Merge pull request #13155 from highfidelity/RC67.1

Beta Release 67.1 - branched at Developer Release 8260
This commit is contained in:
John Conklin II 2018-05-11 10:09:36 -07:00 committed by GitHub
commit 0991bf106d
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 75 additions and 13 deletions

View file

@ -172,7 +172,7 @@ StackView {
source: InputConfiguration.configurationLayout(box.currentText);
onLoaded: {
if (loader.item.hasOwnProperty("pluginName")) {
if (box.currentText === "Vive") {
if (box.currentText === "HTC Vive") {
loader.item.pluginName = "OpenVR";
} else {
loader.item.pluginName = box.currentText;

View file

@ -251,7 +251,7 @@ void ZoneEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
updateAmbientLightFromEntity(entity);
}
if (skyboxChanged) {
if (skyboxChanged || _proceduralUserData != entity->getUserData()) {
updateKeyBackgroundFromEntity(entity);
}
@ -295,6 +295,10 @@ bool ZoneEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPoint
return true;
}
if (entity->getUserData() != _proceduralUserData) {
return true;
}
#if 0
if (_typedEntity->getCompoundShapeURL() != _lastShapeURL) {
return true;

View file

@ -35,8 +35,11 @@ void main(void) {
#ifdef PROCEDURAL
vec3 color = getSkyboxColor();
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
color = pow(color, vec3(2.2));
// Protect from NaNs and negative values
color = mix(color, vec3(0), isnan(color));
color = max(color, vec3(0));
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
color = pow(color, vec3(2.2));
_fragColor = vec4(color, 0.0);
// FIXME: scribe does not yet scrub out else statements

View file

@ -270,18 +270,24 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
// Leave this here for debugging
// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
} else {
_transparentFragmentShader = _opaqueFragmentShader;
_transparentShader = _opaqueShader;
}
_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);

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@ -16,11 +16,21 @@
<@include ForwardGlobalLight.slh@>
<$declareEvalSkyboxGlobalColor()$>
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location = 0) out vec4 _fragColor0;
//PROCEDURAL_COMMON_BLOCK

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@ -18,9 +18,18 @@
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
layout(location = 0) out vec4 _fragColor0;
//PROCEDURAL_COMMON_BLOCK

View file

@ -16,7 +16,17 @@
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
//PROCEDURAL_COMMON_BLOCK

View file

@ -19,9 +19,19 @@
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
in vec4 _positionWS;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
//PROCEDURAL_COMMON_BLOCK
#line 1001

View file

@ -16,7 +16,17 @@
// the interpolated normal
in vec3 _normalWS;
in vec3 _normalMS;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _positionMS;
in vec4 _positionES;
// For retro-compatibility
#define _normal _normalWS
#define _modelNormal _normalMS
#define _position _positionMS
#define _eyePosition _positionES
//PROCEDURAL_COMMON_BLOCK