merge with master

This commit is contained in:
SamGondelman 2017-11-13 14:34:39 -08:00
commit 2fb1981c4a
139 changed files with 3116 additions and 1590 deletions

1
.gitignore vendored
View file

@ -64,6 +64,7 @@ gvr-interface/libs/*
# ignore files for various dev environments
TAGS
*.sw[po]
*.qmlc
# ignore node files for the console
node_modules

View file

@ -175,7 +175,7 @@ bool EntityTreeSendThread::addAncestorsToExtraFlaggedEntities(const QUuid& filte
return parentWasNew || ancestorsWereNew;
}
// since we didn't have a parent niether of our parents or ancestors could be new additions
// since we didn't have a parent, neither of our parents or ancestors could be new additions
return false;
}
@ -204,7 +204,9 @@ bool EntityTreeSendThread::addDescendantsToExtraFlaggedEntities(const QUuid& fil
return hasNewChild || hasNewDescendants;
}
void EntityTreeSendThread::startNewTraversal(const ViewFrustum& view, EntityTreeElementPointer root, int32_t lodLevelOffset, bool usesViewFrustum) {
void EntityTreeSendThread::startNewTraversal(const ViewFrustum& view, EntityTreeElementPointer root, int32_t lodLevelOffset,
bool usesViewFrustum) {
DiffTraversal::Type type = _traversal.prepareNewTraversal(view, root, lodLevelOffset, usesViewFrustum);
// there are three types of traversal:
//
@ -423,12 +425,19 @@ bool EntityTreeSendThread::traverseTreeAndBuildNextPacketPayload(EncodeBitstream
uint64_t sendTime = usecTimestampNow();
auto nodeData = static_cast<OctreeQueryNode*>(params.nodeData);
nodeData->stats.encodeStarted();
auto entityNode = _node.toStrongRef();
auto entityNodeData = static_cast<EntityNodeData*>(entityNode->getLinkedData());
while(!_sendQueue.empty()) {
PrioritizedEntity queuedItem = _sendQueue.top();
EntityItemPointer entity = queuedItem.getEntity();
if (entity) {
// Only send entities that match the jsonFilters, but keep track of everything we've tried to send so we don't try to send it again
if (entity->matchesJSONFilters(jsonFilters)) {
bool entityMatchesFilters = entity->matchesJSONFilters(jsonFilters);
if (entityMatchesFilters || entityNodeData->isEntityFlaggedAsExtra(entity->getID())) {
if (!jsonFilters.isEmpty() && entityMatchesFilters) {
// Record explicitly filtered-in entity so that extra entities can be flagged.
entityNodeData->insertSentFilteredEntity(entity->getID());
}
OctreeElement::AppendState appendEntityState = entity->appendEntityData(&_packetData, params, _extraEncodeData);
if (appendEntityState != OctreeElement::COMPLETED) {

View file

@ -38,7 +38,8 @@ private:
bool addAncestorsToExtraFlaggedEntities(const QUuid& filteredEntityID, EntityItem& entityItem, EntityNodeData& nodeData);
bool addDescendantsToExtraFlaggedEntities(const QUuid& filteredEntityID, EntityItem& entityItem, EntityNodeData& nodeData);
void startNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root, int32_t lodLevelOffset, bool usesViewFrustum);
void startNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root, int32_t lodLevelOffset,
bool usesViewFrustum);
bool traverseTreeAndBuildNextPacketPayload(EncodeBitstreamParams& params, const QJsonObject& jsonFilters) override;
void preDistributionProcessing() override;

View file

@ -5,43 +5,41 @@ set(EXTERNAL_NAME hifiAudioCodec)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
if (NOT ANDROID)
if (WIN32 OR APPLE)
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-1.zip
URL_MD5 23ec3fe51eaa155ea159a4971856fc13
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1
)
else ()
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-linux.zip
URL_MD5 7d37914a18aa4de971d2f45dd3043bde
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1
)
endif()
# Hide this external target (for ide users)
set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${SOURCE_DIR}/include CACHE TYPE INTERNAL)
if (WIN32)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/Release/audio.lib CACHE TYPE INTERNAL)
elseif(APPLE)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/Release/libaudio.a CACHE TYPE INTERNAL)
elseif(NOT ANDROID)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/Release/libaudio.a CACHE TYPE INTERNAL)
endif()
if (WIN32)
set(DOWNLOAD_URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-win-2.0.zip)
set(DOWNLOAD_MD5 9199d4dbd6b16bed736b235efe980e67)
elseif (APPLE)
set(DOWNLOAD_URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-mac-2.0.zip)
set(DOWNLOAD_MD5 21649881e7d5dc94f922179be96f76ba)
elseif (ANDROID)
set(DOWNLOAD_URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-android-2.0.zip)
set(DOWNLOAD_MD5 aef2a852600d498d58aa586668191683)
elseif (UNIX)
set(DOWNLOAD_URL http://s3.amazonaws.com/hifi-public/dependencies/codecSDK-linux-2.0.zip)
set(DOWNLOAD_MD5 67fb7755f9bcafb98a9fceea53bc7481)
else()
return()
endif()
ExternalProject_Add(
${EXTERNAL_NAME}
URL ${DOWNLOAD_URL}
URL_MD5 ${DOWNLOAD_MD5}
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1
)
# Hide this external target (for ide users)
set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${SOURCE_DIR}/include CACHE TYPE INTERNAL)
if (WIN32)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/Release/audio.lib CACHE TYPE INTERNAL)
else()
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/Release/libaudio.a CACHE TYPE INTERNAL)
endif()

View file

@ -19,12 +19,13 @@
Upload an entities file (e.g.: models.json.gz) to replace the content of this domain.<br>
Note: <strong>Your domain's content will be replaced by the content you upload</strong>, but the backup files of your domain's content will not immediately be changed.
</p>
<p>
If your domain has any content that you would like to re-use at a later date, save a manual backup of your models.json.gz file, which is usually stored at the following paths:<br>
<pre>C:/Users/[username]/AppData/Roaming/High Fidelity/assignment-client/entities/models.json.gz</pre>
<pre>/Users/[username]/Library/Application Support/High Fidelity/assignment-client/entities/models.json.gz</pre>
<pre>/home/[username]/.local/share/High Fidelity/assignment-client/entities/models.json.gz</pre>
</p>
<p>If your domain has any content that you would like to re-use at a later date, save a manual backup of your models.json.gz file, which is usually stored at the following paths:</p>
<label class="control-label">Windows</label>
<pre>C:/Users/[username]/AppData/Roaming/High Fidelity/assignment-client/entities/models.json.gz</pre>
<label class="control-label">OSX</label>
<pre>/Users/[username]/Library/Application Support/High Fidelity/assignment-client/entities/models.json.gz</pre>
<label class="control-label">Linux</label>
<pre>/home/[username]/.local/share/High Fidelity/assignment-client/entities/models.json.gz</pre>
<br>
<input type="file" name="entities-file" class="form-control-file" accept=".json, .gz">
<br>

View file

@ -307,7 +307,6 @@ table .headers + .headers td {
margin-right: 20px;
}
#visit-domain-link,
.blue-link {
font-size: 14px;
text-decoration-line: underline;

View file

@ -39,7 +39,7 @@
<li><a href="/settings/">Settings</a></li>
</ul>
<ul class="nav navbar-right navbar-nav">
<li><a id="visit-domain-link" target="_blank" style="display: none;">Visit domain in VR</a></li>
<li><a id="visit-domain-link" class="blue-link" target="_blank" style="display: none;">Visit domain in VR</a></li>
<li><a href="#" id="restart-server"><span class="glyphicon glyphicon-refresh"></span> Restart</a></li>
</ul>
</div>

View file

@ -31,6 +31,12 @@ label {
color: #373A3C;
}
.wizard-link {
font-size: 16px;
font-weight: normal;
color: #2F80ED;
}
#admin-row {
margin-top: 20px;
margin-bottom: 20px;
@ -84,6 +90,14 @@ label {
height: 169px;
}
#visit-domain-row {
margin-bottom: 68px;
#congratulation-text {
margin-bottom: 59px;
}
#visit-domain-checkbox {
margin-bottom: 23px;
}
#visit-domain-checkbox label {
margin: 0 0;
}

View file

@ -60,8 +60,7 @@
</div>
<div id="admin-row" class="row">
<p class="col-md-6">
<span id="admin-description" class="step-info"><b>Add your High Fidelity username</b> and any other usernames to grant administrator privileges.</span>
<span class='glyphicon glyphicon-info-sign' data-toggle="tooltip" title="Users who will have all the permissions for this domain."></span>
<span class="step-info"><span id="admin-description"><b>Add your High Fidelity username</b> and any other usernames</span> to grant <span class='wizard-link' data-toggle="tooltip" title="Users who will have all the permissions for this domain.">administrator privileges</span></span>
</p>
<div class="col-md-6">
<input id="admin-usernames" type="text" class="form-control">
@ -78,7 +77,7 @@
<div class="row">
<div class="col-md-12">
<p id="connect-question" class="step-info">
Who can connect to your domain?
Who can <a href='#' class='wizard-link perms-link'>connect</a> to your domain?
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='You can set this to allow a user to connect to this domain.'></span>
</p>
</div>
@ -87,25 +86,21 @@
<p class="col-md-2">
<label>
<input id="connect-none" name="connect-radio" type="radio" value="none" checked> None
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Only the admins of this domain'></span>
</label>
</p>
<p class="col-md-3">
<label>
<input id="connect-friends" name="connect-radio" type="radio" value="friends"> Friends
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Users who are your Friends in High Fidelity'></span>
</label>
</p>
<p class="col-md-5">
<label>
<input id="connect-logged-in" name="connect-radio" type="radio" value="logged-in"> Users logged in to High Fidelity
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Users who are currently logged into High Fidelity'></span>
<input id="connect-logged-in" name="connect-radio" type="radio" value="logged-in"> Users logged into High Fidelity
</label>
</p>
<p class="col-md-2">
<label>
<input id="connect-everyone" name="connect-radio" type="radio" value="everyone"> Everyone
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title="Users who aren't logged into High Fidelity"></span>
</label>
</p>
</div>
@ -113,7 +108,7 @@
<div class="row">
<div class="col-md-12">
<p class="step-info">
Who can rez items in your domain?
Who can <a href='#' class='wizard-link perms-link'>rez items</a> in your domain?
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='You can set this to allow a user to create entities in this domain.'></span>
</p>
</div>
@ -122,33 +117,32 @@
<p class="col-md-2">
<label>
<input id="rez-none" name="rez-radio" type="radio" value="none" checked> None
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Only the admins of this domain'></span>
</label>
</p>
<p class="col-md-3">
<label>
<input id="rez-friends" name="rez-radio" type="radio" value="friends"> Friends
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Users who are your Friends in High Fidelity'></span>
<input id="rez-friends" name="rez-radio" type="radio" value="friends" disabled> Friends
</label>
</p>
<p class="col-md-5">
<label>
<input id="rez-logged-in" name="rez-radio" type="radio" value="logged-in"> Users logged in to High Fidelity
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title='Users who are currently logged into High Fidelity'></span>
<input id="rez-logged-in" name="rez-radio" type="radio" value="logged-in" disabled> Users logged into High Fidelity
</label>
</p>
<p class="col-md-2">
<label>
<input id="rez-everyone" name="rez-radio" type="radio" value="everyone"> Everyone
<span class='glyphicon glyphicon-info-sign' data-toggle='tooltip' title="Users who aren't logged into High Fidelity"></span>
<input id="rez-everyone" name="rez-radio" type="radio" value="everyone" disabled> Everyone
</label>
</p>
</div>
<div class="row">
<div class="col-md-3 col-md-offset-9">
<dd class="col-md-3">
<button type="button" class="btn btn-md btn-block btn-default back-button">Back</button>
</dd>
<dd class="col-md-3 col-md-offset-6">
<button id="save-permissions" type="button" class="btn btn-md btn-block btn-primary">Next</button>
</div>
</dd>
</div>
</div>
@ -188,35 +182,37 @@
</dl>
<dl class="row">
<dd class="col-md-3 col-md-offset-9">
<dd class="col-md-3">
<button type="button" class="btn btn-md btn-block btn-default back-button">Back</button>
</dd>
<dd class="col-md-3 col-md-offset-6">
<button id="save-username-password" type="button" class="btn btn-md btn-block btn-primary">Finish</button>
</dd>
</dl>
</div>
<div class="wizard-step cloud-only col-md-7 col-centered" style="display: none;">
<div class="wizard-step cloud-only col-xs-12 col-sm-12 col-md-9 col-lg-7 col-centered" style="display: none;">
<div class="row">
<div class="col-xs-4 col-centered">
<div class="col-xs-12" align="center">
<img id="checkmark-image" src="../images/checkmark.svg">
</div>
</div>
<div class="row">
<div class="col-md-12">
<div id="congratulation-text" class="row">
<div class="col-xs-12">
<p class="step-info">Congratulations! You have successfully setup and configured your cloud hosted domain.</p>
</div>
</div>
<div id="visit-domain-row" class="row">
<div class="col-md-12">
<label><input id="go-to-domain" class="form-check-input" type="checkbox"> Visit domain in VR now</label>
</div>
</div>
<dl class="row">
<dd class="col-md-5 col-md-offset-7">
<button id="explore-settings" type="button" class="btn btn-md btn-block btn-primary">Explore all domain server settings</button>
</dd>
<div class="col-xs-12">
<div class="pull-right">
<div id="visit-domain-checkbox">
<label><input id="go-to-domain" class="form-check-input" type="checkbox"> Visit domain in VR now</label>
</div>
<button id="explore-settings" type="button" class="btn btn-md btn-primary">Explore all domain server settings</button>
</div>
</div>
</dl>
</div>

View file

@ -2,6 +2,8 @@ var Metaverse = {
accessToken: null
}
var currentStepNumber;
$(document).ready(function(){
Strings.ADD_PLACE_NOT_CONNECTED_MESSAGE = "You must have an access token to query your High Fidelity places.<br><br>" +
"Please go back and connect your account.";
@ -9,6 +11,22 @@ $(document).ready(function(){
$('#connect-account-btn').attr('href', URLs.METAVERSE_URL + "/user/tokens/new?for_domain_server=true");
$('[data-toggle="tooltip"]').tooltip();
$('.perms-link').on('click', function() {
var modal_body = '<div>';
modal_body += '<b>None</b> - No one will have permissions. Only you and the users your have given administrator privileges to will have permissions.</br></br>';
modal_body += '<b>Friends</b> - Users who are your Friends in High Fidelity.</br></br>';
modal_body += '<b>Users logged into High Fidelity</b> - Users who are currently logged into High Fidelity.</br></br>';
modal_body += '<b>Everyone</b> - Anyone who uses High Fidelity.';
modal_body += '</div>';
dialog = bootbox.dialog({
title: "User definition",
message: modal_body,
closeButton: true
});
return false;
});
$('body').on('click', '.next-button', function() {
goToNextStep();
@ -56,6 +74,36 @@ $(document).ready(function(){
exploreSettings();
});
$('input[type=radio][name=connect-radio]').change(function() {
var inputs = $('input[type=radio][name=rez-radio]');
var disabled = [];
switch (this.value) {
case 'none':
disabled = inputs.splice(1);
break;
case 'friends':
disabled = inputs.splice(2);
break;
case 'logged-in':
disabled = inputs.splice(3);
break;
case 'everyone':
disabled = inputs.splice(4);
break;
}
$.each(inputs, function() {
$(this).prop('disabled', false);
});
$.each(disabled, function() {
if ($(this).prop('checked')) {
$(inputs.last()).prop('checked', true);
}
$(this).prop('disabled', true);
});
});
reloadSettings(function(success) {
if (success) {
getDomainFromAPI();
@ -73,12 +121,12 @@ $(document).ready(function(){
});
function setupWizardSteps() {
var stepsCompleted = Settings.data.values.wizard.steps_completed;
currentStepNumber = Settings.data.values.wizard.steps_completed;
var steps = null;
if (Settings.data.values.wizard.cloud_domain) {
$('.desktop-only').remove();
$('.wizard-step').find('.back-button').hide();
$('.wizard-step:first').find('.back-button').hide();
steps = $('.wizard-step');
$(steps).each(function(i) {
@ -86,7 +134,7 @@ function setupWizardSteps() {
});
$('#permissions-description').html('You <span id="username-display"></span>have been assigned administrator privileges to this domain.');
$('#admin-description').html('Add more High Fidelity usernames to grant administrator privileges.');
$('#admin-description').html('Add more High Fidelity usernames');
} else {
$('.cloud-only').remove();
$('#save-permissions').text("Finish");
@ -96,12 +144,12 @@ function setupWizardSteps() {
$(this).children(".step-title").text("Step " + (i + 1) + " of " + steps.length);
});
if (stepsCompleted == 0) {
if (currentStepNumber == 0) {
$('#skip-wizard-button').show();
}
}
var currentStep = steps[stepsCompleted];
var currentStep = steps[currentStepNumber];
$(currentStep).show();
}
@ -204,7 +252,7 @@ function goToNextStep() {
currentStep.hide();
nextStep.show();
var currentStepNumber = parseInt(Settings.data.values.wizard.steps_completed) + 1;
currentStepNumber += 1;
postSettings({
"wizard": {
@ -233,7 +281,7 @@ function goToPreviousStep() {
currentStep.hide();
previousStep.show();
var currentStepNumber = parseInt(Settings.data.values.wizard.steps_completed) - 1;
currentStepNumber -= 1;
postSettings({
"wizard": {
@ -439,7 +487,7 @@ function saveUsernamePassword() {
return;
}
var currentStepNumber = parseInt(Settings.data.values.wizard.steps_completed) + 1;
currentStepNumber += 1;
var formJSON = {
"security": {

View file

@ -16,10 +16,10 @@ import Qt.labs.settings 1.0
import "../styles-uit"
import "../controls-uit" as HifiControls
import "../windows"
import "../windows" as Windows
import "../dialogs"
ScrollingWindow {
Windows.ScrollingWindow {
id: root
objectName: "AssetServer"
title: "Asset Browser"

View file

@ -113,21 +113,6 @@ Rectangle {
}
}
onVisibleChanged: {
if (!visible) {
titleBarText.text = "Certificate";
popText.text = "PROOF OF PURCHASE";
root.certificateId = "";
root.itemName = "--";
root.itemOwner = "--";
root.itemEdition = "--";
root.dateOfPurchase = "--";
root.marketplaceUrl = "";
root.isMyCert = false;
errorText.text = "";
}
}
// This object is always used in a popup.
// This MouseArea is used to prevent a user from being
// able to click on a button/mouseArea underneath the popup.
@ -420,6 +405,18 @@ Rectangle {
case 'inspectionCertificate_setCertificateId':
root.certificateId = message.certificateId;
break;
case 'inspectionCertificate_resetCert':
titleBarText.text = "Certificate";
popText.text = "PROOF OF PURCHASE";
root.certificateId = "";
root.itemName = "--";
root.itemOwner = "--";
root.itemEdition = "--";
root.dateOfPurchase = "--";
root.marketplaceUrl = "";
root.isMyCert = false;
errorText.text = "";
break;
default:
console.log('Unrecognized message from marketplaces.js:', JSON.stringify(message));
}

View file

@ -196,7 +196,38 @@ Item {
anchors.bottom: parent.bottom;
anchors.left: parent.left;
anchors.right: parent.right;
anchors.rightMargin: 24;
Item {
visible: transactionHistoryModel.count === 0 && root.historyReceived;
anchors.centerIn: parent;
width: parent.width - 12;
height: parent.height;
HifiControlsUit.Separator {
colorScheme: 1;
anchors.left: parent.left;
anchors.right: parent.right;
anchors.top: parent.top;
}
RalewayRegular {
id: noActivityText;
text: "<b>The Wallet app is in closed Beta.</b><br><br>To request entry and <b>receive free HFC</b>, please contact " +
"<b>info@highfidelity.com</b> with your High Fidelity account username and the email address registered to that account.";
// Text size
size: 24;
// Style
color: hifi.colors.blueAccent;
anchors.left: parent.left;
anchors.leftMargin: 12;
anchors.right: parent.right;
anchors.rightMargin: 12;
anchors.verticalCenter: parent.verticalCenter;
height: paintedHeight;
wrapMode: Text.WordWrap;
horizontalAlignment: Text.AlignHCenter;
}
}
ListView {
id: transactionHistory;
@ -294,17 +325,6 @@ Item {
}
}
}
// This should never be visible (since you immediately get 100 HFC)
FiraSansRegular {
id: emptyTransationHistory;
size: 24;
visible: !transactionHistory.visible && root.historyReceived;
text: "Recent Activity Unavailable";
anchors.fill: parent;
horizontalAlignment: Text.AlignHCenter;
verticalAlignment: Text.AlignVCenter;
}
}
}
@ -350,7 +370,9 @@ Item {
}
root.pendingCount = pendingCount;
transactionHistoryModel.insert(0, {"transaction_type": "pendingCount"});
if (pendingCount > 0) {
transactionHistoryModel.insert(0, {"transaction_type": "pendingCount"});
}
}
//

View file

@ -11,8 +11,11 @@
import QtQuick 2.5
import QtQuick.Controls 1.4
import QtQuick.Dialogs 1.2 as OriginalDialogs
import "../../styles-uit"
import "../../controls-uit"
import "../dialogs"
Rectangle {
id: newModelDialog
@ -25,6 +28,15 @@ Rectangle {
property bool punctuationMode: false
property bool keyboardRasied: false
function errorMessageBox(message) {
return desktop.messageBox({
icon: hifi.icons.warning,
defaultButton: OriginalDialogs.StandardButton.Ok,
title: "Error",
text: message
});
}
Item {
id: column1
anchors.rightMargin: 10
@ -98,7 +110,6 @@ Rectangle {
CheckBox {
id: dynamic
text: qsTr("Dynamic")
}
Row {
@ -117,6 +128,7 @@ Rectangle {
Text {
id: text2
width: 160
x: dynamic.width / 2
color: "#ffffff"
text: qsTr("Models with automatic collisions set to 'Exact' cannot be dynamic, and should not be used as floors")
wrapMode: Text.WordWrap
@ -139,15 +151,40 @@ Rectangle {
ComboBox {
id: collisionType
property int priorIndex: 0
property string staticMeshCollisionText: "Exact - All polygons"
property var collisionArray: ["No Collision",
"Basic - Whole model",
"Good - Sub-meshes",
staticMeshCollisionText,
"Box",
"Sphere"]
width: 200
z: 100
transformOrigin: Item.Center
model: ["No Collision",
"Basic - Whole model",
"Good - Sub-meshes",
"Exact - All polygons",
"Box",
"Sphere"]
model: collisionArray
onCurrentIndexChanged: {
if (collisionArray[currentIndex] === staticMeshCollisionText) {
if (dynamic.checked) {
currentIndex = priorIndex;
errorMessageBox("Models with Automatic Collisions set to \""
+ staticMeshCollisionText + "\" cannot be dynamic.");
//--EARLY EXIT--( Can't have a static mesh model that's dynamic )
return;
}
dynamic.enabled = false;
} else {
dynamic.enabled = true;
}
priorIndex = currentIndex;
}
}
Row {
@ -155,10 +192,10 @@ Rectangle {
width: 200
height: 400
spacing: 5
anchors {
rightMargin: 15
}
anchors.horizontalCenter: column3.horizontalCenter
anchors.horizontalCenterOffset: -20
Button {
id: button1
text: qsTr("Add")

View file

@ -2713,7 +2713,7 @@ bool Application::importFromZIP(const QString& filePath) {
qDebug() << "A zip file has been dropped in: " << filePath;
QUrl empty;
// handle Blocks download from Marketplace
if (filePath.contains("vr.google.com/downloads")) {
if (filePath.contains("poly.google.com/downloads")) {
addAssetToWorldFromURL(filePath);
} else {
qApp->getFileDownloadInterface()->runUnzip(filePath, empty, true, true, false);
@ -4461,7 +4461,7 @@ void Application::cameraModeChanged() {
void Application::cameraMenuChanged() {
auto menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::FullscreenMirror)) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
if (!isHMDMode() && _myCamera.getMode() != CAMERA_MODE_MIRROR) {
_myCamera.setMode(CAMERA_MODE_MIRROR);
getMyAvatar()->reset(false, false, false); // to reset any active MyAvatar::FollowHelpers
}
@ -6259,7 +6259,7 @@ void Application::addAssetToWorldFromURL(QString url) {
if (url.contains("filename")) {
filename = url.section("filename=", 1, 1); // Filename is in "?filename=" parameter at end of URL.
}
if (url.contains("vr.google.com/downloads")) {
if (url.contains("poly.google.com/downloads")) {
filename = url.section('/', -1);
if (url.contains("noDownload")) {
filename.remove(".zip?noDownload=false");
@ -6294,7 +6294,7 @@ void Application::addAssetToWorldFromURLRequestFinished() {
if (url.contains("filename")) {
filename = url.section("filename=", 1, 1); // Filename is in "?filename=" parameter at end of URL.
}
if (url.contains("vr.google.com/downloads")) {
if (url.contains("poly.google.com/downloads")) {
filename = url.section('/', -1);
if (url.contains("noDownload")) {
filename.remove(".zip?noDownload=false");
@ -7295,6 +7295,10 @@ void Application::updateDisplayMode() {
menu->setIsOptionChecked(MenuOption::FirstPerson, true);
cameraMenuChanged();
}
// Remove the mirror camera option from menu if in HMD mode
auto mirrorAction = menu->getActionForOption(MenuOption::FullscreenMirror);
mirrorAction->setVisible(!isHmd);
Q_ASSERT_X(_displayPlugin, "Application::updateDisplayMode", "could not find an activated display plugin");
}

View file

@ -54,7 +54,9 @@ void LODManager::autoAdjustLOD(float batchTime, float engineRunTime, float delta
float renderTime = batchTime + OVERLAY_AND_SWAP_TIME_BUDGET;
float maxTime = glm::max(renderTime, engineRunTime);
const float BLEND_TIMESCALE = 0.3f; // sec
float blend = BLEND_TIMESCALE / deltaTimeSec;
const float MIN_DELTA_TIME = 0.001f;
const float safeDeltaTime = glm::max(deltaTimeSec, MIN_DELTA_TIME);
float blend = BLEND_TIMESCALE / safeDeltaTime;
if (blend > 1.0f) {
blend = 1.0f;
}

View file

@ -135,7 +135,7 @@ MyAvatar::MyAvatar(QThread* thread) :
connect(&domainHandler, &DomainHandler::settingsReceived, this, &MyAvatar::restrictScaleFromDomainSettings);
// when we leave a domain we lift whatever restrictions that domain may have placed on our scale
connect(&domainHandler, &DomainHandler::disconnectedFromDomain, this, &MyAvatar::clearScaleRestriction);
connect(&domainHandler, &DomainHandler::disconnectedFromDomain, this, &MyAvatar::leaveDomain);
_bodySensorMatrix = deriveBodyFromHMDSensor();
@ -2189,6 +2189,7 @@ void MyAvatar::clampScaleChangeToDomainLimits(float desiredScale) {
setTargetScale(clampedTargetScale);
qCDebug(interfaceapp, "Changed scale to %f", (double)_targetScale);
emit(scaleChanged());
}
float MyAvatar::getDomainMinScale() {
@ -2278,6 +2279,18 @@ void MyAvatar::restrictScaleFromDomainSettings(const QJsonObject& domainSettings
settings.endGroup();
}
void MyAvatar::leaveDomain() {
clearScaleRestriction();
saveAvatarScale();
}
void MyAvatar::saveAvatarScale() {
Settings settings;
settings.beginGroup("Avatar");
settings.setValue("scale", _targetScale);
settings.endGroup();
}
void MyAvatar::clearScaleRestriction() {
_domainMinimumScale = MIN_AVATAR_SCALE;
_domainMaximumScale = MAX_AVATAR_SCALE;

View file

@ -620,6 +620,10 @@ signals:
void dominantHandChanged(const QString& hand);
void sensorToWorldScaleChanged(float sensorToWorldScale);
void attachmentsChanged();
void scaleChanged();
private slots:
void leaveDomain();
private:
@ -637,6 +641,8 @@ private:
virtual int parseDataFromBuffer(const QByteArray& buffer) override;
virtual glm::vec3 getSkeletonPosition() const override;
void saveAvatarScale();
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
QString getScriptedMotorFrame() const;

View file

@ -90,7 +90,7 @@ void Ledger::buy(const QString& hfc_key, int cost, const QString& asset_id, cons
signedSend("transaction", transactionString, hfc_key, "buy", "buySuccess", "buyFailure", controlled_failure);
}
bool Ledger::receiveAt(const QString& hfc_key, const QString& old_key, const QString& machine_fingerprint) {
bool Ledger::receiveAt(const QString& hfc_key, const QString& old_key) {
auto accountManager = DependencyManager::get<AccountManager>();
if (!accountManager->isLoggedIn()) {
qCWarning(commerce) << "Cannot set receiveAt when not logged in.";
@ -99,13 +99,7 @@ bool Ledger::receiveAt(const QString& hfc_key, const QString& old_key, const QSt
return false; // We know right away that we will fail, so tell the caller.
}
QJsonObject transaction;
transaction["hfc_key"] = hfc_key;
transaction["machine_fingerprint"] = machine_fingerprint;
QJsonDocument transactionDoc{ transaction };
auto transactionString = transactionDoc.toJson(QJsonDocument::Compact);
signedSend("transaction", transactionString, old_key, "receive_at", "receiveAtSuccess", "receiveAtFailure");
signedSend("public_key", hfc_key.toUtf8(), old_key, "receive_at", "receiveAtSuccess", "receiveAtFailure");
return true; // Note that there may still be an asynchronous signal of failure that callers might be interested in.
}

View file

@ -26,7 +26,7 @@ class Ledger : public QObject, public Dependency {
public:
void buy(const QString& hfc_key, int cost, const QString& asset_id, const QString& inventory_key, const bool controlled_failure = false);
bool receiveAt(const QString& hfc_key, const QString& old_key, const QString& machine_fingerprint);
bool receiveAt(const QString& hfc_key, const QString& old_key);
void balance(const QStringList& keys);
void inventory(const QStringList& keys);
void history(const QStringList& keys);

View file

@ -33,7 +33,7 @@ QmlCommerce::QmlCommerce(QQuickItem* parent) : OffscreenQmlDialog(parent) {
connect(ledger.data(), &Ledger::updateCertificateStatus, this, &QmlCommerce::updateCertificateStatus);
auto accountManager = DependencyManager::get<AccountManager>();
connect(accountManager.data(), &AccountManager::usernameChanged, [&]() {
connect(accountManager.data(), &AccountManager::usernameChanged, this, [&]() {
setPassphrase("");
});
}

View file

@ -16,7 +16,6 @@
#include "ui/ImageProvider.h"
#include "scripting/HMDScriptingInterface.h"
#include <FingerprintUtils.h>
#include <PathUtils.h>
#include <OffscreenUi.h>
#include <AccountManager.h>
@ -542,8 +541,7 @@ bool Wallet::generateKeyPair() {
// 2. It is maximally private, and we can step back from that later if desired.
// 3. It maximally exercises all the machinery, so we are most likely to surface issues now.
auto ledger = DependencyManager::get<Ledger>();
QString machineFingerprint = uuidStringWithoutCurlyBraces(FingerprintUtils::getMachineFingerprint());
return ledger->receiveAt(key, oldKey, machineFingerprint);
return ledger->receiveAt(key, oldKey);
}
QStringList Wallet::listPublicKeys() {

View file

@ -93,23 +93,25 @@ void LaserPointer::updateRenderState(const RenderState& renderState, const Inter
qApp->getOverlays().editOverlay(renderState.getStartID(), startProps);
}
glm::vec3 endVec;
if (((defaultState || !_lockEnd) && _objectLockEnd.first.isNull()) || type == IntersectionType::HUD) {
if (((defaultState || !_lockEnd) && _lockEndObject.id.isNull()) || type == IntersectionType::HUD) {
endVec = pickRay.origin + pickRay.direction * distance;
} else {
if (!_objectLockEnd.first.isNull()) {
if (!_lockEndObject.id.isNull()) {
glm::vec3 pos;
glm::quat rot;
glm::vec3 dim;
glm::vec3 registrationPoint;
if (_objectLockEnd.second) {
pos = vec3FromVariant(qApp->getOverlays().getProperty(_objectLockEnd.first, "position").value);
rot = quatFromVariant(qApp->getOverlays().getProperty(_objectLockEnd.first, "rotation").value);
dim = vec3FromVariant(qApp->getOverlays().getProperty(_objectLockEnd.first, "dimensions").value);
if (_lockEndObject.isOverlay) {
pos = vec3FromVariant(qApp->getOverlays().getProperty(_lockEndObject.id, "position").value);
rot = quatFromVariant(qApp->getOverlays().getProperty(_lockEndObject.id, "rotation").value);
dim = vec3FromVariant(qApp->getOverlays().getProperty(_lockEndObject.id, "dimensions").value);
registrationPoint = glm::vec3(0.5f);
} else {
EntityItemProperties props = DependencyManager::get<EntityScriptingInterface>()->getEntityProperties(_objectLockEnd.first);
pos = props.getPosition();
rot = props.getRotation();
EntityItemProperties props = DependencyManager::get<EntityScriptingInterface>()->getEntityProperties(_lockEndObject.id);
glm::mat4 entityMat = createMatFromQuatAndPos(props.getRotation(), props.getPosition());
glm::mat4 finalPosAndRotMat = entityMat * _lockEndObject.offsetMat;
pos = extractTranslation(finalPosAndRotMat);
rot = glmExtractRotation(finalPosAndRotMat);
dim = props.getDimensions();
registrationPoint = props.getRegistrationPoint();
}
@ -183,7 +185,7 @@ void LaserPointer::updateVisuals(const PickResultPointer& pickResult) {
IntersectionType type = rayPickResult ? rayPickResult->type : IntersectionType::NONE;
if (_enabled && !_currentRenderState.empty() && _renderStates.find(_currentRenderState) != _renderStates.end() &&
(type != IntersectionType::NONE || _laserLength > 0.0f || !_objectLockEnd.first.isNull())) {
(type != IntersectionType::NONE || _laserLength > 0.0f || !_lockEndObject.id.isNull())) {
PickRay pickRay{ rayPickResult->pickVariant };
QUuid uid = rayPickResult->objectID;
float distance = _laserLength > 0.0f ? _laserLength : rayPickResult->distance;
@ -224,9 +226,11 @@ void LaserPointer::setLength(float length) {
});
}
void LaserPointer::setLockEndUUID(const QUuid& objectID, bool isOverlay) {
void LaserPointer::setLockEndUUID(const QUuid& objectID, const bool isOverlay, const glm::mat4& offsetMat) {
withWriteLock([&] {
_objectLockEnd = std::pair<QUuid, bool>(objectID, isOverlay);
_lockEndObject.id = objectID;
_lockEndObject.isOverlay = isOverlay;
_lockEndObject.offsetMat = offsetMat;
});
}

View file

@ -19,6 +19,12 @@
#include <pointers/Pointer.h>
#include <pointers/Pick.h>
struct LockEndObject {
QUuid id { QUuid() };
bool isOverlay { false };
glm::mat4 offsetMat { glm::mat4() };
};
class RenderState {
public:
@ -63,7 +69,7 @@ public:
void editRenderState(const std::string& state, const QVariant& startProps, const QVariant& pathProps, const QVariant& endProps) override;
void setLength(float length) override;
void setLockEndUUID(const QUuid& objectID, bool isOverlay) override;
void setLockEndUUID(const QUuid& objectID, bool isOverlay, const glm::mat4& offsetMat = glm::mat4()) override;
void updateVisuals(const PickResultPointer& prevRayPickResult) override;
@ -88,7 +94,7 @@ private:
bool _centerEndY;
bool _lockEnd;
bool _distanceScaleEnd;
std::pair<QUuid, bool> _objectLockEnd { std::pair<QUuid, bool>(QUuid(), false)};
LockEndObject _lockEndObject;
void updateRenderStateOverlay(const OverlayID& id, const QVariant& props);
void updateRenderState(const RenderState& renderState, const IntersectionType type, float distance, const QUuid& objectID, const PickRay& pickRay, bool defaultState);

View file

@ -34,12 +34,11 @@ public:
Q_INVOKABLE void setIgnoreItems(unsigned int uid, const QScriptValue& ignoreEntities) const;
Q_INVOKABLE void setIncludeItems(unsigned int uid, const QScriptValue& includeEntities) const;
Q_INVOKABLE void setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay) const { DependencyManager::get<PointerManager>()->setLockEndUUID(uid, objectID, isOverlay); }
Q_INVOKABLE void setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay, const glm::mat4& offsetMat = glm::mat4()) const { DependencyManager::get<PointerManager>()->setLockEndUUID(uid, objectID, isOverlay, offsetMat); }
Q_INVOKABLE bool isLeftHand(unsigned int uid) { return DependencyManager::get<PointerManager>()->isLeftHand(uid); }
Q_INVOKABLE bool isRightHand(unsigned int uid) { return DependencyManager::get<PointerManager>()->isRightHand(uid); }
Q_INVOKABLE bool isMouse(unsigned int uid) { return DependencyManager::get<PointerManager>()->isMouse(uid); }
};
#endif // hifi_LaserPointerScriptingInterface_h

View file

@ -71,6 +71,12 @@ bool SelectionScriptingInterface::removeFromSelectedItemsList(const QString& lis
return false;
}
bool SelectionScriptingInterface::clearSelectedItemsList(const QString& listName) {
_selectedItemsListMap.insert(listName, GameplayObjects());
emit selectedItemsListChanged(listName);
return true;
}
template <class T> bool SelectionScriptingInterface::addToGameplayObjects(const QString& listName, T idToAdd) {
GameplayObjects currentList = _selectedItemsListMap.value(listName);
currentList.addToGameplayObjects(idToAdd);

View file

@ -56,11 +56,45 @@ public:
GameplayObjects getList(const QString& listName);
/**jsdoc
* Prints out the list of avatars, entities and overlays stored in a particular selection.
* @function Selection.printList
* @param listName {string} name of the selection
*/
Q_INVOKABLE void printList(const QString& listName);
/**jsdoc
* Removes a named selection from the list of selections.
* @function Selection.removeListFromMap
* @param listName {string} name of the selection
* @returns {bool} true if the selection existed and was successfully removed.
*/
Q_INVOKABLE bool removeListFromMap(const QString& listName);
/**jsdoc
* Add an item in a selection.
* @function Selection.addToSelectedItemsList
* @param listName {string} name of the selection
* @param itemType {string} the type of the item (one of "avatar", "entity" or "overlay")
* @param id {EntityID} the Id of the item to add to the selection
* @returns {bool} true if the item was successfully added.
*/
Q_INVOKABLE bool addToSelectedItemsList(const QString& listName, const QString& itemType, const QUuid& id);
/**jsdoc
* Remove an item from a selection.
* @function Selection.removeFromSelectedItemsList
* @param listName {string} name of the selection
* @param itemType {string} the type of the item (one of "avatar", "entity" or "overlay")
* @param id {EntityID} the Id of the item to remove
* @returns {bool} true if the item was successfully removed.
*/
Q_INVOKABLE bool removeFromSelectedItemsList(const QString& listName, const QString& itemType, const QUuid& id);
/**jsdoc
* Remove all items from a selection.
* @function Selection.clearSelectedItemsList
* @param listName {string} name of the selection
* @returns {bool} true if the item was successfully cleared.
*/
Q_INVOKABLE bool clearSelectedItemsList(const QString& listName);
signals:
void selectedItemsListChanged(const QString& listName);

View file

@ -265,7 +265,7 @@ void Base3DOverlay::locationChanged(bool tellPhysics) {
SpatiallyNestable::locationChanged(tellPhysics);
// Force the actual update of the render transform through the notify call
notifyRenderTransformChange();
notifyRenderVariableChange();
}
void Base3DOverlay::parentDeleted() {
@ -275,18 +275,21 @@ void Base3DOverlay::parentDeleted() {
void Base3DOverlay::update(float duration) {
// In Base3DOverlay, if its location or bound changed, the renderTrasnformDirty flag is true.
// then the correct transform used for rendering is computed in the update transaction and assigned.
if (_renderTransformDirty) {
if (_renderVariableDirty) {
auto itemID = getRenderItemID();
if (render::Item::isValidID(itemID)) {
// Capture the render transform value in game loop before
auto latestTransform = evalRenderTransform();
_renderTransformDirty = false;
bool latestVisible = getVisible();
_renderVariableDirty = false;
render::ScenePointer scene = qApp->getMain3DScene();
render::Transaction transaction;
transaction.updateItem<Overlay>(itemID, [latestTransform](Overlay& data) {
transaction.updateItem<Overlay>(itemID, [latestTransform, latestVisible](Overlay& data) {
auto overlay3D = dynamic_cast<Base3DOverlay*>(&data);
if (overlay3D) {
// TODO: overlays need to communicate all relavent render properties through transactions
overlay3D->setRenderTransform(latestTransform);
overlay3D->setRenderVisible(latestVisible);
}
});
scene->enqueueTransaction(transaction);
@ -294,8 +297,8 @@ void Base3DOverlay::update(float duration) {
}
}
void Base3DOverlay::notifyRenderTransformChange() const {
_renderTransformDirty = true;
void Base3DOverlay::notifyRenderVariableChange() const {
_renderVariableDirty = true;
}
Transform Base3DOverlay::evalRenderTransform() {
@ -306,8 +309,17 @@ void Base3DOverlay::setRenderTransform(const Transform& transform) {
_renderTransform = transform;
}
void Base3DOverlay::setRenderVisible(bool visible) {
_renderVisible = visible;
}
SpatialParentTree* Base3DOverlay::getParentTree() const {
auto entityTreeRenderer = qApp->getEntities();
EntityTreePointer entityTree = entityTreeRenderer ? entityTreeRenderer->getTree() : nullptr;
return entityTree.get();
}
void Base3DOverlay::setVisible(bool visible) {
Parent::setVisible(visible);
notifyRenderVariableChange();
}

View file

@ -18,11 +18,14 @@
class Base3DOverlay : public Overlay, public SpatiallyNestable {
Q_OBJECT
using Parent = Overlay;
public:
Base3DOverlay();
Base3DOverlay(const Base3DOverlay* base3DOverlay);
void setVisible(bool visible) override;
virtual OverlayID getOverlayID() const override { return OverlayID(getID().toString()); }
void setOverlayID(OverlayID overlayID) override { setID(overlayID); }
@ -56,7 +59,7 @@ public:
void update(float deltatime) override;
void notifyRenderTransformChange() const;
void notifyRenderVariableChange() const;
void setProperties(const QVariantMap& properties) override;
QVariant getProperty(const QString& property) override;
@ -76,8 +79,10 @@ protected:
virtual void parentDeleted() override;
mutable Transform _renderTransform;
mutable bool _renderVisible;
virtual Transform evalRenderTransform();
virtual void setRenderTransform(const Transform& transform);
void setRenderVisible(bool visible);
const Transform& getRenderTransform() const { return _renderTransform; }
float _lineWidth;
@ -87,7 +92,7 @@ protected:
bool _drawInFront;
bool _drawHUDLayer;
bool _isGrabbable { false };
mutable bool _renderTransformDirty{ true };
mutable bool _renderVariableDirty { true };
QString _name;
};

View file

@ -59,7 +59,7 @@ Circle3DOverlay::~Circle3DOverlay() {
}
}
void Circle3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}
@ -259,7 +259,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
}
const render::ShapeKey Circle3DOverlay::getShapeKey() {
auto builder = render::ShapeKey::Builder().withoutCullFace().withUnlit();
auto builder = render::ShapeKey::Builder().withoutCullFace();
if (isTransparent()) {
builder.withTranslucent();
}

View file

@ -40,8 +40,6 @@ ContextOverlayInterface::ContextOverlayInterface() {
_tabletScriptingInterface = DependencyManager::get<TabletScriptingInterface>();
_selectionScriptingInterface = DependencyManager::get<SelectionScriptingInterface>();
_selectionToSceneHandler.initialize("contextOverlayHighlightList");
_entityPropertyFlags += PROP_POSITION;
_entityPropertyFlags += PROP_ROTATION;
_entityPropertyFlags += PROP_MARKETPLACE_ID;
@ -68,12 +66,20 @@ ContextOverlayInterface::ContextOverlayInterface() {
}
});
connect(entityScriptingInterface, &EntityScriptingInterface::deletingEntity, this, &ContextOverlayInterface::deletingEntity);
connect(&qApp->getOverlays(), &Overlays::mousePressOnOverlay, this, &ContextOverlayInterface::contextOverlays_mousePressOnOverlay);
connect(&qApp->getOverlays(), &Overlays::hoverEnterOverlay, this, &ContextOverlayInterface::contextOverlays_hoverEnterOverlay);
connect(&qApp->getOverlays(), &Overlays::hoverLeaveOverlay, this, &ContextOverlayInterface::contextOverlays_hoverLeaveOverlay);
connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &_selectionToSceneHandler, &SelectionToSceneHandler::selectedItemsListChanged);
{
render::Transaction transaction;
initializeSelectionToSceneHandler(_selectionToSceneHandlers[0], "contextOverlayHighlightList", transaction);
for (auto i = 1; i < MAX_SELECTION_COUNT; i++) {
auto selectionName = QString("highlightList") + QString::number(i);
initializeSelectionToSceneHandler(_selectionToSceneHandlers[i], selectionName, transaction);
}
const render::ScenePointer& scene = qApp->getMain3DScene();
scene->enqueueTransaction(transaction);
}
auto nodeList = DependencyManager::get<NodeList>();
auto& packetReceiver = nodeList->getPacketReceiver();
@ -81,6 +87,12 @@ ContextOverlayInterface::ContextOverlayInterface() {
_challengeOwnershipTimeoutTimer.setSingleShot(true);
}
void ContextOverlayInterface::initializeSelectionToSceneHandler(SelectionToSceneHandler& handler, const QString& selectionName, render::Transaction& transaction) {
handler.initialize(selectionName);
connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &handler, &SelectionToSceneHandler::selectedItemsListChanged);
transaction.resetSelectionHighlight(selectionName.toStdString());
}
static const xColor CONTEXT_OVERLAY_COLOR = { 255, 255, 255 };
static const float CONTEXT_OVERLAY_INSIDE_DISTANCE = 1.0f; // in meters
static const float CONTEXT_OVERLAY_SIZE = 0.09f; // in meters, same x and y dims

View file

@ -47,6 +47,7 @@ class ContextOverlayInterface : public QObject, public Dependency {
OverlayID _contextOverlayID { UNKNOWN_OVERLAY_ID };
std::shared_ptr<Image3DOverlay> _contextOverlay { nullptr };
public:
ContextOverlayInterface();
Q_INVOKABLE QUuid getCurrentEntityWithContextOverlay() { return _currentEntityWithContextOverlay; }
@ -75,6 +76,11 @@ private slots:
void handleChallengeOwnershipReplyPacket(QSharedPointer<ReceivedMessage> packet, SharedNodePointer sendingNode);
private:
enum {
MAX_SELECTION_COUNT = 16
};
bool _verboseLogging { true };
bool _enabled { true };
EntityItemID _currentEntityWithContextOverlay{};
@ -90,8 +96,9 @@ private:
void disableEntityHighlight(const EntityItemID& entityItemID);
void deletingEntity(const EntityItemID& entityItemID);
void initializeSelectionToSceneHandler(SelectionToSceneHandler& handler, const QString& selectionName, render::Transaction& transaction);
SelectionToSceneHandler _selectionToSceneHandler;
SelectionToSceneHandler _selectionToSceneHandlers[MAX_SELECTION_COUNT];
Q_INVOKABLE void startChallengeOwnershipTimer();
QTimer _challengeOwnershipTimeoutTimer;

View file

@ -44,7 +44,7 @@ Cube3DOverlay::~Cube3DOverlay() {
}
void Cube3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}

View file

@ -53,7 +53,7 @@ AABox Grid3DOverlay::getBounds() const {
}
void Grid3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}

View file

@ -60,7 +60,7 @@ void Image3DOverlay::update(float deltatime) {
}
void Image3DOverlay::render(RenderArgs* args) {
if (!_visible || !getParentVisible() || !_texture || !_texture->isLoaded()) {
if (!_renderVisible || !getParentVisible() || !_texture || !_texture->isLoaded()) {
return;
}

View file

@ -96,7 +96,7 @@ void Line3DOverlay::setEnd(const glm::vec3& end) {
} else {
_direction = glm::vec3(0.0f);
}
notifyRenderTransformChange();
notifyRenderVariableChange();
}
void Line3DOverlay::setLocalEnd(const glm::vec3& localEnd) {
@ -123,7 +123,7 @@ AABox Line3DOverlay::getBounds() const {
}
void Line3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}

View file

@ -37,7 +37,7 @@ AABox Planar3DOverlay::getBounds() const {
void Planar3DOverlay::setDimensions(const glm::vec2& value) {
_dimensions = value;
notifyRenderTransformChange();
notifyRenderVariableChange();
}
void Planar3DOverlay::setProperties(const QVariantMap& properties) {

View file

@ -23,7 +23,6 @@ Rectangle3DOverlay::Rectangle3DOverlay() :
for (size_t i = 0; i < _rectGeometryIds.size(); ++i) {
_rectGeometryIds[i] = geometryCache->allocateID();
}
qDebug() << "Building rect3d overlay";
}
Rectangle3DOverlay::Rectangle3DOverlay(const Rectangle3DOverlay* rectangle3DOverlay) :
@ -34,11 +33,9 @@ Rectangle3DOverlay::Rectangle3DOverlay(const Rectangle3DOverlay* rectangle3DOver
for (size_t i = 0; i < _rectGeometryIds.size(); ++i) {
_rectGeometryIds[i] = geometryCache->allocateID();
}
qDebug() << "Building rect3d overlay";
}
Rectangle3DOverlay::~Rectangle3DOverlay() {
qDebug() << "Destryoing rect3d overlay";
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryCacheID);
@ -49,7 +46,7 @@ Rectangle3DOverlay::~Rectangle3DOverlay() {
}
void Rectangle3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}
@ -58,18 +55,11 @@ void Rectangle3DOverlay::render(RenderArgs* args) {
const float MAX_COLOR = 255.0f;
glm::vec4 rectangleColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
glm::vec3 position = getPosition();
glm::vec2 dimensions = getDimensions();
glm::vec2 halfDimensions = dimensions * 0.5f;
glm::quat rotation = getRotation();
auto batch = args->_batch;
if (batch) {
// FIXME Start using the _renderTransform instead of calling for Transform and Dimensions from here, do the custom things needed in evalRenderTransform()
Transform transform;
transform.setTranslation(position);
transform.setRotation(rotation);
Transform transform = getRenderTransform();
glm::vec2 halfDimensions = transform.getScale() * 0.5f;
transform.setScale(1.0f);
batch->setModelTransform(transform);
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -124,8 +114,3 @@ void Rectangle3DOverlay::setProperties(const QVariantMap& properties) {
Rectangle3DOverlay* Rectangle3DOverlay::createClone() const {
return new Rectangle3DOverlay(this);
}
Transform Rectangle3DOverlay::evalRenderTransform() {
return getTransform();
}

View file

@ -29,9 +29,6 @@ public:
virtual Rectangle3DOverlay* createClone() const override;
protected:
Transform evalRenderTransform() override;
private:
int _geometryCacheID;
std::array<int, 4> _rectGeometryIds;

View file

@ -24,7 +24,7 @@ Shape3DOverlay::Shape3DOverlay(const Shape3DOverlay* Shape3DOverlay) :
}
void Shape3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}

View file

@ -27,7 +27,7 @@ Sphere3DOverlay::Sphere3DOverlay(const Sphere3DOverlay* Sphere3DOverlay) :
}
void Sphere3DOverlay::render(RenderArgs* args) {
if (!_visible) {
if (!_renderVisible) {
return; // do nothing if we're not visible
}

View file

@ -92,7 +92,7 @@ void Text3DOverlay::update(float deltatime) {
}
void Text3DOverlay::render(RenderArgs* args) {
if (!_visible || !getParentVisible()) {
if (!_renderVisible || !getParentVisible()) {
return; // do nothing if we're not visible
}

View file

@ -28,7 +28,7 @@ AABox Volume3DOverlay::getBounds() const {
void Volume3DOverlay::setDimensions(const glm::vec3& value) {
_localBoundingBox.setBox(-value / 2.0f, value);
notifyRenderTransformChange();
notifyRenderVariableChange();
}
void Volume3DOverlay::setProperties(const QVariantMap& properties) {

View file

@ -257,7 +257,7 @@ unsigned int Web3DOverlay::deviceIdByTouchPoint(qreal x, qreal y) {
}
void Web3DOverlay::render(RenderArgs* args) {
if (!_visible || !getParentVisible()) {
if (!_renderVisible || !getParentVisible()) {
return;
}

View file

@ -39,7 +39,12 @@ static std::mutex rigRegistryMutex;
static bool isEqual(const glm::vec3& u, const glm::vec3& v) {
const float EPSILON = 0.0001f;
return glm::length(u - v) / glm::length(u) <= EPSILON;
float uLen = glm::length(u);
if (uLen == 0.0f) {
return glm::length(v) <= EPSILON;
} else {
return (glm::length(u - v) / uLen) <= EPSILON;
}
}
static bool isEqual(const glm::quat& p, const glm::quat& q) {
@ -152,6 +157,7 @@ void Rig::overrideRoleAnimation(const QString& role, const QString& url, float f
const float REFERENCE_FRAMES_PER_SECOND = 30.0f;
float timeScale = fps / REFERENCE_FRAMES_PER_SECOND;
auto clipNode = std::make_shared<AnimClip>(role, url, firstFrame, lastFrame, timeScale, loop, false);
_roleAnimStates[role] = { role, url, fps, loop, firstFrame, lastFrame };
AnimNode::Pointer parent = node->getParent();
parent->replaceChild(node, clipNode);
} else {
@ -302,7 +308,9 @@ void Rig::setModelOffset(const glm::mat4& modelOffsetMat) {
_rigToGeometryTransform = glm::inverse(_geometryToRigTransform);
// rebuild cached default poses
buildAbsoluteRigPoses(_animSkeleton->getRelativeDefaultPoses(), _absoluteDefaultPoses);
if (_animSkeleton) {
buildAbsoluteRigPoses(_animSkeleton->getRelativeDefaultPoses(), _absoluteDefaultPoses);
}
}
}
@ -1638,6 +1646,11 @@ void Rig::initAnimGraph(const QUrl& url) {
_userAnimState = { UserAnimState::None, "", 30.0f, false, 0.0f, 0.0f };
overrideAnimation(origState.url, origState.fps, origState.loop, origState.firstFrame, origState.lastFrame);
}
// restore the role animations we had before reset.
for (auto& roleAnimState : _roleAnimStates) {
auto roleState = roleAnimState.second;
overrideRoleAnimation(roleState.role, roleState.url, roleState.fps, roleState.loop, roleState.firstFrame, roleState.lastFrame);
}
_animLoading = false;
emit onLoadComplete();

View file

@ -335,8 +335,22 @@ protected:
float firstFrame;
float lastFrame;
};
struct RoleAnimState {
RoleAnimState() {}
RoleAnimState(const QString& roleId, const QString& urlIn, float fpsIn, bool loopIn, float firstFrameIn, float lastFrameIn) :
role(roleId), url(urlIn), fps(fpsIn), loop(loopIn), firstFrame(firstFrameIn), lastFrame(lastFrameIn) {}
QString role;
QString url;
float fps;
bool loop;
float firstFrame;
float lastFrame;
};
UserAnimState _userAnimState;
std::map<QString, RoleAnimState> _roleAnimStates;
float _leftHandOverlayAlpha { 0.0f };
float _rightHandOverlayAlpha { 0.0f };

View file

@ -453,7 +453,9 @@ void Avatar::applyPositionDelta(const glm::vec3& delta) {
void Avatar::measureMotionDerivatives(float deltaTime) {
PerformanceTimer perfTimer("derivatives");
// linear
float invDeltaTime = 1.0f / deltaTime;
const float MIN_DELTA_TIME = 0.001f;
const float safeDeltaTime = glm::max(deltaTime, MIN_DELTA_TIME);
float invDeltaTime = 1.0f / safeDeltaTime;
// Floating point error prevents us from computing velocity in a naive way
// (e.g. vel = (pos - oldPos) / dt) so instead we use _positionOffsetAccumulator.
glm::vec3 velocity = _positionDeltaAccumulator * invDeltaTime;
@ -728,19 +730,19 @@ void Avatar::simulateAttachments(float deltaTime) {
glm::quat jointRotation;
if (attachment.isSoft) {
// soft attachments do not have transform offsets
model->setTranslation(getPosition());
model->setRotation(getOrientation() * Quaternions::Y_180);
model->setTransformNoUpdateRenderItems(Transform(getOrientation() * Quaternions::Y_180, glm::vec3(1.0), getPosition()));
model->simulate(deltaTime);
model->updateRenderItems();
} else {
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * getModelScale());
model->setRotation(jointRotation * attachment.rotation);
model->setTransformNoUpdateRenderItems(Transform(jointRotation * attachment.rotation, glm::vec3(1.0), jointPosition + jointRotation * attachment.translation * getModelScale()));
float scale = getModelScale() * attachment.scale;
model->setScaleToFit(true, model->getNaturalDimensions() * scale, true); // hack to force rescale
model->setSnapModelToCenter(false); // hack to force resnap
model->setSnapModelToCenter(true);
model->simulate(deltaTime);
model->updateRenderItems();
}
}
}

View file

@ -2223,11 +2223,13 @@ glm::vec3 variantToVec3(const QVariant& var) {
return result;
}
void AttachmentData::fromVariant(const QVariant& variant) {
bool AttachmentData::fromVariant(const QVariant& variant) {
bool isValid = false;
auto map = variant.toMap();
if (map.contains("modelUrl")) {
auto urlString = map["modelUrl"].toString();
modelURL = urlString;
isValid = true;
}
if (map.contains("jointName")) {
jointName = map["jointName"].toString();
@ -2244,6 +2246,7 @@ void AttachmentData::fromVariant(const QVariant& variant) {
if (map.contains("soft")) {
isSoft = map["soft"].toBool();
}
return isValid;
}
QVariantList AvatarData::getAttachmentsVariant() const {
@ -2259,8 +2262,7 @@ void AvatarData::setAttachmentsVariant(const QVariantList& variant) {
newAttachments.reserve(variant.size());
for (const auto& attachmentVar : variant) {
AttachmentData attachment;
attachment.fromVariant(attachmentVar);
if (!attachment.modelURL.isEmpty()) {
if (attachment.fromVariant(attachmentVar)) {
newAttachments.append(attachment);
}
}

View file

@ -15,21 +15,7 @@
#include <string>
#include <memory>
#include <queue>
/* VS2010 defines stdint.h, but not inttypes.h */
#if defined(_MSC_VER)
typedef signed char int8_t;
typedef signed short int16_t;
typedef signed int int32_t;
typedef unsigned char uint8_t;
typedef unsigned short uint16_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long quint64;
#define PRId64 "I64d"
#else
#include <inttypes.h>
#endif
#include <vector>
#include <glm/glm.hpp>
@ -903,7 +889,7 @@ public:
void fromJson(const QJsonObject& json);
QVariant toVariant() const;
void fromVariant(const QVariant& variant);
bool fromVariant(const QVariant& variant);
};
QDataStream& operator<<(QDataStream& out, const AttachmentData& attachment);

View file

@ -295,6 +295,14 @@ void EntityRenderer::updateInScene(const ScenePointer& scene, Transaction& trans
});
}
void EntityRenderer::clearSubRenderItemIDs() {
_subRenderItemIDs.clear();
}
void EntityRenderer::setSubRenderItemIDs(const render::ItemIDs& ids) {
_subRenderItemIDs = ids;
}
//
// Internal methods
//

View file

@ -49,6 +49,9 @@ public:
virtual bool addToScene(const ScenePointer& scene, Transaction& transaction) final;
virtual void removeFromScene(const ScenePointer& scene, Transaction& transaction);
void clearSubRenderItemIDs();
void setSubRenderItemIDs(const render::ItemIDs& ids);
protected:
virtual bool needsRenderUpdateFromEntity() const final { return needsRenderUpdateFromEntity(_entity); }
virtual void onAddToScene(const EntityItemPointer& entity);
@ -113,6 +116,7 @@ protected:
SharedSoundPointer _collisionSound;
QUuid _changeHandlerId;
ItemID _renderItemID{ Item::INVALID_ITEM_ID };
ItemIDs _subRenderItemIDs;
quint64 _fadeStartTime{ usecTimestampNow() };
bool _isFading{ _entitiesShouldFadeFunction() };
bool _prevIsTransparent { false };

View file

@ -953,7 +953,7 @@ ItemKey ModelEntityRenderer::getKey() {
uint32_t ModelEntityRenderer::metaFetchMetaSubItems(ItemIDs& subItems) {
if (_model) {
auto metaSubItems = _model->fetchRenderItemIDs();
auto metaSubItems = _subRenderItemIDs;
subItems.insert(subItems.end(), metaSubItems.begin(), metaSubItems.end());
return (uint32_t)metaSubItems.size();
}
@ -1202,6 +1202,10 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
if ((bool)model) {
model->removeFromScene(scene, transaction);
withWriteLock([&] { _model.reset(); });
transaction.updateItem<PayloadProxyInterface>(getRenderItemID(), [](PayloadProxyInterface& data) {
auto entityRenderer = static_cast<EntityRenderer*>(&data);
entityRenderer->clearSubRenderItemIDs();
});
}
return;
}
@ -1297,6 +1301,12 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
render::Item::Status::Getters statusGetters;
makeStatusGetters(entity, statusGetters);
model->addToScene(scene, transaction, statusGetters);
auto newRenderItemIDs{ model->fetchRenderItemIDs() };
transaction.updateItem<PayloadProxyInterface>(getRenderItemID(), [newRenderItemIDs](PayloadProxyInterface& data) {
auto entityRenderer = static_cast<EntityRenderer*>(&data);
entityRenderer->setSubRenderItemIDs(newRenderItemIDs);
});
}
}

View file

@ -142,7 +142,8 @@ DiffTraversal::DiffTraversal() {
_path.reserve(MIN_PATH_DEPTH);
}
DiffTraversal::Type DiffTraversal::prepareNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root, int32_t lodLevelOffset, bool usesViewFrustum) {
DiffTraversal::Type DiffTraversal::prepareNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root,
int32_t lodLevelOffset, bool usesViewFrustum) {
assert(root);
// there are three types of traversal:
//

View file

@ -57,7 +57,8 @@ public:
DiffTraversal();
Type prepareNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root, int32_t lodLevelOffset, bool usesViewFrustum);
Type prepareNewTraversal(const ViewFrustum& viewFrustum, EntityTreeElementPointer root, int32_t lodLevelOffset,
bool usesViewFrustum);
const ViewFrustum& getCurrentView() const { return _currentView.viewFrustum; }
const ViewFrustum& getCompletedView() const { return _completedView.viewFrustum; }

View file

@ -110,6 +110,7 @@ static const GLenum ELEMENT_TYPE_TO_GL[gpu::NUM_TYPES] = {
GL_SHORT,
GL_UNSIGNED_SHORT,
GL_BYTE,
GL_UNSIGNED_BYTE,
GL_UNSIGNED_BYTE
};

View file

@ -212,6 +212,9 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
case gpu::NUINT8:
result = GL_RGBA8;
break;
case gpu::NUINT2:
result = GL_RGBA2;
break;
case gpu::NINT8:
result = GL_RGBA8_SNORM;
break;
@ -498,6 +501,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
break;
}
case gpu::COMPRESSED:
case gpu::NUINT2:
case gpu::NUM_TYPES: { // quiet compiler
Q_UNREACHABLE();
}
@ -548,6 +552,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
break;
}
case gpu::COMPRESSED:
case gpu::NUINT2:
case gpu::NUM_TYPES: { // quiet compiler
Q_UNREACHABLE();
}
@ -660,6 +665,10 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
texel.format = GL_RGBA;
texel.internalFormat = GL_RGBA8_SNORM;
break;
case gpu::NUINT2:
texel.format = GL_RGBA;
texel.internalFormat = GL_RGBA2;
break;
case gpu::NUINT32:
case gpu::NINT32:
case gpu::COMPRESSED:

View file

@ -19,6 +19,8 @@ const Element Element::COLOR_SRGBA_32{ VEC4, NUINT8, SRGBA };
const Element Element::COLOR_BGRA_32{ VEC4, NUINT8, BGRA };
const Element Element::COLOR_SBGRA_32{ VEC4, NUINT8, SBGRA };
const Element Element::COLOR_RGBA_2{ VEC4, NUINT2, RGBA };
const Element Element::COLOR_COMPRESSED_RED{ TILE4x4, COMPRESSED, COMPRESSED_BC4_RED };
const Element Element::COLOR_COMPRESSED_SRGB { TILE4x4, COMPRESSED, COMPRESSED_BC1_SRGB };
const Element Element::COLOR_COMPRESSED_SRGBA_MASK { TILE4x4, COMPRESSED, COMPRESSED_BC1_SRGBA };

View file

@ -38,6 +38,7 @@ enum Type : uint8_t {
NUINT16,
NINT8,
NUINT8,
NUINT2,
COMPRESSED,
@ -309,6 +310,7 @@ public:
static const Element COLOR_SRGBA_32;
static const Element COLOR_BGRA_32;
static const Element COLOR_SBGRA_32;
static const Element COLOR_RGBA_2;
static const Element COLOR_R11G11B10;
static const Element COLOR_RGB9E5;
static const Element COLOR_COMPRESSED_RED;

View file

@ -220,7 +220,7 @@ uint32 Framebuffer::getRenderBufferSubresource(uint32 slot) const {
}
}
bool Framebuffer::setDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
bool Framebuffer::assignDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
if (isSwapchain()) {
return false;
}
@ -244,20 +244,59 @@ bool Framebuffer::setDepthStencilBuffer(const TexturePointer& texture, const For
// assign the new one
_depthStencilBuffer = TextureView(texture, subresource, format);
_bufferMask = ( _bufferMask & ~BUFFER_DEPTHSTENCIL);
if (texture) {
if (format.getSemantic() == gpu::DEPTH) {
_bufferMask |= BUFFER_DEPTH;
} else if (format.getSemantic() == gpu::STENCIL) {
_bufferMask |= BUFFER_STENCIL;
} else if (format.getSemantic() == gpu::DEPTH_STENCIL) {
_bufferMask |= BUFFER_DEPTHSTENCIL;
}
}
return true;
}
bool Framebuffer::setDepthBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
if (assignDepthStencilBuffer(texture, format, subresource)) {
_bufferMask = (_bufferMask & ~BUFFER_DEPTHSTENCIL);
if (texture) {
if (format.getSemantic() == gpu::DEPTH || format.getSemantic() == gpu::DEPTH_STENCIL) {
_bufferMask |= BUFFER_DEPTH;
} else {
return false;
}
}
return true;
}
return false;
}
bool Framebuffer::setStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
if (assignDepthStencilBuffer(texture, format, subresource)) {
_bufferMask = (_bufferMask & ~BUFFER_DEPTHSTENCIL);
if (texture) {
if (format.getSemantic() == gpu::STENCIL || format.getSemantic() == gpu::DEPTH_STENCIL) {
_bufferMask |= BUFFER_STENCIL;
} else {
return false;
}
}
return true;
}
return false;
}
bool Framebuffer::setDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource) {
if (assignDepthStencilBuffer(texture, format, subresource)) {
_bufferMask = (_bufferMask & ~BUFFER_DEPTHSTENCIL);
if (texture) {
if (format.getSemantic() == gpu::DEPTH) {
_bufferMask |= BUFFER_DEPTH;
} else if (format.getSemantic() == gpu::STENCIL) {
_bufferMask |= BUFFER_STENCIL;
} else if (format.getSemantic() == gpu::DEPTH_STENCIL) {
_bufferMask |= BUFFER_DEPTHSTENCIL;
}
}
return true;
}
return false;
}
TexturePointer Framebuffer::getDepthStencilBuffer() const {
if (isSwapchain()) {
return TexturePointer();

View file

@ -107,6 +107,8 @@ public:
TexturePointer getRenderBuffer(uint32 slot) const;
uint32 getRenderBufferSubresource(uint32 slot) const;
bool setDepthBuffer(const TexturePointer& texture, const Format& format, uint32 subresource = 0);
bool setStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource = 0);
bool setDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource = 0);
TexturePointer getDepthStencilBuffer() const;
uint32 getDepthStencilBufferSubresource() const;
@ -168,6 +170,7 @@ protected:
uint16 _numSamples = 0;
void updateSize(const TexturePointer& texture);
bool assignDepthStencilBuffer(const TexturePointer& texture, const Format& format, uint32 subresource);
// Non exposed
Framebuffer(const Framebuffer& framebuffer) = delete;

View file

@ -193,13 +193,17 @@ TransformObject getTransformObject() {
}
<@endfunc@>
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
{ // transformModelToClipPos
<@func transformModelToMonoClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
{ // transformModelToMonoClipPos
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
}
<@endfunc@>
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
{ // transformModelToClipPos
<$transformModelToMonoClipPos($cameraTransform$, $objectTransform$, $modelPos$, $clipPos$)$>
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
}
<@endfunc@>

View file

@ -8,8 +8,8 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <memory>
#include <memory>
#include "Haze.h"
using namespace model;

View file

@ -12,21 +12,7 @@
#ifndef hifi_OctreeQuery_h
#define hifi_OctreeQuery_h
/* VS2010 defines stdint.h, but not inttypes.h */
#if defined(_MSC_VER)
typedef signed char int8_t;
typedef signed short int16_t;
typedef signed int int32_t;
typedef unsigned char uint8_t;
typedef unsigned short uint16_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long quint64;
#define PRId64 "I64d"
#else
#include <inttypes.h>
#endif
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>

View file

@ -16,6 +16,40 @@
#include "ShapeFactory.h"
#include "BulletUtil.h"
class StaticMeshShape : public btBvhTriangleMeshShape {
public:
StaticMeshShape() = delete;
StaticMeshShape(btTriangleIndexVertexArray* dataArray)
: btBvhTriangleMeshShape(dataArray, true), _dataArray(dataArray) {
assert(_dataArray);
}
~StaticMeshShape() {
assert(_dataArray);
IndexedMeshArray& meshes = _dataArray->getIndexedMeshArray();
for (int32_t i = 0; i < meshes.size(); ++i) {
btIndexedMesh mesh = meshes[i];
mesh.m_numTriangles = 0;
delete [] mesh.m_triangleIndexBase;
mesh.m_triangleIndexBase = nullptr;
mesh.m_numVertices = 0;
delete [] mesh.m_vertexBase;
mesh.m_vertexBase = nullptr;
}
meshes.clear();
delete _dataArray;
_dataArray = nullptr;
}
private:
// the StaticMeshShape owns its vertex/index data
btTriangleIndexVertexArray* _dataArray;
};
// the dataArray must be created before we create the StaticMeshShape
// These are the same normalized directions used by the btShapeHull class.
// 12 points for the face centers of a dodecahedron plus another 30 points
// for the midpoints the edges, for a total of 42.
@ -230,23 +264,6 @@ btTriangleIndexVertexArray* createStaticMeshArray(const ShapeInfo& info) {
return dataArray;
}
// util method
void deleteStaticMeshArray(btTriangleIndexVertexArray* dataArray) {
assert(dataArray);
IndexedMeshArray& meshes = dataArray->getIndexedMeshArray();
for (int32_t i = 0; i < meshes.size(); ++i) {
btIndexedMesh mesh = meshes[i];
mesh.m_numTriangles = 0;
delete [] mesh.m_triangleIndexBase;
mesh.m_triangleIndexBase = nullptr;
mesh.m_numVertices = 0;
delete [] mesh.m_vertexBase;
mesh.m_vertexBase = nullptr;
}
meshes.clear();
delete dataArray;
}
const btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info) {
btCollisionShape* shape = NULL;
int type = info.getType();
@ -431,7 +448,6 @@ void ShapeFactory::deleteShape(const btCollisionShape* shape) {
assert(shape);
// ShapeFactory is responsible for deleting all shapes, even the const ones that are stored
// in the ShapeManager, so we must cast to non-const here when deleting.
// so we cast to non-const here when deleting memory.
btCollisionShape* nonConstShape = const_cast<btCollisionShape*>(shape);
if (nonConstShape->getShapeType() == (int)COMPOUND_SHAPE_PROXYTYPE) {
btCompoundShape* compoundShape = static_cast<btCompoundShape*>(nonConstShape);
@ -448,14 +464,3 @@ void ShapeFactory::deleteShape(const btCollisionShape* shape) {
}
delete nonConstShape;
}
// the dataArray must be created before we create the StaticMeshShape
ShapeFactory::StaticMeshShape::StaticMeshShape(btTriangleIndexVertexArray* dataArray)
: btBvhTriangleMeshShape(dataArray, true), _dataArray(dataArray) {
assert(dataArray);
}
ShapeFactory::StaticMeshShape::~StaticMeshShape() {
deleteStaticMeshArray(_dataArray);
_dataArray = nullptr;
}

View file

@ -17,25 +17,11 @@
#include <ShapeInfo.h>
// translates between ShapeInfo and btShape
// The ShapeFactory assembles and correctly disassembles btCollisionShapes.
namespace ShapeFactory {
const btCollisionShape* createShapeFromInfo(const ShapeInfo& info);
void deleteShape(const btCollisionShape* shape);
//btTriangleIndexVertexArray* createStaticMeshArray(const ShapeInfo& info);
//void deleteStaticMeshArray(btTriangleIndexVertexArray* dataArray);
class StaticMeshShape : public btBvhTriangleMeshShape {
public:
StaticMeshShape() = delete;
StaticMeshShape(btTriangleIndexVertexArray* dataArray);
~StaticMeshShape();
private:
// the StaticMeshShape owns its vertex/index data
btTriangleIndexVertexArray* _dataArray;
};
};
#endif // hifi_ShapeFactory_h

View file

@ -32,7 +32,7 @@ const btCollisionShape* ShapeManager::getShape(const ShapeInfo& info) {
if (info.getType() == SHAPE_TYPE_NONE) {
return nullptr;
}
DoubleHashKey key = info.getHash();
HashKey key = info.getHash();
ShapeReference* shapeRef = _shapeMap.find(key);
if (shapeRef) {
shapeRef->refCount++;
@ -50,7 +50,7 @@ const btCollisionShape* ShapeManager::getShape(const ShapeInfo& info) {
}
// private helper method
bool ShapeManager::releaseShapeByKey(const DoubleHashKey& key) {
bool ShapeManager::releaseShapeByKey(const HashKey& key) {
ShapeReference* shapeRef = _shapeMap.find(key);
if (shapeRef) {
if (shapeRef->refCount > 0) {
@ -88,7 +88,7 @@ bool ShapeManager::releaseShape(const btCollisionShape* shape) {
void ShapeManager::collectGarbage() {
int numShapes = _pendingGarbage.size();
for (int i = 0; i < numShapes; ++i) {
DoubleHashKey& key = _pendingGarbage[i];
HashKey& key = _pendingGarbage[i];
ShapeReference* shapeRef = _shapeMap.find(key);
if (shapeRef && shapeRef->refCount == 0) {
ShapeFactory::deleteShape(shapeRef->shape);
@ -99,7 +99,7 @@ void ShapeManager::collectGarbage() {
}
int ShapeManager::getNumReferences(const ShapeInfo& info) const {
DoubleHashKey key = info.getHash();
HashKey key = info.getHash();
const ShapeReference* shapeRef = _shapeMap.find(key);
if (shapeRef) {
return shapeRef->refCount;

View file

@ -17,7 +17,29 @@
#include <ShapeInfo.h>
#include "DoubleHashKey.h"
#include "HashKey.h"
// The ShapeManager handles the ref-counting on shared shapes:
//
// Each object added to the physics simulation gets a corresponding btRigidBody.
// The body has a btCollisionShape that represents the contours of its collision
// surface. Multiple bodies may have the same shape. Rather than create a unique
// btCollisionShape instance for every body with a particular shape we can instead
// use a single shape instance for all of the bodies. This is called "shape
// sharing".
//
// When body needs a new shape a description of ths shape (ShapeInfo) is assembled
// and a request is sent to the ShapeManager for a corresponding btCollisionShape
// pointer. The ShapeManager will compute a hash of the ShapeInfo's data and use
// that to find the shape in its map. If it finds one it increments the ref-count
// and returns the pointer. If not it asks the ShapeFactory to create it, adds an
// entry in the map with a ref-count of 1, and returns the pointer.
//
// When a body stops using a shape the ShapeManager must be informed so it can
// decrement its ref-count. When a ref-count drops to zero the ShapeManager
// doesn't delete it right away. Instead it puts the shape's key on a list delete
// later. When that list grows big enough the ShapeManager will remove any matching
// entries that still have zero ref-count.
class ShapeManager {
public:
@ -41,18 +63,19 @@ public:
bool hasShape(const btCollisionShape* shape) const;
private:
bool releaseShapeByKey(const DoubleHashKey& key);
bool releaseShapeByKey(const HashKey& key);
class ShapeReference {
public:
int refCount;
const btCollisionShape* shape;
DoubleHashKey key;
HashKey key;
ShapeReference() : refCount(0), shape(nullptr) {}
};
btHashMap<DoubleHashKey, ShapeReference> _shapeMap;
btAlignedObjectArray<DoubleHashKey> _pendingGarbage;
// btHashMap is required because it supports memory alignment of the btCollisionShapes
btHashMap<HashKey, ShapeReference> _shapeMap;
btAlignedObjectArray<HashKey> _pendingGarbage;
};
#endif // hifi_ShapeManager_h

View file

@ -60,7 +60,7 @@ public:
// Pointers can choose to implement these
virtual void setLength(float length) {}
virtual void setLockEndUUID(const QUuid& objectID, bool isOverlay) {}
virtual void setLockEndUUID(const QUuid& objectID, bool isOverlay, const glm::mat4& offsetMat = glm::mat4()) {}
virtual void update(unsigned int pointerID, float deltaTime);
virtual void updateVisuals(const PickResultPointer& pickResult) {}

View file

@ -115,10 +115,10 @@ void PointerManager::setLength(unsigned int uid, float length) const {
}
}
void PointerManager::setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay) const {
void PointerManager::setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay, const glm::mat4& offsetMat) const {
auto pointer = find(uid);
if (pointer) {
pointer->setLockEndUUID(objectID, isOverlay);
pointer->setLockEndUUID(objectID, isOverlay, offsetMat);
}
}

View file

@ -36,7 +36,7 @@ public:
void setIncludeItems(unsigned int uid, const QVector<QUuid>& includeEntities) const;
void setLength(unsigned int uid, float length) const;
void setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay) const;
void setLockEndUUID(unsigned int uid, const QUuid& objectID, bool isOverlay, const glm::mat4& offsetMat = glm::mat4()) const;
void update(float deltaTime);

View file

@ -14,6 +14,7 @@
#include <gpu/Context.h>
std::string BackgroundStage::_stageName { "BACKGROUND_STAGE"};
const BackgroundStage::Index BackgroundStage::INVALID_INDEX { render::indexed_container::INVALID_INDEX };
BackgroundStage::Index BackgroundStage::findBackground(const BackgroundPointer& background) const {
auto found = _backgroundMap.find(background);

View file

@ -27,7 +27,7 @@ public:
static const std::string& getName() { return _stageName; }
using Index = render::indexed_container::Index;
static const Index INVALID_INDEX { render::indexed_container::INVALID_INDEX };
static const Index INVALID_INDEX;
static bool isIndexInvalid(Index index) { return index == INVALID_INDEX; }
using BackgroundPointer = model::SunSkyStagePointer;

View file

@ -20,11 +20,22 @@ using namespace render;
CauterizedMeshPartPayload::CauterizedMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform)
: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
const Transform& renderTransform,
const gpu::BufferPointer& buffer) {
void CauterizedMeshPartPayload::updateClusterBuffer(const std::vector<glm::mat4>& clusterMatrices, const std::vector<glm::mat4>& cauterizedClusterMatrices) {
ModelMeshPartPayload::updateClusterBuffer(clusterMatrices);
if (cauterizedClusterMatrices.size() > 1) {
if (!_cauterizedClusterBuffer) {
_cauterizedClusterBuffer = std::make_shared<gpu::Buffer>(cauterizedClusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) cauterizedClusterMatrices.data());
} else {
_cauterizedClusterBuffer->setSubData(0, cauterizedClusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) cauterizedClusterMatrices.data());
}
}
}
void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(const Transform& renderTransform) {
_cauterizedTransform = renderTransform;
_cauterizedClusterBuffer = buffer;
}
void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {

View file

@ -15,7 +15,9 @@ class CauterizedMeshPartPayload : public ModelMeshPartPayload {
public:
CauterizedMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
void updateTransformForCauterizedMesh(const Transform& renderTransform, const gpu::BufferPointer& buffer);
void updateClusterBuffer(const std::vector<glm::mat4>& clusterMatrices, const std::vector<glm::mat4>& cauterizedClusterMatrices);
void updateTransformForCauterizedMesh(const Transform& renderTransform);
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;

View file

@ -48,7 +48,7 @@ void CauterizedModel::createVisibleRenderItemSet() {
const auto& meshes = _renderGeometry->getMeshes();
// all of our mesh vectors must match in size
if ((int)meshes.size() != _meshStates.size()) {
if (meshes.size() != _meshStates.size()) {
qCDebug(renderutils) << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
return;
}
@ -57,6 +57,7 @@ void CauterizedModel::createVisibleRenderItemSet() {
Q_ASSERT(_modelMeshRenderItems.isEmpty());
_modelMeshRenderItems.clear();
_modelMeshRenderItemShapes.clear();
Transform transform;
transform.setTranslation(_translation);
@ -80,6 +81,7 @@ void CauterizedModel::createVisibleRenderItemSet() {
for (int partIndex = 0; partIndex < numParts; partIndex++) {
auto ptr = std::make_shared<CauterizedMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
_modelMeshRenderItems << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
_modelMeshRenderItemShapes.emplace_back(ShapeInfo{ (int)i });
shapeID++;
}
}
@ -102,7 +104,7 @@ void CauterizedModel::updateClusterMatrices() {
_needsUpdateClusterMatrices = false;
const FBXGeometry& geometry = getFBXGeometry();
for (int i = 0; i < _meshStates.size(); i++) {
for (int i = 0; i < (int)_meshStates.size(); i++) {
Model::MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
@ -110,17 +112,6 @@ void CauterizedModel::updateClusterMatrices() {
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
}
// Once computed the cluster matrices, update the buffer(s)
if (mesh.clusters.size() > 1) {
if (!state.clusterBuffer) {
state.clusterBuffer = std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
@ -143,17 +134,6 @@ void CauterizedModel::updateClusterMatrices() {
}
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
}
if (!_cauterizeBoneSet.empty() && (state.clusterMatrices.size() > 1)) {
if (!state.clusterBuffer) {
state.clusterBuffer =
std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
}
@ -181,11 +161,11 @@ void CauterizedModel::updateRenderItems() {
// queue up this work for later processing, at the end of update and just before rendering.
// the application will ensure only the last lambda is actually invoked.
void* key = (void*)this;
std::weak_ptr<Model> weakSelf = shared_from_this();
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() {
std::weak_ptr<CauterizedModel> weakSelf = std::dynamic_pointer_cast<CauterizedModel>(shared_from_this());
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf]() {
// do nothing, if the model has already been destroyed.
auto self = weakSelf.lock();
if (!self) {
if (!self || !self->isLoaded()) {
return;
}
@ -198,37 +178,28 @@ void CauterizedModel::updateRenderItems() {
modelTransform.setTranslation(self->getTranslation());
modelTransform.setRotation(self->getRotation());
Transform scaledModelTransform(modelTransform);
scaledModelTransform.setScale(scale);
uint32_t deleteGeometryCounter = self->getGeometryCounter();
render::Transaction transaction;
QList<render::ItemID> keys = self->getRenderItems().keys();
foreach (auto itemID, keys) {
transaction.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
ModelPointer model = data._model.lock();
if (model && model->isLoaded()) {
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == model->getGeometryCounter()) {
// this stuff identical to what happens in regular Model
const Model::MeshState& state = model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
for (int i = 0; i < (int)self->_modelMeshRenderItemIDs.size(); i++) {
// this stuff for cauterized mesh
CauterizedModel* cModel = static_cast<CauterizedModel*>(model.get());
const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
renderTransform = modelTransform;
if (cState.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
}
data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
}
auto itemID = self->_modelMeshRenderItemIDs[i];
auto meshIndex = self->_modelMeshRenderItemShapes[i].meshIndex;
auto clusterMatrices(self->getMeshState(meshIndex).clusterMatrices);
auto clusterMatricesCauterized(self->getCauterizeMeshState(meshIndex).clusterMatrices);
transaction.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, clusterMatrices, clusterMatricesCauterized](CauterizedMeshPartPayload& data) {
data.updateClusterBuffer(clusterMatrices, clusterMatricesCauterized);
Transform renderTransform = modelTransform;
if (clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform);
renderTransform = modelTransform;
if (clusterMatricesCauterized.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(clusterMatricesCauterized[0]));
}
data.updateTransformForCauterizedMesh(renderTransform);
});
}

View file

@ -140,7 +140,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Mask out haze on the tablet
PrepareStencil::testNoAA(*state);
PrepareStencil::testMask(*state);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));

View file

@ -14,6 +14,7 @@
#include <gpu/Context.h>
std::string HazeStage::_stageName { "HAZE_STAGE"};
const HazeStage::Index HazeStage::INVALID_INDEX { render::indexed_container::INVALID_INDEX };
FetchHazeStage::FetchHazeStage() {
_haze = std::make_shared<model::Haze>();

View file

@ -28,7 +28,7 @@ public:
static const std::string& getName() { return _stageName; }
using Index = render::indexed_container::Index;
static const Index INVALID_INDEX { render::indexed_container::INVALID_INDEX };
static const Index INVALID_INDEX;
static bool isIndexInvalid(Index index) { return index == INVALID_INDEX; }
using HazePointer = model::HazePointer;

View file

@ -1,5 +1,5 @@
// Outline.slf
// Add outline effect based on two zbuffers : one containing the total scene z and another
// Highlight.slf
// Add highlight effect based on two zbuffers : one containing the total scene z and another
// with the z of only the objects to be outlined.
// This is the version without the fill effect inside the silhouette.
//
@ -9,5 +9,5 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Outline.slh@>
<@include Highlight.slh@>
<$main(0)$>

View file

@ -1,7 +1,7 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
<!
// Outline.slh
// Highlight.slh
// fragment shader
//
// Created by Olivier Prat on 9/7/17.
@ -13,14 +13,14 @@
<@include DeferredTransform.slh@>
<$declareDeferredFrameTransform()$>
<@include Outline_shared.slh@>
<@include Highlight_shared.slh@>
uniform outlineParamsBuffer {
OutlineParameters params;
uniform highlightParamsBuffer {
HighlightParameters params;
};
uniform sampler2D sceneDepthMap;
uniform sampler2D outlinedDepthMap;
uniform sampler2D highlightedDepthMap;
in vec2 varTexCoord0;
out vec4 outFragColor;
@ -35,30 +35,26 @@ void main(void) {
// We offset by half a texel to be centered on the depth sample. If we don't do this
// the blur will have a different width between the left / right sides and top / bottom
// sides of the silhouette
vec2 halfTexel = getInvWidthHeight() / 2;
vec2 texCoord0 = varTexCoord0+halfTexel;
float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
float highlightedDepth = texture(highlightedDepthMap, varTexCoord0).x;
float intensity = 0.0;
if (outlinedDepth < FAR_Z) {
// We're not on the far plane so we are on the outlined object, thus no outline to do!
if (highlightedDepth < FAR_Z) {
// We're not on the far plane so we are on the highlighted object, thus no outline to do!
<@if IS_FILLED@>
// But we need to fill the interior
float sceneDepth = texture(sceneDepthMap, texCoord0).x;
float sceneDepth = texture(sceneDepthMap, varTexCoord0).x;
// Transform to linear depth for better precision
outlinedDepth = -evalZeyeFromZdb(outlinedDepth);
highlightedDepth = -evalZeyeFromZdb(highlightedDepth);
sceneDepth = -evalZeyeFromZdb(sceneDepth);
// Are we occluded?
if (sceneDepth < (outlinedDepth-LINEAR_DEPTH_BIAS)) {
intensity = params._fillOpacityOccluded;
} else {
intensity = params._fillOpacityUnoccluded;
}
intensity = sceneDepth < (highlightedDepth-LINEAR_DEPTH_BIAS) ? params._occludedFillOpacity : params._unoccludedFillOpacity;
<@else@>
discard;
<@endif@>
} else {
vec2 halfTexel = getInvWidthHeight() / 2;
vec2 texCoord0 = varTexCoord0+halfTexel;
float weight = 0.0;
vec2 deltaUv = params._size / params._blurKernelSize;
vec2 lineStartUv = texCoord0 - params._size / 2.0;
@ -74,9 +70,9 @@ void main(void) {
for (x=0 ; x<params._blurKernelSize ; x++) {
if (uv.x>=0.0 && uv.x<=1.0)
{
outlinedDepth = texture(outlinedDepthMap, uv).x;
intensity += (outlinedDepth < FAR_Z) ? 1.0 : 0.0;
weight += 1.f;
highlightedDepth = texture(highlightedDepthMap, uv).x;
intensity += (highlightedDepth < FAR_Z) ? 1.0 : 0.0;
weight += 1.0;
}
uv.x += deltaUv.x;
}

View file

@ -0,0 +1,562 @@
//
// HighlightEffect.cpp
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "HighlightEffect.h"
#include "GeometryCache.h"
#include "CubeProjectedPolygon.h"
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <sstream>
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
#include "Highlight_frag.h"
#include "Highlight_filled_frag.h"
#include "Highlight_aabox_vert.h"
#include "nop_frag.h"
using namespace render;
#define OUTLINE_STENCIL_MASK 1
HighlightRessources::HighlightRessources() {
}
void HighlightRessources::update(const gpu::FramebufferPointer& primaryFrameBuffer) {
auto newFrameSize = glm::ivec2(primaryFrameBuffer->getSize());
// If the buffer size changed, we need to delete our FBOs and recreate them at the
// new correct dimensions.
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
allocateDepthBuffer(primaryFrameBuffer);
allocateColorBuffer(primaryFrameBuffer);
} else {
if (!_depthFrameBuffer) {
allocateDepthBuffer(primaryFrameBuffer);
}
if (!_colorFrameBuffer) {
allocateColorBuffer(primaryFrameBuffer);
}
}
}
void HighlightRessources::allocateColorBuffer(const gpu::FramebufferPointer& primaryFrameBuffer) {
_colorFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithStencil"));
_colorFrameBuffer->setRenderBuffer(0, primaryFrameBuffer->getRenderBuffer(0));
_colorFrameBuffer->setStencilBuffer(_depthStencilTexture, _depthStencilTexture->getTexelFormat());
}
void HighlightRessources::allocateDepthBuffer(const gpu::FramebufferPointer& primaryFrameBuffer) {
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL);
_depthStencilTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, _frameSize.x, _frameSize.y));
_depthFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("highlightDepth"));
_depthFrameBuffer->setDepthStencilBuffer(_depthStencilTexture, depthFormat);
}
gpu::FramebufferPointer HighlightRessources::getDepthFramebuffer() {
assert(_depthFrameBuffer);
return _depthFrameBuffer;
}
gpu::TexturePointer HighlightRessources::getDepthTexture() {
return _depthStencilTexture;
}
gpu::FramebufferPointer HighlightRessources::getColorFramebuffer() {
assert(_colorFrameBuffer);
return _colorFrameBuffer;
}
HighlightSharedParameters::HighlightSharedParameters() {
_highlightIds.fill(render::HighlightStage::INVALID_INDEX);
}
float HighlightSharedParameters::getBlurPixelWidth(const render::HighlightStyle& style, int frameBufferHeight) {
return ceilf(style.outlineWidth * frameBufferHeight / 400.0f);
}
PrepareDrawHighlight::PrepareDrawHighlight() {
_ressources = std::make_shared<HighlightRessources>();
}
void PrepareDrawHighlight::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
auto destinationFrameBuffer = inputs;
_ressources->update(destinationFrameBuffer);
outputs = _ressources;
}
gpu::PipelinePointer DrawHighlightMask::_stencilMaskPipeline;
gpu::PipelinePointer DrawHighlightMask::_stencilMaskFillPipeline;
DrawHighlightMask::DrawHighlightMask(unsigned int highlightIndex,
render::ShapePlumberPointer shapePlumber, HighlightSharedParametersPointer parameters) :
_highlightPassIndex{ highlightIndex },
_shapePlumber { shapePlumber },
_sharedParameters{ parameters } {
}
void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& inShapes = inputs.get0();
if (!_stencilMaskPipeline || !_stencilMaskFillPipeline) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_ZERO, gpu::State::STENCIL_OP_REPLACE));
state->setColorWriteMask(false, false, false, false);
state->setCullMode(gpu::State::CULL_FRONT);
gpu::StatePointer fillState = gpu::StatePointer(new gpu::State());
fillState->setDepthTest(false, false, gpu::LESS_EQUAL);
fillState->setStencilTest(true, 0xFF, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
_stencilMaskPipeline = gpu::Pipeline::create(program, state);
_stencilMaskFillPipeline = gpu::Pipeline::create(program, fillState);
}
if (!_boundsBuffer) {
_boundsBuffer = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
}
auto highlightStage = renderContext->_scene->getStage<render::HighlightStage>(render::HighlightStage::getName());
auto highlightId = _sharedParameters->_highlightIds[_highlightPassIndex];
if (!inShapes.empty() && !render::HighlightStage::isIndexInvalid(highlightId)) {
auto ressources = inputs.get1();
auto& highlight = highlightStage->getHighlight(highlightId);
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
// Render full screen
outputs = args->_viewport;
// Clear the framebuffer without stereo
// Needs to be distinct from the other batch because using the clear call
// while stereo is enabled triggers a warning
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(ressources->getDepthFramebuffer());
batch.clearDepthStencilFramebuffer(1.0f, 0);
});
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
render::ItemBounds itemBounds;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto maskPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto maskSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = maskPipeline;
batch.setPipeline(maskPipeline->pipeline);
for (const auto& items : inShapes) {
itemBounds.insert(itemBounds.end(), items.second.begin(), items.second.end());
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = maskSkinnedPipeline;
batch.setPipeline(maskSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
_boundsBuffer->setData(itemBounds.size() * sizeof(render::ItemBound), (const gpu::Byte*) itemBounds.data());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
// Draw stencil mask with object bounding boxes
const auto highlightWidthLoc = _stencilMaskPipeline->getProgram()->getUniforms().findLocation("outlineWidth");
const auto securityMargin = 2.0f;
const float blurPixelWidth = 2.0f * securityMargin * HighlightSharedParameters::getBlurPixelWidth(highlight._style, args->_viewport.w);
const auto framebufferSize = ressources->getSourceFrameSize();
auto stencilPipeline = highlight._style.isFilled() ? _stencilMaskFillPipeline : _stencilMaskPipeline;
batch.setPipeline(stencilPipeline);
batch.setResourceBuffer(0, _boundsBuffer);
batch._glUniform2f(highlightWidthLoc, blurPixelWidth / framebufferSize.x, blurPixelWidth / framebufferSize.y);
static const int NUM_VERTICES_PER_CUBE = 36;
batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_CUBE * (gpu::uint32) itemBounds.size(), 0);
});
} else {
// Highlight rect should be null as there are no highlighted shapes
outputs = glm::ivec4(0, 0, 0, 0);
}
}
gpu::PipelinePointer DrawHighlight::_pipeline;
gpu::PipelinePointer DrawHighlight::_pipelineFilled;
DrawHighlight::DrawHighlight(unsigned int highlightIndex, HighlightSharedParametersPointer parameters) :
_highlightPassIndex{ highlightIndex },
_sharedParameters{ parameters } {
}
void DrawHighlight::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
auto highlightFrameBuffer = inputs.get1();
auto highlightRect = inputs.get3();
if (highlightFrameBuffer && highlightRect.z>0 && highlightRect.w>0) {
auto sceneDepthBuffer = inputs.get2();
const auto frameTransform = inputs.get0();
auto highlightedDepthTexture = highlightFrameBuffer->getDepthTexture();
auto destinationFrameBuffer = highlightFrameBuffer->getColorFramebuffer();
auto framebufferSize = glm::ivec2(highlightedDepthTexture->getDimensions());
if (sceneDepthBuffer) {
auto args = renderContext->args;
auto highlightStage = renderContext->_scene->getStage<render::HighlightStage>(render::HighlightStage::getName());
auto highlightId = _sharedParameters->_highlightIds[_highlightPassIndex];
if (!render::HighlightStage::isIndexInvalid(highlightId)) {
auto& highlight = highlightStage->getHighlight(highlightId);
auto pipeline = getPipeline(highlight._style);
{
auto& shaderParameters = _configuration.edit();
shaderParameters._color = highlight._style.color;
shaderParameters._intensity = highlight._style.outlineIntensity * (highlight._style.isOutlineSmooth ? 2.0f : 1.0f);
shaderParameters._unoccludedFillOpacity = highlight._style.unoccludedFillOpacity;
shaderParameters._occludedFillOpacity = highlight._style.occludedFillOpacity;
shaderParameters._threshold = highlight._style.isOutlineSmooth ? 1.0f : 1e-3f;
shaderParameters._blurKernelSize = std::min(7, std::max(2, (int)floorf(highlight._style.outlineWidth * 3 + 0.5f)));
// Size is in normalized screen height. We decide that for highlight width = 1, this is equal to 1/400.
auto size = highlight._style.outlineWidth / 400.0f;
shaderParameters._size.x = (size * framebufferSize.y) / framebufferSize.x;
shaderParameters._size.y = size;
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(destinationFrameBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
batch.setPipeline(pipeline);
batch.setUniformBuffer(HIGHLIGHT_PARAMS_SLOT, _configuration);
batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
batch.setResourceTexture(SCENE_DEPTH_MAP_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
batch.setResourceTexture(HIGHLIGHTED_DEPTH_MAP_SLOT, highlightedDepthTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
}
}
}
const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightStyle& style) {
if (!_pipeline) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("highlightParamsBuffer", HIGHLIGHT_PARAMS_SLOT));
slotBindings.insert(gpu::Shader::Binding("deferredFrameTransformBuffer", FRAME_TRANSFORM_SLOT));
slotBindings.insert(gpu::Shader::Binding("sceneDepthMap", SCENE_DEPTH_MAP_SLOT));
slotBindings.insert(gpu::Shader::Binding("highlightedDepthMap", HIGHLIGHTED_DEPTH_MAP_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
_pipeline = gpu::Pipeline::create(program, state);
ps = gpu::Shader::createPixel(std::string(Highlight_filled_frag));
program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program, slotBindings);
_pipelineFilled = gpu::Pipeline::create(program, state);
}
return style.isFilled() ? _pipelineFilled : _pipeline;
}
DebugHighlight::DebugHighlight() {
_geometryDepthId = DependencyManager::get<GeometryCache>()->allocateID();
}
DebugHighlight::~DebugHighlight() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryDepthId);
}
}
void DebugHighlight::configure(const Config& config) {
_isDisplayEnabled = config.viewMask;
}
void DebugHighlight::run(const render::RenderContextPointer& renderContext, const Inputs& input) {
const auto highlightRessources = input.get0();
const auto highlightRect = input.get1();
if (_isDisplayEnabled && highlightRessources && highlightRect.z>0 && highlightRect.w>0) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);
batch.setFramebuffer(highlightRessources->getColorFramebuffer());
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
batch.setModelTransform(Transform());
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
batch.setPipeline(getDepthPipeline());
batch.setResourceTexture(0, highlightRessources->getDepthTexture());
const glm::vec2 bottomLeft(-1.0f, -1.0f);
const glm::vec2 topRight(1.0f, 1.0f);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryDepthId);
batch.setResourceTexture(0, nullptr);
});
}
}
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 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,
"Could not find source placeholder");
auto state = std::make_shared<gpu::State>();
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);
// Depth shader
{
static const std::string DEPTH_SHADER{
"vec4 getFragmentColor() {"
" float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;"
" Zdb = 1.0-(1.0-Zdb)*100;"
" return vec4(Zdb, Zdb, Zdb, 1.0); "
"}"
};
auto fragmentShader = FRAGMENT_SHADER;
fragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), DEPTH_SHADER);
const auto ps = gpu::Shader::createPixel(fragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("depthMap", 0));
gpu::Shader::makeProgram(*program, slotBindings);
_depthPipeline = gpu::Pipeline::create(program, state);
}
}
const gpu::PipelinePointer& DebugHighlight::getDepthPipeline() {
if (!_depthPipeline) {
initializePipelines();
}
return _depthPipeline;
}
void SelectionToHighlight::run(const render::RenderContextPointer& renderContext, Outputs& outputs) {
auto scene = renderContext->_scene;
auto highlightStage = scene->getStage<render::HighlightStage>(render::HighlightStage::getName());
outputs.clear();
_sharedParameters->_highlightIds.fill(render::HighlightStage::INVALID_INDEX);
for (auto i = 0; i < HighlightSharedParameters::MAX_PASS_COUNT; i++) {
std::ostringstream stream;
if (i > 0) {
stream << "highlightList" << i;
} else {
stream << "contextOverlayHighlightList";
}
auto selectionName = stream.str();
if (!scene->isSelectionEmpty(selectionName)) {
auto highlightId = highlightStage->getHighlightIdBySelection(selectionName);
if (!render::HighlightStage::isIndexInvalid(highlightId)) {
_sharedParameters->_highlightIds[outputs.size()] = highlightId;
outputs.emplace_back(selectionName);
}
}
}
}
void ExtractSelectionName::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
if (_highlightPassIndex < inputs.size()) {
outputs = inputs[_highlightPassIndex];
} else {
outputs.clear();
}
}
DrawHighlightTask::DrawHighlightTask() {
}
void DrawHighlightTask::configure(const Config& config) {
}
void DrawHighlightTask::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
const auto items = inputs.getN<Inputs>(0).get<RenderFetchCullSortTask::BucketList>();
const auto sceneFrameBuffer = inputs.getN<Inputs>(1);
const auto primaryFramebuffer = inputs.getN<Inputs>(2);
const auto deferredFrameTransform = inputs.getN<Inputs>(3);
// Prepare the ShapePipeline
auto shapePlumber = std::make_shared<ShapePlumber>();
{
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setColorWriteMask(false, false, false, false);
initMaskPipelines(*shapePlumber, state);
}
auto sharedParameters = std::make_shared<HighlightSharedParameters>();
const auto highlightSelectionNames = task.addJob<SelectionToHighlight>("SelectionToHighlight", sharedParameters);
// Prepare for highlight group rendering.
const auto highlightRessources = task.addJob<PrepareDrawHighlight>("PrepareHighlight", primaryFramebuffer);
render::Varying highlight0Rect;
for (auto i = 0; i < HighlightSharedParameters::MAX_PASS_COUNT; i++) {
const auto selectionName = task.addJob<ExtractSelectionName>("ExtractSelectionName", highlightSelectionNames, i);
const auto groupItems = addSelectItemJobs(task, selectionName, items);
const auto highlightedItemIDs = task.addJob<render::MetaToSubItems>("HighlightMetaToSubItemIDs", groupItems);
const auto highlightedItems = task.addJob<render::IDsToBounds>("HighlightMetaToSubItems", highlightedItemIDs);
// Sort
const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("HighlightPipelineSort", highlightedItems);
const auto sortedBounds = task.addJob<render::DepthSortShapes>("HighlightDepthSort", sortedPipelines);
// Draw depth of highlighted objects in separate buffer
std::string name;
{
std::ostringstream stream;
stream << "HighlightMask" << i;
name = stream.str();
}
const auto drawMaskInputs = DrawHighlightMask::Inputs(sortedBounds, highlightRessources).asVarying();
const auto highlightedRect = task.addJob<DrawHighlightMask>(name, drawMaskInputs, i, shapePlumber, sharedParameters);
if (i == 0) {
highlight0Rect = highlightedRect;
}
// Draw highlight
{
std::ostringstream stream;
stream << "HighlightEffect" << i;
name = stream.str();
}
const auto drawHighlightInputs = DrawHighlight::Inputs(deferredFrameTransform, highlightRessources, sceneFrameBuffer, highlightedRect).asVarying();
task.addJob<DrawHighlight>(name, drawHighlightInputs, i, sharedParameters);
}
// Debug highlight
const auto debugInputs = DebugHighlight::Inputs(highlightRessources, const_cast<const render::Varying&>(highlight0Rect)).asVarying();
task.addJob<DebugHighlight>("HighlightDebug", debugInputs);
}
const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const render::Varying& selectionName,
const RenderFetchCullSortTask::BucketList& items) {
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& metas = items[RenderFetchCullSortTask::META];
const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), selectionName).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, selectionName).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, selectionName).asVarying();
return task.addJob<SelectItems>("TransparentSelection", selectItemInput);
}
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#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));
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));
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned(),
skinProgram, state);
}

View file

@ -0,0 +1,226 @@
//
// HighlightEffect.h
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_render_utils_HighlightEffect_h
#define hifi_render_utils_HighlightEffect_h
#include <render/Engine.h>
#include <render/HighlightStage.h>
#include <render/RenderFetchCullSortTask.h>
#include "DeferredFramebuffer.h"
#include "DeferredFrameTransform.h"
class HighlightRessources {
public:
HighlightRessources();
gpu::FramebufferPointer getDepthFramebuffer();
gpu::TexturePointer getDepthTexture();
gpu::FramebufferPointer getColorFramebuffer();
// Update the source framebuffer size which will drive the allocation of all the other resources.
void update(const gpu::FramebufferPointer& primaryFrameBuffer);
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
protected:
gpu::FramebufferPointer _depthFrameBuffer;
gpu::FramebufferPointer _colorFrameBuffer;
gpu::TexturePointer _depthStencilTexture;
glm::ivec2 _frameSize;
void allocateColorBuffer(const gpu::FramebufferPointer& primaryFrameBuffer);
void allocateDepthBuffer(const gpu::FramebufferPointer& primaryFrameBuffer);
};
using HighlightRessourcesPointer = std::shared_ptr<HighlightRessources>;
class HighlightSharedParameters {
public:
enum {
MAX_PASS_COUNT = 8
};
HighlightSharedParameters();
std::array<render::HighlightStage::Index, MAX_PASS_COUNT> _highlightIds;
static float getBlurPixelWidth(const render::HighlightStyle& style, int frameBufferHeight);
};
using HighlightSharedParametersPointer = std::shared_ptr<HighlightSharedParameters>;
class PrepareDrawHighlight {
public:
using Inputs = gpu::FramebufferPointer;
using Outputs = HighlightRessourcesPointer;
using JobModel = render::Job::ModelIO<PrepareDrawHighlight, Inputs, Outputs>;
PrepareDrawHighlight();
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
private:
HighlightRessourcesPointer _ressources;
};
class SelectionToHighlight {
public:
using Outputs = std::vector<std::string>;
using JobModel = render::Job::ModelO<SelectionToHighlight, Outputs>;
SelectionToHighlight(HighlightSharedParametersPointer parameters) : _sharedParameters{ parameters } {}
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
private:
HighlightSharedParametersPointer _sharedParameters;
};
class ExtractSelectionName {
public:
using Inputs = SelectionToHighlight::Outputs;
using Outputs = std::string;
using JobModel = render::Job::ModelIO<ExtractSelectionName, Inputs, Outputs>;
ExtractSelectionName(unsigned int highlightIndex) : _highlightPassIndex{ highlightIndex } {}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
private:
unsigned int _highlightPassIndex;
};
class DrawHighlightMask {
public:
using Inputs = render::VaryingSet2<render::ShapeBounds, HighlightRessourcesPointer>;
using Outputs = glm::ivec4;
using JobModel = render::Job::ModelIO<DrawHighlightMask, Inputs, Outputs>;
DrawHighlightMask(unsigned int highlightIndex, render::ShapePlumberPointer shapePlumber, HighlightSharedParametersPointer parameters);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
protected:
unsigned int _highlightPassIndex;
render::ShapePlumberPointer _shapePlumber;
HighlightSharedParametersPointer _sharedParameters;
gpu::BufferPointer _boundsBuffer;
static gpu::PipelinePointer _stencilMaskPipeline;
static gpu::PipelinePointer _stencilMaskFillPipeline;
};
class DrawHighlight {
public:
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, HighlightRessourcesPointer, DeferredFramebufferPointer, glm::ivec4>;
using Config = render::Job::Config;
using JobModel = render::Job::ModelI<DrawHighlight, Inputs, Config>;
DrawHighlight(unsigned int highlightIndex, HighlightSharedParametersPointer parameters);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
#include "Highlight_shared.slh"
enum {
SCENE_DEPTH_MAP_SLOT = 0,
HIGHLIGHTED_DEPTH_MAP_SLOT,
HIGHLIGHT_PARAMS_SLOT = 0,
FRAME_TRANSFORM_SLOT,
};
using HighlightConfigurationBuffer = gpu::StructBuffer<HighlightParameters>;
static const gpu::PipelinePointer& getPipeline(const render::HighlightStyle& style);
static gpu::PipelinePointer _pipeline;
static gpu::PipelinePointer _pipelineFilled;
unsigned int _highlightPassIndex;
HighlightParameters _parameters;
HighlightSharedParametersPointer _sharedParameters;
HighlightConfigurationBuffer _configuration;
};
class DebugHighlightConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool viewMask MEMBER viewMask NOTIFY dirty)
public:
bool viewMask{ false };
signals:
void dirty();
};
class DebugHighlight {
public:
using Inputs = render::VaryingSet2<HighlightRessourcesPointer, glm::ivec4>;
using Config = DebugHighlightConfig;
using JobModel = render::Job::ModelI<DebugHighlight, Inputs, Config>;
DebugHighlight();
~DebugHighlight();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
gpu::PipelinePointer _depthPipeline;
int _geometryDepthId{ 0 };
bool _isDisplayEnabled{ false };
const gpu::PipelinePointer& getDepthPipeline();
void initializePipelines();
};
class DrawHighlightTask {
public:
using Inputs = render::VaryingSet4<RenderFetchCullSortTask::BucketList, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
using Config = render::Task::Config;
using JobModel = render::Task::ModelI<DrawHighlightTask, Inputs, Config>;
DrawHighlightTask();
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
private:
static void initMaskPipelines(render::ShapePlumber& plumber, gpu::StatePointer state);
static const render::Varying addSelectItemJobs(JobModel& task, const render::Varying& selectionName, const RenderFetchCullSortTask::BucketList& items);
};
#endif // hifi_render_utils_HighlightEffect_h

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@ -0,0 +1,104 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Draw and transform the fed vertex position with the standard MVP stack
// and offset the vertices by a certain amount in the vertex direction
//
// Created by Olivier Prat on 11/02/2017
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
struct ItemBound {
vec4 id_boundPos;
vec4 boundDim_s;
};
#if defined(GPU_GL410)
uniform samplerBuffer ssbo0Buffer;
ItemBound getItemBound(int i) {
int offset = 2 * i;
ItemBound bound;
bound.id_boundPos = texelFetch(ssbo0Buffer, offset);
bound.boundDim_s = texelFetch(ssbo0Buffer, offset + 1);
return bound;
}
#else
layout(std140) buffer ssbo0Buffer {
ItemBound bounds[];
};
ItemBound getItemBound(int i) {
ItemBound bound = bounds[i];
return bound;
}
#endif
uniform vec2 outlineWidth;
void main(void) {
const vec3 UNIT_BOX_VERTICES[8] = vec3[8](
vec3(0.0, 1.0, 0.0),
vec3(1.0, 1.0, 0.0),
vec3(1.0, 0.0, 0.0),
vec3(0.0, 0.0, 0.0),
vec3(0.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(1.0, 0.0, 1.0),
vec3(0.0, 0.0, 1.0)
);
const vec3 UNIT_BOX_NORMALS[8] = vec3[8](
vec3(-1.0, 1.0, -1.0),
vec3(1.0, 1.0, -1.0),
vec3(1.0, -1.0, -1.0),
vec3(-1.0, -1.0, -1.0),
vec3(-1.0, 1.0, 1.0),
vec3(1.0, 1.0, 1.0),
vec3(1.0, -1.0, 1.0),
vec3(-1.0, -1.0, 1.0)
);
const int NUM_VERTICES_PER_CUBE = 36;
const int UNIT_BOX_TRIANGLE_INDICES[NUM_VERTICES_PER_CUBE] = int[NUM_VERTICES_PER_CUBE](
0, 1, 2,
0, 2, 3,
3, 2, 6,
3, 6, 7,
7, 6, 5,
7, 5, 4,
4, 5, 1,
4, 1, 0,
1, 5, 6,
1, 6, 2,
4, 0, 3,
4, 3, 7
);
int boundID = gl_VertexID / NUM_VERTICES_PER_CUBE;
int vertexID = gl_VertexID - boundID * NUM_VERTICES_PER_CUBE;
int triangleIndex = UNIT_BOX_TRIANGLE_INDICES[vertexID];
vec3 cubeVec = UNIT_BOX_VERTICES[triangleIndex];
ItemBound bound = getItemBound(boundID);
vec3 boundPos = bound.id_boundPos.yzw;
vec3 boundDim = bound.boundDim_s.xyz;
vec4 pos = vec4(boundPos + boundDim * cubeVec.xyz, 1.0);
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToMonoClipPos(cam, obj, pos, gl_Position)$>
// Offset the vertex to take into account the outline width
pos.xyz += UNIT_BOX_NORMALS[triangleIndex];
vec4 offsetPosition;
<$transformModelToMonoClipPos(cam, obj, pos, offsetPosition)$>
gl_Position.xy += normalize(offsetPosition.xy-gl_Position.xy) * outlineWidth * gl_Position.w;
<$transformStereoClipsSpace(cam, gl_Position)$>
}

View file

@ -1,5 +1,5 @@
// Outline_filled.slf
// Add outline effect based on two zbuffers : one containing the total scene z and another
// Highlight_filled.slf
// Add highlight effect based on two zbuffers : one containing the total scene z and another
// with the z of only the objects to be outlined.
// This is the version with the fill effect inside the silhouette.
//
@ -9,5 +9,5 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Outline.slh@>
<@include Highlight.slh@>
<$main(1)$>

View file

@ -0,0 +1,30 @@
// glsl / C++ compatible source as interface for highlight
#ifdef __cplusplus
# define TVEC2 glm::vec2
# define TVEC3 glm::vec3
# define TVEC4 glm::vec4
#else
# define TVEC2 vec2
# define TVEC3 vec3
# define TVEC4 vec4
#endif
struct HighlightParameters
{
TVEC3 _color;
float _intensity;
TVEC2 _size;
float _unoccludedFillOpacity;
float _occludedFillOpacity;
float _threshold;
int _blurKernelSize;
float padding2;
float padding3;
};
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>
//

View file

@ -14,6 +14,7 @@
#include "LightStage.h"
std::string LightStage::_stageName { "LIGHT_STAGE"};
const LightStage::Index LightStage::INVALID_INDEX { render::indexed_container::INVALID_INDEX };
LightStage::LightStage() {
}

View file

@ -32,7 +32,7 @@ public:
static const std::string& getName() { return _stageName; }
using Index = render::indexed_container::Index;
static const Index INVALID_INDEX { render::indexed_container::INVALID_INDEX };
static const Index INVALID_INDEX;
static bool isIndexInvalid(Index index) { return index == INVALID_INDEX; }
using LightPointer = model::LightPointer;

View file

@ -337,7 +337,7 @@ ModelMeshPartPayload::ModelMeshPartPayload(ModelPointer model, int meshIndex, in
if (state.clusterMatrices.size() == 1) {
renderTransform = transform.worldTransform(Transform(state.clusterMatrices[0]));
}
updateTransformForSkinnedMesh(renderTransform, transform, state.clusterBuffer);
updateTransformForSkinnedMesh(renderTransform, transform);
initCache();
}
@ -367,12 +367,25 @@ void ModelMeshPartPayload::notifyLocationChanged() {
}
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform,
const gpu::BufferPointer& buffer) {
void ModelMeshPartPayload::updateClusterBuffer(const std::vector<glm::mat4>& clusterMatrices) {
// Once computed the cluster matrices, update the buffer(s)
if (clusterMatrices.size() > 1) {
if (!_clusterBuffer) {
_clusterBuffer = std::make_shared<gpu::Buffer>(clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) clusterMatrices.data());
}
else {
_clusterBuffer->setSubData(0, clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) clusterMatrices.data());
}
}
}
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform) {
_transform = renderTransform;
_worldBound = _adjustedLocalBound;
_worldBound.transform(boundTransform);
_clusterBuffer = buffer;
}
ItemKey ModelMeshPartPayload::getKey() const {
@ -416,7 +429,6 @@ int ModelMeshPartPayload::getLayer() const {
}
ShapeKey ModelMeshPartPayload::getShapeKey() const {
// guard against partially loaded meshes
ModelPointer model = _model.lock();
if (!model || !model->isLoaded() || !model->getGeometry()) {
@ -582,11 +594,11 @@ void ModelMeshPartPayload::render(RenderArgs* args) {
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}
void ModelMeshPartPayload::computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices) {
void ModelMeshPartPayload::computeAdjustedLocalBound(const std::vector<glm::mat4>& clusterMatrices) {
_adjustedLocalBound = _localBound;
if (clusterMatrices.size() > 0) {
_adjustedLocalBound.transform(clusterMatrices[0]);
for (int i = 1; i < clusterMatrices.size(); ++i) {
for (int i = 1; i < (int)clusterMatrices.size(); ++i) {
AABox clusterBound = _localBound;
clusterBound.transform(clusterMatrices[i]);
_adjustedLocalBound += clusterBound;

View file

@ -87,9 +87,8 @@ public:
typedef Payload::DataPointer Pointer;
void notifyLocationChanged() override;
void updateTransformForSkinnedMesh(const Transform& renderTransform,
const Transform& boundTransform,
const gpu::BufferPointer& buffer);
void updateClusterBuffer(const std::vector<glm::mat4>& clusterMatrices);
void updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform);
// Render Item interface
render::ItemKey getKey() const override;
@ -103,7 +102,7 @@ public:
void initCache();
void computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices);
void computeAdjustedLocalBound(const std::vector<glm::mat4>& clusterMatrices);
gpu::BufferPointer _clusterBuffer;
ModelWeakPointer _model;

View file

@ -226,7 +226,7 @@ void Model::updateRenderItems() {
// do nothing, if the model has already been destroyed.
auto self = weakSelf.lock();
if (!self) {
if (!self || !self->isLoaded()) {
return;
}
@ -237,24 +237,20 @@ void Model::updateRenderItems() {
Transform modelTransform = self->getTransform();
modelTransform.setScale(glm::vec3(1.0f));
uint32_t deleteGeometryCounter = self->_deleteGeometryCounter;
render::Transaction transaction;
foreach (auto itemID, self->_modelMeshRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(itemID, [deleteGeometryCounter, modelTransform](ModelMeshPartPayload& data) {
ModelPointer model = data._model.lock();
if (model && model->isLoaded()) {
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == model->_deleteGeometryCounter) {
for (int i = 0; i < (int) self->_modelMeshRenderItemIDs.size(); i++) {
const Model::MeshState& state = model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
}
auto itemID = self->_modelMeshRenderItemIDs[i];
auto meshIndex = self->_modelMeshRenderItemShapes[i].meshIndex;
auto clusterMatrices(self->getMeshState(meshIndex).clusterMatrices);
transaction.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, clusterMatrices](ModelMeshPartPayload& data) {
data.updateClusterBuffer(clusterMatrices);
Transform renderTransform = modelTransform;
if (clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform);
});
}
@ -311,7 +307,7 @@ bool Model::updateGeometry() {
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_meshStates.append(state);
_meshStates.push_back(state);
// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
// later in ModelMeshPayload, however the vast majority of meshes will not have them.
@ -686,6 +682,7 @@ void Model::removeFromScene(const render::ScenePointer& scene, render::Transacti
_modelMeshRenderItemIDs.clear();
_modelMeshRenderItemsMap.clear();
_modelMeshRenderItems.clear();
_modelMeshRenderItemShapes.clear();
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.removeItem(item);
@ -1127,7 +1124,7 @@ void Model::updateClusterMatrices() {
}
_needsUpdateClusterMatrices = false;
const FBXGeometry& geometry = getFBXGeometry();
for (int i = 0; i < _meshStates.size(); i++) {
for (int i = 0; i < (int) _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
@ -1135,17 +1132,6 @@ void Model::updateClusterMatrices() {
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
}
// Once computed the cluster matrices, update the buffer(s)
if (mesh.clusters.size() > 1) {
if (!state.clusterBuffer) {
state.clusterBuffer = std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
// post the blender if we're not currently waiting for one to finish
@ -1255,7 +1241,7 @@ void Model::createVisibleRenderItemSet() {
const auto& meshes = _renderGeometry->getMeshes();
// all of our mesh vectors must match in size
if ((int)meshes.size() != _meshStates.size()) {
if (meshes.size() != _meshStates.size()) {
qCDebug(renderutils) << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
return;
}
@ -1264,6 +1250,7 @@ void Model::createVisibleRenderItemSet() {
Q_ASSERT(_modelMeshRenderItems.isEmpty());
_modelMeshRenderItems.clear();
_modelMeshRenderItemShapes.clear();
Transform transform;
transform.setTranslation(_translation);
@ -1286,6 +1273,7 @@ void Model::createVisibleRenderItemSet() {
int numParts = (int)mesh->getNumParts();
for (int partIndex = 0; partIndex < numParts; partIndex++) {
_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
_modelMeshRenderItemShapes.emplace_back(ShapeInfo{ (int)i });
shapeID++;
}
}
@ -1327,7 +1315,7 @@ void Model::createCollisionRenderItemSet() {
}
bool Model::isRenderable() const {
return !_meshStates.isEmpty() || (isLoaded() && _renderGeometry->getMeshes().empty());
return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
}
class CollisionRenderGeometry : public Geometry {

View file

@ -246,8 +246,7 @@ public:
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
gpu::BufferPointer clusterBuffer;
std::vector<glm::mat4> clusterMatrices;
};
const MeshState& getMeshState(int index) { return _meshStates.at(index); }
@ -317,7 +316,7 @@ protected:
bool _snappedToRegistrationPoint; /// are we currently snapped to a registration point
glm::vec3 _registrationPoint = glm::vec3(0.5f); /// the point in model space our center is snapped to
QVector<MeshState> _meshStates;
std::vector<MeshState> _meshStates;
virtual void initJointStates();
@ -388,8 +387,9 @@ protected:
QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
render::ItemIDs _modelMeshRenderItemIDs;
using ShapeInfo = struct { int meshIndex; };
std::vector<ShapeInfo> _modelMeshRenderItemShapes;
bool _addedToScene { false }; // has been added to scene
bool _needsFixupInScene { true }; // needs to be removed/re-added to scene

View file

@ -1,371 +0,0 @@
//
// OutlineEffect.cpp
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "OutlineEffect.h"
#include "GeometryCache.h"
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
#include "Outline_frag.h"
#include "Outline_filled_frag.h"
using namespace render;
extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
OutlineFramebuffer::OutlineFramebuffer() {
}
void OutlineFramebuffer::update(const gpu::TexturePointer& colorBuffer) {
// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
// new correct dimensions.
if (_depthTexture) {
auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
clear();
}
}
}
void OutlineFramebuffer::clear() {
_depthFramebuffer.reset();
_depthTexture.reset();
}
void OutlineFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
_depthFramebuffer->setDepthStencilBuffer(_depthTexture, format);
}
gpu::FramebufferPointer OutlineFramebuffer::getDepthFramebuffer() {
if (!_depthFramebuffer) {
allocate();
}
return _depthFramebuffer;
}
gpu::TexturePointer OutlineFramebuffer::getDepthTexture() {
if (!_depthTexture) {
allocate();
}
return _depthTexture;
}
void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& inShapes = inputs.get0();
auto& deferredFrameBuffer = inputs.get1();
if (!inShapes.empty()) {
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
if (!_outlineFramebuffer) {
_outlineFramebuffer = std::make_shared<OutlineFramebuffer>();
}
_outlineFramebuffer->update(deferredFrameBuffer->getDeferredColorTexture());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.setFramebuffer(_outlineFramebuffer->getDepthFramebuffer());
// Clear it
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false);
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
}
else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
output = _outlineFramebuffer;
} else {
output = nullptr;
}
}
DrawOutline::DrawOutline() {
}
void DrawOutline::configure(const Config& config) {
_color = config.color;
_blurKernelSize = std::min(10, std::max(2, (int)floorf(config.width*2 + 0.5f)));
// Size is in normalized screen height. We decide that for outline width = 1, this is equal to 1/400.
_size = config.width / 400.f;
_fillOpacityUnoccluded = config.fillOpacityUnoccluded;
_fillOpacityOccluded = config.fillOpacityOccluded;
_threshold = config.glow ? 1.f : 1e-3f;
_intensity = config.intensity * (config.glow ? 2.f : 1.f);
}
void DrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
auto outlineFrameBuffer = inputs.get1();
if (outlineFrameBuffer) {
auto sceneDepthBuffer = inputs.get2();
const auto frameTransform = inputs.get0();
auto outlinedDepthTexture = outlineFrameBuffer->getDepthTexture();
auto destinationFrameBuffer = inputs.get3();
auto framebufferSize = glm::ivec2(outlinedDepthTexture->getDimensions());
if (!_primaryWithoutDepthBuffer || framebufferSize!=_frameBufferSize) {
// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
_primaryWithoutDepthBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
_primaryWithoutDepthBuffer->setRenderBuffer(0, destinationFrameBuffer->getRenderBuffer(0));
_frameBufferSize = framebufferSize;
}
if (sceneDepthBuffer) {
const auto OPACITY_EPSILON = 5e-3f;
auto pipeline = getPipeline(_fillOpacityUnoccluded>OPACITY_EPSILON || _fillOpacityOccluded>OPACITY_EPSILON);
auto args = renderContext->args;
{
auto& configuration = _configuration.edit();
configuration._color = _color;
configuration._intensity = _intensity;
configuration._fillOpacityUnoccluded = _fillOpacityUnoccluded;
configuration._fillOpacityOccluded = _fillOpacityOccluded;
configuration._threshold = _threshold;
configuration._blurKernelSize = _blurKernelSize;
configuration._size.x = _size * _frameBufferSize.y / _frameBufferSize.x;
configuration._size.y = _size;
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(_primaryWithoutDepthBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_frameBufferSize, args->_viewport));
batch.setPipeline(pipeline);
batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Restore previous frame buffer
batch.setFramebuffer(destinationFrameBuffer);
});
}
}
}
const gpu::PipelinePointer& DrawOutline::getPipeline(bool isFilled) {
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(Outline_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("outlineParamsBuffer", OUTLINE_PARAMS_SLOT));
slotBindings.insert(gpu::Shader::Binding("deferredFrameTransformBuffer", FRAME_TRANSFORM_SLOT));
slotBindings.insert(gpu::Shader::Binding("sceneDepthMap", SCENE_DEPTH_SLOT));
slotBindings.insert(gpu::Shader::Binding("outlinedDepthMap", OUTLINED_DEPTH_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_pipeline = gpu::Pipeline::create(program, state);
ps = gpu::Shader::createPixel(std::string(Outline_filled_frag));
program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program, slotBindings);
_pipelineFilled = gpu::Pipeline::create(program, state);
}
return isFilled ? _pipelineFilled : _pipeline;
}
DebugOutline::DebugOutline() {
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
DebugOutline::~DebugOutline() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
void DebugOutline::configure(const Config& config) {
_isDisplayDepthEnabled = config.viewOutlinedDepth;
}
void DebugOutline::run(const render::RenderContextPointer& renderContext, const Inputs& input) {
const auto outlineFramebuffer = input;
if (_isDisplayDepthEnabled && outlineFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
batch.setModelTransform(Transform());
batch.setPipeline(getDebugPipeline());
batch.setResourceTexture(0, outlineFramebuffer->getDepthTexture());
const glm::vec4 color(1.0f, 0.5f, 0.2f, 1.0f);
const glm::vec2 bottomLeft(-1.0f, -1.0f);
const glm::vec2 topRight(1.0f, 1.0f);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
batch.setResourceTexture(0, nullptr);
});
}
}
const gpu::PipelinePointer& DebugOutline::getDebugPipeline() {
if (!_debugPipeline) {
static const std::string VERTEX_SHADER{ debug_deferred_buffer_vert };
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag };
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,
"Could not find source placeholder");
static const std::string DEFAULT_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;"
" Zdb = 1.0-(1.0-Zdb)*100;"
" return vec4(Zdb, Zdb, Zdb, 1.0);"
" }"
};
auto bakedFragmentShader = FRAGMENT_SHADER;
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), DEFAULT_DEPTH_SHADER);
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("depthMap", 0));
gpu::Shader::makeProgram(*program, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setDepthTest(gpu::State::DepthTest(false));
_debugPipeline = gpu::Pipeline::create(program, state);
}
return _debugPipeline;
}
DrawOutlineTask::DrawOutlineTask() {
}
void DrawOutlineTask::configure(const Config& config) {
}
void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
const auto input = inputs.get<Inputs>();
const auto selectedMetas = inputs.getN<Inputs>(0);
const auto shapePlumber = input.get1();
const auto sceneFrameBuffer = inputs.getN<Inputs>(2);
const auto primaryFramebuffer = inputs.getN<Inputs>(3);
const auto deferredFrameTransform = inputs.getN<Inputs>(4);
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumberZPass = std::make_shared<ShapePlumber>();
{
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setColorWriteMask(false, false, false, false);
initZPassPipelines(*shapePlumberZPass, state);
}
const auto outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
const auto outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
// Sort
const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
const auto sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
// Draw depth of outlined objects in separate buffer
const auto drawOutlineDepthInputs = DrawOutlineDepth::Inputs(sortedShapes, sceneFrameBuffer).asVarying();
const auto outlinedFrameBuffer = task.addJob<DrawOutlineDepth>("OutlineDepth", drawOutlineDepthInputs, shapePlumberZPass);
// Draw outline
const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlinedFrameBuffer, sceneFrameBuffer, primaryFramebuffer).asVarying();
task.addJob<DrawOutline>("OutlineEffect", drawOutlineInputs);
// Debug outline
task.addJob<DebugOutline>("OutlineDebug", outlinedFrameBuffer);
}

View file

@ -1,183 +0,0 @@
//
// OutlineEffect.h
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_render_utils_OutlineEffect_h
#define hifi_render_utils_OutlineEffect_h
#include <render/Engine.h>
#include "DeferredFramebuffer.h"
#include "DeferredFrameTransform.h"
class OutlineFramebuffer {
public:
OutlineFramebuffer();
gpu::FramebufferPointer getDepthFramebuffer();
gpu::TexturePointer getDepthTexture();
// Update the source framebuffer size which will drive the allocation of all the other resources.
void update(const gpu::TexturePointer& colorBuffer);
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
protected:
void clear();
void allocate();
gpu::FramebufferPointer _depthFramebuffer;
gpu::TexturePointer _depthTexture;
glm::ivec2 _frameSize;
};
using OutlineFramebufferPointer = std::shared_ptr<OutlineFramebuffer>;
class DrawOutlineDepth {
public:
using Inputs = render::VaryingSet2<render::ShapeBounds, DeferredFramebufferPointer>;
// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
using Outputs = OutlineFramebufferPointer;
using JobModel = render::Job::ModelIO<DrawOutlineDepth, Inputs, Outputs>;
DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
protected:
render::ShapePlumberPointer _shapePlumber;
OutlineFramebufferPointer _outlineFramebuffer;
};
class DrawOutlineConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool glow MEMBER glow NOTIFY dirty)
Q_PROPERTY(float width MEMBER width NOTIFY dirty)
Q_PROPERTY(float intensity MEMBER intensity NOTIFY dirty)
Q_PROPERTY(float colorR READ getColorR WRITE setColorR NOTIFY dirty)
Q_PROPERTY(float colorG READ getColorG WRITE setColorG NOTIFY dirty)
Q_PROPERTY(float colorB READ getColorB WRITE setColorB NOTIFY dirty)
Q_PROPERTY(float fillOpacityUnoccluded MEMBER fillOpacityUnoccluded NOTIFY dirty)
Q_PROPERTY(float fillOpacityOccluded MEMBER fillOpacityOccluded NOTIFY dirty)
public:
void setColorR(float value) { color.r = value; emit dirty(); }
float getColorR() const { return color.r; }
void setColorG(float value) { color.g = value; emit dirty(); }
float getColorG() const { return color.g; }
void setColorB(float value) { color.b = value; emit dirty(); }
float getColorB() const { return color.b; }
glm::vec3 color{ 1.f, 0.7f, 0.2f };
float width{ 2.0f };
float intensity{ 0.9f };
float fillOpacityUnoccluded{ 0.0f };
float fillOpacityOccluded{ 0.0f };
bool glow{ false };
signals:
void dirty();
};
class DrawOutline {
public:
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, OutlineFramebufferPointer, DeferredFramebufferPointer, gpu::FramebufferPointer>;
using Config = DrawOutlineConfig;
using JobModel = render::Job::ModelI<DrawOutline, Inputs, Config>;
DrawOutline();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
enum {
SCENE_DEPTH_SLOT = 0,
OUTLINED_DEPTH_SLOT,
OUTLINE_PARAMS_SLOT = 0,
FRAME_TRANSFORM_SLOT
};
#include "Outline_shared.slh"
using OutlineConfigurationBuffer = gpu::StructBuffer<OutlineParameters>;
const gpu::PipelinePointer& getPipeline(bool isFilled);
gpu::FramebufferPointer _primaryWithoutDepthBuffer;
glm::ivec2 _frameBufferSize {0, 0};
gpu::PipelinePointer _pipeline;
gpu::PipelinePointer _pipelineFilled;
OutlineConfigurationBuffer _configuration;
glm::vec3 _color;
float _size;
int _blurKernelSize;
float _intensity;
float _fillOpacityUnoccluded;
float _fillOpacityOccluded;
float _threshold;
};
class DebugOutlineConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool viewOutlinedDepth MEMBER viewOutlinedDepth NOTIFY dirty)
public:
bool viewOutlinedDepth{ false };
signals:
void dirty();
};
class DebugOutline {
public:
using Inputs = OutlineFramebufferPointer;
using Config = DebugOutlineConfig;
using JobModel = render::Job::ModelI<DebugOutline, Inputs, Config>;
DebugOutline();
~DebugOutline();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
const gpu::PipelinePointer& getDebugPipeline();
gpu::PipelinePointer _debugPipeline;
int _geometryId{ 0 };
bool _isDisplayDepthEnabled{ false };
};
class DrawOutlineTask {
public:
using Inputs = render::VaryingSet5<render::ItemBounds, render::ShapePlumberPointer, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
using Config = render::Task::Config;
using JobModel = render::Task::ModelI<DrawOutlineTask, Inputs, Config>;
DrawOutlineTask();
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
};
#endif // hifi_render_utils_OutlineEffect_h

View file

@ -1,28 +0,0 @@
// glsl / C++ compatible source as interface for Outline
#ifdef __cplusplus
# define VEC2 glm::vec2
# define VEC3 glm::vec3
#else
# define VEC2 vec2
# define VEC3 vec3
#endif
struct OutlineParameters
{
VEC3 _color;
float _intensity;
VEC2 _size;
float _fillOpacityUnoccluded;
float _fillOpacityOccluded;
float _threshold;
int _blurKernelSize;
float padding2;
float padding3;
};
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>
//

View file

@ -35,16 +35,18 @@
#include "TextureCache.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
#include "RenderUtilsLogging.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "ToneMappingEffect.h"
#include "SubsurfaceScattering.h"
#include "DrawHaze.h"
#include "OutlineEffect.h"
#include "HighlightEffect.h"
#include <gpu/StandardShaderLib.h>
#include <sstream>
using namespace render;
extern void initOverlay3DPipelines(render::ShapePlumber& plumber, bool depthTest = false);
@ -58,6 +60,18 @@ void RenderDeferredTask::configure(const Config& config)
{
}
const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName,
const render::Varying& metas,
const render::Varying& opaques,
const render::Varying& transparents) {
const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& items = input.get<Input>();
auto fadeEffect = DependencyManager::get<FadeEffect>();
@ -95,15 +109,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
// Select items that need to be outlined
const auto selectionName = "contextOverlayHighlightList";
const auto selectMetaInput = SelectItems::Inputs(metas, Varying()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("PassTestMetaSelection", selectMetaInput, selectionName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("PassTestOpaqueSelection", selectMetaAndOpaqueInput, selectionName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques).asVarying();
const auto selectedItems = task.addJob<SelectItems>("PassTestTransparentSelection", selectItemInput, selectionName);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).asVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
@ -178,10 +183,15 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOutlineRangeTimer", "Outline");
const auto outlineInputs = DrawOutlineTask::Inputs(selectedItems, shapePlumber, deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawOutlineTask>("DrawOutline", outlineInputs);
task.addJob<EndGPURangeTimer>("EndOutlineRangeTimer", outlineRangeTimer);
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");
// Select items that need to be outlined
const auto selectionBaseName = "contextOverlayHighlightList";
const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
{ // DEbug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
@ -190,6 +200,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawBounds>("DrawLightBounds", lights);
task.addJob<DrawBounds>("DrawZones", zones);
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
}
// Layered Overlays
@ -236,9 +249,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
}
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
}
// AA job to be revisited
@ -454,6 +464,7 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
auto blitFbo = renderArgs->_blitFramebuffer;
if (!blitFbo) {
qCWarning(renderutils) << "Blit::run - no blit frame buffer.";
return;
}

View file

@ -198,6 +198,10 @@ public:
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
private:
static const render::Varying addSelectItemJobs(JobModel& task, const char* selectionName,
const render::Varying& metas, const render::Varying& opaques, const render::Varying& transparents);
};
#endif // hifi_RenderDeferredTask_h

View file

@ -43,7 +43,7 @@ void SoftAttachmentModel::updateClusterMatrices() {
const FBXGeometry& geometry = getFBXGeometry();
for (int i = 0; i < _meshStates.size(); i++) {
for (int i = 0; i < (int) _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
@ -60,17 +60,6 @@ void SoftAttachmentModel::updateClusterMatrices() {
}
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
}
// Once computed the cluster matrices, update the buffer(s)
if (mesh.clusters.size() > 1) {
if (!state.clusterBuffer) {
state.clusterBuffer = std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
// post the blender if we're not currently waiting for one to finish

View file

@ -116,9 +116,9 @@ void PrepareStencil::drawBackground(gpu::State& state) {
gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_REPLACE, gpu::State::STENCIL_OP_KEEP));
}
// Pass if this area has NOT been marked as MASK
// Pass if this area has NOT been marked as MASK or anything containing MASK
void PrepareStencil::testMask(gpu::State& state) {
state.setStencilTest(true, 0x00, gpu::State::StencilTest(STENCIL_MASK, 0xFF, gpu::NOT_EQUAL,
state.setStencilTest(true, 0x00, gpu::State::StencilTest(STENCIL_MASK, STENCIL_MASK, gpu::NOT_EQUAL,
gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}

View file

@ -49,8 +49,8 @@ public:
static void drawMask(gpu::State& state);
static void drawBackground(gpu::State& state);
static void testNoAA(gpu::State& state);
static void testMask(gpu::State& state);
static void testNoAA(gpu::State& state);
static void testBackground(gpu::State& state);
static void testShape(gpu::State& state);
static void testMaskDrawShape(gpu::State& state);

View file

@ -15,6 +15,7 @@
#include "BackgroundStage.h"
#include "HazeStage.h"
#include <render/TransitionStage.h>
#include <render/HighlightStage.h>
#include "DeferredLightingEffect.h"
void UpdateSceneTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
@ -22,6 +23,7 @@ void UpdateSceneTask::build(JobModel& task, const render::Varying& input, render
task.addJob<BackgroundStageSetup>("BackgroundStageSetup");
task.addJob<HazeStageSetup>("HazeStageSetup");
task.addJob<render::TransitionStageSetup>("TransitionStageSetup");
task.addJob<render::HighlightStageSetup>("HighlightStageSetup");
task.addJob<DefaultLightingSetup>("DefaultLightingSetup");

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