
|
||||
if (inHmd) {
|
||||
estimatedPosition = qApp->getHeadPosition();
|
||||
estimatedPosition.x *= -1.0f;
|
||||
|
@ -260,12 +263,17 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
|
|||
|
||||
const float OCULUS_LEAN_SCALE = 0.05f;
|
||||
estimatedPosition /= OCULUS_LEAN_SCALE;
|
||||
} else {
|
||||
FaceTracker* tracker = Application::getInstance()->getActiveFaceTracker();
|
||||
if (tracker && !tracker->isMuted()) {
|
||||
estimatedPosition = tracker->getHeadTranslation();
|
||||
_trackedHeadPosition = estimatedPosition;
|
||||
estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
|
||||
} else if (inFacetracker) {
|
||||
estimatedPosition = tracker->getHeadTranslation();
|
||||
_trackedHeadPosition = estimatedPosition;
|
||||
estimatedRotation = glm::degrees(safeEulerAngles(tracker->getHeadRotation()));
|
||||
if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
|
||||
// Invert yaw and roll when in mirror mode
|
||||
// NOTE: this is kinda a hack, it's the same hack we use to make the head tilt. But it's not really a mirror
|
||||
// it just makes you feel like you're looking in a mirror because the body movements of the avatar appear to
|
||||
// match your body movements.
|
||||
YAW(estimatedRotation) *= -1.0f;
|
||||
ROLL(estimatedRotation) *= -1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -312,7 +320,7 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
|
|||
// NOTE: this is kinda a hack, it's the same hack we use to make the head tilt. But it's not really a mirror
|
||||
// it just makes you feel like you're looking in a mirror because the body movements of the avatar appear to
|
||||
// match your body movements.
|
||||
if (inHmd && Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
|
||||
if ((inHmd || inFacetracker) && Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_MIRROR) {
|
||||
relativePosition.x = -relativePosition.x;
|
||||
}
|
||||
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <UserActivityLogger.h>
|
||||
#include <FramebufferCache.h>
|
||||
|
||||
#include <OVR_CAPI_GL.h>
|
||||
|
||||
|
@ -646,7 +647,7 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
|
|||
return;
|
||||
}
|
||||
|
||||
auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
|
||||
auto primaryFBO = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFBO));
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
@ -706,7 +707,7 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
|
|||
_activeEye = ovrEye_Count;
|
||||
|
||||
gpu::FramebufferPointer finalFbo;
|
||||
finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
|
||||
finalFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// restore our normal viewport
|
||||
|
|
|
@ -270,8 +270,8 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
|
|||
|
||||
gpu::Batch batch;
|
||||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
batch._glDisable(GL_DEPTH_TEST);
|
||||
batch._glDisable(GL_CULL_FACE);
|
||||
//batch._glDisable(GL_DEPTH_TEST);
|
||||
//batch._glDisable(GL_CULL_FACE);
|
||||
//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);
|
||||
|
|
|
@ -209,7 +209,8 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
|
|||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
batch.setProjectionTransform(mat4());
|
||||
batch.setModelTransform(mat4());
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH);
|
||||
|
||||
|
|
|
@ -85,7 +85,6 @@ TextOverlay::TextOverlay() :
|
|||
_topMargin(DEFAULT_MARGIN),
|
||||
_fontSize(DEFAULT_FONTSIZE)
|
||||
{
|
||||
|
||||
qApp->postLambdaEvent([=] {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [] {
|
||||
|
@ -117,7 +116,7 @@ TextOverlay::TextOverlay(const TextOverlay* textOverlay) :
|
|||
});
|
||||
});
|
||||
while (!_qmlElement) {
|
||||
QThread::sleep(1);
|
||||
QThread::msleep(1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -147,14 +146,12 @@ xColor TextOverlay::getBackgroundColor() {
|
|||
}
|
||||
|
||||
void TextOverlay::render(RenderArgs* args) {
|
||||
if (!_qmlElement) {
|
||||
return;
|
||||
}
|
||||
if (_visible != _qmlElement->isVisible()) {
|
||||
_qmlElement->setVisible(_visible);
|
||||
}
|
||||
float pulseLevel = updatePulse();
|
||||
static float _oldPulseLevel = 0.0f;
|
||||
if (pulseLevel != _oldPulseLevel) {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,19 +1,21 @@
|
|||
//
|
||||
// Framebuffer.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 4/12/2015.
|
||||
// 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
|
||||
//
|
||||
#ifndef hifi_gpu_Framebuffer_h
|
||||
#define hifi_gpu_Framebuffer_h
|
||||
|
||||
#include "Texture.h"
|
||||
//
|
||||
// Framebuffer.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 4/12/2015.
|
||||
// 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
|
||||
//
|
||||
#ifndef hifi_gpu_Framebuffer_h
|
||||
#define hifi_gpu_Framebuffer_h
|
||||
|
||||
#include "Texture.h"
|
||||
#include <memory>
|
||||
|
||||
class QImage;
|
||||
|
||||
namespace gpu {
|
||||
|
||||
typedef Element Format;
|
||||
|
@ -130,7 +132,9 @@ public:
|
|||
void resize( uint16 width, uint16 height, uint16 samples = 1 );
|
||||
|
||||
static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
|
||||
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
|
||||
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
|
||||
|
||||
void getImage(QImage* result) const;
|
||||
|
||||
protected:
|
||||
SwapchainPointer _swapchain;
|
||||
|
@ -151,10 +155,10 @@ protected:
|
|||
// Non exposed
|
||||
Framebuffer(const Framebuffer& framebuffer) {}
|
||||
Framebuffer() {}
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
@ -162,4 +166,4 @@ typedef std::shared_ptr<Framebuffer> FramebufferPointer;
|
|||
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
//
|
||||
|
||||
#include "Texture.h"
|
||||
#include <math.h>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
|
||||
#include <QDebug>
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#include "GeometryCache.h"
|
||||
#include "RenderUtil.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
|
||||
#include "simple_vert.h"
|
||||
|
@ -215,8 +216,6 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
gpu::Batch batch;
|
||||
|
||||
// clear the normal and specular buffers
|
||||
|
@ -228,29 +227,31 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
|
|||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer _copyFBO;
|
||||
|
||||
void DeferredLightingEffect::render(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
// binding the first framebuffer
|
||||
auto freeFBO = DependencyManager::get<TextureCache>()->getSecondaryFramebuffer();
|
||||
batch.setFramebuffer(freeFBO);
|
||||
_copyFBO = framebufferCache->getFramebuffer();
|
||||
batch.setFramebuffer(_copyFBO);
|
||||
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
|
||||
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
batch.clearColorFramebuffer(_copyFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
|
||||
batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
|
||||
batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
|
||||
|
||||
batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
|
||||
batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture());
|
||||
|
||||
batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
|
||||
batch.setResourceTexture(2, framebufferCache->getPrimarySpecularTexture());
|
||||
|
||||
batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
|
||||
batch.setResourceTexture(3, framebufferCache->getPrimaryDepthTexture());
|
||||
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
|
@ -267,7 +268,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
const LightLocations* locations = &_directionalLightLocations;
|
||||
bool shadowsEnabled = _viewState->getShadowsEnabled();
|
||||
if (shadowsEnabled) {
|
||||
batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
batch.setResourceTexture(4, framebufferCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
|
||||
program = _directionalLightShadowMap;
|
||||
locations = &_directionalLightShadowMapLocations;
|
||||
|
@ -294,7 +295,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
}
|
||||
batch.setPipeline(program);
|
||||
}
|
||||
batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
|
||||
batch._glUniform1f(locations->shadowScale, 1.0f / framebufferCache->getShadowFramebuffer()->getWidth());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
|
@ -535,17 +536,16 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
// End of the Lighting pass
|
||||
}
|
||||
|
||||
|
||||
void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
auto freeFBO = DependencyManager::get<TextureCache>()->getSecondaryFramebuffer();
|
||||
|
||||
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
|
||||
batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
|
||||
batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
|
||||
batch.setResourceTexture(0, _copyFBO->getRenderBuffer(0));
|
||||
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
@ -567,6 +567,7 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
framebufferCache->releaseFramebuffer(_copyFBO);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
|
||||
|
|
144
libraries/render-utils/src/FramebufferCache.cpp
Normal file
144
libraries/render-utils/src/FramebufferCache.cpp
Normal file
|
@ -0,0 +1,144 @@
|
|||
//
|
||||
// FramebufferCache.cpp
|
||||
// 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
|
||||
//
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <QMap>
|
||||
#include <QQueue>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
|
||||
|
||||
FramebufferCache::FramebufferCache() {
|
||||
}
|
||||
|
||||
FramebufferCache::~FramebufferCache() {
|
||||
_cachedFramebuffers.clear();
|
||||
}
|
||||
|
||||
void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
|
||||
//If the size changed, we need to delete our FBOs
|
||||
if (_frameBufferSize != frameBufferSize) {
|
||||
_frameBufferSize = frameBufferSize;
|
||||
_primaryFramebuffer.reset();
|
||||
_primaryDepthTexture.reset();
|
||||
_primaryColorTexture.reset();
|
||||
_primaryNormalTexture.reset();
|
||||
_primarySpecularTexture.reset();
|
||||
_cachedFramebuffers.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferCache::createPrimaryFramebuffer() {
|
||||
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
auto width = _frameBufferSize.width();
|
||||
auto height = _frameBufferSize.height();
|
||||
|
||||
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
|
||||
_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(1, _primaryNormalTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(2, _primarySpecularTexture);
|
||||
|
||||
|
||||
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
|
||||
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
|
||||
if (!_primaryFramebuffer) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryFramebuffer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getPrimaryDepthTexture() {
|
||||
if (!_primaryDepthTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryDepthTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getPrimaryColorTexture() {
|
||||
if (!_primaryColorTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryColorTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getPrimaryNormalTexture() {
|
||||
if (!_primaryNormalTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryNormalTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getPrimarySpecularTexture() {
|
||||
if (!_primarySpecularTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primarySpecularTexture;
|
||||
}
|
||||
|
||||
void FramebufferCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (color) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (normal) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (specular) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
|
||||
if (_cachedFramebuffers.isEmpty()) {
|
||||
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
|
||||
}
|
||||
gpu::FramebufferPointer result = _cachedFramebuffers.front();
|
||||
_cachedFramebuffers.pop_front();
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
|
||||
if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
|
||||
_cachedFramebuffers.push_back(framebuffer);
|
||||
}
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getShadowFramebuffer() {
|
||||
if (!_shadowFramebuffer) {
|
||||
const int SHADOW_MAP_SIZE = 2048;
|
||||
_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
|
||||
}
|
||||
return _shadowFramebuffer;
|
||||
}
|
67
libraries/render-utils/src/FramebufferCache.h
Normal file
67
libraries/render-utils/src/FramebufferCache.h
Normal file
|
@ -0,0 +1,67 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/07/20
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_FramebufferCache_h
|
||||
#define hifi_FramebufferCache_h
|
||||
|
||||
#include <QSize>
|
||||
|
||||
#include <gpu/Framebuffer.h>
|
||||
#include <DependencyManager.h>
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
}
|
||||
|
||||
/// Stores cached textures, including render-to-texture targets.
|
||||
class FramebufferCache : public Dependency {
|
||||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
/// Sets the desired texture resolution for the framebuffer objects.
|
||||
void setFrameBufferSize(QSize frameBufferSize);
|
||||
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
|
||||
|
||||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
||||
gpu::TexturePointer getPrimaryColorTexture();
|
||||
gpu::TexturePointer getPrimaryNormalTexture();
|
||||
gpu::TexturePointer getPrimarySpecularTexture();
|
||||
|
||||
/// Returns the framebuffer object used to render shadow maps;
|
||||
gpu::FramebufferPointer getShadowFramebuffer();
|
||||
|
||||
/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
|
||||
void setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal = false, bool specular = false);
|
||||
|
||||
/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
|
||||
gpu::FramebufferPointer getFramebuffer();
|
||||
// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
|
||||
/// Releases a free framebuffer back for reuse
|
||||
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
|
||||
|
||||
private:
|
||||
FramebufferCache();
|
||||
virtual ~FramebufferCache();
|
||||
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _primaryFramebuffer;
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
gpu::TexturePointer _primaryColorTexture;
|
||||
gpu::TexturePointer _primaryNormalTexture;
|
||||
gpu::TexturePointer _primarySpecularTexture;
|
||||
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
QSize _frameBufferSize{ 100, 100 };
|
||||
};
|
||||
|
||||
#endif // hifi_FramebufferCache_h
|
|
@ -9,6 +9,13 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
@ -19,21 +26,10 @@
|
|||
#include <QThreadPool>
|
||||
#include <qimagereader.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include "RenderUtilsLogging.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
|
||||
#include <mutex>
|
||||
|
||||
TextureCache::TextureCache() :
|
||||
_permutationNormalTexture(0),
|
||||
_whiteTexture(0),
|
||||
_blueTexture(0),
|
||||
_frameBufferSize(100, 100)
|
||||
{
|
||||
TextureCache::TextureCache() {
|
||||
const qint64 TEXTURE_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
|
||||
setUnusedResourceCacheSize(TEXTURE_DEFAULT_UNUSED_MAX_SIZE);
|
||||
}
|
||||
|
@ -41,23 +37,6 @@ TextureCache::TextureCache() :
|
|||
TextureCache::~TextureCache() {
|
||||
}
|
||||
|
||||
void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
|
||||
//If the size changed, we need to delete our FBOs
|
||||
if (_frameBufferSize != frameBufferSize) {
|
||||
_frameBufferSize = frameBufferSize;
|
||||
|
||||
_primaryFramebuffer.reset();
|
||||
_primaryDepthTexture.reset();
|
||||
_primaryColorTexture.reset();
|
||||
_primaryNormalTexture.reset();
|
||||
_primarySpecularTexture.reset();
|
||||
|
||||
_secondaryFramebuffer.reset();
|
||||
|
||||
_tertiaryFramebuffer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
// use fixed table of permutations. Could also make ordered list programmatically
|
||||
// and then shuffle algorithm. For testing, this ensures consistent behavior in each run.
|
||||
// this list taken from Ken Perlin's Improved Noise reference implementation (orig. in Java) at
|
||||
|
@ -175,113 +154,6 @@ NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type
|
|||
return texture;
|
||||
}
|
||||
|
||||
void TextureCache::createPrimaryFramebuffer() {
|
||||
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
auto width = _frameBufferSize.width();
|
||||
auto height = _frameBufferSize.height();
|
||||
|
||||
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
|
||||
_primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(1, _primaryNormalTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(2, _primarySpecularTexture);
|
||||
|
||||
|
||||
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
|
||||
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getPrimaryFramebuffer() {
|
||||
if (!_primaryFramebuffer) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryDepthTexture() {
|
||||
if (!_primaryDepthTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryDepthTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryColorTexture() {
|
||||
if (!_primaryColorTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryColorTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimaryNormalTexture() {
|
||||
if (!_primaryNormalTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryNormalTexture;
|
||||
}
|
||||
|
||||
gpu::TexturePointer TextureCache::getPrimarySpecularTexture() {
|
||||
if (!_primarySpecularTexture) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primarySpecularTexture;
|
||||
}
|
||||
|
||||
GLuint TextureCache::getPrimaryDepthTextureID() {
|
||||
return gpu::GLBackend::getTextureID(getPrimaryDepthTexture());
|
||||
}
|
||||
|
||||
void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular) {
|
||||
gpu::Batch batch;
|
||||
setPrimaryDrawBuffers(batch, color, normal, specular);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void TextureCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (color) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (normal) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (specular) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {
|
||||
if (!_secondaryFramebuffer) {
|
||||
_secondaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
|
||||
}
|
||||
return _secondaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getTertiaryFramebuffer() {
|
||||
if (!_tertiaryFramebuffer) {
|
||||
_tertiaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
|
||||
}
|
||||
return _tertiaryFramebuffer;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer TextureCache::getShadowFramebuffer() {
|
||||
if (!_shadowFramebuffer) {
|
||||
const int SHADOW_MAP_SIZE = 2048;
|
||||
_shadowFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::createShadowmap(SHADOW_MAP_SIZE));
|
||||
|
||||
_shadowTexture = _shadowFramebuffer->getDepthStencilBuffer();
|
||||
}
|
||||
return _shadowFramebuffer;
|
||||
}
|
||||
|
||||
/// Returns a texture version of an image file
|
||||
gpu::TexturePointer TextureCache::getImageTexture(const QString& path) {
|
||||
QImage image = QImage(path).mirrored(false, true);
|
||||
|
|
|
@ -13,8 +13,6 @@
|
|||
#define hifi_TextureCache_h
|
||||
|
||||
#include <gpu/Texture.h>
|
||||
#include <gpu/Framebuffer.h>
|
||||
|
||||
#include <model/Light.h>
|
||||
|
||||
#include <QImage>
|
||||
|
@ -39,10 +37,6 @@ class TextureCache : public ResourceCache, public Dependency {
|
|||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
/// Sets the desired texture resolution for the framebuffer objects.
|
||||
void setFrameBufferSize(QSize frameBufferSize);
|
||||
const QSize& getFrameBufferSize() const { return _frameBufferSize; }
|
||||
|
||||
/// 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.
|
||||
|
@ -67,33 +61,6 @@ public:
|
|||
NetworkTexturePointer getTexture(const QUrl& url, TextureType type = DEFAULT_TEXTURE, bool dilatable = false,
|
||||
const QByteArray& content = QByteArray());
|
||||
|
||||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
||||
gpu::TexturePointer getPrimaryColorTexture();
|
||||
gpu::TexturePointer getPrimaryNormalTexture();
|
||||
gpu::TexturePointer getPrimarySpecularTexture();
|
||||
|
||||
/// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering.
|
||||
uint32_t getPrimaryDepthTextureID();
|
||||
|
||||
/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
|
||||
void setPrimaryDrawBuffers(bool color, bool normal = false, bool specular = false);
|
||||
void setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal = false, bool specular = false);
|
||||
|
||||
/// Returns a pointer to the secondary framebuffer object, used as an additional render target when performing full
|
||||
/// screen effects.
|
||||
gpu::FramebufferPointer getSecondaryFramebuffer();
|
||||
|
||||
/// Returns a pointer to the tertiary framebuffer object, used as an additional render target when performing full
|
||||
/// screen effects.
|
||||
gpu::FramebufferPointer getTertiaryFramebuffer();
|
||||
|
||||
/// Returns the framebuffer object used to render shadow maps;
|
||||
gpu::FramebufferPointer getShadowFramebuffer();
|
||||
|
||||
protected:
|
||||
|
||||
virtual QSharedPointer<Resource> createResource(const QUrl& url,
|
||||
|
@ -110,23 +77,7 @@ private:
|
|||
gpu::TexturePointer _blueTexture;
|
||||
gpu::TexturePointer _blackTexture;
|
||||
|
||||
|
||||
QHash<QUrl, QWeakPointer<NetworkTexture> > _dilatableNetworkTextures;
|
||||
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
gpu::TexturePointer _primaryColorTexture;
|
||||
gpu::TexturePointer _primaryNormalTexture;
|
||||
gpu::TexturePointer _primarySpecularTexture;
|
||||
gpu::FramebufferPointer _primaryFramebuffer;
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _secondaryFramebuffer;
|
||||
gpu::FramebufferPointer _tertiaryFramebuffer;
|
||||
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
gpu::TexturePointer _shadowTexture;
|
||||
|
||||
QSize _frameBufferSize;
|
||||
};
|
||||
|
||||
/// A simple object wrapper for an OpenGL texture.
|
||||
|
|
|
@ -1,63 +1,17 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
#line __LINE__
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// stars.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2015/06/19
|
||||
// Created by Bradley Austin Davis on 6/10/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
varying vec3 varNomral;
|
||||
varying vec3 varPosition;
|
||||
|
||||
uniform float iGlobalTime;
|
||||
|
||||
const float PI = 3.14159;
|
||||
const float TAU = 3.14159 * 2.0;
|
||||
const int latitudeCount = 5;
|
||||
const float latitudeDist = PI / 2.0 / float(latitudeCount);
|
||||
const int meridianCount = 4;
|
||||
const float merdianDist = PI / float(meridianCount);
|
||||
|
||||
|
||||
float clampLine(float val, float target) {
|
||||
return clamp((1.0 - abs((val - target)) - 0.998) * 500.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float latitude(vec2 pos, float angle) {
|
||||
float result = clampLine(pos.y, angle);
|
||||
if (angle != 0.0) {
|
||||
result += clampLine(pos.y, -angle);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
float meridian(vec2 pos, float angle) {
|
||||
return clampLine(pos.x, angle) + clampLine(pos.x + PI, angle);
|
||||
}
|
||||
|
||||
vec2 toPolar(in vec3 dir) {
|
||||
vec2 polar = vec2(atan(dir.z, dir.x), asin(dir.y));
|
||||
return polar;
|
||||
}
|
||||
|
||||
void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
|
||||
{
|
||||
vec2 polar = toPolar(fragRayDir);
|
||||
//polar.x += mod(iGlobalTime / 12.0, PI / 4.0) - PI / 4.0;
|
||||
float c = 0.0;
|
||||
for (int i = 0; i < latitudeCount - 1; ++i) {
|
||||
c += latitude(polar, float(i) * latitudeDist);
|
||||
}
|
||||
for (int i = 0; i < meridianCount; ++i) {
|
||||
c += meridian(polar, float(i) * merdianDist);
|
||||
}
|
||||
const vec3 col_lines = vec3(102.0 / 255.0, 136.0 / 255.0, 221.0 / 255.0);
|
||||
fragColor = vec4(c * col_lines, 0.2);
|
||||
}
|
||||
varying vec4 varColor;
|
||||
|
||||
void main(void) {
|
||||
mainVR(gl_FragColor, gl_FragCoord.xy, vec3(0.0), normalize(varPosition));
|
||||
gl_FragColor = varColor; //vec4(varColor, 1.0);
|
||||
}
|
||||
|
||||
|
|
32
libraries/render-utils/src/stars.slv
Normal file
32
libraries/render-utils/src/stars.slv
Normal file
|
@ -0,0 +1,32 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// standardTransformPNTC.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/10/2015.
|
||||
// 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
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec3 varPosition;
|
||||
varying vec4 varColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
varColor = gl_Color.rgba;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
varPosition = gl_Vertex.xyz;
|
||||
gl_PointSize = gl_Color.a;
|
||||
}
|
63
libraries/render-utils/src/starsGrid.slf
Normal file
63
libraries/render-utils/src/starsGrid.slf
Normal file
|
@ -0,0 +1,63 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
#line __LINE__
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// stars.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2015/06/19
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
varying vec3 varNomral;
|
||||
varying vec3 varPosition;
|
||||
|
||||
uniform float iGlobalTime;
|
||||
|
||||
const float PI = 3.14159;
|
||||
const float TAU = 3.14159 * 2.0;
|
||||
const int latitudeCount = 5;
|
||||
const float latitudeDist = PI / 2.0 / float(latitudeCount);
|
||||
const int meridianCount = 4;
|
||||
const float merdianDist = PI / float(meridianCount);
|
||||
|
||||
|
||||
float clampLine(float val, float target) {
|
||||
return clamp((1.0 - abs((val - target)) - 0.998) * 500.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float latitude(vec2 pos, float angle) {
|
||||
float result = clampLine(pos.y, angle);
|
||||
if (angle != 0.0) {
|
||||
result += clampLine(pos.y, -angle);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
float meridian(vec2 pos, float angle) {
|
||||
return clampLine(pos.x, angle) + clampLine(pos.x + PI, angle);
|
||||
}
|
||||
|
||||
vec2 toPolar(in vec3 dir) {
|
||||
vec2 polar = vec2(atan(dir.z, dir.x), asin(dir.y));
|
||||
return polar;
|
||||
}
|
||||
|
||||
void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
|
||||
{
|
||||
vec2 polar = toPolar(fragRayDir);
|
||||
//polar.x += mod(iGlobalTime / 12.0, PI / 4.0) - PI / 4.0;
|
||||
float c = 0.0;
|
||||
for (int i = 0; i < latitudeCount - 1; ++i) {
|
||||
c += latitude(polar, float(i) * latitudeDist);
|
||||
}
|
||||
for (int i = 0; i < meridianCount; ++i) {
|
||||
c += meridian(polar, float(i) * merdianDist);
|
||||
}
|
||||
const vec3 col_lines = vec3(102.0 / 255.0, 136.0 / 255.0, 221.0 / 255.0);
|
||||
fragColor = vec4(c * col_lines, 0.2);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
mainVR(gl_FragColor, gl_FragCoord.xy, vec3(0.0), normalize(varPosition));
|
||||
}
|
||||
|
|
@ -14,6 +14,7 @@
|
|||
#include <QDebug>
|
||||
|
||||
#include "ScriptEngineLogging.h"
|
||||
#include "NumericalConstants.h"
|
||||
#include "Vec3.h"
|
||||
|
||||
glm::vec3 Vec3::reflect(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
|
@ -73,3 +74,52 @@ void Vec3::print(const QString& lable, const glm::vec3& v) {
|
|||
bool Vec3::equal(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return v1 == v2;
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::toPolar(const glm::vec3& v) {
|
||||
float radius = length(v);
|
||||
if (glm::abs(radius) < EPSILON) {
|
||||
return glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
glm::vec3 u = v / radius;
|
||||
|
||||
float elevation, azimuth;
|
||||
|
||||
elevation = glm::asin(-u.y);
|
||||
azimuth = atan2(v.x, v.z);
|
||||
|
||||
// Round off small decimal values
|
||||
if (glm::abs(elevation) < EPSILON) {
|
||||
elevation = 0.0f;
|
||||
}
|
||||
if (glm::abs(azimuth) < EPSILON) {
|
||||
azimuth = 0.0f;
|
||||
}
|
||||
|
||||
return glm::vec3(elevation, azimuth, radius);
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::fromPolar(const glm::vec3& polar) {
|
||||
float x = glm::cos(polar.x) * glm::sin(polar.y);
|
||||
float y = glm::sin(-polar.x);
|
||||
float z = glm::cos(polar.x) * glm::cos(polar.y);
|
||||
|
||||
// Round small values to 0
|
||||
if (glm::abs(x) < EPSILON) {
|
||||
x = 0.0f;
|
||||
}
|
||||
if (glm::abs(y) < EPSILON) {
|
||||
y = 0.0f;
|
||||
}
|
||||
if (glm::abs(z) < EPSILON) {
|
||||
z = 0.0f;
|
||||
}
|
||||
|
||||
return polar.z * glm::vec3(x, y, z);
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::fromPolar(float elevation, float azimuth) {
|
||||
glm::vec3 v = glm::vec3(elevation, azimuth, 1.0f);
|
||||
return fromPolar(v);
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,9 @@ public slots:
|
|||
glm::vec3 mix(const glm::vec3& v1, const glm::vec3& v2, float m);
|
||||
void print(const QString& lable, const glm::vec3& v);
|
||||
bool equal(const glm::vec3& v1, const glm::vec3& v2);
|
||||
glm::vec3 toPolar(const glm::vec3& v);
|
||||
glm::vec3 fromPolar(const glm::vec3& polar);
|
||||
glm::vec3 fromPolar(float elevation, float azimuth);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "OffscreenUi.h"
|
||||
#include <QOpenGLFramebufferObject>
|
||||
#include <QOpenGLDebugLogger>
|
||||
#include <QQuickWindow>
|
||||
#include <QGLWidget>
|
||||
|
|
Loading…
Reference in a new issue