Merge branch 'master' of https://github.com/highfidelity/hifi into oldPropsFilters

This commit is contained in:
ZappoMan 2018-02-09 13:24:31 -08:00
commit 0ed3a18118
151 changed files with 2896 additions and 3836 deletions

View file

@ -13,6 +13,11 @@ include("cmake/init.cmake")
include("cmake/compiler.cmake")
if (BUILD_SCRIBE_ONLY)
add_subdirectory(tools/scribe)
return()
endif()
if (NOT DEFINED SERVER_ONLY)
set(SERVER_ONLY 0)
endif()

View file

@ -18,7 +18,7 @@ android {
'-DANDROID_TOOLCHAIN=clang',
'-DANDROID_STL=c++_shared',
'-DQT_CMAKE_PREFIX_PATH=' + HIFI_ANDROID_PRECOMPILED + '/qt/lib/cmake',
'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe',
'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe' + EXEC_SUFFIX,
'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
'-DRELEASE_TYPE=' + RELEASE_TYPE,

View file

@ -137,13 +137,16 @@ def packages = [
def scribeLocalFile='scribe' + EXEC_SUFFIX
def scribeFile='scribe_linux_x86_64'
def scribeChecksum='c98678d9726bd8bbf1bab792acf3ff6c'
def scribeChecksum='ca4b904f52f4f993c29175ba96798fa6'
def scribeVersion='wgpf4dB2Ltzg4Lb2jJ4nPFsHoDkmK_OO'
if (Os.isFamily(Os.FAMILY_MAC)) {
scribeFile = 'scribe_osx_x86_64'
scribeChecksum='a137ad62c1bf7cca739da219544a9a16'
scribeChecksum='72db9d32d4e1e50add755570ac5eb749'
scribeVersion='o_NbPrktzEYtBkQf3Tn7zc1nZWzM52w6'
} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
scribeFile = 'scribe_win32_x86_64.exe'
scribeChecksum='75c2ce9ed45d17de375e3988bfaba816'
scribeChecksum='678e43d290c90fda670c6fefe038a06d'
scribeVersion='GCCJxlmd2irvNOFWfZR0U1UCLHndHQrC'
}
def options = [
@ -398,7 +401,7 @@ task copyDependencies(dependsOn: [ extractDependencies ]) {
}
task downloadScribe(type: Download) {
src baseUrl + scribeFile
src baseUrl + scribeFile + '?versionId=' + scribeVersion
dest new File(baseFolder, scribeLocalFile)
onlyIfNewer true
}

View file

@ -1,6 +1,6 @@
set(TARGET_NAME assignment-client)
setup_hifi_project(Core Gui Network Script Quick Widgets WebSockets)
setup_hifi_project(Core Gui Network Script Quick WebSockets)
# Fix up the rpath so macdeployqt works
if (APPLE)

View file

@ -129,6 +129,12 @@ bool AudioMixerSlave::prepareMix(const SharedNodePointer& listener) {
AvatarAudioStream* listenerAudioStream = static_cast<AudioMixerClientData*>(listener->getLinkedData())->getAvatarAudioStream();
AudioMixerClientData* listenerData = static_cast<AudioMixerClientData*>(listener->getLinkedData());
// if we received an invalid position from this listener, then refuse to make them a mix
// because we don't know how to do it properly
if (!listenerAudioStream->hasValidPosition()) {
return false;
}
// zero out the mix for this listener
memset(_mixSamples, 0, sizeof(_mixSamples));
@ -244,12 +250,18 @@ bool AudioMixerSlave::prepareMix(const SharedNodePointer& listener) {
void AudioMixerSlave::throttleStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,
const AvatarAudioStream& listeningNodeStream, const PositionalAudioStream& streamToAdd) {
addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, true);
// only throttle this stream to the mix if it has a valid position, we won't know how to mix it otherwise
if (streamToAdd.hasValidPosition()) {
addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, true);
}
}
void AudioMixerSlave::mixStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,
const AvatarAudioStream& listeningNodeStream, const PositionalAudioStream& streamToAdd) {
addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, false);
// only add the stream to the mix if it has a valid position, we won't know how to mix it otherwise
if (streamToAdd.hasValidPosition()) {
addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, false);
}
}
void AudioMixerSlave::addStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,

View file

@ -39,56 +39,41 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
if(SHADER_EXT STREQUAL .slv)
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
set(SHADER_TYPE vert)
elseif(${SHADER_EXT} STREQUAL .slf)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
set(SHADER_TYPE frag)
elseif(${SHADER_EXT} STREQUAL .slg)
set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
set(SHADER_TYPE geom)
endif()
set(SHADER_TARGET ${SHADER_TARGET}_${SHADER_TYPE})
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
set(SHADER_TARGET_HEADER ${SHADER_TARGET}.h)
set(SHADER_TARGET_SOURCE ${SHADER_TARGET}.cpp)
set(SCRIBE_COMMAND scribe)
# Target dependant Custom rule on the SHADER_FILE
if (APPLE)
set(GLPROFILE MAC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
elseif (ANDROID)
set(GLPROFILE LINUX_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
# for an android build, we can't use the scribe that cmake would normally produce as a target,
# since it's unrunnable by the cross-compiling build machine
# so, we require the compiling user to point us at a compiled executable version for their native toolchain
if (NOT NATIVE_SCRIBE)
find_program(NATIVE_SCRIBE scribe PATHS ${SCRIBE_PATH} ENV SCRIBE_PATH)
endif()
if (NOT NATIVE_SCRIBE)
message(FATAL_ERROR "The High Fidelity scribe tool is required for shader pre-processing. \
Please compile scribe using your native toolchain and set SCRIBE_PATH to the path containing the scribe executable in your ENV.\
")
endif ()
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND ${NATIVE_SCRIBE} ${SCRIBE_ARGS} DEPENDS ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
set(SCRIBE_COMMAND ${NATIVE_SCRIBE})
elseif (UNIX)
set(GLPROFILE LINUX_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
else ()
set(GLPROFILE PC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
endif()
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(
OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE}
COMMAND ${SCRIBE_COMMAND} ${SCRIBE_ARGS}
DEPENDS ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES} ${SHADER_FILE}
)
#output the generated file name
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} PARENT_SCOPE)
file(GLOB INCLUDE_FILES ${SHADER_TARGET})
file(GLOB INCLUDE_FILES ${SHADER_TARGET_HEADER})
endfunction()
@ -126,7 +111,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
if (WIN32)
source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
source_group("Shaders\\generated" FILES ${AUTOSCRIBE_SHADER_SRC})
endif()
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
@ -136,4 +121,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
# Link library shaders, if they exist
include_directories("${SHADERS_DIR}")
# Add search directory to find gpu/Shader.h
include_directories("${HIFI_LIBRARY_DIR}/gpu/src")
endmacro()

View file

@ -161,7 +161,7 @@ NodePermissions DomainGatekeeper::setPermissionsForUser(bool isLocalUser, QStrin
} else if (_server->_settingsManager.hasPermissionsForMachineFingerprint(machineFingerprint)) {
userPerms = _server->_settingsManager.getPermissionsForMachineFingerprint(machineFingerprint);
#ifdef WANT_DEBUG
qDebug(() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
qDebug() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
#endif
} else if (_server->_settingsManager.hasPermissionsForIP(senderAddress)) {
// this user comes from an IP we have in our permissions table, apply those permissions
@ -187,7 +187,7 @@ NodePermissions DomainGatekeeper::setPermissionsForUser(bool isLocalUser, QStrin
} else if (_server->_settingsManager.hasPermissionsForMachineFingerprint(machineFingerprint)) {
userPerms = _server->_settingsManager.getPermissionsForMachineFingerprint(machineFingerprint);
#ifdef WANT_DEBUG
qDebug(() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
qDebug() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
#endif
} else if (_server->_settingsManager.hasPermissionsForIP(senderAddress)) {
// this user comes from an IP we have in our permissions table, apply those permissions
@ -393,9 +393,12 @@ SharedNodePointer DomainGatekeeper::processAgentConnectRequest(const NodeConnect
QString verifiedUsername; // if this remains empty, consider this an anonymous connection attempt
if (!username.isEmpty()) {
if (usernameSignature.isEmpty()) {
const QUuid& connectionToken = _connectionTokenHash.value(username.toLower());
if (usernameSignature.isEmpty() || connectionToken.isNull()) {
// user is attempting to prove their identity to us, but we don't have enough information
sendConnectionTokenPacket(username, nodeConnection.senderSockAddr);
// ask for their public key right now to make sure we have it
requestUserPublicKey(username, true);
getGroupMemberships(username); // optimistically get started on group memberships

View file

@ -17,9 +17,9 @@ if (ANDROID)
set(BUILD_SHARED_LIBS ON)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${ANDROID_APK_OUTPUT_DIR}/libs/${ANDROID_ABI}")
setup_hifi_library(Gui Widgets AndroidExtras)
setup_hifi_library(Gui AndroidExtras)
else ()
setup_hifi_project(Gui Widgets)
setup_hifi_project(Gui)
endif ()
include_directories(${Qt5Gui_PRIVATE_INCLUDE_DIRS})

View file

@ -78,7 +78,7 @@ endif ()
find_package(
Qt5 COMPONENTS
Gui Multimedia Network OpenGL Qml Quick Script Svg
Gui Widgets Multimedia Network Qml Quick Script Svg
${PLATFORM_QT_COMPONENTS}
WebChannel WebSockets
)
@ -269,7 +269,7 @@ endif ()
target_link_libraries(
${TARGET_NAME}
Qt5::Gui Qt5::Network Qt5::Multimedia Qt5::OpenGL
Qt5::Gui Qt5::Network Qt5::Multimedia Qt5::Widgets
Qt5::Qml Qt5::Quick Qt5::Script Qt5::Svg
Qt5::WebChannel
${PLATFORM_QT_LIBRARIES}

View file

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@ -67,7 +67,7 @@ QPushButton#revealLogButton {
font-size: 11px;
}
QPushButton#showAllButton {
QPushButton#allLogsButton {
font-family: Helvetica, Arial, sans-serif;
background-color: #333333;
color: #BBBBBB;
@ -112,4 +112,11 @@ QComboBox::drop-down {
QComboBox::down-arrow {
image: url(:/styles/filter.png);
border-width: 0px;
}
QLabel#messageCount {
font-family: Helvetica, Arial, sans-serif;
text-align: center;
color: #3d3d3d;
font-size: 11px;
}

View file

@ -318,7 +318,7 @@ static QTimer pingTimer;
static bool DISABLE_WATCHDOG = true;
#else
static const QString DISABLE_WATCHDOG_FLAG{ "HIFI_DISABLE_WATCHDOG" };
static bool DISABLE_WATCHDOG = QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
static bool DISABLE_WATCHDOG = nsightActive() || QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
#endif
#if defined(USE_GLES)
@ -415,20 +415,26 @@ public:
*crashTrigger = 0xDEAD10CC;
}
static void withPause(const std::function<void()>& lambda) {
pause();
lambda();
resume();
}
static void pause() {
_paused = true;
}
static void resume() {
_paused = false;
// Update the heartbeat BEFORE resuming the checks
updateHeartbeat();
_paused = false;
}
void run() override {
while (!_quit) {
QThread::sleep(HEARTBEAT_UPDATE_INTERVAL_SECS);
// Don't do heartbeat detection under nsight
if (nsightActive() || _paused) {
if (_paused) {
continue;
}
uint64_t lastHeartbeat = _heartbeat; // sample atomic _heartbeat, because we could context switch away and have it updated on us
@ -1046,7 +1052,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
connect(nodeList.data(), &NodeList::packetVersionMismatch, this, &Application::notifyPacketVersionMismatch);
// you might think we could just do this in NodeList but we only want this connection for Interface
connect(nodeList.data(), &NodeList::limitOfSilentDomainCheckInsReached, nodeList.data(), &NodeList::reset);
connect(&nodeList->getDomainHandler(), SIGNAL(limitOfSilentDomainCheckInsReached()),
nodeList.data(), SLOT(reset()));
auto dialogsManager = DependencyManager::get<DialogsManager>();
connect(accountManager.data(), &AccountManager::authRequired, dialogsManager.data(), &DialogsManager::showLoginDialog);
@ -2282,29 +2289,22 @@ void Application::initializeGL() {
initDisplay();
qCDebug(interfaceapp, "Initialized Display.");
#ifdef Q_OS_OSX
// FIXME: on mac os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
DeadlockWatchdogThread::pause();
#endif
// Set up the render engine
render::CullFunctor cullFunctor = LODManager::shouldRender;
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
// FIXME: on low end systems os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
DeadlockWatchdogThread::withPause([&] {
// Set up the render engine
render::CullFunctor cullFunctor = LODManager::shouldRender;
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
#ifndef Q_OS_ANDROID
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !DISABLE_DEFERRED);
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !DISABLE_DEFERRED);
#endif
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
_renderEngine->load();
_renderEngine->registerScene(_main3DScene);
#ifdef Q_OS_OSX
DeadlockWatchdogThread::resume();
#endif
_renderEngine->load();
_renderEngine->registerScene(_main3DScene);
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
});
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");
@ -2403,7 +2403,9 @@ void Application::initializeUi() {
tabletScriptingInterface->getTablet(SYSTEM_TABLET);
}
auto offscreenUi = DependencyManager::get<OffscreenUi>();
DeadlockWatchdogThread::pause();
offscreenUi->create();
DeadlockWatchdogThread::resume();
auto surfaceContext = offscreenUi->getSurfaceContext();

View file

@ -55,7 +55,7 @@ void Application::paintGL() {
// If a display plugin loses it's underlying support, it
// needs to be able to signal us to not use it
if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
updateDisplayMode();
QMetaObject::invokeMethod(this, "updateDisplayMode");
return;
}
}

View file

@ -168,7 +168,7 @@ float LODManager::getDesktopLODDecreaseFPS() const {
}
float LODManager::getDesktopLODIncreaseFPS() const {
return glm::max(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
return glm::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
}
void LODManager::setHMDLODDecreaseFPS(float fps) {
@ -184,7 +184,7 @@ float LODManager::getHMDLODDecreaseFPS() const {
}
float LODManager::getHMDLODIncreaseFPS() const {
return glm::max(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
return glm::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
}
QString LODManager::getLODFeedbackText() {

View file

@ -25,7 +25,7 @@ const float DEFAULT_DESKTOP_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_
const float DEFAULT_HMD_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_HMD_LOD_DOWN_FPS; // msec
const float MAX_LIKELY_DESKTOP_FPS = 59.0f; // this is essentially, V-synch - 1 fps
const float MAX_LIKELY_HMD_FPS = 74.0f; // this is essentially, V-synch - 1 fps
const float INCREASE_LOD_GAP_FPS = 15.0f; // fps
const float INCREASE_LOD_GAP_FPS = 10.0f; // fps
// The default value DEFAULT_OCTREE_SIZE_SCALE means you can be 400 meters away from a 1 meter object in order to see it (which is ~20:20 vision).
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;

View file

@ -31,6 +31,9 @@ AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntit
myAvatar->addHoldAction(this);
}
_positionalTargetSet = true;
_rotationalTargetSet = true;
#if WANT_DEBUG
qDebug() << "AvatarActionHold::AvatarActionHold" << (void*)this;
#endif

View file

@ -396,11 +396,11 @@ QString WindowScriptingInterface::protocolSignature() {
}
int WindowScriptingInterface::getInnerWidth() {
return qApp->getDeviceSize().x;
return qApp->getWindow()->geometry().width();
}
int WindowScriptingInterface::getInnerHeight() {
return qApp->getDeviceSize().y;
return qApp->getWindow()->geometry().height() - qApp->getPrimaryMenu()->geometry().height();
}
glm::vec2 WindowScriptingInterface::getDeviceSize() const {

View file

@ -29,8 +29,8 @@ const int SEARCH_TOGGLE_BUTTON_WIDTH = 50;
const int SEARCH_TEXT_WIDTH = 240;
const int TIME_STAMP_LENGTH = 16;
const int FONT_WEIGHT = 75;
const QColor HIGHLIGHT_COLOR = QColor("#3366CC");
const QColor BOLD_COLOR = QColor("#445c8c");
const QColor HIGHLIGHT_COLOR = QColor("#00B4EF");
const QColor BOLD_COLOR = QColor("#1080B8");
const QString BOLD_PATTERN = "\\[\\d*\\/.*:\\d*:\\d*\\]";
BaseLogDialog::BaseLogDialog(QWidget* parent) : QDialog(parent, Qt::Window) {
@ -182,6 +182,7 @@ void BaseLogDialog::updateSelection() {
Highlighter::Highlighter(QTextDocument* parent) : QSyntaxHighlighter(parent) {
boldFormat.setFontWeight(FONT_WEIGHT);
boldFormat.setForeground(BOLD_COLOR);
keywordFormat.setFontWeight(FONT_WEIGHT);
keywordFormat.setForeground(HIGHLIGHT_COLOR);
}

View file

@ -15,11 +15,12 @@
#include <QPushButton>
#include <QComboBox>
#include <QPlainTextEdit>
#include <QLabel>
#include <shared/AbstractLoggerInterface.h>
const int REVEAL_BUTTON_WIDTH = 122;
const int CLEAR_FILTER_BUTTON_WIDTH = 80;
const int ALL_LOGS_BUTTON_WIDTH = 90;
const int MARGIN_LEFT = 25;
const int DEBUG_CHECKBOX_WIDTH = 70;
const int INFO_CHECKBOX_WIDTH = 65;
@ -142,6 +143,11 @@ LogDialog::LogDialog(QWidget* parent, AbstractLoggerInterface* logger) : BaseLog
_filterDropdown->addItem("qml");
connect(_filterDropdown, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this, &LogDialog::handleFilterDropdownChanged);
_leftPad += COMBOBOX_WIDTH + MARGIN_LEFT + MARGIN_LEFT;
_messageCount = new QLabel("", this);
_messageCount->setObjectName("messageCount");
_messageCount->show();
_extraDebuggingBox = new QCheckBox("Extra debugging", this);
if (_logger->extraDebugging()) {
_extraDebuggingBox->setCheckState(Qt::Checked);
@ -149,12 +155,13 @@ LogDialog::LogDialog(QWidget* parent, AbstractLoggerInterface* logger) : BaseLog
_extraDebuggingBox->show();
connect(_extraDebuggingBox, &QCheckBox::stateChanged, this, &LogDialog::handleExtraDebuggingCheckbox);
_clearFilterButton = new QPushButton("Clear Filters", this);
_allLogsButton = new QPushButton("All Messages", this);
// set object name for css styling
_clearFilterButton->setObjectName("showAllButton");
_clearFilterButton->show();
connect(_clearFilterButton, &QPushButton::clicked, this, &LogDialog::handleClearFilterButton);
handleClearFilterButton();
_allLogsButton->setObjectName("allLogsButton");
_allLogsButton->show();
connect(_allLogsButton, &QPushButton::clicked, this, &LogDialog::handleAllLogsButton);
handleAllLogsButton();
auto windowGeometry = _windowGeometry.get();
if (windowGeometry.isValid()) {
@ -168,11 +175,15 @@ void LogDialog::resizeEvent(QResizeEvent* event) {
ELEMENT_MARGIN,
REVEAL_BUTTON_WIDTH,
ELEMENT_HEIGHT);
_clearFilterButton->setGeometry(width() - ELEMENT_MARGIN - CLEAR_FILTER_BUTTON_WIDTH,
_allLogsButton->setGeometry(width() - ELEMENT_MARGIN - ALL_LOGS_BUTTON_WIDTH,
THIRD_ROW,
CLEAR_FILTER_BUTTON_WIDTH,
ALL_LOGS_BUTTON_WIDTH,
ELEMENT_HEIGHT);
_extraDebuggingBox->setGeometry(width() - ELEMENT_MARGIN - COMBOBOX_WIDTH - ELEMENT_MARGIN - CLEAR_FILTER_BUTTON_WIDTH,
_extraDebuggingBox->setGeometry(width() - ELEMENT_MARGIN - COMBOBOX_WIDTH - ELEMENT_MARGIN - ALL_LOGS_BUTTON_WIDTH,
THIRD_ROW,
COMBOBOX_WIDTH,
ELEMENT_HEIGHT);
_messageCount->setGeometry(_leftPad,
THIRD_ROW,
COMBOBOX_WIDTH,
ELEMENT_HEIGHT);
@ -187,13 +198,13 @@ void LogDialog::handleRevealButton() {
_logger->locateLog();
}
void LogDialog::handleClearFilterButton() {
void LogDialog::handleAllLogsButton() {
_logger->setExtraDebugging(false);
_extraDebuggingBox->setCheckState(Qt::Unchecked);
_logger->setDebugPrint(false);
_debugPrintBox->setCheckState(Qt::Unchecked);
_logger->setInfoPrint(false);
_infoPrintBox->setCheckState(Qt::Unchecked);
_logger->setDebugPrint(true);
_debugPrintBox->setCheckState(Qt::Checked);
_logger->setInfoPrint(true);
_infoPrintBox->setCheckState(Qt::Checked);
_logger->setCriticalPrint(true);
_criticalPrintBox->setCheckState(Qt::Checked);
_logger->setWarningPrint(true);
@ -270,40 +281,67 @@ void LogDialog::appendLogLine(QString logLine) {
if (logLine.contains(DEBUG_TEXT, Qt::CaseSensitive)) {
if (_logger->debugPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else if (logLine.contains(INFO_TEXT, Qt::CaseSensitive)) {
if (_logger->infoPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else if (logLine.contains(CRITICAL_TEXT, Qt::CaseSensitive)) {
if (_logger->criticalPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else if (logLine.contains(WARNING_TEXT, Qt::CaseSensitive)) {
if (_logger->warningPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else if (logLine.contains(SUPPRESS_TEXT, Qt::CaseSensitive)) {
if (_logger->suppressPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else if (logLine.contains(FATAL_TEXT, Qt::CaseSensitive)) {
if (_logger->fatalPrint()) {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
} else {
if (_logger->unknownPrint()) {
if (_logger->unknownPrint() && logLine.trimmed() != "") {
_logTextBox->appendPlainText(logLine.trimmed());
_count++;
updateMessageCount();
}
}
}
}
void LogDialog::printLogFile() {
_count = 0;
_logTextBox->clear();
QString log = getCurrentLog();
QStringList logList = log.split('\n');
for (const auto& message : logList) {
appendLogLine(message);
}
updateMessageCount();
}
void LogDialog::updateMessageCount() {
_countLabel = QString::number(_count);
if (_count != 1) {
_countLabel.append(" log messages");
}
else {
_countLabel.append(" log message");
}
_messageCount->setText(_countLabel);
}

View file

@ -18,6 +18,7 @@
class QCheckBox;
class QPushButton;
class QComboBox;
class QLabel;
class QResizeEvent;
class AbstractLoggerInterface;
@ -41,19 +42,21 @@ private slots:
void handleFatalPrintBox(int);
void handleUnknownPrintBox(int);
void handleFilterDropdownChanged(int);
void handleClearFilterButton();
void handleAllLogsButton();
void printLogFile();
protected:
void resizeEvent(QResizeEvent* event) override;
void closeEvent(QCloseEvent* event) override;
QString getCurrentLog() override;
void printLogFile();
void updateMessageCount();
private:
QCheckBox* _extraDebuggingBox;
QPushButton* _revealLogButton;
QPushButton* _clearFilterButton;
QPushButton* _allLogsButton;
QCheckBox* _debugPrintBox;
QCheckBox* _infoPrintBox;
QCheckBox* _criticalPrintBox;
@ -62,10 +65,12 @@ private:
QCheckBox* _fatalPrintBox;
QCheckBox* _unknownPrintBox;
QComboBox* _filterDropdown;
QLabel* _messageCount;
QString _filterSelection;
QString _countLabel;
AbstractLoggerInterface* _logger;
Setting::Handle<QRect> _windowGeometry;
int _count = 0;
};
#endif // hifi_LogDialog_h

View file

@ -181,6 +181,8 @@ void Base3DOverlay::setProperties(const QVariantMap& originalProperties) {
if (properties["parentID"].isValid()) {
setParentID(QUuid(properties["parentID"].toString()));
bool success;
getParentPointer(success); // call this to hook-up the parent's back-pointers to its child overlays
needRenderItemUpdate = true;
}
if (properties["parentJointIndex"].isValid()) {

View file

@ -63,7 +63,7 @@ glm::vec3 Line3DOverlay::getEnd() const {
localEnd = getLocalEnd();
worldEnd = localToWorld(localEnd, getParentID(), getParentJointIndex(), getScalesWithParent(), success);
if (!success) {
qDebug() << "Line3DOverlay::getEnd failed";
qDebug() << "Line3DOverlay::getEnd failed, parentID = " << getParentID();
}
return worldEnd;
}

View file

@ -80,7 +80,6 @@ Web3DOverlay::Web3DOverlay() {
_webSurface->getSurfaceContext()->setContextProperty("GlobalServices", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
_webSurface->getSurfaceContext()->setContextProperty("AccountServices", AccountServicesScriptingInterface::getInstance());
_webSurface->getSurfaceContext()->setContextProperty("AddressManager", DependencyManager::get<AddressManager>().data());
}
Web3DOverlay::Web3DOverlay(const Web3DOverlay* Web3DOverlay) :
@ -201,6 +200,11 @@ void Web3DOverlay::setupQmlSurface() {
_webSurface->getSurfaceContext()->setContextProperty("offscreenFlags", flags);
_webSurface->getSurfaceContext()->setContextProperty("AddressManager", DependencyManager::get<AddressManager>().data());
_webSurface->getSurfaceContext()->setContextProperty("Account", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
_webSurface->getSurfaceContext()->setContextProperty("GlobalServices", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
_webSurface->getSurfaceContext()->setContextProperty("AccountServices", AccountServicesScriptingInterface::getInstance());
// in Qt 5.10.0 there is already an "Audio" object in the QML context
// though I failed to find it (from QtMultimedia??). So.. let it be "AudioScriptingInterface"
_webSurface->getSurfaceContext()->setContextProperty("AudioScriptingInterface", DependencyManager::get<AudioScriptingInterface>().data());

View file

@ -1754,7 +1754,6 @@ void Rig::copyJointsFromJointData(const QVector<JointData>& jointDataVec) {
const AnimPoseVec& relativeDefaultPoses = _animSkeleton->getRelativeDefaultPoses();
for (int i = 0; i < numJoints; i++) {
const JointData& data = jointDataVec.at(i);
_internalPoseSet._relativePoses[i].scale() = Vectors::ONE;
_internalPoseSet._relativePoses[i].rot() = rotations[i];
if (data.translationIsDefaultPose) {
_internalPoseSet._relativePoses[i].trans() = relativeDefaultPoses[i].trans();

View file

@ -49,6 +49,9 @@ void AbstractAudioInterface::emitAudioPacket(const void* audioData, size_t bytes
audioPacket->writePrimitive(channelFlag);
}
// at this point we'd better be sending the mixer a valid position, or it won't consider us for mixing
assert(!isNaN(transform.getTranslation()));
// pack the three float positions
audioPacket->writePrimitive(transform.getTranslation());
// pack the orientation

View file

@ -17,6 +17,7 @@
#include <glm/detail/func_common.hpp>
#include <QtCore/QDataStream>
#include <LogHandler.h>
#include <Node.h>
#include <udt/PacketHeaders.h>
#include <UUID.h>
@ -76,6 +77,19 @@ int PositionalAudioStream::parsePositionalData(const QByteArray& positionalByteA
QDataStream packetStream(positionalByteArray);
packetStream.readRawData(reinterpret_cast<char*>(&_position), sizeof(_position));
// if the client sends us a bad position, flag it so that we don't consider this stream for mixing
if (glm::isnan(_position.x) || glm::isnan(_position.y) || glm::isnan(_position.z)) {
static const QString INVALID_POSITION_REGEX = "PositionalAudioStream unpacked invalid position for node";
static QString repeatedMessage = LogHandler::getInstance().addRepeatedMessageRegex(INVALID_POSITION_REGEX);
qDebug() << "PositionalAudioStream unpacked invalid position for node" << uuidStringWithoutCurlyBraces(getNodeID());
_hasValidPosition = false;
} else {
_hasValidPosition = true;
}
packetStream.readRawData(reinterpret_cast<char*>(&_orientation), sizeof(_orientation));
packetStream.readRawData(reinterpret_cast<char*>(&_avatarBoundingBoxCorner), sizeof(_avatarBoundingBoxCorner));
packetStream.readRawData(reinterpret_cast<char*>(&_avatarBoundingBoxScale), sizeof(_avatarBoundingBoxScale));

View file

@ -43,12 +43,15 @@ public:
bool shouldLoopbackForNode() const { return _shouldLoopbackForNode; }
bool isStereo() const { return _isStereo; }
PositionalAudioStream::Type getType() const { return _type; }
const glm::vec3& getPosition() const { return _position; }
const glm::quat& getOrientation() const { return _orientation; }
const glm::vec3& getAvatarBoundingBoxCorner() const { return _avatarBoundingBoxCorner; }
const glm::vec3& getAvatarBoundingBoxScale() const { return _avatarBoundingBoxScale; }
bool hasValidPosition() const { return _hasValidPosition; }
protected:
// disallow copying of PositionalAudioStream objects
@ -75,6 +78,8 @@ protected:
float _quietestTrailingFrameLoudness;
float _quietestFrameLoudness;
int _frameCounter;
bool _hasValidPosition { false };
};
#endif // hifi_PositionalAudioStream_h

View file

@ -1,6 +1,6 @@
set(TARGET_NAME avatars-renderer)
AUTOSCRIBE_SHADER_LIB(gpu graphics render render-utils)
setup_hifi_library(Widgets Network Script)
setup_hifi_library(Network Script)
link_hifi_libraries(shared gpu graphics animation model-networking script-engine render render-utils image trackers entities-renderer)
include_hifi_library_headers(avatars)
include_hifi_library_headers(networking)

View file

@ -707,7 +707,11 @@ public slots:
void setJointMappingsFromNetworkReply();
void setSessionUUID(const QUuid& sessionUUID) {
if (sessionUUID != getID()) {
setID(sessionUUID);
if (sessionUUID == QUuid()) {
setID(AVATAR_SELF_ID);
} else {
setID(sessionUUID);
}
emit sessionUUIDChanged();
}
}

View file

@ -1,6 +1,6 @@
set(TARGET_NAME display-plugins)
AUTOSCRIBE_SHADER_LIB(gpu display-plugins)
setup_hifi_library(OpenGL)
setup_hifi_library(Gui)
link_hifi_libraries(shared plugins ui-plugins gl ui render-utils ${PLATFORM_GL_BACKEND})
include_hifi_library_headers(gpu)
include_hifi_library_headers(model-networking)

View file

@ -395,10 +395,10 @@ void HmdDisplayPlugin::HUDRenderer::build() {
void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
if (!pipeline) {
auto vs = gpu::Shader::createVertex(std::string(hmd_ui_vert));
auto ps = gpu::Shader::createPixel(std::string(hmd_ui_frag));
auto vs = hmd_ui_vert::getShader();
auto ps = hmd_ui_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
gpu::gl::GLBackend::makeProgram(*program, gpu::Shader::BindingSet());
gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

View file

@ -1,6 +1,6 @@
set(TARGET_NAME entities-renderer)
AUTOSCRIBE_SHADER_LIB(gpu graphics procedural render render-utils)
setup_hifi_library(Widgets Network Script)
setup_hifi_library(Network Script)
link_hifi_libraries(shared gpu procedural graphics model-networking script-engine render render-utils image ui pointers)
include_hifi_library_headers(networking)
include_hifi_library_headers(gl)

View file

@ -36,8 +36,8 @@ static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, co
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMask(*state);
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
auto vertShader = textured_particle_vert::getShader();
auto fragShader = textured_particle_frag::getShader();
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);

View file

@ -48,8 +48,8 @@ struct PolyLineUniforms {
static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
if (!polylinePipeline) {
auto VS = gpu::Shader::createVertex(std::string(paintStroke_vert));
auto PS = gpu::Shader::createPixel(std::string(paintStroke_frag));
auto VS = paintStroke_vert::getShader();
auto PS = paintStroke_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
auto fadeVS = gpu::Shader::createVertex(std::string(paintStroke_fade_vert));

View file

@ -27,6 +27,7 @@
#include <StencilMaskPass.h>
#include "EntityTreeRenderer.h"
#include "polyvox_vert.h"
#include "polyvox_frag.h"
#include "polyvox_fade_vert.h"
@ -70,6 +71,7 @@
#include "StencilMaskPass.h"
#include "EntityTreeRenderer.h"
#include "polyvox_vert.h"
#include "polyvox_frag.h"
#include "polyvox_fade_vert.h"
@ -1459,8 +1461,8 @@ static gpu::Stream::FormatPointer _vertexFormat;
ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
if (!_pipelines[0]) {
gpu::ShaderPointer vertexShaders[2] = { gpu::Shader::createVertex(std::string(polyvox_vert)), gpu::Shader::createVertex(std::string(polyvox_fade_vert)) };
gpu::ShaderPointer pixelShaders[2] = { gpu::Shader::createPixel(std::string(polyvox_frag)), gpu::Shader::createPixel(std::string(polyvox_fade_frag)) };
gpu::ShaderPointer vertexShaders[2] = { polyvox_vert::getShader(), polyvox_fade_vert::getShader() };
gpu::ShaderPointer pixelShaders[2] = { polyvox_frag::getShader(), polyvox_fade_frag::getShader() };
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));

View file

@ -165,7 +165,7 @@ public:
PolyVoxEntityRenderer(const EntityItemPointer& entity);
protected:
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape(); }
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1); }
virtual ShapeKey getShapeKey() override;
virtual bool needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const override;
virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;

View file

@ -16,8 +16,8 @@
#include <GeometryCache.h>
#include <PerfStat.h>
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
#include "render-utils/simple_vert.h"
#include "render-utils/simple_frag.h"
//#define SHAPE_ENTITY_USE_FADE_EFFECT
#ifdef SHAPE_ENTITY_USE_FADE_EFFECT
@ -32,8 +32,8 @@ static const float SPHERE_ENTITY_SCALE = 0.5f;
ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
_procedural._vertexSource = simple_vert;
_procedural._fragmentSource = simple_frag;
_procedural._vertexSource = simple_vert::getSource();
_procedural._fragmentSource = simple_frag::getSource();
_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);

View file

@ -241,7 +241,7 @@ void ZoneEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
}
#endif
updateKeyZoneItemFromEntity();
updateKeyZoneItemFromEntity(entity);
if (keyLightChanged) {
updateKeySunFromEntity(entity);
@ -329,7 +329,7 @@ void ZoneEntityRenderer::updateKeySunFromEntity(const TypedEntityPointer& entity
// Set the keylight
sunLight->setColor(ColorUtils::toVec3(_keyLightProperties.getColor()));
sunLight->setIntensity(_keyLightProperties.getIntensity());
sunLight->setDirection(_keyLightProperties.getDirection());
sunLight->setDirection(entity->getTransform().getRotation() * _keyLightProperties.getDirection());
}
void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer& entity) {
@ -349,6 +349,8 @@ void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer&
} else {
setAmbientURL(_ambientLightProperties.getAmbientURL());
}
ambientLight->setTransform(entity->getTransform().getInverseMatrix());
}
void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity) {
@ -378,7 +380,7 @@ void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity)
haze->setHazeKeyLightRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(_hazeProperties.getHazeKeyLightRange()));
haze->setHazeKeyLightAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(_hazeProperties.getHazeKeyLightAltitude()));
haze->setZoneTransform(entity->getTransform().getMatrix());
haze->setTransform(entity->getTransform().getMatrix());
}
void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer& entity) {
@ -390,7 +392,10 @@ void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer&
setSkyboxURL(_skyboxProperties.getURL());
}
void ZoneEntityRenderer::updateKeyZoneItemFromEntity() {
void ZoneEntityRenderer::updateKeyZoneItemFromEntity(const TypedEntityPointer& entity) {
// Update rotation values
editSkybox()->setOrientation(entity->getTransform().getRotation());
/* TODO: Implement the sun model behavior / Keep this code here for reference, this is how we
{
// Set the stage

View file

@ -45,7 +45,7 @@ protected:
virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
private:
void updateKeyZoneItemFromEntity();
void updateKeyZoneItemFromEntity(const TypedEntityPointer& entity);
void updateKeySunFromEntity(const TypedEntityPointer& entity);
void updateAmbientLightFromEntity(const TypedEntityPointer& entity);
void updateHazeFromEntity(const TypedEntityPointer& entity);

View file

@ -180,6 +180,8 @@ public:
float emissiveIntensity{ 1.0f };
float ambientFactor{ 1.0f };
float bumpMultiplier { 1.0f }; // TODO: to be implemented
QString materialID;
QString name;
QString shadingModel;

View file

@ -15,6 +15,7 @@
#include "OBJReader.h"
#include <ctype.h> // .obj files are not locale-specific. The C/ASCII charset applies.
#include <sstream>
#include <QtCore/QBuffer>
#include <QtCore/QIODevice>
@ -35,6 +36,11 @@ QHash<QString, float> COMMENT_SCALE_HINTS = {{"This file uses centimeters as uni
const QString SMART_DEFAULT_MATERIAL_NAME = "High Fidelity smart default material name";
const float ILLUMINATION_MODEL_MIN_OPACITY = 0.1f;
const float ILLUMINATION_MODEL_APPLY_SHININESS = 0.5f;
const float ILLUMINATION_MODEL_APPLY_ROUGHNESS = 1.0f;
const float ILLUMINATION_MODEL_APPLY_NON_METALLIC = 0.0f;
namespace {
template<class T>
T& checked_at(QVector<T>& vector, int i) {
@ -70,6 +76,7 @@ int OBJTokenizer::nextToken(bool allowSpaceChar /*= false*/) {
}
switch (ch) {
case '#': {
_datum = "";
_comment = _device->readLine(); // stash comment for a future call to getComment
return COMMENT_TOKEN;
}
@ -256,7 +263,14 @@ void OBJReader::parseMaterialLibrary(QIODevice* device) {
default:
materials[matName] = currentMaterial;
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader Last material shininess:" << currentMaterial.shininess << " opacity:" << currentMaterial.opacity << " diffuse color:" << currentMaterial.diffuseColor << " specular color:" << currentMaterial.specularColor << " diffuse texture:" << currentMaterial.diffuseTextureFilename << " specular texture:" << currentMaterial.specularTextureFilename;
qCDebug(modelformat) << "OBJ Reader Last material illumination model:" << currentMaterial.illuminationModel <<
" shininess:" << currentMaterial.shininess << " opacity:" << currentMaterial.opacity <<
" diffuse color:" << currentMaterial.diffuseColor << " specular color:" <<
currentMaterial.specularColor << " emissive color:" << currentMaterial.emissiveColor <<
" diffuse texture:" << currentMaterial.diffuseTextureFilename << " specular texture:" <<
currentMaterial.specularTextureFilename << " emissive texture:" <<
currentMaterial.emissiveTextureFilename << " bump texture:" <<
currentMaterial.bumpTextureFilename;
#endif
return;
}
@ -272,20 +286,46 @@ void OBJReader::parseMaterialLibrary(QIODevice* device) {
qCDebug(modelformat) << "OBJ Reader Starting new material definition " << matName;
#endif
currentMaterial.diffuseTextureFilename = "";
currentMaterial.emissiveTextureFilename = "";
currentMaterial.specularTextureFilename = "";
currentMaterial.bumpTextureFilename = "";
} else if (token == "Ns") {
currentMaterial.shininess = tokenizer.getFloat();
} else if ((token == "d") || (token == "Tr")) {
} else if (token == "Ni") {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader Ignoring material Ni " << tokenizer.getFloat();
#else
tokenizer.getFloat();
#endif
} else if (token == "d") {
currentMaterial.opacity = tokenizer.getFloat();
} else if (token == "Tr") {
currentMaterial.opacity = 1.0f - tokenizer.getFloat();
} else if (token == "illum") {
currentMaterial.illuminationModel = tokenizer.getFloat();
} else if (token == "Tf") {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader Ignoring material Tf " << tokenizer.getVec3();
#else
tokenizer.getVec3();
#endif
} else if (token == "Ka") {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader Ignoring material Ka " << tokenizer.getVec3();
qCDebug(modelformat) << "OBJ Reader Ignoring material Ka " << tokenizer.getVec3();;
#else
tokenizer.getVec3();
#endif
} else if (token == "Kd") {
currentMaterial.diffuseColor = tokenizer.getVec3();
} else if (token == "Ke") {
currentMaterial.emissiveColor = tokenizer.getVec3();
} else if (token == "Ks") {
currentMaterial.specularColor = tokenizer.getVec3();
} else if ((token == "map_Kd") || (token == "map_Ks")) {
QByteArray filename = QUrl(tokenizer.getLineAsDatum()).fileName().toUtf8();
} else if ((token == "map_Kd") || (token == "map_Ke") || (token == "map_Ks") || (token == "map_bump") || (token == "bump")) {
const QByteArray textureLine = tokenizer.getLineAsDatum();
QByteArray filename;
OBJMaterialTextureOptions textureOptions;
parseTextureLine(textureLine, filename, textureOptions);
if (filename.endsWith(".tga")) {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: currently ignoring tga texture " << filename << " in " << _url;
@ -294,11 +334,104 @@ void OBJReader::parseMaterialLibrary(QIODevice* device) {
}
if (token == "map_Kd") {
currentMaterial.diffuseTextureFilename = filename;
} else if( token == "map_Ks" ) {
} else if (token == "map_Ke") {
currentMaterial.emissiveTextureFilename = filename;
} else if (token == "map_Ks" ) {
currentMaterial.specularTextureFilename = filename;
} else if ((token == "map_bump") || (token == "bump")) {
currentMaterial.bumpTextureFilename = filename;
currentMaterial.bumpTextureOptions = textureOptions;
}
}
}
}
void OBJReader::parseTextureLine(const QByteArray& textureLine, QByteArray& filename, OBJMaterialTextureOptions& textureOptions) {
// Texture options reference http://paulbourke.net/dataformats/mtl/
// and https://wikivisually.com/wiki/Material_Template_Library
std::istringstream iss(textureLine.toStdString());
const std::vector<std::string> parser(std::istream_iterator<std::string>{iss}, std::istream_iterator<std::string>());
uint i = 0;
while (i < parser.size()) {
if (i + 1 < parser.size() && parser[i][0] == '-') {
const std::string& option = parser[i++];
if (option == "-blendu" || option == "-blendv") {
#ifdef WANT_DEBUG
const std::string& onoff = parser[i++];
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << onoff.c_str();
#endif
} else if (option == "-bm") {
const std::string& bm = parser[i++];
textureOptions.bumpMultiplier = std::stof(bm);
} else if (option == "-boost") {
#ifdef WANT_DEBUG
const std::string& boost = parser[i++];
float boostFloat = std::stof(boost);
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << boost.c_str();
#endif
} else if (option == "-cc") {
#ifdef WANT_DEBUG
const std::string& onoff = parser[i++];
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << onoff.c_str();
#endif
} else if (option == "-clamp") {
#ifdef WANT_DEBUG
const std::string& onoff = parser[i++];
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << onoff.c_str();
#endif
} else if (option == "-imfchan") {
#ifdef WANT_DEBUG
const std::string& imfchan = parser[i++];
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << imfchan.c_str();
#endif
} else if (option == "-mm") {
if (i + 1 < parser.size()) {
#ifdef WANT_DEBUG
const std::string& mmBase = parser[i++];
const std::string& mmGain = parser[i++];
float mmBaseFloat = std::stof(mmBase);
float mmGainFloat = std::stof(mmGain);
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << mmBase.c_str() << mmGain.c_str();
#endif
}
} else if (option == "-o" || option == "-s" || option == "-t") {
if (i + 2 < parser.size()) {
#ifdef WANT_DEBUG
const std::string& u = parser[i++];
const std::string& v = parser[i++];
const std::string& w = parser[i++];
float uFloat = std::stof(u);
float vFloat = std::stof(v);
float wFloat = std::stof(w);
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << u.c_str() << v.c_str() << w.c_str();
#endif
}
} else if (option == "-texres") {
#ifdef WANT_DEBUG
const std::string& texres = parser[i++];
float texresFloat = std::stof(texres);
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << texres.c_str();
#endif
} else if (option == "-type") {
#ifdef WANT_DEBUG
const std::string& type = parser[i++];
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring texture option" << option.c_str() << type.c_str();
#endif
} else if (option[0] == '-') {
#ifdef WANT_DEBUG
qCDebug(modelformat) << "OBJ Reader WARNING: Ignoring unsupported texture option" << option.c_str();
#endif
}
} else { // assume filename at end when no more options
std::string filenameString = parser[i++];
while (i < parser.size()) { // filename has space in it
filenameString += " " + parser[i++];
}
filename = filenameString.c_str();
}
}
}
std::tuple<bool, QByteArray> requestData(QUrl& url) {
@ -745,7 +878,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
}
geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor,
objMaterial.specularColor,
glm::vec3(0.0f),
objMaterial.emissiveColor,
objMaterial.shininess,
objMaterial.opacity);
FBXMaterial& fbxMaterial = geometry.materials[materialID];
@ -759,17 +892,88 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
if (!objMaterial.specularTextureFilename.isEmpty()) {
fbxMaterial.specularTexture.filename = objMaterial.specularTextureFilename;
}
if (!objMaterial.emissiveTextureFilename.isEmpty()) {
fbxMaterial.emissiveTexture.filename = objMaterial.emissiveTextureFilename;
}
if (!objMaterial.bumpTextureFilename.isEmpty()) {
fbxMaterial.normalTexture.filename = objMaterial.bumpTextureFilename;
fbxMaterial.normalTexture.isBumpmap = true;
fbxMaterial.bumpMultiplier = objMaterial.bumpTextureOptions.bumpMultiplier;
}
modelMaterial->setEmissive(fbxMaterial.emissiveColor);
modelMaterial->setAlbedo(fbxMaterial.diffuseColor);
modelMaterial->setMetallic(glm::length(fbxMaterial.specularColor));
modelMaterial->setRoughness(graphics::Material::shininessToRoughness(fbxMaterial.shininess));
if (fbxMaterial.opacity <= 0.0f) {
modelMaterial->setOpacity(1.0f);
} else {
modelMaterial->setOpacity(fbxMaterial.opacity);
bool applyTransparency = false;
bool applyShininess = false;
bool applyRoughness = false;
bool applyNonMetallic = false;
bool fresnelOn = false;
// Illumination model reference http://paulbourke.net/dataformats/mtl/
switch (objMaterial.illuminationModel) {
case 0: // Color on and Ambient off
// We don't support ambient = do nothing?
break;
case 1: // Color on and Ambient on
// We don't support ambient = do nothing?
break;
case 2: // Highlight on
// Change specular intensity = do nothing for now?
break;
case 3: // Reflection on and Ray trace on
applyShininess = true;
break;
case 4: // Transparency: Glass on and Reflection: Ray trace on
applyTransparency = true;
applyShininess = true;
break;
case 5: // Reflection: Fresnel on and Ray trace on
applyShininess = true;
fresnelOn = true;
break;
case 6: // Transparency: Refraction on and Reflection: Fresnel off and Ray trace on
applyTransparency = true;
applyNonMetallic = true;
applyShininess = true;
break;
case 7: // Transparency: Refraction on and Reflection: Fresnel on and Ray trace on
applyTransparency = true;
applyNonMetallic = true;
applyShininess = true;
fresnelOn = true;
break;
case 8: // Reflection on and Ray trace off
applyShininess = true;
break;
case 9: // Transparency: Glass on and Reflection: Ray trace off
applyTransparency = true;
applyNonMetallic = true;
applyRoughness = true;
break;
case 10: // Casts shadows onto invisible surfaces
// Do nothing?
break;
}
if (applyTransparency) {
fbxMaterial.opacity = std::max(fbxMaterial.opacity, ILLUMINATION_MODEL_MIN_OPACITY);
}
if (applyShininess) {
modelMaterial->setRoughness(ILLUMINATION_MODEL_APPLY_SHININESS);
} else if (applyRoughness) {
modelMaterial->setRoughness(ILLUMINATION_MODEL_APPLY_ROUGHNESS);
}
if (applyNonMetallic) {
modelMaterial->setMetallic(ILLUMINATION_MODEL_APPLY_NON_METALLIC);
}
if (fresnelOn) {
modelMaterial->setFresnel(glm::vec3(1.0f));
}
modelMaterial->setOpacity(fbxMaterial.opacity);
}
return geometryPtr;

View file

@ -48,6 +48,11 @@ private:
void addFrom(const OBJFace* face, int index);
};
class OBJMaterialTextureOptions {
public:
float bumpMultiplier { 1.0f };
}
;
// Materials and references to material names can come in any order, and different mesh parts can refer to the same material.
// Therefore it would get pretty hacky to try to use FBXMeshPart to store these as we traverse the files.
class OBJMaterial {
@ -56,11 +61,16 @@ public:
float opacity;
glm::vec3 diffuseColor;
glm::vec3 specularColor;
glm::vec3 emissiveColor;
QByteArray diffuseTextureFilename;
QByteArray specularTextureFilename;
QByteArray emissiveTextureFilename;
QByteArray bumpTextureFilename;
OBJMaterialTextureOptions bumpTextureOptions;
int illuminationModel;
bool used { false };
bool userSpecifiesUV { false };
OBJMaterial() : shininess(0.0f), opacity(1.0f), diffuseColor(0.9f), specularColor(0.9f) {}
OBJMaterial() : shininess(0.0f), opacity(1.0f), diffuseColor(0.9f), specularColor(0.9f), emissiveColor(0.0f), illuminationModel(-1) {}
};
class OBJReader: public QObject { // QObject so we can make network requests.
@ -84,6 +94,7 @@ private:
bool parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mapping, FBXGeometry& geometry,
float& scaleGuess, bool combineParts);
void parseMaterialLibrary(QIODevice* device);
void parseTextureLine(const QByteArray& textureLine, QByteArray& filename, OBJMaterialTextureOptions& textureOptions);
bool isValidTexture(const QByteArray &filename); // true if the file exists. TODO?: check content-type header and that it is a supported format.
int _partCounter { 0 };

View file

@ -1,5 +1,5 @@
set(TARGET_NAME gl)
setup_hifi_library(OpenGL Qml Quick)
setup_hifi_library(Gui Widgets Qml Quick)
link_hifi_libraries(shared)
target_opengl()

View file

@ -6,9 +6,9 @@ namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message) {
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message) {
#endif
if (shaderSource.empty()) {
qCDebug(glLogging) << "GLShader::compileShader - no GLSL shader source code ? so failed to create";
@ -34,52 +34,57 @@ namespace gl {
GLint compiled = 0;
glGetShaderiv(glshader, GL_COMPILE_STATUS, &compiled);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !compiled) {
char* temp = new char[infoLength];
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
message = std::string(temp);
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
}
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
error = std::string(temp);
// Compilation success
qCWarning(glLogging) << "GLShader::compileShader - Success:";
qCWarning(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
#ifdef SEPARATE_PROGRAM
@ -137,7 +142,7 @@ namespace gl {
return true;
}
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error) {
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary) {
// A brand new program:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
@ -157,39 +162,65 @@ GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error)
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !linked) {
char* temp = new char[infoLength];
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
message = std::string(temp);
error = std::string(temp);
delete[] temp;
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
delete[] temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
glDeleteProgram(glprogram);
return 0;
} else {
qCDebug(glLogging) << "GLShader::compileProgram - success:";
qCDebug(glLogging) << temp;
delete[] temp;
}
*/
}
glDeleteProgram(glprogram);
return 0;
// If linked get the binaries
if (linked) {
GLint binaryLength = 0;
glGetProgramiv(glprogram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
if (binaryLength > 0) {
GLint numBinFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
if (numBinFormats > 0) {
binary.resize(binaryLength);
std::vector<GLint> binFormats(numBinFormats);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, binFormats.data());
GLenum programBinFormat;
glGetProgramBinary(glprogram, binaryLength, NULL, &programBinFormat, binary.data());
}
}
}
return glprogram;

View file

@ -17,12 +17,12 @@
namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message);
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message);
#endif
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error);
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary);
}

View file

@ -68,8 +68,8 @@ GLBackend& getBackend() {
return *INSTANCE;
}
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
return GLShader::makeProgram(getBackend(), shader, slotBindings);
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
}
GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =

View file

@ -64,7 +64,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler);
virtual ~GLBackend();
@ -423,8 +423,8 @@ protected:
} _pipeline;
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

View file

@ -56,28 +56,47 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
shader.incrementCompilationAttempt();
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
std::string error;
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
// When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.
// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
// The handler tells us if we should retry or not while returning a modified version of the source.
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
#ifdef SEPARATE_PROGRAM
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
#else
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
#endif
if (!result) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
@ -86,39 +105,47 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader) {
return object;
}
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
}
GLShader::ShaderObjects programObjects;
program.incrementCompilationAttempt();
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
// Let's go through every shaders and make sure they are ready to go
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader);
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
compilationLogs[version].compiled = false;
compilationLogs[version].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
compilationLogs[version].compiled = true;
programObject.glprogram = glprogram;
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

View file

@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -39,13 +39,13 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = backend.compileBackendProgram(shader);
GLShader* tempObject = backend.compileBackendProgram(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

View file

@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler);
enum Version {
Mono = 0,

View file

@ -1,5 +1,5 @@
set(TARGET_NAME gpu-gles)
setup_hifi_library(Concurrent)
setup_hifi_library(Gui Concurrent)
link_hifi_libraries(shared gl gpu)
GroupSources("src")
target_opengl()

View file

@ -61,8 +61,8 @@ GLBackend& getBackend() {
return *INSTANCE;
}
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
return GLShader::makeProgram(getBackend(), shader, slotBindings);
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
}

View file

@ -61,7 +61,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet(), const Shader::CompilationHandler& handler = nullptr);
virtual ~GLBackend();
@ -420,8 +420,8 @@ protected:
} _pipeline;
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

View file

@ -56,32 +56,50 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
+ "\n#extension GL_EXT_texture_buffer : enable"
+ "\nprecision lowp float; // check precision 2"
+ "\nprecision lowp samplerBuffer;"
+ "\nprecision lowp sampler2DShadow;";
std::string error;
+ "\n#extension GL_EXT_texture_buffer : enable"
+ "\nprecision lowp float; // check precision 2"
+ "\nprecision lowp samplerBuffer;"
+ "\nprecision lowp sampler2DShadow;";
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
// When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.
// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
// The handler tells us if we should retry or not while returning a modified version of the source.
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
#ifdef SEPARATE_PROGRAM
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
#else
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
#endif
if (!result) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
@ -90,32 +108,35 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader) {
return object;
}
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
}
GLShader::ShaderObjects programObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
// Let's go through every shaders and make sure they are ready to go
std::vector<GLuint> shaderGLObjects;
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader);
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
@ -123,6 +144,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

View file

@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -39,13 +39,13 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = backend.compileBackendProgram(shader);
GLShader* tempObject = backend.compileBackendProgram(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

View file

@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler = nullptr);
enum Version {
Mono = 0,

View file

@ -127,7 +127,7 @@ void Context::executeFrame(const FramePointer& frame) const {
_frameStats.evalDelta(beginStats, endStats);
}
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler) {
// If we're running in another DLL context, we need to fetch the program callback out of the application
// FIXME find a way to do this without reliance on Qt app properties
if (!_makeProgramCallback) {
@ -135,7 +135,7 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
_makeProgramCallback = reinterpret_cast<Context::MakeProgram>(rawCallback);
}
if (shader.isProgram() && _makeProgramCallback) {
return _makeProgramCallback(shader, bindings);
return _makeProgramCallback(shader, bindings, handler);
}
return false;
}

View file

@ -143,7 +143,7 @@ class Context {
public:
using Size = Resource::Size;
typedef BackendPointer (*CreateBackend)();
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings);
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler);
// This one call must happen before any context is created or used (Shader::MakeProgram) in order to setup the Backend and any singleton data needed
@ -262,7 +262,7 @@ protected:
// makeProgramShader(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler);
static CreateBackend _createBackendCallback;
static MakeProgram _makeProgramCallback;

View file

@ -17,59 +17,111 @@
using namespace gpu;
Shader::Shader(Type type, const Source& source):
std::atomic<uint32_t> Shader::_nextShaderID( 1 );
Shader::DomainShaderMaps Shader::_domainShaderMaps;
Shader::ProgramMap Shader::_programMap;
Shader::Shader(Type type, const Source& source) :
_source(source),
_type(type)
_type(type),
_ID(_nextShaderID++)
{
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
_type(type)
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel):
_type(type),
_ID(_nextShaderID++)
{
_shaders.resize(2);
_shaders[VERTEX] = vertex;
_shaders[PIXEL] = pixel;
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel) :
_type(type) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
if (geometry) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
} else {
_shaders.resize(2);
_shaders[VERTEX] = vertex;
_shaders[PIXEL] = pixel;
}
}
Shader::~Shader()
{
}
Shader::Pointer Shader::createOrReuseDomainShader(Type type, const Source& source) {
auto found = _domainShaderMaps[type].find(source);
if (found != _domainShaderMaps[type].end()) {
auto sharedShader = (*found).second.lock();
if (sharedShader) {
return sharedShader;
}
}
auto shader = Pointer(new Shader(type, source));
_domainShaderMaps[type].emplace(source, std::weak_ptr<Shader>(shader));
return shader;
}
Shader::Pointer Shader::createVertex(const Source& source) {
return Pointer(new Shader(VERTEX, source));
return createOrReuseDomainShader(VERTEX, source);
}
Shader::Pointer Shader::createPixel(const Source& source) {
return Pointer(new Shader(PIXEL, source));
return createOrReuseDomainShader(PIXEL, source);
}
Shader::Pointer Shader::createGeometry(const Source& source) {
return Pointer(new Shader(GEOMETRY, source));
return createOrReuseDomainShader(GEOMETRY, source);
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, pixelShader));
ShaderPointer Shader::createOrReuseProgramShader(Type type, const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
ProgramMapKey key(0);
if (vertexShader && vertexShader->getType() == VERTEX) {
key.x = vertexShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
return Pointer();
if (pixelShader && pixelShader->getType() == PIXEL) {
key.y = pixelShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
if (geometryShader) {
if (geometryShader->getType() == GEOMETRY) {
key.z = geometryShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
}
// program key is defined, now try to reuse
auto found = _programMap.find(key);
if (found != _programMap.end()) {
auto sharedShader = (*found).second.lock();
if (sharedShader) {
return sharedShader;
}
}
// Program is a new one, let's create it
auto program = Pointer(new Shader(type, vertexShader, geometryShader, pixelShader));
_programMap.emplace(key, std::weak_ptr<Shader>(program));
return program;
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
return createOrReuseProgramShader(PROGRAM, vertexShader, nullptr, pixelShader);
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
geometryShader && geometryShader->getType() == GEOMETRY &&
pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, geometryShader, pixelShader));
}
return Pointer();
return createOrReuseProgramShader(PROGRAM, vertexShader, geometryShader, pixelShader);
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers, const SlotSet& resourceBuffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
@ -82,9 +134,21 @@ void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers,
_outputs = outputs;
}
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings, const CompilationHandler& handler) {
if (shader.isProgram()) {
return Context::makeProgram(shader, bindings);
return Context::makeProgram(shader, bindings, handler);
}
return false;
}
void Shader::setCompilationLogs(const CompilationLogs& logs) const {
_compilationLogs.clear();
for (const auto& log : logs) {
_compilationLogs.emplace_back(CompilationLog(log));
}
}
void Shader::incrementCompilationAttempt() const {
_numCompilationAttempts++;
}

View file

@ -15,13 +15,16 @@
#include <string>
#include <memory>
#include <set>
#include <map>
#include <functional>
#include <QUrl>
namespace gpu {
class Shader {
public:
// unique identifier of a shader
using ID = uint32_t;
typedef std::shared_ptr< Shader > Pointer;
typedef std::vector< Pointer > Shaders;
@ -39,11 +42,29 @@ public:
virtual const std::string& getCode() const { return _code; }
class Less {
public:
bool operator() (const Source& x, const Source& y) const { if (x._lang == y._lang) { return x._code < y._code; } else { return (x._lang < y._lang); } }
};
protected:
std::string _code;
Language _lang = GLSL;
};
struct CompilationLog {
std::string message;
std::vector<char> binary;
bool compiled{ false };
CompilationLog() {}
CompilationLog(const CompilationLog& src) :
message(src.message),
binary(src.binary),
compiled(src.compiled) {}
};
using CompilationLogs = std::vector<CompilationLog>;
static const int32 INVALID_LOCATION = -1;
class Slot {
@ -121,13 +142,12 @@ public:
~Shader();
ID getID() const { return _ID; }
Type getType() const { return _type; }
bool isProgram() const { return getType() > NUM_DOMAINS; }
bool isDomain() const { return getType() < NUM_DOMAINS; }
void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
bool compilationHasFailed() const { return _compilationHasFailed; }
const Source& getSource() const { return _source; }
const Shaders& getShaders() const { return _shaders; }
@ -155,6 +175,15 @@ public:
const SlotSet& inputs,
const SlotSet& outputs);
// Compilation Handler can be passed while compiling a shader (in the makeProgram call) to be able to give the hand to
// the caller thread if the comilation fails and to prvide a different version of the source for it
// @param0 the Shader object that just failed to compile
// @param1 the original source code as submited to the compiler
// @param2 the compilation log containing the error message
// @param3 a new string ready to be filled with the new version of the source that could be proposed from the handler functor
// @return boolean true if the backend should keep trying to compile the shader with the new source returned or false to stop and fail that shader compilation
using CompilationHandler = std::function<bool (const Shader&, const std::string&, CompilationLog&, std::string&)>;
// makeProgram(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
@ -168,18 +197,29 @@ public:
// on a gl Context and the driver to compile the glsl shader.
// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet(), const CompilationHandler& handler = nullptr);
// Check the compilation state
bool compilationHasFailed() const { return _compilationHasFailed; }
const CompilationLogs& getCompilationLogs() const { return _compilationLogs; }
uint32_t getNumCompilationAttempts() const { return _numCompilationAttempts; }
// Set COmpilation logs can only be called by the Backend layers
void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
void setCompilationLogs(const CompilationLogs& logs) const;
void incrementCompilationAttempt() const;
const GPUObjectPointer gpuObject {};
protected:
Shader(Type type, const Source& source);
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel);
Shader(const Shader& shader); // deep copy of the sysmem shader
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture
// Source contains the actual source code or nothing if the shader is a program
Source _source;
@ -198,8 +238,49 @@ protected:
// The type of the shader, the master key
Type _type;
// The unique identifier of a shader in the GPU lib
uint32_t _ID{ 0 };
// Number of attempts to compile the shader
mutable uint32_t _numCompilationAttempts{ 0 };
// Compilation logs (one for each versions generated)
mutable CompilationLogs _compilationLogs;
// Whether or not the shader compilation failed
bool _compilationHasFailed { false };
// Global maps of the shaders
// Unique shader ID
static std::atomic<ID> _nextShaderID;
using ShaderMap = std::map<Source, std::weak_ptr<Shader>, Source::Less>;
using DomainShaderMaps = std::array<ShaderMap, NUM_DOMAINS>;
static DomainShaderMaps _domainShaderMaps;
static ShaderPointer createOrReuseDomainShader(Type type, const Source& source);
using ProgramMapKey = glm::uvec3; // The IDs of the shaders in a program make its key
class ProgramKeyLess {
public:
bool operator() (const ProgramMapKey& l, const ProgramMapKey& r) const {
if (l.x == r.x) {
if (l.y == r.y) {
return (l.z < r.z);
}
else {
return (l.y < r.y);
}
}
else {
return (l.x < r.x);
}
}
};
using ProgramMap = std::map<ProgramMapKey, std::weak_ptr<Shader>, ProgramKeyLess>;
static ProgramMap _programMap;
static ShaderPointer createOrReuseProgramShader(Type type, const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
};
typedef Shader::Pointer ShaderPointer;

View file

@ -73,42 +73,42 @@ ShaderPointer StandardShaderLib::getProgram(GetShader getVS, GetShader getPS) {
ShaderPointer StandardShaderLib::getDrawUnitQuadTexcoordVS() {
if (!_drawUnitQuadTexcoordVS) {
_drawUnitQuadTexcoordVS = gpu::Shader::createVertex(std::string(DrawUnitQuadTexcoord_vert));
_drawUnitQuadTexcoordVS = DrawUnitQuadTexcoord_vert::getShader();
}
return _drawUnitQuadTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
if (!_drawTransformUnitQuadVS) {
_drawTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert));
_drawTransformUnitQuadVS = DrawTransformUnitQuad_vert::getShader();
}
return _drawTransformUnitQuadVS;
}
ShaderPointer StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS() {
if (!_drawTexcoordRectTransformUnitQuadVS) {
_drawTexcoordRectTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTexcoordRectTransformUnitQuad_vert));
_drawTexcoordRectTransformUnitQuadVS = DrawTexcoordRectTransformUnitQuad_vert::getShader();
}
return _drawTexcoordRectTransformUnitQuadVS;
}
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
if (!_drawViewportQuadTransformTexcoordVS) {
_drawViewportQuadTransformTexcoordVS = gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert));
_drawViewportQuadTransformTexcoordVS = DrawViewportQuadTransformTexcoord_vert::getShader();
}
return _drawViewportQuadTransformTexcoordVS;
}
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
if (!_drawVertexPositionVS) {
_drawVertexPositionVS = gpu::Shader::createVertex(std::string(DrawVertexPosition_vert));
_drawVertexPositionVS = DrawVertexPosition_vert::getShader();
}
return _drawVertexPositionVS;
}
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
if (!_drawTransformVertexPositionVS) {
_drawTransformVertexPositionVS = gpu::Shader::createVertex(std::string(DrawTransformVertexPosition_vert));
_drawTransformVertexPositionVS = DrawTransformVertexPosition_vert::getShader();
}
return _drawTransformVertexPositionVS;
}
@ -122,42 +122,42 @@ ShaderPointer StandardShaderLib::getDrawNadaPS() {
ShaderPointer StandardShaderLib::getDrawWhitePS() {
if (!_drawWhitePS) {
_drawWhitePS = gpu::Shader::createPixel(std::string(DrawWhite_frag));
_drawWhitePS = DrawWhite_frag::getShader();
}
return _drawWhitePS;
}
ShaderPointer StandardShaderLib::getDrawColorPS() {
if (!_drawColorPS) {
_drawColorPS = gpu::Shader::createPixel(std::string(DrawColor_frag));
_drawColorPS = DrawColor_frag::getShader();
}
return _drawColorPS;
}
ShaderPointer StandardShaderLib::getDrawTexturePS() {
if (!_drawTexturePS) {
_drawTexturePS = gpu::Shader::createPixel(std::string(DrawTexture_frag));
_drawTexturePS = DrawTexture_frag::getShader();
}
return _drawTexturePS;
}
ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
if (!_drawTextureMirroredXPS) {
_drawTextureMirroredXPS = gpu::Shader::createPixel(std::string(DrawTextureMirroredX_frag));
_drawTextureMirroredXPS = DrawTextureMirroredX_frag::getShader();
}
return _drawTextureMirroredXPS;
}
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
if (!_drawTextureOpaquePS) {
_drawTextureOpaquePS = gpu::Shader::createPixel(std::string(DrawTextureOpaque_frag));
_drawTextureOpaquePS = DrawTextureOpaque_frag::getShader();
}
return _drawTextureOpaquePS;
}
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
if (!_drawColoredTexturePS) {
_drawColoredTexturePS = gpu::Shader::createPixel(std::string(DrawColoredTexture_frag));
_drawColoredTexturePS = DrawColoredTexture_frag::getShader();
}
return _drawColoredTexturePS;
}

View file

@ -28,7 +28,7 @@ class Backend : public gpu::Backend {
friend class gpu::Context;
static void init() {}
static gpu::Backend* createBackend() { return new Backend(); }
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) { return true; }
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) { return true; }
protected:
explicit Backend(bool syncCache) : Parent() { }

View file

@ -182,11 +182,11 @@ void Haze::setHazeBackgroundBlend(const float hazeBackgroundBlend) {
}
}
void Haze::setZoneTransform(const glm::mat4& zoneTransform) {
void Haze::setTransform(const glm::mat4& transform) {
auto& params = _hazeParametersBuffer.get<Parameters>();
if (params.zoneTransform == zoneTransform) {
_hazeParametersBuffer.edit<Parameters>().zoneTransform = zoneTransform;
if (params.transform != transform) {
_hazeParametersBuffer.edit<Parameters>().transform = transform;
}
}

View file

@ -92,7 +92,7 @@ namespace graphics {
void setHazeBackgroundBlend(const float hazeBackgroundBlend);
void setZoneTransform(const glm::mat4& zoneTransform);
void setTransform(const glm::mat4& transform);
using UniformBufferView = gpu::BufferView;
UniformBufferView getHazeParametersBuffer() const { return _hazeParametersBuffer; }
@ -113,7 +113,7 @@ namespace graphics {
// bit 2 - set to activate directional light attenuation mode
// bit 3 - set to blend between blend-in and blend-out colours
glm::mat4 zoneTransform;
glm::mat4 transform;
// Amount of background (skybox) to display, overriding the haze effect for the background
float hazeBackgroundBlend{ INITIAL_HAZE_BACKGROUND_BLEND };

View file

@ -158,3 +158,9 @@ void Light::setAmbientMapNumMips(uint16_t numMips) {
_ambientSchemaBuffer.edit().mapNumMips = (float)numMips;
}
void Light::setTransform(const glm::mat4& transform) {
if (_ambientSchemaBuffer.edit().transform != transform) {
_ambientSchemaBuffer.edit().transform = transform;
}
}

View file

@ -149,6 +149,8 @@ public:
void setAmbientMapNumMips(uint16_t numMips);
uint16_t getAmbientMapNumMips() const { return (uint16_t) _ambientSchemaBuffer->mapNumMips; }
void setTransform(const glm::mat4& transform);
// Light Schema
class LightSchema {
public:
@ -162,7 +164,9 @@ public:
float mapNumMips { 0.0f };
float spare1;
float spare2;
gpu::SphericalHarmonics ambientSphere;
glm::mat4 transform;
};
using LightSchemaBuffer = gpu::StructBuffer<LightSchema>;

View file

@ -34,7 +34,9 @@ vec3 getLightIrradiance(Light l) { return lightIrradiance_getIrradiance(l.irradi
// Light Ambient
struct LightAmbient {
vec4 _ambient;
SphericalHarmonics _ambientSphere;
mat4 transform;
};
SphericalHarmonics getLightAmbientSphere(LightAmbient l) { return l._ambientSphere; }

View file

@ -37,6 +37,12 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
}
}
void Skybox::setOrientation(const glm::quat& orientation) {
// The zone rotations need to be negated
_orientation = orientation;
_orientation.w = -_orientation.w;
}
void Skybox::updateSchemaBuffer() const {
auto blend = 0.0f;
if (getCubemap() && getCubemap()->isDefined()) {
@ -85,8 +91,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
static std::once_flag once;
std::call_once(once, [&] {
{
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
auto skyVS = skybox_vert::getShader();
auto skyFS = skybox_frag::getShader();
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
batch.runLambda([skyShader] {
@ -115,6 +121,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
// Orientate view transform to be relative to zone
viewTransform.setRotation(skybox.getOrientation() * viewTransform.getRotation());
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac

View file

@ -37,6 +37,9 @@ public:
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
void setOrientation(const glm::quat& orientation);
const glm::quat getOrientation() const { return _orientation; }
virtual bool empty() { return _empty; }
virtual void clear();
@ -61,6 +64,8 @@ protected:
mutable gpu::BufferView _schemaBuffer;
gpu::TexturePointer _cubemap;
glm::quat _orientation;
bool _empty{ true };
};
typedef std::shared_ptr<Skybox> SkyboxPointer;

View file

@ -9,7 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QApplication>
#include <QGuiApplication>
#include <QClipboard>
#include <QDebug>
#include <QJsonDocument>
@ -764,7 +764,7 @@ void AddressManager::copyAddress() {
}
// assume that the address is being copied because the user wants a shareable address
QApplication::clipboard()->setText(currentShareableAddress().toString());
QGuiApplication::clipboard()->setText(currentShareableAddress().toString());
}
void AddressManager::copyPath() {
@ -773,7 +773,7 @@ void AddressManager::copyPath() {
return;
}
QApplication::clipboard()->setText(currentPath());
QGuiApplication::clipboard()->setText(currentPath());
}
QString AddressManager::getDomainID() const {

View file

@ -98,6 +98,7 @@ void DomainHandler::softReset() {
clearSettings();
_connectionDenialsSinceKeypairRegen = 0;
_checkInPacketsSinceLastReply = 0;
// cancel the failure timeout for any pending requests for settings
QMetaObject::invokeMethod(&_settingsTimer, "stop");
@ -382,6 +383,9 @@ void DomainHandler::processDomainServerConnectionDeniedPacket(QSharedPointer<Rec
// we're hearing from this domain-server, don't need to refresh API info
_apiRefreshTimer.stop();
// this counts as a reply from the DS after a check in or connect packet, so reset that counter now
_checkInPacketsSinceLastReply = 0;
// Read deny reason from packet
uint8_t reasonCodeWire;
@ -426,3 +430,14 @@ void DomainHandler::processDomainServerConnectionDeniedPacket(QSharedPointer<Rec
}
}
}
void DomainHandler::sentCheckInPacket() {
++_checkInPacketsSinceLastReply;
if (_checkInPacketsSinceLastReply >= MAX_SILENT_DOMAIN_SERVER_CHECK_INS) {
// we haven't heard back from DS in MAX_SILENT_DOMAIN_SERVER_CHECK_INS
// so emit our signal that says that
qCDebug(networking) << "Limit of silent domain checkins reached";
emit limitOfSilentDomainCheckInsReached();
}
}

View file

@ -31,6 +31,8 @@ const unsigned short DEFAULT_DOMAIN_SERVER_DTLS_PORT = 40103;
const quint16 DOMAIN_SERVER_HTTP_PORT = 40100;
const quint16 DOMAIN_SERVER_HTTPS_PORT = 40101;
const int MAX_SILENT_DOMAIN_SERVER_CHECK_INS = 5;
class DomainHandler : public QObject {
Q_OBJECT
public:
@ -84,6 +86,10 @@ public:
void softReset();
int getCheckInPacketsSinceLastReply() const { return _checkInPacketsSinceLastReply; }
void sentCheckInPacket();
void domainListReceived() { _checkInPacketsSinceLastReply = 0; }
/**jsdoc
* <p>The reasons that you may be refused connection to a domain are defined by numeric values:</p>
* <table>
@ -165,6 +171,8 @@ signals:
void domainConnectionRefused(QString reasonMessage, int reason, const QString& extraInfo);
void limitOfSilentDomainCheckInsReached();
private:
bool reasonSuggestsLogin(ConnectionRefusedReason reasonCode);
void sendDisconnectPacket();
@ -187,6 +195,7 @@ private:
QSet<QString> _domainConnectionRefusals;
bool _hasCheckedForAccessToken { false };
int _connectionDenialsSinceKeypairRegen { 0 };
int _checkInPacketsSinceLastReply { 0 };
QTimer _apiRefreshTimer;
};

View file

@ -44,7 +44,6 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
_ownerType(newOwnerType),
_nodeTypesOfInterest(),
_domainHandler(this),
_numNoReplyDomainCheckIns(0),
_assignmentServerSocket(),
_keepAlivePingTimer(this)
{
@ -75,7 +74,7 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
connect(this, &LimitedNodeList::publicSockAddrChanged, this, &NodeList::sendDomainServerCheckIn);
// clear our NodeList when the domain changes
connect(&_domainHandler, &DomainHandler::disconnectedFromDomain, this, &NodeList::reset);
connect(&_domainHandler, SIGNAL(disconnectedFromDomain()), this, SLOT(resetFromDomainHandler()));
// send an ICE heartbeat as soon as we get ice server information
connect(&_domainHandler, &DomainHandler::iceSocketAndIDReceived, this, &NodeList::handleICEConnectionToDomainServer);
@ -92,10 +91,10 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
connect(accountManager.data(), &AccountManager::newKeypair, this, &NodeList::sendDomainServerCheckIn);
// clear out NodeList when login is finished
connect(accountManager.data(), &AccountManager::loginComplete , this, &NodeList::reset);
connect(accountManager.data(), SIGNAL(loginComplete()) , this, SLOT(reset()));
// clear our NodeList when logout is requested
connect(accountManager.data(), &AccountManager::logoutComplete , this, &NodeList::reset);
connect(accountManager.data(), SIGNAL(logoutComplete()) , this, SLOT(reset()));
// anytime we get a new node we will want to attempt to punch to it
connect(this, &LimitedNodeList::nodeAdded, this, &NodeList::startNodeHolePunch);
@ -231,16 +230,14 @@ void NodeList::processICEPingPacket(QSharedPointer<ReceivedMessage> message) {
sendPacket(std::move(replyPacket), message->getSenderSockAddr());
}
void NodeList::reset() {
void NodeList::reset(bool skipDomainHandlerReset) {
if (thread() != QThread::currentThread()) {
QMetaObject::invokeMethod(this, "reset");
QMetaObject::invokeMethod(this, "reset", Q_ARG(bool, skipDomainHandlerReset));
return;
}
LimitedNodeList::reset();
_numNoReplyDomainCheckIns = 0;
// lock and clear our set of ignored IDs
_ignoredSetLock.lockForWrite();
_ignoredNodeIDs.clear();
@ -255,7 +252,7 @@ void NodeList::reset() {
_avatarGainMap.clear();
_avatarGainMapLock.unlock();
if (sender() != &_domainHandler) {
if (!skipDomainHandlerReset) {
// clear the domain connection information, unless they're the ones that asked us to reset
_domainHandler.softReset();
}
@ -410,15 +407,8 @@ void NodeList::sendDomainServerCheckIn() {
sendPacket(std::move(domainPacket), _domainHandler.getSockAddr());
if (_numNoReplyDomainCheckIns >= MAX_SILENT_DOMAIN_SERVER_CHECK_INS) {
// we haven't heard back from DS in MAX_SILENT_DOMAIN_SERVER_CHECK_INS
// so emit our signal that says that
qCDebug(networking) << "Limit of silent domain checkins reached";
emit limitOfSilentDomainCheckInsReached();
}
// increment the count of un-replied check-ins
_numNoReplyDomainCheckIns++;
// let the domain handler know we sent another check in or connect packet
_domainHandler.sentCheckInPacket();
}
}
@ -585,7 +575,7 @@ void NodeList::processDomainServerList(QSharedPointer<ReceivedMessage> message)
}
// this is a packet from the domain server, reset the count of un-replied check-ins
_numNoReplyDomainCheckIns = 0;
_domainHandler.domainListReceived();
// emit our signal so listeners know we just heard from the DS
emit receivedDomainServerList();

View file

@ -38,8 +38,6 @@
const quint64 DOMAIN_SERVER_CHECK_IN_MSECS = 1 * 1000;
const int MAX_SILENT_DOMAIN_SERVER_CHECK_INS = 5;
using PacketOrPacketList = std::pair<std::unique_ptr<NLPacket>, std::unique_ptr<NLPacketList>>;
using NodePacketOrPacketListPair = std::pair<SharedNodePointer, PacketOrPacketList>;
@ -62,7 +60,6 @@ public:
Q_INVOKABLE qint64 sendStats(QJsonObject statsObject, HifiSockAddr destination);
Q_INVOKABLE qint64 sendStatsToDomainServer(QJsonObject statsObject);
int getNumNoReplyDomainCheckIns() const { return _numNoReplyDomainCheckIns; }
DomainHandler& getDomainHandler() { return _domainHandler; }
const NodeSet& getNodeInterestSet() const { return _nodeTypesOfInterest; }
@ -96,7 +93,9 @@ public:
void removeFromIgnoreMuteSets(const QUuid& nodeID);
public slots:
void reset();
void reset(bool skipDomainHandlerReset = false);
void resetFromDomainHandler() { reset(true); }
void sendDomainServerCheckIn();
void handleDSPathQuery(const QString& newPath);
@ -119,7 +118,6 @@ public slots:
#endif
signals:
void limitOfSilentDomainCheckInsReached();
void receivedDomainServerList();
void ignoredNode(const QUuid& nodeID, bool enabled);
void ignoreRadiusEnabledChanged(bool isIgnored);
@ -161,7 +159,6 @@ private:
std::atomic<NodeType_t> _ownerType;
NodeSet _nodeTypesOfInterest;
DomainHandler _domainHandler;
int _numNoReplyDomainCheckIns;
HifiSockAddr _assignmentServerSocket;
bool _isShuttingDown { false };
QTimer _keepAlivePingTimer;

View file

@ -38,7 +38,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
case PacketType::AvatarData:
case PacketType::BulkAvatarData:
case PacketType::KillAvatar:
return static_cast<PacketVersion>(AvatarMixerPacketVersion::AvatarJointDefaultPoseFlags);
return static_cast<PacketVersion>(AvatarMixerPacketVersion::FBXReaderNodeReparenting);
case PacketType::MessagesData:
return static_cast<PacketVersion>(MessageDataVersion::TextOrBinaryData);
case PacketType::ICEServerHeartbeat:

View file

@ -77,13 +77,18 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
return false;
}
bool doLinearTraction = _positionalTargetSet && (_linearTimeScale < MAX_TRACTOR_TIMESCALE);
bool doAngularTraction = _rotationalTargetSet && (_angularTimeScale < MAX_TRACTOR_TIMESCALE);
if (!doLinearTraction && !doAngularTraction) {
// nothing to do
return false;
}
glm::quat rotation;
glm::vec3 position;
glm::vec3 angularVelocity;
bool linearValid = false;
int linearTractorCount = 0;
bool angularValid = false;
int angularTractorCount = 0;
QList<EntityDynamicPointer> tractorDerivedActions;
@ -105,7 +110,6 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
linearTimeScale, angularTimeScale);
if (success) {
if (angularTimeScale < MAX_TRACTOR_TIMESCALE) {
angularValid = true;
angularTractorCount++;
angularVelocity += angularVelocityForAction;
if (tractorAction.get() == this) {
@ -115,43 +119,40 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
}
if (linearTimeScale < MAX_TRACTOR_TIMESCALE) {
linearValid = true;
linearTractorCount++;
position += positionForAction;
}
}
}
if ((angularValid && angularTractorCount > 0) || (linearValid && linearTractorCount > 0)) {
if (angularTractorCount > 0 || linearTractorCount > 0) {
withWriteLock([&]{
if (linearValid && linearTractorCount > 0) {
if (doLinearTraction && linearTractorCount > 0) {
position /= linearTractorCount;
if (_positionalTargetSet) {
_lastPositionTarget = _positionalTarget;
} else {
_lastPositionTarget = position;
}
_lastPositionTarget = _positionalTarget;
_positionalTarget = position;
if (deltaTimeStep > EPSILON) {
// blend the new velocity with the old (low-pass filter)
glm::vec3 newVelocity = (1.0f / deltaTimeStep) * (position - _lastPositionTarget);
const float blend = 0.25f;
_linearVelocityTarget = (1.0f - blend) * _linearVelocityTarget + blend * newVelocity;
if (_havePositionTargetHistory) {
// blend the new velocity with the old (low-pass filter)
glm::vec3 newVelocity = (1.0f / deltaTimeStep) * (_positionalTarget - _lastPositionTarget);
const float blend = 0.25f;
_linearVelocityTarget = (1.0f - blend) * _linearVelocityTarget + blend * newVelocity;
} else {
_havePositionTargetHistory = true;
}
}
_positionalTargetSet = true;
_active = true;
}
if (angularValid && angularTractorCount > 0) {
if (doAngularTraction && angularTractorCount > 0) {
angularVelocity /= angularTractorCount;
_rotationalTarget = rotation;
_angularVelocityTarget = angularVelocity;
_rotationalTargetSet = true;
_active = true;
}
});
}
return linearValid || angularValid;
return true;
}
@ -241,7 +242,9 @@ bool ObjectActionTractor::updateArguments(QVariantMap arguments) {
// targets are required, tractor-constants are optional
bool ok = true;
positionalTarget = EntityDynamicInterface::extractVec3Argument("tractor action", arguments, "targetPosition", ok, false);
if (!ok) {
if (ok) {
_positionalTargetSet = true;
} else {
positionalTarget = _desiredPositionalTarget;
}
ok = true;
@ -252,7 +255,9 @@ bool ObjectActionTractor::updateArguments(QVariantMap arguments) {
ok = true;
rotationalTarget = EntityDynamicInterface::extractQuatArgument("tractor action", arguments, "targetRotation", ok, false);
if (!ok) {
if (ok) {
_rotationalTargetSet = true;
} else {
rotationalTarget = _desiredRotationalTarget;
}

View file

@ -39,6 +39,7 @@ protected:
glm::vec3 _lastPositionTarget;
float _linearTimeScale;
bool _positionalTargetSet;
bool _havePositionTargetHistory { false };
glm::quat _rotationalTarget;
glm::quat _desiredRotationalTarget;

View file

@ -1,4 +1,4 @@
set(TARGET_NAME plugins)
setup_hifi_library(OpenGL)
setup_hifi_library(Gui)
link_hifi_libraries(shared networking)
include_hifi_library_headers(gpu)

View file

@ -241,7 +241,7 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
std::string fragmentShaderSource = _fragmentSource;
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag);
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
}
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);

View file

@ -19,8 +19,8 @@
#include <graphics/skybox_frag.h>
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
_procedural._vertexSource = skybox_vert;
_procedural._fragmentSource = skybox_frag;
_procedural._vertexSource = skybox_vert::getSource();
_procedural._fragmentSource = skybox_frag::getSource();
// Adjust the pipeline state for background using the stencil test
_procedural.setDoesFade(false);
// Must match PrepareStencil::STENCIL_BACKGROUND

View file

@ -2,7 +2,7 @@ set(TARGET_NAME render-utils)
AUTOSCRIBE_SHADER_LIB(gpu graphics render)
# pull in the resources.qrc file
qt5_add_resources(QT_RESOURCES_FILE "${CMAKE_CURRENT_SOURCE_DIR}/res/fonts/fonts.qrc")
setup_hifi_library(Widgets OpenGL Network Qml Quick Script)
setup_hifi_library(Gui Network Qml Quick Script)
link_hifi_libraries(shared ktx gpu graphics model-networking render animation fbx image procedural)
include_hifi_library_headers(networking)
include_hifi_library_headers(octree)

View file

@ -263,7 +263,7 @@ void AmbientOcclusionEffect::configure(const Config& config) {
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
if (!_occlusionPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ssao_makeOcclusion_frag));
auto ps = ssao_makeOcclusion_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -288,7 +288,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
if (!_hBlurPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ssao_makeHorizontalBlur_frag));
auto ps = ssao_makeHorizontalBlur_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -311,7 +311,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
if (!_vBlurPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ssao_makeVerticalBlur_frag));
auto ps = ssao_makeVerticalBlur_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -458,7 +458,7 @@ void DebugAmbientOcclusion::configure(const Config& config) {
const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
if (!_debugPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(ssao_debugOcclusion_frag));
auto ps = ssao_debugOcclusion_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -9,8 +9,6 @@
#include <qmath.h>
#include "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
#include <gpu/Batch.h>
#include "AbstractViewStateInterface.h"
#include "RenderUtilsLogging.h"
@ -19,6 +17,9 @@
#include "AnimDebugDraw.h"
#include "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
class AnimDebugDrawData {
public:
@ -101,8 +102,8 @@ AnimDebugDraw::AnimDebugDraw() :
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::Shader::createVertex(std::string(animdebugdraw_vert));
auto fragShader = gpu::Shader::createPixel(std::string(animdebugdraw_frag));
auto vertShader = animdebugdraw_vert::getShader();
auto fragShader = animdebugdraw_frag::getShader();
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_pipeline = gpu::Pipeline::create(program, state);

View file

@ -57,8 +57,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
}
if (!_antialiasingPipeline) {
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
auto vs = fxaa_vert::getShader();
auto ps = fxaa_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -82,8 +82,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
auto vs = fxaa_vert::getShader();
auto ps = fxaa_blend_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -61,7 +61,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::Shader::createPixel(std::string(BloomThreshold_frag));
auto ps = BloomThreshold_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -113,7 +113,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::Shader::createPixel(std::string(BloomApply_frag));
auto ps = BloomApply_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -369,8 +369,7 @@ bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile)
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
if (pipelineNeedsUpdate(mode, customFile)) {
static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag::getSource() };
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
@ -380,7 +379,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
getShaderSourceCode(mode, customFile));
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
const auto vs = debug_deferred_buffer_vert::getShader();
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);

View file

@ -83,7 +83,7 @@ enum DeferredShader_BufferSlot {
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
};
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
void DeferredLightingEffect::init() {
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
@ -95,14 +95,14 @@ void DeferredLightingEffect::init() {
_localLightLocations = std::make_shared<LightLocations>();
_localLightOutlineLocations = std::make_shared<LightLocations>();
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_frag::getShader(), false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_frag::getShader(), false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_shadow_frag::getShader(), false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_shadow_frag::getShader(), false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
loadLightProgram(deferred_light_vert::getShader(), local_lights_shading_frag::getShader(), true, _localLight, _localLightLocations);
loadLightProgram(deferred_light_vert::getShader(), local_lights_drawOutline_frag::getShader(), true, _localLightOutline, _localLightOutlineLocations);
}
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
@ -171,12 +171,8 @@ void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int cluste
}
}
static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* fragSource, LightLocationsPtr& locations) {
auto VS = gpu::Shader::createVertex(std::string(vertSource));
auto PS = gpu::Shader::createPixel(std::string(fragSource));
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
static gpu::ShaderPointer makeLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, LightLocationsPtr& locations) {
gpu::ShaderPointer program = gpu::Shader::createProgram(vertShader, fragShader);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT));
@ -224,9 +220,9 @@ static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* f
return program;
}
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
gpu::ShaderPointer program = makeLightProgram(vertSource, fragSource, locations);
gpu::ShaderPointer program = makeLightProgram(vertShader, fragShader, locations);
auto state = std::make_shared<gpu::State>();
state->setColorWriteMask(true, true, true, false);

View file

@ -133,7 +133,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
RenderArgs* args = renderContext->args;
if (!_hazePipeline) {
gpu::ShaderPointer ps = gpu::Shader::createPixel(std::string(Haze_frag));
gpu::ShaderPointer ps = Haze_frag::getShader();
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);

View file

@ -1946,8 +1946,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
static std::once_flag once;
std::call_once(once, [&] {
auto state = std::make_shared<gpu::State>();
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
auto VS = glowLine_vert::getShader();
auto PS = glowLine_frag::getShader();
auto program = gpu::Shader::createProgram(VS, PS);
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
@ -2003,8 +2003,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
static std::once_flag once;
std::call_once(once, [&]() {
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
auto ps = gpu::Shader::createPixel(std::string(standardDrawTexture_frag));
auto vs = standardTransformPNTC_vert::getShader();
auto ps = standardDrawTexture_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto state = std::make_shared<gpu::State>();
@ -2039,8 +2039,8 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
if (!_gridPipeline) {
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
auto ps = gpu::Shader::createPixel(std::string(grid_frag));
auto vs = standardTransformPNTC_vert::getShader();
auto ps = grid_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
@ -2123,12 +2123,9 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
static void buildWebShader(const std::string& vertShaderText, const std::string& fragShaderText, bool blendEnable,
static void buildWebShader(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool blendEnable,
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
auto VS = gpu::Shader::createVertex(vertShaderText);
auto PS = gpu::Shader::createPixel(fragShaderText);
shaderPointerOut = gpu::Shader::createProgram(VS, PS);
shaderPointerOut = gpu::Shader::createProgram(vertShader, fragShader);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
@ -2151,8 +2148,8 @@ void GeometryCache::bindWebBrowserProgram(gpu::Batch& batch, bool transparent) {
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
static std::once_flag once;
std::call_once(once, [&]() {
buildWebShader(simple_vert, simple_opaque_web_browser_frag, false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
buildWebShader(simple_vert, simple_transparent_web_browser_frag, true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
buildWebShader(simple_vert::getShader(), simple_opaque_web_browser_frag::getShader(), false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
buildWebShader(simple_vert::getShader(), simple_transparent_web_browser_frag::getShader(), true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
});
return transparent ? _simpleTransparentWebBrowserPipelineNoAA : _simpleOpaqueWebBrowserPipelineNoAA;
@ -2181,9 +2178,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
if (!fading) {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
auto VS = simple_vert::getShader();
auto PS = simple_textured_frag::getShader();
auto PSUnlit = simple_textured_unlit_frag::getShader();
_simpleShader = gpu::Shader::createProgram(VS, PS);
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
@ -2196,9 +2193,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
} else {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = gpu::Shader::createVertex(std::string(simple_fade_vert));
auto PS = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
auto VS = simple_fade_vert::getShader();
auto PS = simple_textured_fade_frag::getShader();
auto PSUnlit = simple_textured_unlit_fade_frag::getShader();
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);

View file

@ -26,7 +26,7 @@ struct HazeParams {
vec3 colorModulationFactor;
int hazeMode;
mat4 zoneTransform;
mat4 transform;
float backgroundBlend;
float hazeRangeFactor;

View file

@ -130,8 +130,8 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
fillState->setColorWriteMask(false, false, false, false);
fillState->setCullMode(gpu::State::CULL_FRONT);
auto vs = gpu::Shader::createVertex(std::string(Highlight_aabox_vert));
auto ps = gpu::Shader::createPixel(std::string(nop_frag));
auto vs = Highlight_aabox_vert::getShader();
auto ps = nop_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -313,7 +313,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(Highlight_frag));
auto ps = Highlight_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -325,7 +325,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
_pipeline = gpu::Pipeline::create(program, state);
ps = gpu::Shader::createPixel(std::string(Highlight_filled_frag));
ps = Highlight_filled_frag::getShader();
program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program, slotBindings);
_pipelineFilled = gpu::Pipeline::create(program, state);
@ -385,8 +385,7 @@ void DebugHighlight::run(const render::RenderContextPointer& renderContext, cons
}
void DebugHighlight::initializePipelines() {
static const std::string VERTEX_SHADER{ debug_deferred_buffer_vert };
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag };
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag::getSource() };
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
@ -396,7 +395,7 @@ void DebugHighlight::initializePipelines() {
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
const auto vs = debug_deferred_buffer_vert::getShader();
// Depth shader
{
@ -553,14 +552,14 @@ const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const
#include "model_shadow_frag.h"
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
auto modelVertex = model_shadow_vert::getShader();
auto modelPixel = model_shadow_frag::getShader();
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinVertex = skin_model_shadow_vert::getShader();
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned(),

View file

@ -5,9 +5,6 @@
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@func declareSkyboxMap()@>
// declareSkyboxMap
@ -15,7 +12,6 @@ uniform samplerCube skyboxMap;
vec4 evalSkyboxLight(vec3 direction, float lod) {
// textureQueryLevels is not available until #430, so we require explicit lod
// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
float filterLod = textureQueryLod(skyboxMap, direction).x;
// Keep texture filtering LOD as limit to prevent aliasing on specular reflection
lod = max(lod, filterLod);
@ -28,15 +24,13 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
vec3 fresnelSchlickAmbient(vec3 fresnelColor, float ndotd, float gloss) {
float f = pow(1.0 - ndotd, 5.0);
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * f;
// return fresnelColor + (vec3(1.0) - fresnelColor) * f;
}
<@if supportAmbientMap@>
<$declareSkyboxMap()$>
<@endif@>
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
vec3 lightDir = -reflect(surface.eyeDir, surface.normal);
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface, vec3 lightDir) {
vec3 specularLight;
<@if supportIfAmbientMapElseAmbientSphere@>
if (getLightHasAmbientMap(ambient))
@ -46,7 +40,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
float levels = getLightAmbientMapNumMips(ambient);
float m = 12.0 / (1.0+11.0*surface.roughness);
float lod = levels - m;
lod = max(lod, 0);
lod = max(lod, 0.0);
specularLight = evalSkyboxLight(lightDir, lod).xyz;
}
<@endif@>
@ -80,14 +74,21 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
<@endif@>
) {
// Fresnel
// Rotate surface normal and eye direction
vec3 ambientSpaceSurfaceNormal = (ambient.transform * vec4(surface.normal, 0.0)).xyz;
vec3 ambientSpaceSurfaceEyeDir = (ambient.transform * vec4(surface.eyeDir, 0.0)).xyz;
<@if supportScattering@>
vec3 ambientSpaceLowNormalCurvature = (ambient.transform * lowNormalCurvature).xyz;
<@endif@>
vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, surface.ndotv, 1.0-surface.roughness);
// Diffuse from ambient
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.normal).xyz;
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) *
sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceSurfaceNormal).xyz;
// Specular highlight from ambient
specular = evalAmbientSpecularIrradiance(ambient, surface) * ambientFresnel;
vec3 ambientSpaceLightDir = -reflect(ambientSpaceSurfaceEyeDir, ambientSpaceSurfaceNormal);
specular = evalAmbientSpecularIrradiance(ambient, surface, ambientSpaceLightDir) * ambientFresnel;
<@if supportScattering@>
if (scattering * isScatteringEnabled() > 0.0) {
@ -98,7 +99,7 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
obscurance = min(obscurance, ambientOcclusion);
// Diffuse from ambient
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceLowNormalCurvature).xyz;
// Scattering ambient specular is the same as non scattering for now
// TODO: we should use the same specular answer as for direct lighting

View file

@ -605,8 +605,8 @@ void DebugLightClusters::configure(const Config& config) {
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
if (!_drawClusterGrid) {
auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawGrid_frag));
auto vs = lightClusters_drawGrid_vert::getShader();
auto ps = lightClusters_drawGrid_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -635,7 +635,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterFromDepthPipeline()
if (!_drawClusterFromDepth) {
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterFromDepth_frag));
auto ps = lightClusters_drawClusterFromDepth_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -665,7 +665,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
if (!_drawClusterContent) {
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterContent_frag));
auto ps = lightClusters_drawClusterContent_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -121,16 +121,16 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* a
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
auto vertexModel = gpu::Shader::createVertex(std::string(model_vert));
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
auto pixelModel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
auto pixelModelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_frag));
auto pixelModelUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_unlit_frag));
auto pixelModelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_unlit_frag));
auto vertex = overlay3D_vert::getShader();
auto vertexModel = model_vert::getShader();
auto pixel = overlay3D_frag::getShader();
auto pixelTranslucent = overlay3D_translucent_frag::getShader();
auto pixelUnlit = overlay3D_unlit_frag::getShader();
auto pixelTranslucentUnlit = overlay3D_translucent_unlit_frag::getShader();
auto pixelModel = overlay3D_model_frag::getShader();
auto pixelModelTranslucent = overlay3D_model_translucent_frag::getShader();
auto pixelModelUnlit = overlay3D_model_unlit_frag::getShader();
auto pixelModelTranslucentUnlit = overlay3D_model_translucent_unlit_frag::getShader();
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
@ -187,66 +187,66 @@ void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
// Vertex shaders
auto simpleVertex = gpu::Shader::createVertex(std::string(simple_vert));
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto modelLightmapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_fade_vert));
auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
auto simpleVertex = simple_vert::getShader();
auto modelVertex = model_vert::getShader();
auto modelNormalMapVertex = model_normal_map_vert::getShader();
auto modelLightmapVertex = model_lightmap_vert::getShader();
auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
auto modelTranslucentVertex = model_translucent_vert::getShader();
auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
auto modelShadowVertex = model_shadow_vert::getShader();
auto skinModelVertex = skin_model_vert::getShader();
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
auto skinModelShadowVertex = skin_model_shadow_vert::getShader();
auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
auto modelLightmapNormalMapFadeVertex = model_lightmap_normal_map_fade_vert::getShader();
auto skinModelFadeVertex = skin_model_fade_vert::getShader();
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
auto modelShadowFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
auto skinModelShadowFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
auto modelFadeVertex = model_fade_vert::getShader();
auto modelNormalMapFadeVertex = model_normal_map_fade_vert::getShader();
auto simpleFadeVertex = simple_fade_vert::getShader();
auto modelShadowFadeVertex = model_shadow_fade_vert::getShader();
auto skinModelShadowFadeVertex = skin_model_shadow_fade_vert::getShader();
// Pixel shaders
auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
auto simpleUnlitPixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
auto simpleTranslucentPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_frag));
auto simpleTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_frag));
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
auto modelTranslucentNormalMapPixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_frag));
auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
auto modelLightmapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_fade_frag));
auto modelLightmapNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_fade_frag));
auto modelLightmapSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_fade_frag));
auto modelLightmapNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_fade_frag));
auto simplePixel = simple_textured_frag::getShader();
auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
auto modelPixel = model_frag::getShader();
auto modelUnlitPixel = model_unlit_frag::getShader();
auto modelNormalMapPixel = model_normal_map_frag::getShader();
auto modelSpecularMapPixel = model_specular_map_frag::getShader();
auto modelNormalSpecularMapPixel = model_normal_specular_map_frag::getShader();
auto modelTranslucentPixel = model_translucent_frag::getShader();
auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
auto modelShadowPixel = model_shadow_frag::getShader();
auto modelLightmapPixel = model_lightmap_frag::getShader();
auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
auto modelLightmapSpecularMapPixel = model_lightmap_specular_map_frag::getShader();
auto modelLightmapNormalSpecularMapPixel = model_lightmap_normal_specular_map_frag::getShader();
auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
auto modelLightmapSpecularMapFadePixel = model_lightmap_specular_map_fade_frag::getShader();
auto modelLightmapNormalSpecularMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader();
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_fade_frag));
auto modelUnlitFadePixel = gpu::Shader::createPixel(std::string(model_unlit_fade_frag));
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
auto modelSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_specular_map_fade_frag));
auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
auto modelTranslucentNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_fade_frag));
auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
auto simpleTranslucentFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_fade_frag));
auto simpleTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_fade_frag));
auto modelFadePixel = model_fade_frag::getShader();
auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
auto modelSpecularMapFadePixel = model_specular_map_fade_frag::getShader();
auto modelNormalSpecularMapFadePixel = model_normal_specular_map_fade_frag::getShader();
auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
auto simpleFadePixel = simple_textured_fade_frag::getShader();
auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
auto simpleTranslucentUnlitFadePixel = simple_transparent_textured_unlit_fade_frag::getShader();
using Key = render::ShapeKey;
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
@ -448,19 +448,19 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
// Vertex shaders
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
auto modelVertex = model_vert::getShader();
auto modelNormalMapVertex = model_normal_map_vert::getShader();
auto skinModelVertex = skin_model_vert::getShader();
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
// Pixel shaders
auto modelPixel = gpu::Shader::createPixel(std::string(forward_model_frag));
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(forward_model_unlit_frag));
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_map_frag));
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_specular_map_frag));
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_specular_map_frag));
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
auto modelPixel = forward_model_frag::getShader();
auto modelUnlitPixel = forward_model_unlit_frag::getShader();
auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
auto modelSpecularMapPixel = forward_model_specular_map_frag::getShader();
auto modelNormalSpecularMapPixel = forward_model_normal_specular_map_frag::getShader();
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
using Key = render::ShapeKey;
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
@ -590,29 +590,29 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
}
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
auto modelVertex = model_shadow_vert::getShader();
auto modelPixel = model_shadow_frag::getShader();
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
auto skinVertex = skin_model_shadow_vert::getShader();
auto skinPixel = skin_model_shadow_frag::getShader();
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
skinProgram, state);
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
auto modelFadeVertex = model_shadow_fade_vert::getShader();
auto modelFadePixel = model_shadow_fade_frag::getShader();
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
modelFadeProgram, state);
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
auto skinFadePixel = gpu::Shader::createPixel(std::string(skin_model_shadow_fade_frag));
auto skinFadeVertex = skin_model_shadow_fade_vert::getShader();
auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withFade(),

View file

@ -60,7 +60,7 @@ gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
if (!_paintStencilPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(stencil_drawMask_frag));
auto ps = stencil_drawMask_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));

View file

@ -308,7 +308,7 @@ void diffuseProfileGPU(gpu::TexturePointer& profileMap, RenderArgs* args) {
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeProfile_frag));
auto ps = subsurfaceScattering_makeProfile_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -344,7 +344,7 @@ void diffuseScatterGPU(const gpu::TexturePointer& profileMap, gpu::TexturePointe
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeLUT_frag));
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -382,7 +382,7 @@ void computeSpecularBeckmannGPU(gpu::TexturePointer& beckmannMap, RenderArgs* ar
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeSpecularBeckmann_frag));
auto ps = subsurfaceScattering_makeSpecularBeckmann_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -457,7 +457,7 @@ void DebugSubsurfaceScattering::configure(const Config& config) {
gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
if (!_scatteringPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_drawScattering_frag));
auto ps = subsurfaceScattering_drawScattering_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -212,7 +212,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
if (!_linearDepthPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeLinearDepth_frag));
auto ps = surfaceGeometry_makeLinearDepth_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -239,7 +239,7 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
if (!_downsamplePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_downsampleDepthNormal_frag));
auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
@ -540,7 +540,7 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
if (!_curvaturePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeCurvature_frag));
auto ps = surfaceGeometry_makeCurvature_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -28,7 +28,7 @@ ToneMappingEffect::ToneMappingEffect() {
}
void ToneMappingEffect::init() {
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(toneMapping_frag)));
auto blitPS = toneMapping_frag::getShader();
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));

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