Merge branch 'team-teaching' of https://github.com/highfidelity/hifi into punk

This commit is contained in:
Sam Gateau 2015-05-21 10:52:40 -07:00
commit a71df42ca4
43 changed files with 661 additions and 745 deletions

View file

@ -104,6 +104,9 @@ void DomainServerSettingsManager::setupConfigMap(const QStringList& argumentList
// write the new settings to the json file
persistToFile();
// reload the master and user config so that the merged config is right
_configMap.loadMasterAndUserConfig(argumentList);
}
}
}

View file

@ -3310,6 +3310,13 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
float originSphereRadius = 0.05f;
DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
// render JS/scriptable overlays
{
PerformanceTimer perfTimer("3dOverlays");
_overlays.renderWorld(false);
}
// render models...
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
PerformanceTimer perfTimer("entities");
@ -3337,12 +3344,6 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
}
}
// render JS/scriptable overlays
{
PerformanceTimer perfTimer("3dOverlays");
_overlays.renderWorld(false);
}
// render the ambient occlusion effect if enabled
if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) {
PerformanceTimer perfTimer("ambientOcclusion");

View file

@ -126,6 +126,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
} else {
glScalef(dimensions.x, dimensions.y, dimensions.z);
// FIXME Remove non Batch version of renderWireCube once we use the render pipeline
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f, cubeColor);
}
}

View file

@ -11,15 +11,12 @@
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <TextRenderer.h>
#include "Application.h"
#include "Text3DOverlay.h"
const xColor DEFAULT_BACKGROUND_COLOR = { 0, 0, 0 };
const float DEFAULT_BACKGROUND_ALPHA = 0.7f;
const float DEFAULT_MARGIN = 0.1f;
const int FIXED_FONT_POINT_SIZE = 40;
const int FIXED_FONT_SCALING_RATIO = FIXED_FONT_POINT_SIZE * 40.0f; // this is a ratio determined through experimentation
const float LINE_SCALE_RATIO = 1.2f;
@ -50,6 +47,7 @@ Text3DOverlay::Text3DOverlay(const Text3DOverlay* text3DOverlay) :
}
Text3DOverlay::~Text3DOverlay() {
delete _textRenderer;
}
xColor Text3DOverlay::getBackgroundColor() {
@ -106,8 +104,7 @@ void Text3DOverlay::render(RenderArgs* args) {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
// Same font properties as textSize()
TextRenderer* textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, FIXED_FONT_POINT_SIZE);
float maxHeight = (float)textRenderer->computeExtent("Xy").y * LINE_SCALE_RATIO;
float maxHeight = (float)_textRenderer->computeExtent("Xy").y * LINE_SCALE_RATIO;
float scaleFactor = (maxHeight / FIXED_FONT_SCALING_RATIO) * _lineHeight;
@ -124,7 +121,7 @@ void Text3DOverlay::render(RenderArgs* args) {
enableClipPlane(GL_CLIP_PLANE3, 0.0f, 1.0f, 0.0f, -clipMinimum.y);
glm::vec4 textColor = { _color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, getAlpha() };
textRenderer->draw(0, 0, _text, textColor);
_textRenderer->draw(0, 0, _text, textColor);
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
@ -228,10 +225,9 @@ Text3DOverlay* Text3DOverlay::createClone() const {
}
QSizeF Text3DOverlay::textSize(const QString& text) const {
auto textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, FIXED_FONT_POINT_SIZE);
auto extents = textRenderer->computeExtent(text);
auto extents = _textRenderer->computeExtent(text);
float maxHeight = (float)textRenderer->computeExtent("Xy").y * LINE_SCALE_RATIO;
float maxHeight = (float)_textRenderer->computeExtent("Xy").y * LINE_SCALE_RATIO;
float pointToWorldScale = (maxHeight / FIXED_FONT_SCALING_RATIO) * _lineHeight;
return QSizeF(extents.x, extents.y) * pointToWorldScale;

View file

@ -17,8 +17,12 @@
#include <QString>
#include <RenderArgs.h>
#include <TextRenderer.h>
#include "Planar3DOverlay.h"
const int FIXED_FONT_POINT_SIZE = 40;
class Text3DOverlay : public Planar3DOverlay {
Q_OBJECT
@ -58,6 +62,8 @@ public:
private:
void enableClipPlane(GLenum plane, float x, float y, float z, float w);
TextRenderer* _textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, FIXED_FONT_POINT_SIZE);
QString _text;
xColor _backgroundColor;
float _backgroundAlpha;

View file

@ -14,7 +14,6 @@
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <SharedUtil.h>
#include <TextRenderer.h>
#include "TextOverlay.h"
@ -39,6 +38,7 @@ TextOverlay::TextOverlay(const TextOverlay* textOverlay) :
}
TextOverlay::~TextOverlay() {
delete _textRenderer;
}
xColor TextOverlay::getBackgroundColor() {
@ -79,9 +79,6 @@ void TextOverlay::render(RenderArgs* args) {
glm::vec2 topLeft(left, top);
glm::vec2 bottomRight(right, bottom);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
// Same font properties as textSize()
TextRenderer* textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
const int leftAdjust = -1; // required to make text render relative to left edge of bounds
const int topAdjust = -2; // required to make text render relative to top edge of bounds
@ -90,7 +87,7 @@ void TextOverlay::render(RenderArgs* args) {
float alpha = getAlpha();
glm::vec4 textColor = {_color.red / MAX_COLOR, _color.green / MAX_COLOR, _color.blue / MAX_COLOR, alpha };
textRenderer->draw(x, y, _text, textColor);
_textRenderer->draw(x, y, _text, textColor);
}
void TextOverlay::setProperties(const QScriptValue& properties) {
@ -163,8 +160,7 @@ QScriptValue TextOverlay::getProperty(const QString& property) {
}
QSizeF TextOverlay::textSize(const QString& text) const {
auto textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
auto extents = textRenderer->computeExtent(text);
auto extents = _textRenderer->computeExtent(text);
return QSizeF(extents.x, extents.y);
}

View file

@ -19,6 +19,7 @@
#include <QString>
#include <SharedUtil.h>
#include <TextRenderer.h>
#include "Overlay.h"
#include "Overlay2D.h"
@ -58,6 +59,9 @@ public:
QSizeF textSize(const QString& text) const; // Pixels
private:
TextRenderer* _textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);
QString _text;
xColor _backgroundColor;
float _backgroundAlpha;

View file

@ -10,6 +10,7 @@
//
#include <gpu/GPUConfig.h>
#include <gpu/GLBackend.h>
#include <glm/gtx/quaternion.hpp>
@ -392,6 +393,87 @@ void EntityTreeRenderer::leaveAllEntities() {
_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
}
}
void EntityTreeRenderer::applyZonePropertiesToScene(const ZoneEntityItem* zone) {
QSharedPointer<SceneScriptingInterface> scene = DependencyManager::get<SceneScriptingInterface>();
if (zone) {
if (!_hasPreviousZone) {
_previousKeyLightColor = scene->getKeyLightColor();
_previousKeyLightIntensity = scene->getKeyLightIntensity();
_previousKeyLightAmbientIntensity = scene->getKeyLightAmbientIntensity();
_previousKeyLightDirection = scene->getKeyLightDirection();
_previousStageSunModelEnabled = scene->isStageSunModelEnabled();
_previousStageLongitude = scene->getStageLocationLongitude();
_previousStageLatitude = scene->getStageLocationLatitude();
_previousStageAltitude = scene->getStageLocationAltitude();
_previousStageHour = scene->getStageDayTime();
_previousStageDay = scene->getStageYearTime();
_hasPreviousZone = true;
}
scene->setKeyLightColor(zone->getKeyLightColorVec3());
scene->setKeyLightIntensity(zone->getKeyLightIntensity());
scene->setKeyLightAmbientIntensity(zone->getKeyLightAmbientIntensity());
scene->setKeyLightDirection(zone->getKeyLightDirection());
scene->setStageSunModelEnable(zone->getStageProperties().getSunModelEnabled());
scene->setStageLocation(zone->getStageProperties().getLongitude(), zone->getStageProperties().getLatitude(),
zone->getStageProperties().getAltitude());
scene->setStageDayTime(zone->getStageProperties().calculateHour());
scene->setStageYearTime(zone->getStageProperties().calculateDay());
if (zone->getBackgroundMode() == BACKGROUND_MODE_ATMOSPHERE) {
EnvironmentData data = zone->getEnvironmentData();
glm::vec3 keyLightDirection = scene->getKeyLightDirection();
glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
// NOTE: is this right? It seems like the "sun" should be based on the center of the
// atmosphere, not where the camera is.
glm::vec3 keyLightLocation = _viewState->getAvatarPosition()
+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
data.setSunLocation(keyLightLocation);
const float KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO = 20.0f;
float sunBrightness = scene->getKeyLightIntensity() * KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO;
data.setSunBrightness(sunBrightness);
_viewState->overrideEnvironmentData(data);
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME);
} else {
_viewState->endOverrideEnvironmentData();
auto stage = scene->getSkyStage();
if (zone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
stage->getSkybox()->setColor(zone->getSkyboxProperties().getColorVec3());
if (zone->getSkyboxProperties().getURL().isEmpty()) {
stage->getSkybox()->setCubemap(gpu::TexturePointer());
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
stage->getSkybox()->setCubemap(cubeMap->getGPUTexture());
}
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
} else {
stage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
}
}
} else {
if (_hasPreviousZone) {
scene->setKeyLightColor(_previousKeyLightColor);
scene->setKeyLightIntensity(_previousKeyLightIntensity);
scene->setKeyLightAmbientIntensity(_previousKeyLightAmbientIntensity);
scene->setKeyLightDirection(_previousKeyLightDirection);
scene->setStageSunModelEnable(_previousStageSunModelEnabled);
scene->setStageLocation(_previousStageLongitude, _previousStageLatitude,
_previousStageAltitude);
scene->setStageDayTime(_previousStageHour);
scene->setStageYearTime(_previousStageDay);
_hasPreviousZone = false;
}
_viewState->endOverrideEnvironmentData();
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
}
}
void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
RenderArgs::RenderSide renderSide,
RenderArgs::DebugFlags renderDebugFlags) {
@ -400,9 +482,18 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
ViewFrustum* frustum = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
_viewState->getShadowViewFrustum() : _viewState->getCurrentViewFrustum();
// Setup batch transform matrices
gpu::Batch batch;
glm::mat4 projMat;
Transform viewMat;
frustum->evalProjectionMatrix(projMat);
frustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
RenderArgs args(this, frustum, getSizeScale(), getBoundaryLevelAdjust(),
renderMode, renderSide, renderDebugFlags);
renderMode, renderSide, renderDebugFlags, &batch);
_tree->lockForRead();
@ -411,91 +502,17 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
_bestZoneVolume = std::numeric_limits<float>::max();
_tree->recurseTreeWithOperation(renderOperation, &args);
QSharedPointer<SceneScriptingInterface> scene = DependencyManager::get<SceneScriptingInterface>();
if (_bestZone) {
if (!_hasPreviousZone) {
_previousKeyLightColor = scene->getKeyLightColor();
_previousKeyLightIntensity = scene->getKeyLightIntensity();
_previousKeyLightAmbientIntensity = scene->getKeyLightAmbientIntensity();
_previousKeyLightDirection = scene->getKeyLightDirection();
_previousStageSunModelEnabled = scene->isStageSunModelEnabled();
_previousStageLongitude = scene->getStageLocationLongitude();
_previousStageLatitude = scene->getStageLocationLatitude();
_previousStageAltitude = scene->getStageLocationAltitude();
_previousStageHour = scene->getStageDayTime();
_previousStageDay = scene->getStageYearTime();
_hasPreviousZone = true;
}
scene->setKeyLightColor(_bestZone->getKeyLightColorVec3());
scene->setKeyLightIntensity(_bestZone->getKeyLightIntensity());
scene->setKeyLightAmbientIntensity(_bestZone->getKeyLightAmbientIntensity());
scene->setKeyLightDirection(_bestZone->getKeyLightDirection());
scene->setStageSunModelEnable(_bestZone->getStageProperties().getSunModelEnabled());
scene->setStageLocation(_bestZone->getStageProperties().getLongitude(), _bestZone->getStageProperties().getLatitude(),
_bestZone->getStageProperties().getAltitude());
scene->setStageDayTime(_bestZone->getStageProperties().calculateHour());
scene->setStageYearTime(_bestZone->getStageProperties().calculateDay());
if (_bestZone->getBackgroundMode() == BACKGROUND_MODE_ATMOSPHERE) {
EnvironmentData data = _bestZone->getEnvironmentData();
glm::vec3 keyLightDirection = scene->getKeyLightDirection();
glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
// NOTE: is this right? It seems like the "sun" should be based on the center of the
// atmosphere, not where the camera is.
glm::vec3 keyLightLocation = _viewState->getAvatarPosition()
+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
data.setSunLocation(keyLightLocation);
const float KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO = 20.0f;
float sunBrightness = scene->getKeyLightIntensity() * KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO;
data.setSunBrightness(sunBrightness);
_viewState->overrideEnvironmentData(data);
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME);
} else {
_viewState->endOverrideEnvironmentData();
auto stage = scene->getSkyStage();
if (_bestZone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
stage->getSkybox()->setColor(_bestZone->getSkyboxProperties().getColorVec3());
if (_bestZone->getSkyboxProperties().getURL().isEmpty()) {
stage->getSkybox()->setCubemap(gpu::TexturePointer());
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(_bestZone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
stage->getSkybox()->setCubemap(cubeMap->getGPUTexture());
}
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
} else {
stage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
}
}
} else {
if (_hasPreviousZone) {
scene->setKeyLightColor(_previousKeyLightColor);
scene->setKeyLightIntensity(_previousKeyLightIntensity);
scene->setKeyLightAmbientIntensity(_previousKeyLightAmbientIntensity);
scene->setKeyLightDirection(_previousKeyLightDirection);
scene->setStageSunModelEnable(_previousStageSunModelEnabled);
scene->setStageLocation(_previousStageLongitude, _previousStageLatitude,
_previousStageAltitude);
scene->setStageDayTime(_previousStageHour);
scene->setStageYearTime(_previousStageDay);
_hasPreviousZone = false;
}
_viewState->endOverrideEnvironmentData();
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
}
applyZonePropertiesToScene(_bestZone);
// we must call endScene while we still have the tree locked so that no one deletes a model
// on us while rendering the scene
Model::endScene(renderMode, &args);
_tree->unlock();
glPushMatrix();
gpu::GLBackend::renderBatch(batch);
glPopMatrix();
// stats...
_meshesConsidered = args._meshesConsidered;
_meshesRendered = args._meshesRendered;
@ -561,57 +578,36 @@ const FBXGeometry* EntityTreeRenderer::getCollisionGeometryForEntity(const Entit
return result;
}
void EntityTreeRenderer::renderElementProxy(EntityTreeElement* entityTreeElement) {
void EntityTreeRenderer::renderElementProxy(EntityTreeElement* entityTreeElement, RenderArgs* args) {
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
Transform transform;
glm::vec3 elementCenter = entityTreeElement->getAACube().calcCenter();
float elementSize = entityTreeElement->getScale();
glPushMatrix();
glTranslatef(elementCenter.x, elementCenter.y, elementCenter.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(elementSize, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
glPopMatrix();
auto drawWireCube = [&](glm::vec3 offset, float size, glm::vec4 color) {
transform.setTranslation(elementCenter + offset);
batch.setModelTransform(transform);
deferredLighting->renderWireCube(batch, size, color);
};
drawWireCube(glm::vec3(), elementSize, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
if (_displayElementChildProxies) {
// draw the children
float halfSize = elementSize / 2.0f;
float quarterSize = elementSize / 4.0f;
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z - quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x - quarterSize, elementCenter.y + quarterSize, elementCenter.z + quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(0.0f, 0.5f, 0.5f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y - quarterSize, elementCenter.z + quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(0.5f, 0.0f, 0.0f, 1.0f));
glPopMatrix();
glPushMatrix();
glTranslatef(elementCenter.x + quarterSize, elementCenter.y + quarterSize, elementCenter.z - quarterSize);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(halfSize, glm::vec4(0.0f, 0.5f, 0.0f, 1.0f));
glPopMatrix();
drawWireCube(glm::vec3(-quarterSize, -quarterSize, -quarterSize), halfSize, glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
drawWireCube(glm::vec3(quarterSize, -quarterSize, -quarterSize), halfSize, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
drawWireCube(glm::vec3(-quarterSize, quarterSize, -quarterSize), halfSize, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
drawWireCube(glm::vec3(-quarterSize, -quarterSize, quarterSize), halfSize, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
drawWireCube(glm::vec3(quarterSize, quarterSize, quarterSize), halfSize, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
drawWireCube(glm::vec3(-quarterSize, quarterSize, quarterSize), halfSize, glm::vec4(0.0f, 0.5f, 0.5f, 1.0f));
drawWireCube(glm::vec3(quarterSize, -quarterSize, quarterSize), halfSize, glm::vec4(0.5f, 0.0f, 0.0f, 1.0f));
drawWireCube(glm::vec3(quarterSize, quarterSize, -quarterSize), halfSize, glm::vec4(0.0f, 0.5f, 0.0f, 1.0f));
}
}
@ -628,43 +624,31 @@ void EntityTreeRenderer::renderProxies(const EntityItem* entity, RenderArgs* arg
glm::vec3 minCenter = minCube.calcCenter();
glm::vec3 entityBoxCenter = entityBox.calcCenter();
glm::vec3 entityBoxScale = entityBox.getScale();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
Transform transform;
// draw the max bounding cube
glPushMatrix();
glTranslatef(maxCenter.x, maxCenter.y, maxCenter.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(maxCube.getScale(), glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
glPopMatrix();
transform.setTranslation(maxCenter);
batch.setModelTransform(transform);
deferredLighting->renderWireCube(batch, maxCube.getScale(), glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
// draw the min bounding cube
glPushMatrix();
glTranslatef(minCenter.x, minCenter.y, minCenter.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(minCube.getScale(), glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
glPopMatrix();
transform.setTranslation(minCenter);
batch.setModelTransform(transform);
deferredLighting->renderWireCube(batch, minCube.getScale(), glm::vec4(0.0f, 1.0f, 0.0f, 1.0f));
// draw the entityBox bounding box
glPushMatrix();
glTranslatef(entityBoxCenter.x, entityBoxCenter.y, entityBoxCenter.z);
glScalef(entityBoxScale.x, entityBoxScale.y, entityBoxScale.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
glPopMatrix();
transform.setTranslation(entityBoxCenter);
transform.setScale(entityBoxScale);
batch.setModelTransform(transform);
deferredLighting->renderWireCube(batch, 1.0f, glm::vec4(0.0f, 0.0f, 1.0f, 1.0f));
glm::vec3 position = entity->getPosition();
glm::vec3 center = entity->getCenter();
glm::vec3 dimensions = entity->getDimensions();
glm::quat rotation = entity->getRotation();
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
glPopMatrix();
glPopMatrix();
// Rotated bounding box
batch.setModelTransform(entity->getTransformToCenter());
deferredLighting->renderWireCube(batch, 1.0f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
@ -682,7 +666,7 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
bool isShadowMode = args->_renderMode == RenderArgs::SHADOW_RENDER_MODE;
if (!isShadowMode && _displayModelElementProxy && numberOfEntities > 0) {
renderElementProxy(entityTreeElement);
renderElementProxy(entityTreeElement, args);
}
for (uint16_t i = 0; i < numberOfEntities; i++) {

View file

@ -125,7 +125,8 @@ protected:
virtual Octree* createTree() { return new EntityTree(true); }
private:
void renderElementProxy(EntityTreeElement* entityTreeElement);
void applyZonePropertiesToScene(const ZoneEntityItem* zone);
void renderElementProxy(EntityTreeElement* entityTreeElement, RenderArgs* args);
void checkAndCallPreload(const EntityItemID& entityID);
void checkAndCallUnload(const EntityItemID& entityID);

View file

@ -12,6 +12,7 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
@ -24,17 +25,8 @@ EntityItem* RenderableBoxEntityItem::factory(const EntityItemID& entityID, const
void RenderableBoxEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableBoxEntityItem::render");
assert(getType() == EntityTypes::Box);
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
const float MAX_COLOR = 255.0f;
glm::vec4 cubeColor(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
Q_ASSERT(getType() == EntityTypes::Box);
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
bool highlightSimulationOwnership = false;
@ -43,22 +35,15 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
const QUuid& myNodeID = nodeList->getSessionUUID();
highlightSimulationOwnership = (getSimulatorID() == myNodeID);
}
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
if (highlightSimulationOwnership) {
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f, cubeColor);
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(1.0f, cubeColor);
}
glPopMatrix();
glPopMatrix();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
if (highlightSimulationOwnership) {
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
}
RenderableDebugableEntityItem::render(this, args);
};

View file

@ -12,7 +12,10 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <PhysicsEngine.h>
@ -21,48 +24,24 @@
void RenderableDebugableEntityItem::renderBoundingBox(EntityItem* entity, RenderArgs* args,
float puffedOut, glm::vec4& color) {
glm::vec3 position = entity->getPosition();
glm::vec3 center = entity->getCenter();
glm::vec3 dimensions = entity->getDimensions();
glm::quat rotation = entity->getRotation();
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f + puffedOut, color);
glPopMatrix();
glPopMatrix();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(entity->getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f + puffedOut, color);
}
void RenderableDebugableEntityItem::renderHoverDot(EntityItem* entity, RenderArgs* args) {
glm::vec3 position = entity->getPosition();
glm::vec3 center = entity->getCenter();
glm::vec3 dimensions = entity->getDimensions();
glm::quat rotation = entity->getRotation();
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
const int SLICES = 8, STACKS = 8;
float radius = 0.05f;
glPushMatrix();
glTranslatef(position.x, position.y + dimensions.y + radius, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(radius, radius, radius);
const int SLICES = 8;
const int STACKS = 8;
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(0.5f, SLICES, STACKS, blueColor);
glPopMatrix();
glPopMatrix();
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
Transform transform = entity->getTransformToCenter();
// Cancel true dimensions and set scale to 2 * radius (diameter)
transform.postScale(2.0f * glm::vec3(radius, radius, radius) / entity->getDimensions());
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, blueColor);
}
void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args) {

View file

@ -12,6 +12,7 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <GLMHelpers.h>
@ -31,12 +32,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
glm::quat rotation = getRotation();
float largestDiameter = glm::max(dimensions.x, dimensions.y, dimensions.z);
const float MAX_COLOR = 255.0f;
float colorR = getColor()[RED_INDEX] / MAX_COLOR;
float colorG = getColor()[GREEN_INDEX] / MAX_COLOR;
float colorB = getColor()[BLUE_INDEX] / MAX_COLOR;
glm::vec3 color = glm::vec3(colorR, colorG, colorB);
glm::vec3 color = toGlm(getXColor());
float intensity = getIntensity();
float exponent = getExponent();
@ -49,21 +45,12 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
DependencyManager::get<DeferredLightingEffect>()->addPointLight(position, largestDiameter / 2.0f,
color, intensity);
}
#ifdef WANT_DEBUG
glm::vec4 color(diffuseR, diffuseG, diffuseB, 1.0f);
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(0.5f, 15, 15, color);
glPopMatrix();
glPopMatrix();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f));
#endif
};

View file

@ -12,6 +12,7 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
@ -24,18 +25,15 @@ EntityItem* RenderableLineEntityItem::factory(const EntityItemID& entityID, cons
void RenderableLineEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableLineEntityItem::render");
assert(getType() == EntityTypes::Line);
glm::vec3 position = getPosition();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
Q_ASSERT(getType() == EntityTypes::Line);
glm::vec3 p1 = ENTITY_ITEM_ZERO_VEC3;
glm::vec3 p2 = getDimensions();
glm::vec4 lineColor(toGlm(getXColor()), getLocalRenderAlpha());
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glm::vec3 p1 = {0.0f, 0.0f, 0.0f};
glm::vec3& p2 = dimensions;
DependencyManager::get<DeferredLightingEffect>()->renderLine(p1, p2, lineColor, lineColor);
glPopMatrix();
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->renderLine(batch, p1, p2, lineColor, lineColor);
RenderableDebugableEntityItem::render(this, args);
};

View file

@ -128,7 +128,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
bool didDraw = false;
if (drawAsModel && !highlightSimulationOwnership) {
remapTextures();
glPushMatrix();
{
float alpha = getLocalRenderAlpha();
@ -188,7 +187,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
}
}
}
glPopMatrix();
}
if (!didDraw) {
@ -396,7 +394,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
// to the visual model and apply them to the collision model (without regard for the
// collision model's extents).
glm::vec3 scale = _dimensions / renderGeometry.getUnscaledMeshExtents().size();
glm::vec3 scale = getDimensions() / renderGeometry.getUnscaledMeshExtents().size();
// multiply each point by scale before handing the point-set off to the physics engine.
// also determine the extents of the collision model.
AABox box;

View file

@ -30,8 +30,7 @@ RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const Ent
}
void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
assert(getType() == EntityTypes::ParticleEffect);
Q_ASSERT(getType() == EntityTypes::ParticleEffect);
PerformanceTimer perfTimer("RenderableParticleEffectEntityItem::render");
if (_texturesChangedFlag) {
@ -45,143 +44,67 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
_texturesChangedFlag = false;
}
if (!_texture) {
renderUntexturedQuads(args);
} else if (_texture && !_texture->isLoaded()) {
renderUntexturedQuads(args);
} else {
renderTexturedQuads(args);
bool textured = _texture && _texture->isLoaded();
updateQuads(args, textured);
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
if (textured) {
batch.setUniformTexture(0, _texture->getGPUTexture());
}
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::QUADS, _cacheID);
};
void RenderableParticleEffectEntityItem::renderUntexturedQuads(RenderArgs* args) {
float particleRadius = getParticleRadius();
const float MAX_COLOR = 255.0f;
glm::vec4 particleColor(getColor()[RED_INDEX] / MAX_COLOR,
getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR,
getLocalRenderAlpha());
glm::vec3 upOffset = args->_viewFrustum->getUp() * particleRadius;
glm::vec3 rightOffset = args->_viewFrustum->getRight() * particleRadius;
QVector<glm::vec3> vertices(getLivingParticleCount() * VERTS_PER_PARTICLE);
quint32 count = 0;
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
glm::vec3 pos = _particlePositions[i];
// generate corners of quad, aligned to face the camera
vertices.append(pos - rightOffset + upOffset);
vertices.append(pos + rightOffset + upOffset);
vertices.append(pos + rightOffset - upOffset);
vertices.append(pos - rightOffset - upOffset);
count++;
}
// just double checking, cause if this invarient is false, we might have memory corruption bugs.
assert(count == getLivingParticleCount());
// update geometry cache with all the verts in model coordinates.
DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, particleColor);
glPushMatrix();
glm::vec3 position = getPosition();
glTranslatef(position.x, position.y, position.z);
glm::quat rotation = getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = getCenter() - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
DependencyManager::get<GeometryCache>()->renderVertices(gpu::QUADS, _cacheID);
glPopMatrix();
glPopMatrix();
}
static glm::vec3 zSortAxis;
static bool zSort(const glm::vec3& rhs, const glm::vec3& lhs) {
return glm::dot(rhs, ::zSortAxis) > glm::dot(lhs, ::zSortAxis);
}
void RenderableParticleEffectEntityItem::renderTexturedQuads(RenderArgs* args) {
void RenderableParticleEffectEntityItem::updateQuads(RenderArgs* args, bool textured) {
float particleRadius = getParticleRadius();
const float MAX_COLOR = 255.0f;
glm::vec4 particleColor(getColor()[RED_INDEX] / MAX_COLOR,
getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR,
getLocalRenderAlpha());
QVector<glm::vec3> positions(getLivingParticleCount());
quint32 count = 0;
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
positions.append(_particlePositions[i]);
count++;
}
// just double checking, cause if this invarient is false, we might have memory corruption bugs.
assert(count == getLivingParticleCount());
// sort particles back to front
::zSortAxis = args->_viewFrustum->getDirection();
qSort(positions.begin(), positions.end(), zSort);
QVector<glm::vec3> vertices(getLivingParticleCount() * VERTS_PER_PARTICLE);
QVector<glm::vec2> textureCoords(getLivingParticleCount() * VERTS_PER_PARTICLE);
glm::vec4 particleColor(toGlm(getXColor()), getLocalRenderAlpha());
glm::vec3 upOffset = args->_viewFrustum->getUp() * particleRadius;
glm::vec3 rightOffset = args->_viewFrustum->getRight() * particleRadius;
QVector<glm::vec3> vertices;
QVector<glm::vec3> positions;
QVector<glm::vec2> textureCoords;
vertices.reserve(getLivingParticleCount() * VERTS_PER_PARTICLE);
if (textured) {
positions.reserve(getLivingParticleCount());
textureCoords.reserve(getLivingParticleCount() * VERTS_PER_PARTICLE);
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
positions.append(_particlePositions[i]);
textureCoords.append(glm::vec2(0, 1));
textureCoords.append(glm::vec2(1, 1));
textureCoords.append(glm::vec2(1, 0));
textureCoords.append(glm::vec2(0, 0));
}
// sort particles back to front
::zSortAxis = args->_viewFrustum->getDirection();
qSort(positions.begin(), positions.end(), zSort);
}
for (int i = 0; i < positions.size(); i++) {
glm::vec3 pos = positions[i];
glm::vec3 pos = (textured) ? positions[i] : _particlePositions[i];
// generate corners of quad aligned to face the camera.
vertices.append(pos - rightOffset + upOffset);
vertices.append(pos + rightOffset + upOffset);
vertices.append(pos + rightOffset - upOffset);
vertices.append(pos - rightOffset - upOffset);
textureCoords.append(glm::vec2(0, 1));
textureCoords.append(glm::vec2(1, 1));
textureCoords.append(glm::vec2(1, 0));
textureCoords.append(glm::vec2(0, 0));
}
// update geometry cache with all the verts in model coordinates.
DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, textureCoords, particleColor);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _texture->getID());
glPushMatrix();
glm::vec3 position = getPosition();
glTranslatef(position.x, position.y, position.z);
glm::quat rotation = getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = getCenter() - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
DependencyManager::get<GeometryCache>()->renderVertices(gpu::QUADS, _cacheID);
glPopMatrix();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
if (textured) {
DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, textureCoords, particleColor);
} else {
DependencyManager::get<GeometryCache>()->updateVertices(_cacheID, vertices, particleColor);
}
}

View file

@ -20,8 +20,7 @@ public:
RenderableParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties);
virtual void render(RenderArgs* args);
void renderUntexturedQuads(RenderArgs* args);
void renderTexturedQuads(RenderArgs* args);
void updateQuads(RenderArgs* args, bool textured);
protected:

View file

@ -12,6 +12,7 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DependencyManager.h>
#include <DeferredLightingEffect.h>
@ -25,35 +26,17 @@ EntityItem* RenderableSphereEntityItem::factory(const EntityItemID& entityID, co
void RenderableSphereEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableSphereEntityItem::render");
assert(getType() == EntityTypes::Sphere);
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
const float MAX_COLOR = 255.0f;
glm::vec4 sphereColor(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
// TODO: it would be cool to select different slices/stacks geometry based on the size of the sphere
// and the distance to the viewer. This would allow us to reduce the triangle count for smaller spheres
// that aren't close enough to see the tessellation and use larger triangle count for spheres that would
// expose that effect
const int SLICES = 15;
const int STACKS = 15;
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(0.5f, SLICES, STACKS, sphereColor);
glPopMatrix();
glPopMatrix();
Q_ASSERT(getType() == EntityTypes::Sphere);
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
// TODO: it would be cool to select different slices/stacks geometry based on the size of the sphere
// and the distance to the viewer. This would allow us to reduce the triangle count for smaller spheres
// that aren't close enough to see the tessellation and use larger triangle count for spheres that would
// expose that effect
const int SLICES = 15, STACKS = 15;
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);
};

View file

@ -16,12 +16,10 @@
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include <TextRenderer.h>
#include "RenderableTextEntityItem.h"
#include "GLMHelpers.h"
const int FIXED_FONT_POINT_SIZE = 40;
EntityItem* RenderableTextEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return new RenderableTextEntityItem(entityID, properties);
@ -57,24 +55,17 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, glm::vec4(toGlm(getBackgroundColorX()), alpha));
DependencyManager::get<DeferredLightingEffect>()->releaseSimpleProgram();
TextRenderer* textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, FIXED_FONT_POINT_SIZE / 2.0f);
glTranslatef(-(halfDimensions.x - leftMargin), halfDimensions.y - topMargin, 0.0f);
glm::vec4 textColor(toGlm(getTextColorX()), alpha);
// this is a ratio determined through experimentation
const float scaleFactor = 0.08f * _lineHeight;
glScalef(scaleFactor, -scaleFactor, scaleFactor);
glm::vec2 bounds(dimensions.x / scaleFactor, dimensions.y / scaleFactor);
textRenderer->draw(0, 0, _text, textColor, bounds);
_textRenderer->draw(0, 0, _text, textColor, bounds);
}
glPopMatrix();
}
void RenderableTextEntityItem::enableClipPlane(GLenum plane, float x, float y, float z, float w) {
GLdouble coefficients[] = { x, y, z, w };
glClipPlane(plane, coefficients);
glEnable(plane);
}

View file

@ -13,6 +13,9 @@
#define hifi_RenderableTextEntityItem_h
#include <TextEntityItem.h>
#include <TextRenderer.h>
const int FIXED_FONT_POINT_SIZE = 40;
class RenderableTextEntityItem : public TextEntityItem {
public:
@ -21,12 +24,12 @@ public:
RenderableTextEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
TextEntityItem(entityItemID, properties)
{ }
~RenderableTextEntityItem() { delete _textRenderer; }
virtual void render(RenderArgs* args);
private:
void enableClipPlane(GLenum plane, float x, float y, float z, float w);
TextRenderer* _textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, FIXED_FONT_POINT_SIZE / 2.0f);
};

View file

@ -121,10 +121,10 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
glm::vec3 point = intersection.intersection;
point -= getPosition();
point = glm::inverse(getRotation()) * point;
point /= _dimensions;
point /= getDimensions();
point += 0.5f;
point.y = 1.0f - point.y;
point *= _dimensions * METERS_TO_INCHES * DPI;
point *= getDimensions() * METERS_TO_INCHES * DPI;
// Forward the mouse event.
QMouseEvent mappedEvent(event->type(),
QPoint((int)point.x, (int)point.y),
@ -139,7 +139,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
QObject::connect(renderer, &EntityTreeRenderer::mouseMoveOnEntity, forwardMouseEvent);
}
glm::vec2 dims = glm::vec2(_dimensions);
glm::vec2 dims = glm::vec2(getDimensions());
dims *= METERS_TO_INCHES * DPI;
// The offscreen surface is idempotent for resizes (bails early
// if it's a no-op), so it's safe to just call resize every frame

View file

@ -11,6 +11,9 @@
#include "RenderableZoneEntityItem.h"
#include <gpu/GPUConfig.h>
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
@ -90,49 +93,36 @@ void RenderableZoneEntityItem::updateGeometry() {
}
void RenderableZoneEntityItem::render(RenderArgs* args) {
Q_ASSERT(getType() == EntityTypes::Zone);
if (_drawZoneBoundaries) {
switch (getShapeType()) {
case SHAPE_TYPE_COMPOUND: {
PerformanceTimer perfTimer("zone->renderCompound");
updateGeometry();
if (_model && _model->isActive()) {
PerformanceTimer perfTimer("zone->renderCompound");
glPushMatrix();
_model->renderInScene(getLocalRenderAlpha(), args);
glPopMatrix();
}
break;
}
case SHAPE_TYPE_BOX:
case SHAPE_TYPE_SPHERE: {
PerformanceTimer perfTimer("zone->renderPrimitive");
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();
glm::vec4 DEFAULT_COLOR(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec4 DEFAULT_COLOR(1.0f, 1.0f, 1.0f, getLocalRenderAlpha());
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
glPushMatrix(); {
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix(); {
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
if (getShapeType() == SHAPE_TYPE_SPHERE) {
const int SLICES = 15;
const int STACKS = 15;
deferredLightingEffect->renderWireSphere(0.5f, SLICES, STACKS, DEFAULT_COLOR);
} else {
deferredLightingEffect->renderWireCube(1.0f, DEFAULT_COLOR);
}
} glPopMatrix();
} glPopMatrix();
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
if (getShapeType() == SHAPE_TYPE_SPHERE) {
const int SLICES = 15, STACKS = 15;
deferredLightingEffect->renderWireSphere(batch, 0.5f, SLICES, STACKS, DEFAULT_COLOR);
} else {
deferredLightingEffect->renderWireCube(batch, 1.0f, DEFAULT_COLOR);
}
break;
}
default:

View file

@ -101,8 +101,8 @@ void BoxEntityItem::debugDump() const {
quint64 now = usecTimestampNow();
qCDebug(entities) << " BOX EntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " color:" << _color[0] << "," << _color[1] << "," << _color[2];
qCDebug(entities) << " position:" << debugTreeVector(_position);
qCDebug(entities) << " dimensions:" << debugTreeVector(_dimensions);
qCDebug(entities) << " position:" << debugTreeVector(getPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions());
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
}

View file

@ -38,9 +38,9 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
_lastEditedFromRemoteInRemoteTime(0),
_created(UNKNOWN_CREATED_TIME),
_changedOnServer(0),
_position(ENTITY_ITEM_ZERO_VEC3),
_dimensions(ENTITY_ITEM_DEFAULT_DIMENSIONS),
_rotation(ENTITY_ITEM_DEFAULT_ROTATION),
_transform(ENTITY_ITEM_DEFAULT_ROTATION,
ENTITY_ITEM_DEFAULT_DIMENSIONS,
ENTITY_ITEM_DEFAULT_POSITION),
_glowLevel(ENTITY_ITEM_DEFAULT_GLOW_LEVEL),
_localRenderAlpha(ENTITY_ITEM_DEFAULT_LOCAL_RENDER_ALPHA),
_density(ENTITY_ITEM_DEFAULT_DENSITY),
@ -319,8 +319,8 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
}
// if this bitstream indicates that this node is the simulation owner, ignore any physics-related updates.
glm::vec3 savePosition = _position;
glm::quat saveRotation = _rotation;
glm::vec3 savePosition = getPosition();
glm::quat saveRotation = getRotation();
// glm::vec3 saveVelocity = _velocity;
// glm::vec3 saveAngularVelocity = _angularVelocity;
// glm::vec3 saveGravity = _gravity;
@ -624,8 +624,8 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
if (_simulatorID == myNodeID && !_simulatorID.isNull()) {
// the packet that produced this bitstream originally came from physics simulations performed by
// this node, so our version has to be newer than what the packet contained.
_position = savePosition;
_rotation = saveRotation;
setPosition(savePosition);
setRotation(saveRotation);
// _velocity = saveVelocity;
// _angularVelocity = saveAngularVelocity;
// _gravity = saveGravity;
@ -636,10 +636,11 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
}
void EntityItem::debugDump() const {
auto position = getPosition();
qCDebug(entities) << "EntityItem id:" << getEntityItemID();
qCDebug(entities, " edited ago:%f", getEditedAgo());
qCDebug(entities, " position:%f,%f,%f", _position.x, _position.y, _position.z);
qCDebug(entities) << " dimensions:" << _dimensions;
qCDebug(entities, " position:%f,%f,%f", position.x, position.y, position.z);
qCDebug(entities) << " dimensions:" << getDimensions();
}
// adjust any internal timestamps to fix clock skew for this server
@ -662,8 +663,8 @@ void EntityItem::adjustEditPacketForClockSkew(unsigned char* editPacketBuffer, s
#endif
}
float EntityItem::computeMass() const {
return _density * _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z;
float EntityItem::computeMass() const {
return _density * _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
}
void EntityItem::setDensity(float density) {
@ -688,8 +689,8 @@ void EntityItem::setMass(float mass) {
// Setting the mass actually changes the _density (at fixed volume), however
// we must protect the density range to help maintain stability of physics simulation
// therefore this method might not accept the mass that is supplied.
float volume = _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z;
float volume = _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
// compute new density
const float MIN_VOLUME = 1.0e-6f; // 0.001mm^3
@ -993,10 +994,30 @@ void EntityItem::recordCreationTime() {
_lastSimulated = _created;
}
void EntityItem::setCenterPosition(const glm::vec3& position) {
Transform transformToCenter = getTransformToCenter();
transformToCenter.setTranslation(position);
setTranformToCenter(transformToCenter);
}
// TODO: doesn't this need to handle rotation?
glm::vec3 EntityItem::getCenter() const {
return _position + (_dimensions * (glm::vec3(0.5f,0.5f,0.5f) - _registrationPoint));
const Transform EntityItem::getTransformToCenter() const {
Transform result = getTransform();
if (getRegistrationPoint() != ENTITY_ITEM_HALF_VEC3) { // If it is not already centered, translate to center
result.postTranslate(ENTITY_ITEM_HALF_VEC3 - getRegistrationPoint()); // Position to center
}
return result;
}
void EntityItem::setTranformToCenter(const Transform& transform) {
if (getRegistrationPoint() == ENTITY_ITEM_HALF_VEC3) {
// If it is already centered, just call setTransform
setTransform(transform);
return;
}
Transform copy = transform;
copy.postTranslate(getRegistrationPoint() - ENTITY_ITEM_HALF_VEC3); // Center to position
setTransform(copy);
}
/// The maximum bounding cube for the entity, independent of it's rotation.
@ -1004,13 +1025,13 @@ glm::vec3 EntityItem::getCenter() const {
///
AACube EntityItem::getMaximumAACube() const {
// * we know that the position is the center of rotation
glm::vec3 centerOfRotation = _position; // also where _registration point is
glm::vec3 centerOfRotation = getPosition(); // also where _registration point is
// * we know that the registration point is the center of rotation
// * we can calculate the length of the furthest extent from the registration point
// as the dimensions * max (registrationPoint, (1.0,1.0,1.0) - registrationPoint)
glm::vec3 registrationPoint = (_dimensions * _registrationPoint);
glm::vec3 registrationRemainder = (_dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint));
glm::vec3 registrationPoint = (getDimensions() * getRegistrationPoint());
glm::vec3 registrationRemainder = (getDimensions() * (glm::vec3(1.0f, 1.0f, 1.0f) - getRegistrationPoint()));
glm::vec3 furthestExtentFromRegistration = glm::max(registrationPoint, registrationRemainder);
// * we know that if you rotate in any direction you would create a sphere
@ -1032,13 +1053,13 @@ AACube EntityItem::getMinimumAACube() const {
// _position represents the position of the registration point.
glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
glm::vec3 unrotatedMinRelativeToEntity = - (_dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = _dimensions * registrationRemainder;
glm::vec3 unrotatedMinRelativeToEntity = - (getDimensions() * getRegistrationPoint());
glm::vec3 unrotatedMaxRelativeToEntity = getDimensions() * registrationRemainder;
Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
Extents rotatedExtentsRelativeToRegistrationPoint = unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
// shift the extents to be relative to the position/registration point
rotatedExtentsRelativeToRegistrationPoint.shiftBy(_position);
rotatedExtentsRelativeToRegistrationPoint.shiftBy(getPosition());
// the cube that best encompasses extents is...
AABox box(rotatedExtentsRelativeToRegistrationPoint);
@ -1056,13 +1077,13 @@ AABox EntityItem::getAABox() const {
// _position represents the position of the registration point.
glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
glm::vec3 unrotatedMinRelativeToEntity = - (_dimensions * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = _dimensions * registrationRemainder;
glm::vec3 unrotatedMinRelativeToEntity = - (getDimensions() * _registrationPoint);
glm::vec3 unrotatedMaxRelativeToEntity = getDimensions() * registrationRemainder;
Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
Extents rotatedExtentsRelativeToRegistrationPoint = unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
// shift the extents to be relative to the position/registration point
rotatedExtentsRelativeToRegistrationPoint.shiftBy(_position);
rotatedExtentsRelativeToRegistrationPoint.shiftBy(getPosition());
return AABox(rotatedExtentsRelativeToRegistrationPoint);
}
@ -1083,7 +1104,7 @@ AABox EntityItem::getAABox() const {
void EntityItem::setRadius(float value) {
float diameter = value * 2.0f;
float maxDimension = sqrt((diameter * diameter) / 3.0f);
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
setDimensions(glm::vec3(maxDimension, maxDimension, maxDimension));
}
// TODO: get rid of all users of this function...
@ -1091,7 +1112,7 @@ void EntityItem::setRadius(float value) {
// ... cornerToCornerLength = sqrt(3 x maxDimension ^ 2)
// ... radius = sqrt(3 x maxDimension ^ 2) / 2.0f;
float EntityItem::getRadius() const {
return 0.5f * glm::length(_dimensions);
return 0.5f * glm::length(getDimensions());
}
bool EntityItem::contains(const glm::vec3& point) const {
@ -1114,10 +1135,10 @@ void EntityItem::updatePositionInDomainUnits(const glm::vec3& value) {
}
void EntityItem::updatePosition(const glm::vec3& value) {
auto delta = glm::distance(_position, value);
auto delta = glm::distance(getPosition(), value);
if (delta > IGNORE_POSITION_DELTA) {
_dirtyFlags |= EntityItem::DIRTY_POSITION;
_position = value;
setPosition(value);
if (delta > ACTIVATION_POSITION_DELTA) {
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
}
@ -1130,9 +1151,9 @@ void EntityItem::updateDimensionsInDomainUnits(const glm::vec3& value) {
}
void EntityItem::updateDimensions(const glm::vec3& value) {
auto delta = glm::distance(_dimensions, value);
auto delta = glm::distance(getDimensions(), value);
if (delta > IGNORE_DIMENSIONS_DELTA) {
_dimensions = value;
setDimensions(value);
if (delta > ACTIVATION_DIMENSIONS_DELTA) {
// rebuilding the shape will always activate
_dirtyFlags |= (EntityItem::DIRTY_SHAPE | EntityItem::DIRTY_MASS);
@ -1141,10 +1162,10 @@ void EntityItem::updateDimensions(const glm::vec3& value) {
}
void EntityItem::updateRotation(const glm::quat& rotation) {
if (_rotation != rotation) {
_rotation = rotation;
if (getRotation() != rotation) {
setRotation(rotation);
auto alignmentDot = glm::abs(glm::dot(_rotation, rotation));
auto alignmentDot = glm::abs(glm::dot(getRotation(), rotation));
if (alignmentDot < IGNORE_ALIGNMENT_DOT) {
_dirtyFlags |= EntityItem::DIRTY_ROTATION;
}
@ -1159,7 +1180,7 @@ void EntityItem::updateMass(float mass) {
// we must protect the density range to help maintain stability of physics simulation
// therefore this method might not accept the mass that is supplied.
float volume = _volumeMultiplier * _dimensions.x * _dimensions.y * _dimensions.z;
float volume = _volumeMultiplier * getDimensions().x * getDimensions().y * getDimensions().z;
// compute new density
float newDensity = _density;

View file

@ -22,6 +22,7 @@
#include <OctreeElement.h> // for OctreeElement::AppendState
#include <OctreePacketData.h>
#include <ShapeInfo.h>
#include <Transform.h>
#include "EntityItemID.h"
#include "EntityItemProperties.h"
@ -175,21 +176,27 @@ public:
// attributes applicable to all entity types
EntityTypes::EntityType getType() const { return _type; }
const glm::vec3& getPosition() const { return _position; } /// get position in meters
void setPosition(const glm::vec3& value) {
_position = value;
}
inline glm::vec3 getCenterPosition() const { return getTransformToCenter().getTranslation(); }
void setCenterPosition(const glm::vec3& position);
const Transform getTransformToCenter() const;
void setTranformToCenter(const Transform& transform);
inline const Transform& getTransform() const { return _transform; }
inline void setTransform(const Transform& transform) { _transform = transform; }
/// Position in meters (0.0 - TREE_SCALE)
inline const glm::vec3& getPosition() const { return _transform.getTranslation(); }
inline void setPosition(const glm::vec3& value) { _transform.setTranslation(value); }
inline const glm::quat& getRotation() const { return _transform.getRotation(); }
inline void setRotation(const glm::quat& rotation) { _transform.setRotation(rotation); }
/// Dimensions in meters (0.0 - TREE_SCALE)
inline const glm::vec3& getDimensions() const { return _transform.getScale(); }
inline virtual void setDimensions(const glm::vec3& value) { _transform.setScale(glm::abs(value)); }
glm::vec3 getCenter() const;
const glm::vec3& getDimensions() const { return _dimensions; } /// get dimensions in meters
/// set dimensions in meter units (0.0 - TREE_SCALE)
virtual void setDimensions(const glm::vec3& value) { _dimensions = glm::abs(value); }
const glm::quat& getRotation() const { return _rotation; }
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
float getGlowLevel() const { return _glowLevel; }
void setGlowLevel(float glowLevel) { _glowLevel = glowLevel; }
@ -299,7 +306,7 @@ public:
virtual bool isReadyToComputeShape() { return true; }
virtual void computeShapeInfo(ShapeInfo& info);
virtual float getVolumeEstimate() const { return _dimensions.x * _dimensions.y * _dimensions.z; }
virtual float getVolumeEstimate() const { return getDimensions().x * getDimensions().y * getDimensions().z; }
/// return preferred shape type (actual physical shape may differ)
virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }
@ -362,9 +369,7 @@ protected:
quint64 _created;
quint64 _changedOnServer;
glm::vec3 _position;
glm::vec3 _dimensions;
glm::quat _rotation;
Transform _transform;
float _glowLevel;
float _localRenderAlpha;
float _density = ENTITY_ITEM_DEFAULT_DENSITY; // kg/m^3

View file

@ -18,7 +18,9 @@
// There is a minor performance gain when comparing/copying an existing glm::vec3 rather than
// creating a new one on the stack so we declare the ZERO_VEC3 constant as an optimization.
const glm::vec3 ENTITY_ITEM_ZERO_VEC3(0.0f);
const glm::vec3 ENTITY_ITEM_ZERO_VEC3 = glm::vec3(0.0f);
const glm::vec3 ENTITY_ITEM_ONE_VEC3 = glm::vec3(1.0f, 1.0f, 1.0f);
const glm::vec3 ENTITY_ITEM_HALF_VEC3 = ENTITY_ITEM_ONE_VEC3 / 2.0f;
const bool ENTITY_ITEM_DEFAULT_LOCKED = false;
const QString ENTITY_ITEM_DEFAULT_USER_DATA = QString("");
@ -31,11 +33,12 @@ const bool ENTITY_ITEM_DEFAULT_VISIBLE = true;
const QString ENTITY_ITEM_DEFAULT_SCRIPT = QString("");
const QString ENTITY_ITEM_DEFAULT_COLLISION_SOUND_URL = QString("");
const glm::vec3 ENTITY_ITEM_DEFAULT_REGISTRATION_POINT = glm::vec3(0.5f, 0.5f, 0.5f); // center
const glm::vec3 ENTITY_ITEM_DEFAULT_REGISTRATION_POINT = ENTITY_ITEM_HALF_VEC3; // center
const float ENTITY_ITEM_IMMORTAL_LIFETIME = -1.0f; /// special lifetime which means the entity lives for ever
const float ENTITY_ITEM_DEFAULT_LIFETIME = ENTITY_ITEM_IMMORTAL_LIFETIME;
const glm::vec3 ENTITY_ITEM_DEFAULT_POSITION = ENTITY_ITEM_ZERO_VEC3;
const glm::quat ENTITY_ITEM_DEFAULT_ROTATION;
const float ENTITY_ITEM_DEFAULT_WIDTH = 0.1f;
const glm::vec3 ENTITY_ITEM_DEFAULT_DIMENSIONS = glm::vec3(ENTITY_ITEM_DEFAULT_WIDTH);

View file

@ -47,10 +47,10 @@ void LightEntityItem::setDimensions(const glm::vec3& value) {
// recalculate the x/y dimensions to properly encapsulate the spotlight.
const float length = value.z;
const float width = length * glm::sin(glm::radians(_cutoff));
_dimensions = glm::vec3(width, width, length);
EntityItem::setDimensions(glm::vec3(width, width, length));
} else {
float maxDimension = glm::max(value.x, value.y, value.z);
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
EntityItem::setDimensions(glm::vec3(maxDimension, maxDimension, maxDimension));
}
}
@ -72,12 +72,12 @@ void LightEntityItem::setIsSpotlight(bool value) {
_isSpotlight = value;
if (_isSpotlight) {
const float length = _dimensions.z;
const float length = getDimensions().z;
const float width = length * glm::sin(glm::radians(_cutoff));
_dimensions = glm::vec3(width, width, length);
setDimensions(glm::vec3(width, width, length));
} else {
float maxDimension = glm::max(_dimensions.x, _dimensions.y, _dimensions.z);
_dimensions = glm::vec3(maxDimension, maxDimension, maxDimension);
float maxDimension = glm::max(getDimensions().x, getDimensions().y, getDimensions().z);
setDimensions(glm::vec3(maxDimension, maxDimension, maxDimension));
}
}
}
@ -88,9 +88,9 @@ void LightEntityItem::setCutoff(float value) {
if (_isSpotlight) {
// If we are a spotlight, adjusting the cutoff will affect the area we encapsulate,
// so update the dimensions to reflect this.
const float length = _dimensions.z;
const float length = getDimensions().z;
const float width = length * glm::sin(glm::radians(_cutoff));
_dimensions = glm::vec3(width, width, length);
setDimensions(glm::vec3(width, width, length));
}
}

View file

@ -101,8 +101,8 @@ void LineEntityItem::debugDump() const {
quint64 now = usecTimestampNow();
qCDebug(entities) << " LINE EntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " color:" << _color[0] << "," << _color[1] << "," << _color[2];
qCDebug(entities) << " position:" << debugTreeVector(_position);
qCDebug(entities) << " dimensions:" << debugTreeVector(_dimensions);
qCDebug(entities) << " position:" << debugTreeVector(getPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions());
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
}

View file

@ -276,8 +276,8 @@ void ParticleEffectEntityItem::debugDump() const {
quint64 now = usecTimestampNow();
qCDebug(entities) << "PA EFFECT EntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " color:" << _color[0] << "," << _color[1] << "," << _color[2];
qCDebug(entities) << " position:" << debugTreeVector(_position);
qCDebug(entities) << " dimensions:" << debugTreeVector(_dimensions);
qCDebug(entities) << " position:" << debugTreeVector(getPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions());
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
}

View file

@ -119,8 +119,8 @@ void SphereEntityItem::debugDump() const {
quint64 now = usecTimestampNow();
qCDebug(entities) << "SHPERE EntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " color:" << _color[0] << "," << _color[1] << "," << _color[2];
qCDebug(entities) << " position:" << debugTreeVector(_position);
qCDebug(entities) << " dimensions:" << debugTreeVector(_dimensions);
qCDebug(entities) << " position:" << debugTreeVector(getPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions());
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
}

View file

@ -45,7 +45,7 @@ const float TEXT_ENTITY_ITEM_FIXED_DEPTH = 0.01f;
void TextEntityItem::setDimensions(const glm::vec3& value) {
// NOTE: Text Entities always have a "depth" of 1cm.
_dimensions = glm::vec3(value.x, value.y, TEXT_ENTITY_ITEM_FIXED_DEPTH);
EntityItem::setDimensions(glm::vec3(value.x, value.y, TEXT_ENTITY_ITEM_FIXED_DEPTH));
}
EntityItemProperties TextEntityItem::getProperties() const {
@ -136,7 +136,7 @@ bool TextEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const
PlaneShape plane;
const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
glm::vec3 normal = _rotation * UNROTATED_NORMAL;
glm::vec3 normal = getRotation() * UNROTATED_NORMAL;
plane.setNormal(normal);
plane.setPoint(getPosition()); // the position is definitely a point on our plane

View file

@ -39,7 +39,7 @@ const float WEB_ENTITY_ITEM_FIXED_DEPTH = 0.01f;
void WebEntityItem::setDimensions(const glm::vec3& value) {
// NOTE: Web Entities always have a "depth" of 1cm.
_dimensions = glm::vec3(value.x, value.y, WEB_ENTITY_ITEM_FIXED_DEPTH);
EntityItem::setDimensions(glm::vec3(value.x, value.y, WEB_ENTITY_ITEM_FIXED_DEPTH));
}
EntityItemProperties WebEntityItem::getProperties() const {
@ -113,7 +113,7 @@ bool WebEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const g
PlaneShape plane;
const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
glm::vec3 normal = _rotation * UNROTATED_NORMAL;
glm::vec3 normal = getRotation() * UNROTATED_NORMAL;
plane.setNormal(normal);
plane.setPoint(getPosition()); // the position is definitely a point on our plane

View file

@ -218,8 +218,8 @@ void ZoneEntityItem::debugDump() const {
quint64 now = usecTimestampNow();
qCDebug(entities) << " ZoneEntityItem id:" << getEntityItemID() << "---------------------------------------------";
qCDebug(entities) << " keyLightColor:" << _keyLightColor[0] << "," << _keyLightColor[1] << "," << _keyLightColor[2];
qCDebug(entities) << " position:" << debugTreeVector(_position);
qCDebug(entities) << " dimensions:" << debugTreeVector(_dimensions);
qCDebug(entities) << " position:" << debugTreeVector(getPosition());
qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions());
qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now);
qCDebug(entities) << " _keyLightIntensity:" << _keyLightIntensity;
qCDebug(entities) << " _keyLightAmbientIntensity:" << _keyLightAmbientIntensity;

View file

@ -76,10 +76,12 @@ GLBackend::GLBackend() :
_output()
{
initTransform();
initInput();
}
GLBackend::~GLBackend() {
killTransform();
killInput();
}
void GLBackend::render(Batch& batch) {

View file

@ -200,7 +200,9 @@ protected:
void do_setInputFormat(Batch& batch, uint32 paramOffset);
void do_setInputBuffer(Batch& batch, uint32 paramOffset);
void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
void initInput();
void killInput();
void updateInput();
struct InputStageState {
bool _invalidFormat;
@ -238,7 +240,7 @@ protected:
void do_setModelTransform(Batch& batch, uint32 paramOffset);
void do_setViewTransform(Batch& batch, uint32 paramOffset);
void do_setProjectionTransform(Batch& batch, uint32 paramOffset);
void initTransform();
void killTransform();
void updateTransform();

View file

@ -46,6 +46,24 @@ static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
};
#endif
void GLBackend::initInput() {
glPushClientAttrib(GL_VERTEX_ARRAY);
glPushClientAttrib(GL_NORMAL_ARRAY);
glPushClientAttrib(GL_COLOR_ARRAY);
glPushClientAttrib(GL_TEXTURE_COORD_ARRAY);
for (int i = 0; i < NUM_CLASSIC_ATTRIBS; i++) {
_input._attributeActivation[i] = glIsEnabled(attributeSlotToClassicAttribName[i]);
}
}
void GLBackend::killInput() {
glPopClientAttrib(); // GL_VERTEX_ARRAY
glPopClientAttrib(); // GL_NORMAL_ARRAY
glPopClientAttrib(); // GL_COLOR_ARRAY
glPopClientAttrib(); // GL_TEXTURE_COORD_ARRAY
}
void GLBackend::updateInput() {
if (_input._invalidFormat || _input._buffersState.any()) {
@ -69,8 +87,7 @@ void GLBackend::updateInput() {
if (i < NUM_CLASSIC_ATTRIBS) {
if (newState) {
glEnableClientState(attributeSlotToClassicAttribName[i]);
}
else {
} else {
glDisableClientState(attributeSlotToClassicAttribName[i]);
}
} else {
@ -147,6 +164,9 @@ void GLBackend::updateInput() {
}
}
}
} else {
glBindBuffer(GL_ARRAY_BUFFER, 0);
(void) CHECK_GL_ERROR();
}
// everything format related should be in sync now
_input._invalidFormat = false;

View file

@ -99,48 +99,67 @@ void DeferredLightingEffect::bindSimpleProgram() {
glDisable(GL_BLEND);
}
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch) {
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(batch, true, true, true);
batch._glUseProgram(_simpleProgram.programId());
batch._glUniform1f(_glowIntensityLocation, DependencyManager::get<GlowEffect>()->getIntensity());
batch._glDisable(GL_BLEND);
}
void DeferredLightingEffect::releaseSimpleProgram() {
glEnable(GL_BLEND);
_simpleProgram.release();
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(true, false, false);
}
void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks, color);
releaseSimpleProgram();
void DeferredLightingEffect::releaseSimpleProgram(gpu::Batch& batch) {
batch._glEnable(GL_BLEND);
batch._glUseProgram(0);
DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(batch, true, false, false);
}
void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks, color, false);
releaseSimpleProgram();
void DeferredLightingEffect::renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::renderSolidCube(float size, const glm::vec4& color) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderSolidCube(size, color);
releaseSimpleProgram();
void DeferredLightingEffect::renderWireSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSphere(batch, radius, slices, stacks, color, false);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderSolidCube(batch, size, color);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::renderWireCube(float size, const glm::vec4& color) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderWireCube(size, color);
releaseSimpleProgram();
gpu::Batch batch;
renderWireCube(batch, size, color);
gpu::GLBackend::renderBatch(batch);
}
void DeferredLightingEffect::renderLine(const glm::vec3& p1, const glm::vec3& p2,
void DeferredLightingEffect::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderWireCube(batch, size, color);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner,
const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, color);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderLine(p1, p2, color1, color2);
releaseSimpleProgram();
}
void DeferredLightingEffect::renderSolidCone(float base, float height, int slices, int stacks) {
bindSimpleProgram();
DependencyManager::get<GeometryCache>()->renderCone(base, height, slices, stacks);
releaseSimpleProgram();
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderLine(batch, p1, p2, color1, color2);
releaseSimpleProgram(batch);
}
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,

View file

@ -38,28 +38,32 @@ public:
/// Sets up the state necessary to render static untextured geometry with the simple program.
void bindSimpleProgram();
void bindSimpleProgram(gpu::Batch& batch);
/// Tears down the state necessary to render static untextured geometry with the simple program.
void releaseSimpleProgram();
void releaseSimpleProgram(gpu::Batch& batch);
//// Renders a solid sphere with the simple program.
void renderSolidSphere(float radius, int slices, int stacks, const glm::vec4& color);
void renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color);
//// Renders a wireframe sphere with the simple program.
void renderWireSphere(float radius, int slices, int stacks, const glm::vec4& color);
void renderWireSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color);
//// Renders a solid cube with the simple program.
void renderSolidCube(float size, const glm::vec4& color);
void renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color);
//// Renders a wireframe cube with the simple program.
// FIXME Remove non Batch version once Cube3DOverlay uses the render pipeline
void renderWireCube(float size, const glm::vec4& color);
void renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color);
//// Renders a quad with the simple program.
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color);
//// Renders a line with the simple program.
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2);
//// Renders a solid cone with the simple program.
void renderSolidCone(float base, float height, int slices, int stacks);
/// Adds a point light to render for the current frame.
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(0.0f, 0.0f, 0.0f),

View file

@ -56,6 +56,12 @@ const int NUM_BYTES_PER_VERTEX = NUM_COORDS_PER_VERTEX * sizeof(GLfloat);
const int NUM_BYTES_PER_INDEX = sizeof(GLushort);
void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
gpu::Batch batch;
renderSphere(batch, radius, slices, stacks, color, solid, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair radiusKey(glm::vec2(radius, slices), glm::vec2(stacks, 0));
@ -279,8 +285,6 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::Batch batch;
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
@ -292,14 +296,6 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
} else {
batch.drawIndexed(gpu::LINES, indices);
}
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderCone(float base, float height, int slices, int stacks) {
@ -402,7 +398,14 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
gpu::Batch batch;
renderGrid(batch, xDivisions, yDivisions, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
IntPair key(xDivisions, yDivisions);
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
@ -470,25 +473,21 @@ void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4&
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::Batch batch;
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
}
void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
gpu::Batch batch;
renderGrid(batch, x, y, width, height, rows, cols, color, id);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// TODO: properly handle the x,y,w,h changing for an ID
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderGrid(x["<<x<<"], "
"y["<<y<<"],"
@ -580,20 +579,11 @@ void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, in
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::Batch batch;
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color) {
@ -792,24 +782,27 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, con
}
void GeometryCache::renderVertices(gpu::Primitive primitiveType, int id) {
gpu::Batch batch;
renderVertices(batch, primitiveType, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
gpu::Batch batch;
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(primitiveType, details.vertices, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
gpu::Batch batch;
renderSolidCube(batch, size, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y), glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_FACE = 4;
@ -915,25 +908,21 @@ void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::Batch batch;
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _solidCubeIndexBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, indices);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
gpu::Batch batch;
renderWireCube(batch, size, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_EDGE = 2;
@ -1003,24 +992,20 @@ void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
gpu::Batch batch;
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _wireCubeIndexBuffer, 0);
batch.drawIndexed(gpu::LINES, indices);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
gpu::Batch batch;
renderBevelCornersRect(batch, x, y, width, height, bevelDistance, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
BatchItemDetails& details = registered ? _registeredBevelRects[id] : _bevelRects[key];
@ -1113,21 +1098,18 @@ void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height,
delete[] vertexBuffer;
}
gpu::Batch batch;
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
BatchItemDetails& details = registered ? _registeredQuad2D[id] : _quad2D[key];
@ -1193,23 +1175,22 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, texCoordMinCorner, texCoordMaxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4PairVec4 key(Vec4Pair(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y),
@ -1282,27 +1263,18 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
// glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, _currentTextureID); // this is quad specific...
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_TEXTURE_2D);
}
void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
BatchItemDetails& details = registered ? _registeredQuad3D[id] : _quad3D[key];
@ -1368,18 +1340,9 @@ void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxC
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
@ -1387,6 +1350,17 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, topLeft, bottomLeft, bottomRight, topRight, texCoordTopLeft, texCoordBottomLeft,
texCoordBottomRight, texCoordTopRight, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() vec3 + texture VBO...";
@ -1470,31 +1444,18 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, _currentTextureID); // this is quad specific...
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// TODO: The callers of this method (renderMagnifier and renderReticle) assume that we won't disable an unbind
// the texture after rendering. I'm not sure if this is correct in general but it's currently required for the
// oculus overlay to work.
//glBindTexture(GL_TEXTURE_2D, 0);
//glDisable(GL_TEXTURE_2D);
}
void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
gpu::Batch batch;
renderDashedLine(batch, start, end, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
BatchItemDetails& details = registered ? _registeredDashedLines[id] : _dashedLines[key];
@ -1594,18 +1555,9 @@ void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& en
#endif
}
gpu::Batch batch;
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, details.vertices, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@ -1659,6 +1611,13 @@ void GeometryCache::BatchItemDetails::clear() {
void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
gpu::Batch batch;
renderLine(batch, p1, p2, color1, color2, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(p1, p2);
@ -1735,21 +1694,19 @@ void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2,
#endif
}
gpu::Batch batch;
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2,
void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id) {
gpu::Batch batch;
renderLine(batch, p1, p2, color1, color2, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
@ -1827,18 +1784,10 @@ void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2,
#endif
}
gpu::Batch batch;
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
gpu::GLBackend::renderBatch(batch);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

View file

@ -135,70 +135,113 @@ public:
void renderCone(float base, float height, int slices, int stacks);
void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
{ renderSphere(radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
{ renderSphere(batch, radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
void renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
void renderGrid(int xDivisions, int yDivisions, const glm::vec4& color);
void renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color);
void renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
void renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
void renderSolidCube(float size, const glm::vec4& color);
void renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color);
void renderWireCube(float size, const glm::vec4& color);
void renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color);
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
// TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos
// if the color changes by the corners are the same, as evidenced by the audio meter which should turn white
// when it's clipping
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
const glm::vec4& color, int id = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
const glm::vec4& color, int id = UNKNOWN_ID);
void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(p1, p2, glm::vec4(color, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); }
void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(const glm::vec2& p1, const glm::vec2& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color);
void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id);
void renderVertices(gpu::Primitive primitiveType, int id);
/// Loads geometry from the specified URL.

View file

@ -9,14 +9,12 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QGLWidget, which includes an earlier version of OpenGL
#include <gpu/Batch.h>
#include <gpu/GLBackend.h>
#include <gpu/GPUConfig.h>
#include <QEvent>
#include <QGLWidget>
#include <QNetworkReply>
#include <QOpenGLFramebufferObject>
#include <QResizeEvent>
#include <QPainter>
#include <QRunnable>
#include <QThreadPool>
#include <qimagereader.h>
@ -27,7 +25,6 @@
#include "RenderUtilsLogging.h"
#include "TextureCache.h"
#include "gpu/GLBackend.h"
#include <mutex>
@ -247,6 +244,12 @@ GLuint TextureCache::getPrimarySpecularTextureID() {
}
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) {
@ -258,7 +261,7 @@ void TextureCache::setPrimaryDrawBuffers(bool color, bool normal, bool specular)
if (specular) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
glDrawBuffers(bufferCount, buffers);
batch._glDrawBuffers(bufferCount, buffers);
}
gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {

View file

@ -20,11 +20,14 @@
#include <QImage>
#include <QMap>
#include <QGLWidget>
#include <QColor>
#include <DependencyManager.h>
#include <ResourceCache.h>
namespace gpu {
class Batch;
}
class NetworkTexture;
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
@ -80,6 +83,7 @@ public:
/// 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.

View file

@ -14,6 +14,9 @@
class ViewFrustum;
class OctreeRenderer;
namespace gpu {
class Batch;
}
class RenderArgs {
public:
@ -34,6 +37,7 @@ public:
RenderMode renderMode = DEFAULT_RENDER_MODE,
RenderSide renderSide = MONO,
DebugFlags debugFlags = RENDER_DEBUG_NONE,
gpu::Batch* batch = nullptr,
int elementsTouched = 0,
int itemsRendered = 0,
@ -58,6 +62,7 @@ public:
_renderMode(renderMode),
_renderSide(renderSide),
_debugFlags(debugFlags),
_batch(batch),
_elementsTouched(elementsTouched),
_itemsRendered(itemsRendered),
@ -84,6 +89,7 @@ public:
RenderMode _renderMode;
RenderSide _renderSide;
DebugFlags _debugFlags;
gpu::Batch* _batch;
int _elementsTouched;
int _itemsRendered;

View file

@ -34,7 +34,14 @@ public:
Transform() :
_rotation(1.0f, 0, 0, 0),
_scale(1.0f),
_translation(0),
_translation(0.0f),
_flags(FLAG_CACHE_INVALID_BITSET) // invalid cache
{
}
Transform(Quat rotation, Vec3 scale, Vec3 translation) :
_rotation(rotation),
_scale(scale),
_translation(translation),
_flags(FLAG_CACHE_INVALID_BITSET) // invalid cache
{
}