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Merge branch 'master' of https://github.com/highfidelity/hifi into calvin
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commit
8a8411c8d1
7 changed files with 754 additions and 4250 deletions
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@ -186,7 +186,6 @@ setup_externals_binary_dir()
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option(GET_BULLET "Get Bullet library automatically as external project" 1)
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option(GET_GLM "Get GLM library automatically as external project" 1)
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option(GET_GVERB "Get Gverb library automatically as external project" 1)
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option(GET_SOXR "Get Soxr library automatically as external project" 1)
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option(GET_TBB "Get Threading Building Blocks library automatically as external project" 1)
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option(GET_LIBOVR "Get LibOVR library automatically as external project" 1)
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option(GET_VHACD "Get V-HACD library automatically as external project" 1)
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@ -31,6 +31,8 @@ public:
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private:
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float* _polyphaseFilter;
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int* _stepTable;
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float* _history[MAX_CHANNELS];
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float* _inputs[MAX_CHANNELS];
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float* _outputs[MAX_CHANNELS];
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@ -45,10 +47,13 @@ private:
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int _numTaps;
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int _numHistory;
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int _phase;
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int64_t _offset;
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int64_t _step;
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int createPolyphaseFilter(int upFactor, int downFactor, float gain);
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int createRationalFilter(int upFactor, int downFactor, float gain);
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int createIrrationalFilter(int upFactor, int downFactor, float gain);
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int multirateFilter1(const float* input0, float* output0, int inputFrames);
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int multirateFilter2(const float* input0, const float* input1, float* output0, float* output1, int inputFrames);
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@ -1,6 +1,6 @@
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set(TARGET_NAME entities-renderer)
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AUTOSCRIBE_SHADER_LIB(gpu model render)
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AUTOSCRIBE_SHADER_LIB(gpu model render render-utils)
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# use setup_hifi_library macro to setup our project and link appropriate Qt modules
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setup_hifi_library(Widgets Network Script)
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@ -1,78 +0,0 @@
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<!
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// DeferredBufferWrite.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/12/15.
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// Copyright 2013 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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<@if not DEFERRED_BUFFER_WRITE_SLH@>
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<@def DEFERRED_BUFFER_WRITE_SLH@>
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layout(location = 0) out vec4 _fragColor0;
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layout(location = 1) out vec4 _fragColor1;
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layout(location = 2) out vec4 _fragColor2;
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// the glow intensity
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uniform float glowIntensity;
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// the alpha threshold
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uniform float alphaThreshold;
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uniform sampler2D normalFittingMap;
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vec3 bestFitNormal(vec3 normal) {
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vec3 absNorm = abs(normal);
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float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
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vec2 texcoord = (absNorm.z < maxNAbs ?
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(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
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absNorm.xy);
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texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
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texcoord.y /= texcoord.x;
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vec3 cN = normal / maxNAbs;
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float fittingScale = texture(normalFittingMap, texcoord).a;
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cN *= fittingScale;
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return (cN * 0.5 + 0.5);
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}
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float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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return mix(alpha * glowIntensity, 1.0 - alpha * glowIntensity, step(mapAlpha, alphaThreshold));
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}
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const float DEFAULT_SHININESS = 10;
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void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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if (alpha != glowIntensity) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor2 = vec4(specular, shininess / 128.0);
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}
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
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if (alpha != glowIntensity) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, alpha);
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//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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}
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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if (alpha <= alphaThreshold) {
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discard;
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}
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_fragColor0 = vec4(diffuse.rgb, alpha);
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// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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// _fragColor2 = vec4(specular, shininess / 128.0);
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}
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<@endif@>
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@ -117,9 +117,9 @@ void GLBackend::updateInput() {
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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newActivation.set(slot + locNum);
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glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
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glVertexAttribDivisor(slot + locNum, attrib._frequency);
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glVertexAttribBinding(slot + locNum, attrib._channel);
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}
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glVertexBindingDivisor(attrib._channel, attrib._frequency);
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}
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(void) CHECK_GL_ERROR();
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}
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@ -97,7 +97,12 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
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if (_invalidModel) {
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_model.getMatrix(_object._model);
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_model.getInverseMatrix(_object._modelInverse);
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// FIXME - we don't want to be using glm::inverse() here but it fixes the flickering issue we are
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// seeing with planky blocks in toybox. Our implementation of getInverseMatrix() is buggy in cases
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// of non-uniform scale. We need to fix that. In the mean time, glm::inverse() works.
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//_model.getInverseMatrix(_object._modelInverse);
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_object._modelInverse = glm::inverse(_object._model);
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}
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if (_invalidView || _invalidProj || _invalidViewport) {
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