Merge branch 'fix/render_config' into android

This commit is contained in:
Brad Davis 2018-01-25 14:50:41 -08:00
commit 361b767586
60 changed files with 828 additions and 464 deletions

View file

@ -17,6 +17,7 @@ ListModel {
id: root;
property string sortColumnName: "";
property bool isSortingDescending: true;
property bool valuesAreNumerical: false;
function swap(a, b) {
if (a < b) {
@ -29,26 +30,51 @@ ListModel {
}
function partition(begin, end, pivot) {
var piv = get(pivot)[sortColumnName];
swap(pivot, end - 1);
var store = begin;
if (valuesAreNumerical) {
var piv = get(pivot)[sortColumnName];
swap(pivot, end - 1);
var store = begin;
for (var i = begin; i < end - 1; ++i) {
if (isSortingDescending) {
if (get(i)[sortColumnName] < piv) {
swap(store, i);
++store;
}
} else {
if (get(i)[sortColumnName] > piv) {
swap(store, i);
++store;
for (var i = begin; i < end - 1; ++i) {
var currentElement = get(i)[sortColumnName];
if (isSortingDescending) {
if (currentElement < piv) {
swap(store, i);
++store;
}
} else {
if (currentElement > piv) {
swap(store, i);
++store;
}
}
}
}
swap(end - 1, store);
swap(end - 1, store);
return store;
return store;
} else {
var piv = get(pivot)[sortColumnName].toLowerCase();
swap(pivot, end - 1);
var store = begin;
for (var i = begin; i < end - 1; ++i) {
var currentElement = get(i)[sortColumnName].toLowerCase();
if (isSortingDescending) {
if (currentElement < piv) {
swap(store, i);
++store;
}
} else {
if (currentElement > piv) {
swap(store, i);
++store;
}
}
}
swap(end - 1, store);
return store;
}
}
function qsort(begin, end) {

View file

@ -677,7 +677,7 @@ Rectangle {
}
}
if (sameItemCount !== tempPurchasesModel.count) {
if (sameItemCount !== tempPurchasesModel.count || filterBar.text !== "") {
filteredPurchasesModel.clear();
for (var i = 0; i < tempPurchasesModel.count; i++) {
filteredPurchasesModel.append(tempPurchasesModel.get(i));

View file

@ -193,7 +193,7 @@ Item {
color: hifi.colors.white;
}
// "Change Passphrase" button
// "Change Security Pic" button
HifiControlsUit.Button {
id: changeSecurityImageButton;
color: hifi.buttons.blue;

View file

@ -34,13 +34,11 @@ Item {
securityImageChangePageSecurityImage.source = "image://security/securityImage";
if (exists) { // Success submitting new security image
if (root.justSubmitted) {
root.resetSubmitButton();
sendSignalToWallet({method: "walletSecurity_changeSecurityImageSuccess"});
root.justSubmitted = false;
}
} else if (root.justSubmitted) {
// Error submitting new security image.
root.resetSubmitButton();
root.justSubmitted = false;
}
}
@ -180,7 +178,8 @@ Item {
// "Submit" button
HifiControlsUit.Button {
id: securityImageSubmitButton;
enabled: securityImageSelection.currentIndex !== -1;
text: root.justSubmitted ? "Submitting..." : "Submit";
enabled: securityImageSelection.currentIndex !== -1 && !root.justSubmitted;
color: hifi.buttons.blue;
colorScheme: hifi.colorSchemes.dark;
anchors.top: parent.top;
@ -188,11 +187,8 @@ Item {
anchors.right: parent.right;
anchors.rightMargin: 20;
width: 150;
text: "Submit";
onClicked: {
root.justSubmitted = true;
securityImageSubmitButton.text = "Submitting...";
securityImageSubmitButton.enabled = false;
var securityImagePath = securityImageSelection.getImagePathFromImageID(securityImageSelection.getSelectedImageIndex())
Commerce.chooseSecurityImage(securityImagePath);
}
@ -205,11 +201,6 @@ Item {
signal sendSignalToWallet(var msg);
function resetSubmitButton() {
securityImageSubmitButton.enabled = true;
securityImageSubmitButton.text = "Submit";
}
function initModel() {
securityImageSelection.initModel();
}

View file

@ -24,7 +24,7 @@ Item {
HifiConstants { id: hifi; }
id: root;
property int currentIndex: securityImageGrid.currentIndex;
property alias currentIndex: securityImageGrid.currentIndex;
// This will cause a bug -- if you bring up security image selection in HUD mode while
// in HMD while having HMD preview enabled, then move, then finish passphrase selection,
@ -98,6 +98,11 @@ Item {
function initModel() {
gridModel.initModel();
securityImageGrid.currentIndex = -1;
}
function resetSelection() {
securityImageGrid.currentIndex = -1;
}
//
// FUNCTION DEFINITIONS END

View file

@ -348,6 +348,7 @@ Item {
width: 200;
text: "Back"
onClicked: {
securityImageSelection.resetSelection();
root.activeView = "step_1";
}
}
@ -516,6 +517,7 @@ Item {
width: 200;
text: "Back"
onClicked: {
securityImageSelection.resetSelection();
root.lastPage = "step_3";
root.activeView = "step_2";
}

View file

@ -0,0 +1,29 @@
//
// AdvancedPreferencesDialog.qml
//
// Created by Brad Hefta-Gaub on 20 Jan 2018
// Copyright 2018 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
//
import QtQuick 2.5
import Qt.labs.settings 1.0
import "../../dialogs"
PreferencesDialog {
id: root
objectName: "AdvancedPreferencesDialog"
title: "Advanced Settings"
showCategories: ["Advanced UI" ]
property var settings: Settings {
category: root.objectName
property alias x: root.x
property alias y: root.y
property alias width: root.width
property alias height: root.height
}
}

View file

@ -17,7 +17,7 @@ PreferencesDialog {
id: root
objectName: "GeneralPreferencesDialog"
title: "General Settings"
showCategories: ["UI", "Snapshots", "Scripts", "Privacy", "Octree", "HMD", "Game Controller", "Sixense Controllers", "Perception Neuron", "Kinect", "Leap Motion"]
showCategories: ["UI", "Snapshots", "Privacy", "HMD", "Game Controller", "Sixense Controllers", "Perception Neuron", "Kinect", "Leap Motion"]
property var settings: Settings {
category: root.objectName
property alias x: root.x

View file

@ -41,14 +41,14 @@ QSpinBox, QDoubleSpinBox {
QDoubleSpinBox::up-arrow,
QSpinBox::up-arrow {
background-image: url(styles/up.svg);
background-image: url(:/styles/up.svg);
background-repeat: no-repeat;
background-position: center center;
}
QDoubleSpinBox::down-arrow,
QSpinBox::down-arrow {
background-image: url(styles/down.svg);
background-image: url(:/styles/down.svg);
background-repeat: no-repeat;
background-position: center center;
}
@ -88,7 +88,7 @@ QSlider {
QSlider::groove:horizontal {
border: none;
background-image: url(styles/slider-bg.svg);
background-image: url(:/styles/slider-bg.svg);
background-repeat: no-repeat;
background-position: center center;
}
@ -96,7 +96,7 @@ QSlider::groove:horizontal {
QSlider::handle:horizontal {
width: 18px;
height: 18px;
background-image: url(styles/slider-handle.svg);
background-image: url(:/styles/slider-handle.svg);
background-repeat: no-repeat;
background-position: center center;
}
@ -107,7 +107,7 @@ QPushButton#closeButton {
border-width: 1px;
border-radius: 0;
background-color: #fff;
background-image: url(styles/close.svg);
background-image: url(:/styles/close.svg);
background-repeat: no-repeat;
background-position: center center;
}

View file

@ -63,17 +63,17 @@ QPushButton#cancelButton {
}
#backButton {
background-image: url(icons/backButton.svg);
background-image: url(:/icons/backButton.svg);
border-radius: 0px;
}
#forwardButton {
background-image: url(icons/forwardButton.svg);
background-image: url(:/icons/forwardButton.svg);
border-radius: 0px;
}
#toParentButton {
background-image: url(icons/toParentButton.svg);
background-image: url(:/icons/toParentButton.svg);
border-radius: 0px;
}

View file

@ -22,7 +22,7 @@ QLineEdit {
}
QPushButton#searchButton {
background: url(styles/search.svg);
background: url(:/styles/search.svg);
background-repeat: none;
background-position: left center;
background-origin: content;
@ -55,7 +55,7 @@ QPushButton#searchPrevButton {
QPushButton#revealLogButton {
font-family: Helvetica, Arial, sans-serif;
background: url(styles/txt-file.svg);
background: url(:/styles/txt-file.svg);
background-repeat: none;
background-position: left center;
background-origin: content;
@ -86,11 +86,11 @@ QCheckBox {
}
QCheckBox::indicator:unchecked {
image: url(styles/unchecked.svg);
image: url(:/styles/unchecked.svg);
}
QCheckBox::indicator:checked {
image: url(styles/checked.svg);
image: url(:/styles/checked.svg);
}
QComboBox {
@ -110,6 +110,6 @@ QComboBox::drop-down {
}
QComboBox::down-arrow {
image: url(styles/filter.png);
image: url(:/styles/filter.png);
border-width: 0px;
}

View file

@ -352,7 +352,7 @@ static const float MIRROR_FULLSCREEN_DISTANCE = 0.389f;
static const quint64 TOO_LONG_SINCE_LAST_SEND_DOWNSTREAM_AUDIO_STATS = 1 * USECS_PER_SECOND;
static const QString INFO_EDIT_ENTITIES_PATH = "html/edit-commands.html";
static const QString INFO_HELP_PATH = "../../../html/tabletHelp.html";
static const QString INFO_HELP_PATH = "html/tabletHelp.html";
static const unsigned int THROTTLED_SIM_FRAMERATE = 15;
static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE;
@ -1441,8 +1441,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
userInputMapper->registerDevice(_touchscreenVirtualPadDevice->getInputDevice());
}
// force the model the look at the correct directory (weird order of operations issue)
scriptEngines->setScriptsLocation(scriptEngines->getScriptsLocation());
// this will force the model the look at the correct directory (weird order of operations issue)
scriptEngines->reloadLocalFiles();
// do this as late as possible so that all required subsystems are initialized
// If we've overridden the default scripts location, just load default scripts
// otherwise, load 'em all
@ -2731,7 +2732,8 @@ void Application::showHelp() {
queryString.addQueryItem("defaultTab", defaultTab);
auto tabletScriptingInterface = DependencyManager::get<TabletScriptingInterface>();
TabletProxy* tablet = dynamic_cast<TabletProxy*>(tabletScriptingInterface->getTablet(SYSTEM_TABLET));
tablet->gotoWebScreen(INFO_HELP_PATH + "?" + queryString.toString());
tablet->gotoWebScreen(PathUtils::resourcesUrl() + INFO_HELP_PATH + "?" + queryString.toString());
DependencyManager::get<HMDScriptingInterface>()->openTablet();
//InfoView::show(INFO_HELP_PATH, false, queryString.toString());
}

View file

@ -756,6 +756,13 @@ Menu::Menu() {
// Developer > Stats
addCheckableActionToQMenuAndActionHash(developerMenu, MenuOption::Stats);
// Developer > Advanced Settings...
action = addActionToQMenuAndActionHash(developerMenu, "Advanced Preferences...");
connect(action, &QAction::triggered, [] {
qApp->showDialog(QString("hifi/dialogs/AdvancedPreferencesDialog.qml"),
QString("hifi/tablet/AdvancedPreferencesDialog.qml"), "AdvancedPreferencesDialog");
});
// Developer > API Debugger
action = addActionToQMenuAndActionHash(developerMenu, "API Debugger");
connect(action, &QAction::triggered, [] {

View file

@ -591,8 +591,8 @@ void Wallet::chooseSecurityImage(const QString& filename) {
if (_securityImage) {
delete _securityImage;
}
QString path = qApp->applicationDirPath();
path.append("/resources/qml/hifi/commerce/wallet/");
QString path = PathUtils::resourcesPath();
path.append("/qml/hifi/commerce/wallet/");
path.append(filename);
// now create a new security image pixmap

View file

@ -39,7 +39,6 @@ BaseLogDialog::BaseLogDialog(QWidget* parent) : QDialog(parent, Qt::Window) {
QFile styleSheet(PathUtils::resourcesPath() + "styles/log_dialog.qss");
if (styleSheet.open(QIODevice::ReadOnly)) {
QDir::setCurrent(PathUtils::resourcesPath());
setStyleSheet(styleSheet.readAll());
}

View file

@ -82,19 +82,42 @@ void setupPreferences() {
preference->setMax(500);
preferences->addPreference(preference);
}
{
auto getter = []()->float { return qApp->getDesktopTabletScale(); };
auto setter = [](float value) { qApp->setDesktopTabletScale(value); };
auto preference = new SpinnerPreference(UI_CATEGORY, "Desktop Tablet Scale %", getter, setter);
preference->setMin(20);
preference->setMax(500);
preferences->addPreference(preference);
}
{
auto getter = []()->bool { return qApp->getPreferStylusOverLaser(); };
auto setter = [](bool value) { qApp->setPreferStylusOverLaser(value); };
preferences->addPreference(new CheckPreference(UI_CATEGORY, "Prefer Stylus Over Laser", getter, setter));
}
static const QString ADVANCED_UI_CATEGORY { "Advanced UI" };
{
auto getter = []()->float { return qApp->getDesktopTabletScale(); };
auto setter = [](float value) { qApp->setDesktopTabletScale(value); };
auto preference = new SpinnerPreference(ADVANCED_UI_CATEGORY, "Desktop Tablet Scale %", getter, setter);
preference->setMin(20);
preference->setMax(500);
preferences->addPreference(preference);
}
{
auto getter = [=]()->float { return myAvatar->getRealWorldFieldOfView(); };
auto setter = [=](float value) { myAvatar->setRealWorldFieldOfView(value); };
auto preference = new SpinnerPreference(ADVANCED_UI_CATEGORY, "Real world vertical field of view (angular size of monitor)", getter, setter);
preference->setMin(1);
preference->setMax(180);
preferences->addPreference(preference);
}
{
auto getter = []()->float { return qApp->getFieldOfView(); };
auto setter = [](float value) { qApp->setFieldOfView(value); };
auto preference = new SpinnerPreference(ADVANCED_UI_CATEGORY, "Vertical field of view", getter, setter);
preference->setMin(1);
preference->setMax(180);
preference->setStep(1);
preferences->addPreference(preference);
}
// FIXME: Remove setting completely or make available through JavaScript API?
/*
{
@ -128,21 +151,13 @@ void setupPreferences() {
preferences->addPreference(preference);
}
// Scripts
{
auto getter = []()->QString { return DependencyManager::get<ScriptEngines>()->getScriptsLocation(); };
auto setter = [](const QString& value) { DependencyManager::get<ScriptEngines>()->setScriptsLocation(value); };
preferences->addPreference(new BrowsePreference("Scripts", "Load scripts from this directory", getter, setter));
}
preferences->addPreference(new ButtonPreference("Scripts", "Load Default Scripts", [] {
DependencyManager::get<ScriptEngines>()->loadDefaultScripts();
}));
{
auto getter = []()->bool { return !Menu::getInstance()->isOptionChecked(MenuOption::DisableActivityLogger); };
auto setter = [](bool value) { Menu::getInstance()->setIsOptionChecked(MenuOption::DisableActivityLogger, !value); };
preferences->addPreference(new CheckPreference("Privacy", "Send data", getter, setter));
preferences->addPreference(new CheckPreference("Privacy", "Send data - High Fidelity uses information provided by your "
"client to improve the product through the logging of errors, tracking of usage patterns, "
"installation and system details, and crash events. By allowing High Fidelity to collect "
"this information you are helping to improve the product. ", getter, setter));
}
static const QString LOD_TUNING("Level of Detail Tuning");
@ -167,23 +182,6 @@ void setupPreferences() {
}
static const QString AVATAR_TUNING { "Avatar Tuning" };
{
auto getter = [=]()->float { return myAvatar->getRealWorldFieldOfView(); };
auto setter = [=](float value) { myAvatar->setRealWorldFieldOfView(value); };
auto preference = new SpinnerPreference(AVATAR_TUNING, "Real world vertical field of view (angular size of monitor)", getter, setter);
preference->setMin(1);
preference->setMax(180);
preferences->addPreference(preference);
}
{
auto getter = []()->float { return qApp->getFieldOfView(); };
auto setter = [](float value) { qApp->setFieldOfView(value); };
auto preference = new SpinnerPreference(AVATAR_TUNING, "Vertical field of view", getter, setter);
preference->setMin(1);
preference->setMax(180);
preference->setStep(1);
preferences->addPreference(preference);
}
{
auto getter = [=]()->QString { return myAvatar->getDominantHand(); };
auto setter = [=](const QString& value) { myAvatar->setDominantHand(value); };
@ -297,26 +295,6 @@ void setupPreferences() {
}
#endif
{
auto getter = []()->float { return qApp->getMaxOctreePacketsPerSecond(); };
auto setter = [](float value) { qApp->setMaxOctreePacketsPerSecond(value); };
auto preference = new SpinnerPreference("Octree", "Max packets sent each second", getter, setter);
preference->setMin(60);
preference->setMax(6000);
preference->setStep(10);
preferences->addPreference(preference);
}
{
auto getter = []()->float { return qApp->getApplicationCompositor().getHmdUIAngularSize(); };
auto setter = [](float value) { qApp->getApplicationCompositor().setHmdUIAngularSize(value); };
auto preference = new SpinnerPreference("HMD", "UI horizontal angular size (degrees)", getter, setter);
preference->setMin(30);
preference->setMax(160);
preference->setStep(1);
preferences->addPreference(preference);
}
{
static const QString RENDER("Graphics");
@ -342,7 +320,7 @@ void setupPreferences() {
}
}
{
static const QString RENDER("Networking");
static const QString NETWORKING("Networking");
auto nodelist = DependencyManager::get<NodeList>();
{
@ -350,10 +328,21 @@ void setupPreferences() {
static const int MAX_PORT_NUMBER { 65535 };
auto getter = [nodelist] { return static_cast<int>(nodelist->getSocketLocalPort()); };
auto setter = [nodelist](int preset) { nodelist->setSocketLocalPort(static_cast<quint16>(preset)); };
auto preference = new IntSpinnerPreference(RENDER, "Listening Port", getter, setter);
auto preference = new IntSpinnerPreference(NETWORKING, "Listening Port", getter, setter);
preference->setMin(MIN_PORT_NUMBER);
preference->setMax(MAX_PORT_NUMBER);
preferences->addPreference(preference);
}
{
auto getter = []()->float { return qApp->getMaxOctreePacketsPerSecond(); };
auto setter = [](float value) { qApp->setMaxOctreePacketsPerSecond(value); };
auto preference = new SpinnerPreference(NETWORKING, "Max entities packets sent each second", getter, setter);
preference->setMin(60);
preference->setMax(6000);
preference->setStep(10);
preferences->addPreference(preference);
}
}
}

View file

@ -168,7 +168,7 @@ bool ContextOverlayInterface::createOrDestroyContextOverlay(const EntityItemID&
_contextOverlay->setColorPulse(CONTEXT_OVERLAY_UNHOVERED_COLORPULSE);
_contextOverlay->setIgnoreRayIntersection(false);
_contextOverlay->setDrawInFront(true);
_contextOverlay->setURL(PathUtils::resourcesPath() + "images/inspect-icon.png");
_contextOverlay->setURL(PathUtils::resourcesUrl() + "images/inspect-icon.png");
_contextOverlay->setIsFacingAvatar(true);
_contextOverlayID = qApp->getOverlays().addOverlay(_contextOverlay);
}

View file

@ -427,28 +427,11 @@ AudioInjectorPointer AudioInjector::playSound(SharedSoundPointer sound, const fl
options.stereo = sound->isStereo();
options.position = position;
options.volume = volume;
options.pitch = 1.0f / stretchFactor;
QByteArray samples = sound->getByteArray();
if (stretchFactor == 1.0f) {
return playSoundAndDelete(samples, options);
}
const int standardRate = AudioConstants::SAMPLE_RATE;
const int resampledRate = standardRate * stretchFactor;
const int channelCount = sound->isStereo() ? 2 : 1;
AudioSRC resampler(standardRate, resampledRate, channelCount);
const int nInputFrames = samples.size() / (channelCount * sizeof(int16_t));
const int maxOutputFrames = resampler.getMaxOutput(nInputFrames);
QByteArray resampled(maxOutputFrames * channelCount * sizeof(int16_t), '\0');
int nOutputFrames = resampler.render(reinterpret_cast<const int16_t*>(samples.data()),
reinterpret_cast<int16_t*>(resampled.data()),
nInputFrames);
Q_UNUSED(nOutputFrames);
return playSoundAndDelete(resampled, options);
return playSoundAndDelete(samples, options);
}
AudioInjectorPointer AudioInjector::playSoundAndDelete(const QByteArray& buffer, const AudioInjectorOptions options) {
@ -461,12 +444,40 @@ AudioInjectorPointer AudioInjector::playSoundAndDelete(const QByteArray& buffer,
return sound;
}
AudioInjectorPointer AudioInjector::playSound(const QByteArray& buffer, const AudioInjectorOptions options) {
AudioInjectorPointer injector = AudioInjectorPointer::create(buffer, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread injector";
if (options.pitch == 1.0f) {
AudioInjectorPointer injector = AudioInjectorPointer::create(buffer, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread injector";
}
return injector;
} else {
const int standardRate = AudioConstants::SAMPLE_RATE;
const int resampledRate = AudioConstants::SAMPLE_RATE / glm::clamp(options.pitch, 1/16.0f, 16.0f); // limit to 4 octaves
const int numChannels = options.ambisonic ? AudioConstants::AMBISONIC :
(options.stereo ? AudioConstants::STEREO : AudioConstants::MONO);
AudioSRC resampler(standardRate, resampledRate, numChannels);
// create a resampled buffer that is guaranteed to be large enough
const int nInputFrames = buffer.size() / (numChannels * sizeof(int16_t));
const int maxOutputFrames = resampler.getMaxOutput(nInputFrames);
QByteArray resampledBuffer(maxOutputFrames * numChannels * sizeof(int16_t), '\0');
resampler.render(reinterpret_cast<const int16_t*>(buffer.data()),
reinterpret_cast<int16_t*>(resampledBuffer.data()),
nInputFrames);
AudioInjectorPointer injector = AudioInjectorPointer::create(resampledBuffer, options);
if (!injector->inject(&AudioInjectorManager::threadInjector)) {
qWarning() << "AudioInjector::playSound failed to thread pitch-shifted injector";
}
return injector;
}
return injector;
}

View file

@ -26,7 +26,8 @@ AudioInjectorOptions::AudioInjectorOptions() :
ambisonic(false),
ignorePenumbra(false),
localOnly(false),
secondOffset(0.0f)
secondOffset(0.0f),
pitch(1.0f)
{
}
@ -40,6 +41,7 @@ QScriptValue injectorOptionsToScriptValue(QScriptEngine* engine, const AudioInje
obj.setProperty("ignorePenumbra", injectorOptions.ignorePenumbra);
obj.setProperty("localOnly", injectorOptions.localOnly);
obj.setProperty("secondOffset", injectorOptions.secondOffset);
obj.setProperty("pitch", injectorOptions.pitch);
return obj;
}
@ -87,6 +89,12 @@ void injectorOptionsFromScriptValue(const QScriptValue& object, AudioInjectorOpt
} else {
qCWarning(audio) << "Audio injector options: secondOffset is not a number";
}
} else if (it.name() == "pitch") {
if (it.value().isNumber()) {
injectorOptions.pitch = it.value().toNumber();
} else {
qCWarning(audio) << "Audio injector options: pitch is not a number";
}
} else {
qCWarning(audio) << "Unknown audio injector option:" << it.name();
}

View file

@ -29,6 +29,7 @@ public:
bool ignorePenumbra;
bool localOnly;
float secondOffset;
float pitch; // multiplier, where 2.0f shifts up one octave
};
Q_DECLARE_METATYPE(AudioInjectorOptions);

View file

@ -53,8 +53,6 @@ public:
bool calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction, glm::vec3& result) const;
float getHmdUIAngularSize() const { return _hmdUIAngularSize; }
void setHmdUIAngularSize(float hmdUIAngularSize) { _hmdUIAngularSize = hmdUIAngularSize; }
bool isHMD() const;
bool fakeEventActive() const { return _fakeMouseEvent; }
@ -140,7 +138,6 @@ private:
//quint64 _hoverItemEnterUsecs { 0 };
bool _isOverDesktop { true };
float _hmdUIAngularSize { glm::degrees(VIRTUAL_UI_TARGET_FOV.y) };
float _textureFov { VIRTUAL_UI_TARGET_FOV.y };
float _textureAspectRatio { VIRTUAL_UI_ASPECT_RATIO };

View file

@ -1733,8 +1733,18 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
qCDebug(modelformat) << "Joint not in model list: " << jointID;
fbxCluster.jointIndex = 0;
}
fbxCluster.inverseBindMatrix = glm::inverse(cluster.transformLink) * modelTransform;
// slam bottom row to (0, 0, 0, 1), we KNOW this is not a perspective matrix and
// sometimes floating point fuzz can be introduced after the inverse.
fbxCluster.inverseBindMatrix[0][3] = 0.0f;
fbxCluster.inverseBindMatrix[1][3] = 0.0f;
fbxCluster.inverseBindMatrix[2][3] = 0.0f;
fbxCluster.inverseBindMatrix[3][3] = 1.0f;
fbxCluster.inverseBindTransform = Transform(fbxCluster.inverseBindMatrix);
extracted.mesh.clusters.append(fbxCluster);
// override the bind rotation with the transform link
@ -1836,13 +1846,13 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
}
// now that we've accumulated the most relevant weights for each vertex
// normalize and compress to 8-bits
// normalize and compress to 16-bits
extracted.mesh.clusterWeights.fill(0, numClusterIndices);
int numVertices = extracted.mesh.vertices.size();
for (int i = 0; i < numVertices; ++i) {
int j = i * WEIGHTS_PER_VERTEX;
// normalize weights into uint8_t
// normalize weights into uint16_t
float totalWeight = weightAccumulators[j];
for (int k = j + 1; k < j + WEIGHTS_PER_VERTEX; ++k) {
totalWeight += weightAccumulators[k];

View file

@ -56,10 +56,10 @@ Light getLight(int index) {
}
<@else@>
uniform lightBuffer {
uniform keyLightBuffer {
Light light;
};
Light getLight() {
Light getKeyLight() {
return light;
}

View file

@ -21,21 +21,25 @@
<@include LightDirectional.slh@>
<@func prepareGlobalLight(isScattering)@>
// prepareGlobalLight
// Transform directions to worldspace
vec3 fragNormal = vec3((normal));
vec3 fragEyeVector = vec3(invViewMat * vec4(-1.0*position, 0.0));
vec3 fragEyeDir = normalize(fragEyeVector);
<@func fetchGlobalLight()@>
// Get light
Light light = getLight();
Light light = getKeyLight();
LightAmbient lightAmbient = getLightAmbient();
vec3 lightDirection = getLightDirection(light);
vec3 lightIrradiance = getLightIrradiance(light);
vec3 color = vec3(0.0);
<@endfunc@>
<@func prepareGlobalLight(isScattering)@>
// prepareGlobalLight
// Transform directions to worldspace
vec3 fragNormal = vec3((normal));
vec3 fragEyeVector = vec3(invViewMat * vec4(-position, 0.0));
vec3 fragEyeDir = normalize(fragEyeVector);
<$fetchGlobalLight()$>
<@endfunc@>
@ -147,7 +151,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
<@func declareEvalLightmappedColor()@>
vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
Light light = getLight();
Light light = getKeyLight();
LightAmbient ambient = getLightAmbient();
// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
@ -175,11 +179,12 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscur
<$declareLightingAmbient(1, 1, 1)$>
<$declareLightingDirectional()$>
vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity) {
vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal, vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, float roughness, float opacity, vec3 prevLighting) {
<$prepareGlobalLight()$>
SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
color = prevLighting;
color += emissive * isEmissiveEnabled();
// Ambient
@ -238,6 +243,44 @@ vec3 evalGlobalLightingAlphaBlendedWithHaze(
return color;
}
vec3 evalGlobalLightingAlphaBlendedWithHaze(
mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position,
vec3 albedo, vec3 fresnel, float metallic, vec3 emissive, SurfaceData surface, float opacity, vec3 prevLighting)
{
<$fetchGlobalLight()$>
color = prevLighting;
color += emissive * isEmissiveEnabled();
// Ambient
vec3 ambientDiffuse;
vec3 ambientSpecular;
evalLightingAmbient(ambientDiffuse, ambientSpecular, lightAmbient, surface, metallic, fresnel, albedo, obscurance);
// Directional
vec3 directionalDiffuse;
vec3 directionalSpecular;
evalLightingDirectional(directionalDiffuse, directionalSpecular, lightDirection, lightIrradiance, surface, metallic, fresnel, albedo, shadowAttenuation);
color += ambientDiffuse + directionalDiffuse;
color += (ambientSpecular + directionalSpecular) / opacity;
// Haze
if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) == HAZE_MODE_IS_ACTIVE) {
vec4 colorV4 = computeHazeColor(
vec4(color, 1.0), // fragment original color
position, // fragment position in eye coordinates
surface.eyeDir, // fragment eye vector in world coordinates
invViewMat[3].y, // eye height in world coordinates
lightDirection // keylight direction vector
);
color = colorV4.rgb;
}
return color;
}
<@endfunc@>

View file

@ -45,6 +45,7 @@ using namespace render;
struct LightLocations {
int radius{ -1 };
int keyLightBufferUnit{ -1 };
int lightBufferUnit{ -1 };
int ambientBufferUnit { -1 };
int lightIndexBufferUnit { -1 };
@ -147,6 +148,29 @@ void DeferredLightingEffect::unsetKeyLightBatch(gpu::Batch& batch, int lightBuff
}
}
void DeferredLightingEffect::setupLocalLightsBatch(gpu::Batch& batch,
int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit,
const LightClustersPointer& lightClusters) {
// Bind the global list of lights and the visible lights this frame
batch.setUniformBuffer(_localLightLocations->lightBufferUnit, lightClusters->_lightStage->getLightArrayBuffer());
batch.setUniformBuffer(frustumGridBufferUnit, lightClusters->_frustumGridBuffer);
batch.setUniformBuffer(clusterGridBufferUnit, lightClusters->_clusterGridBuffer);
batch.setUniformBuffer(clusterContentBufferUnit, lightClusters->_clusterContentBuffer);
}
void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit) {
if (clusterGridBufferUnit >= 0) {
batch.setUniformBuffer(clusterGridBufferUnit, nullptr);
}
if (clusterContentBufferUnit >= 0) {
batch.setUniformBuffer(clusterContentBufferUnit, nullptr);
}
if (frustumGridBufferUnit >= 0) {
batch.setUniformBuffer(frustumGridBufferUnit, nullptr);
}
}
static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* fragSource, LightLocationsPtr& locations) {
auto VS = gpu::Shader::createVertex(std::string(vertSource));
auto PS = gpu::Shader::createPixel(std::string(fragSource));
@ -189,6 +213,7 @@ static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* f
locations->texcoordFrameTransform = program->getUniforms().findLocation("texcoordFrameTransform");
locations->keyLightBufferUnit = program->getUniformBuffers().findLocation("keyLightBuffer");
locations->lightBufferUnit = program->getUniformBuffers().findLocation("lightBuffer");
locations->ambientBufferUnit = program->getUniformBuffers().findLocation("lightAmbientBuffer");
locations->lightIndexBufferUnit = program->getUniformBuffers().findLocation("lightIndexBuffer");
@ -561,7 +586,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
batch._glUniform4fv(locations->texcoordFrameTransform, 1, reinterpret_cast< const float* >(&textureFrameTransform));
// Setup the global lighting
deferredLightingEffect->setupKeyLightBatch(args, batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
deferredLightingEffect->setupKeyLightBatch(args, batch, locations->keyLightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
// Haze
if (haze) {
@ -570,7 +595,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
batch.draw(gpu::TRIANGLE_STRIP, 4);
deferredLightingEffect->unsetKeyLightBatch(batch, locations->lightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
deferredLightingEffect->unsetKeyLightBatch(batch, locations->keyLightBufferUnit, locations->ambientBufferUnit, SKYBOX_MAP_UNIT);
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
batch.setResourceTexture(SHADOW_MAP_UNIT+i, nullptr);
@ -625,12 +650,8 @@ void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext
auto& lightIndices = lightClusters->_visibleLightIndices;
if (!lightIndices.empty() && lightIndices[0] > 0) {
// Bind the global list of lights and the visible lights this frame
batch.setUniformBuffer(deferredLightingEffect->_localLightLocations->lightBufferUnit, lightClusters->_lightStage->getLightArrayBuffer());
batch.setUniformBuffer(LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT, lightClusters->_frustumGridBuffer);
batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, lightClusters->_clusterGridBuffer);
batch.setUniformBuffer(LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, lightClusters->_clusterContentBuffer);
deferredLightingEffect->setupLocalLightsBatch(batch, LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT, LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT, LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
lightClusters);
// Local light pipeline
batch.setPipeline(deferredLightingEffect->_localLight);

View file

@ -51,6 +51,9 @@ public:
void setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
void unsetKeyLightBatch(gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit);
void setupLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit, const LightClustersPointer& lightClusters);
void unsetLocalLightsBatch(gpu::Batch& batch, int clusterGridBufferUnit, int clusterContentBufferUnit, int frustumGridBufferUnit);
void setShadowMapEnabled(bool enable) { _shadowMapEnabled = enable; };
void setAmbientOcclusionEnabled(bool enable) { _ambientOcclusionEnabled = enable; }
bool isAmbientOcclusionEnabled() const { return _ambientOcclusionEnabled; }

View file

@ -147,7 +147,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), HazeEffect_LightingMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), HazeEffect_LightingMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
_hazePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));

View file

@ -29,7 +29,7 @@
vec3 fragEyeDir = normalize(fragEyeVector);
// Get light
Light light = getLight();
Light light = getKeyLight();
LightAmbient lightAmbient = getLightAmbient();
vec3 lightDirection = getLightDirection(light);
@ -146,7 +146,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
<@func declareEvalLightmappedColor()@>
vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
Light light = getLight();
Light light = getKeyLight();
LightAmbient ambient = getLightAmbient();
// Catch normals perpendicular to the projection plane, hence the magic number for the threshold

View file

@ -53,7 +53,7 @@ void main(void) {
vec4 worldFragPos = viewInverse * eyeFragPos;
vec4 worldEyePos = viewInverse[3];
Light light = getLight();
Light light = getKeyLight();
vec3 lightDirection = getLightDirection(light);
outFragColor = computeHazeColor(fragColor, eyeFragPos.xyz, worldFragPos.xyz, worldEyePos.y, lightDirection);

View file

@ -86,4 +86,24 @@ int clusterGrid_getClusterLightId(int index, int offset) {
return (((elementIndex & 0x00000001) == 1) ? (element >> 16) : element) & 0x0000FFFF;
}
<@func fetchClusterInfo(fragWorldPos)@>
// From frag world pos find the cluster
vec4 clusterEyePos = frustumGrid_worldToEye(<$fragWorldPos$>);
ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
int numLights = cluster.x + cluster.y;
ivec3 dims = frustumGrid.dims.xyz;
<@endfunc@>
bool hasLocalLights(int numLights, ivec3 clusterPos, ivec3 dims) {
return numLights>0
&& all(greaterThanEqual(clusterPos, ivec3(0)))
&& all(lessThan(clusterPos.xy, dims.xy))
&& clusterPos.z <= dims.z;
}
<@endif@>

View file

@ -0,0 +1,148 @@
// Generated on <$_SCRIBE_DATE$>
//
// Created by Olivier Prat on 15/01/18.
// Copyright 2018 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
//
// Everything about light
<@include graphics/Light.slh@>
<$declareLightBuffer(256)$>
<@include LightingModel.slh@>
<@include LightPoint.slh@>
<$declareLightingPoint(supportScattering)$>
<@include LightSpot.slh@>
<$declareLightingSpot(supportScattering)$>
<@include LightClusterGrid.slh@>
vec4 evalLocalLighting(ivec3 cluster, int numLights, vec3 fragWorldPos, SurfaceData surface,
float fragMetallic, vec3 fragFresnel, vec3 fragAlbedo, float fragScattering,
vec4 midNormalCurvature, vec4 lowNormalCurvature, float opacity) {
vec4 fragColor = vec4(0.0);
vec3 fragSpecular = vec3(0.0);
vec3 fragDiffuse = vec3(0.0);
int lightClusterOffset = cluster.z;
// Compute the rougness into gloss2 once:
bool withScattering = (fragScattering * isScatteringEnabled() > 0.0);
int numLightTouching = 0;
for (int i = 0; i < cluster.x; i++) {
// Need the light now
int theLightIndex = clusterGrid_getClusterLightId(i, lightClusterOffset);
Light light = getLight(theLightIndex);
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
vec4 fragLightDirLen;
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragWorldPos.xyz, fragLightVecLen2)) {
continue;
}
// Allright we re in the light sphere volume
fragLightDirLen.w = length(fragLightVecLen2.xyz);
fragLightDirLen.xyz = fragLightVecLen2.xyz / fragLightDirLen.w;
if (dot(surface.normal, fragLightDirLen.xyz) < 0.0) {
continue;
}
numLightTouching++;
vec3 diffuse = vec3(1.0);
vec3 specular = vec3(0.1);
// Allright we re valid in the volume
float fragLightDistance = fragLightDirLen.w;
vec3 fragLightDir = fragLightDirLen.xyz;
updateSurfaceDataWithLight(surface, fragLightDir);
// Eval attenuation
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
vec3 lightEnergy = radialAttenuation * getLightIrradiance(light);
// Eval shading
if (withScattering) {
evalFragShadingScattering(diffuse, specular, fragMetallic, fragFresnel, surface, fragAlbedo,
fragScattering, midNormalCurvature, lowNormalCurvature );
} else {
evalFragShadingGloss(diffuse, specular, fragMetallic, fragFresnel, surface, fragAlbedo);
}
diffuse *= lightEnergy;
specular *= lightEnergy;
fragDiffuse.rgb += diffuse;
fragSpecular.rgb += specular;
}
for (int i = cluster.x; i < numLights; i++) {
// Need the light now
int theLightIndex = clusterGrid_getClusterLightId(i, lightClusterOffset);
Light light = getLight(theLightIndex);
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
vec4 fragLightDirLen;
float cosSpotAngle;
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragWorldPos.xyz, fragLightVecLen2)) {
continue;
}
// Allright we re in the light sphere volume
fragLightDirLen.w = length(fragLightVecLen2.xyz);
fragLightDirLen.xyz = fragLightVecLen2.xyz / fragLightDirLen.w;
if (dot(surface.normal, fragLightDirLen.xyz) < 0.0) {
continue;
}
// Check spot
if (!lightVolume_clipFragToLightVolumeSpotSide(light.volume, fragLightDirLen, cosSpotAngle)) {
continue;
}
numLightTouching++;
vec3 diffuse = vec3(1.0);
vec3 specular = vec3(0.1);
// Allright we re valid in the volume
float fragLightDistance = fragLightDirLen.w;
vec3 fragLightDir = fragLightDirLen.xyz;
updateSurfaceDataWithLight(surface, fragLightDir);
// Eval attenuation
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
float angularAttenuation = lightIrradiance_evalLightSpotAttenuation(light.irradiance, cosSpotAngle);
vec3 lightEnergy = radialAttenuation * angularAttenuation * getLightIrradiance(light);
// Eval shading
if (withScattering) {
evalFragShadingScattering(diffuse, specular, fragMetallic, fragFresnel, surface, fragAlbedo,
fragScattering, midNormalCurvature, lowNormalCurvature );
} else {
evalFragShadingGloss(diffuse, specular, fragMetallic, fragFresnel, surface, fragAlbedo);
}
diffuse *= lightEnergy;
specular *= lightEnergy;
fragDiffuse.rgb += diffuse;
fragSpecular.rgb += specular;
}
fragDiffuse *= isDiffuseEnabled();
fragSpecular *= isSpecularEnabled();
fragColor.rgb += fragDiffuse;
fragColor.rgb += fragSpecular / opacity;
return fragColor;
}

View file

@ -289,9 +289,8 @@ void evalFragShading(out vec3 diffuse, out vec3 specular,
void evalFragShadingScattering(out vec3 diffuse, out vec3 specular,
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo
,float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
) {
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo,
float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature) {
vec3 brdf = evalSkinBRDF(surface.lightDir, surface.normal, midNormalCurvature.xyz, lowNormalCurvature.xyz, lowNormalCurvature.w);
float NdotL = surface.ndotl;
diffuse = mix(vec3(NdotL), brdf, scattering);
@ -305,8 +304,7 @@ void evalFragShadingScattering(out vec3 diffuse, out vec3 specular,
}
void evalFragShadingGloss(out vec3 diffuse, out vec3 specular,
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo
) {
float metallic, vec3 fresnel, SurfaceData surface, vec3 albedo) {
vec4 shading = evalPBRShading(metallic, fresnel, surface);
diffuse = vec3(shading.w);
diffuse *= mix(vec3(1.0), albedo, isAlbedoEnabled());

View file

@ -12,6 +12,8 @@
#include "RenderDeferredTask.h"
#include <DependencyManager.h>
#include <PerfStat.h>
#include <PathUtils.h>
#include <ViewFrustum.h>
@ -168,7 +170,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// Light Cluster Grid Debuging job
@ -298,6 +300,8 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto& lightClusters = inputs.get2();
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
RenderArgs* args = renderContext->args;
@ -319,7 +323,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
// Setup lighting model for all items;
batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
// Setup haze iff current zone has haze
deferredLightingEffect->setupLocalLightsBatch(batch,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
lightClusters);
// Setup haze if current zone has haze
auto hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
@ -341,6 +351,11 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
args->_batch = nullptr;
args->_globalShapeKey = 0;
deferredLightingEffect->unsetLocalLightsBatch(batch,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
render::ShapePipeline::Slot::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT);
});
config->setNumDrawn((int)inItems.size());

View file

@ -15,6 +15,7 @@
#include <gpu/Pipeline.h>
#include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h"
#include "LightClusters.h"
class DrawDeferredConfig : public render::Job::Config {
Q_OBJECT
@ -40,7 +41,7 @@ protected:
class DrawDeferred {
public:
using Inputs = render::VaryingSet2<render::ItemBounds, LightingModelPointer>;
using Inputs = render::VaryingSet3 <render::ItemBounds, LightingModelPointer, LightClustersPointer>;
using Config = DrawDeferredConfig;
using JobModel = render::Job::ModelI<DrawDeferred, Inputs, Config>;

View file

@ -29,6 +29,8 @@
#include "model_lightmap_fade_vert.h"
#include "model_lightmap_normal_map_fade_vert.h"
#include "model_translucent_vert.h"
#include "model_translucent_fade_vert.h"
#include "skin_model_fade_vert.h"
#include "skin_model_normal_map_fade_vert.h"
@ -189,6 +191,8 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
auto modelTranslucentFadeVertex = gpu::Shader::createVertex(std::string(model_translucent_fade_vert));
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
@ -197,6 +201,8 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
@ -290,7 +296,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
// Translucents
addPipeline(
Key::Builder().withMaterial().withTranslucent(),
modelVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withTranslucent(),
simpleVertex, simpleTranslucentPixel, nullptr, nullptr);
@ -302,21 +308,21 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents(),
modelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withSpecular(),
modelVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
modelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap(),
modelVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withTranslucent().withFade(),
modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
modelTranslucentFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
addPipeline(
Key::Builder().withTranslucent().withFade(),
simpleFadeVertex, simpleTranslucentFadePixel, batchSetter, itemSetter);
@ -397,16 +403,16 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
// Skinned and Translucent
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent(),
skinModelVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skinModelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
skinModelVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
skinModelNormalMapVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
@ -591,9 +597,9 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
batchSetter(pipeline, batch, args);
// Set the light
if (pipeline.locations->lightBufferUnit >= 0) {
if (pipeline.locations->keyLightBufferUnit >= 0) {
DependencyManager::get<DeferredLightingEffect>()->setupKeyLightBatch(args, batch,
pipeline.locations->lightBufferUnit,
pipeline.locations->keyLightBufferUnit,
pipeline.locations->lightAmbientBufferUnit,
pipeline.locations->lightAmbientMapUnit);
}

View file

@ -463,7 +463,7 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ScatteringTask_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringParamsBuffer"), ScatteringTask_ParamSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ScatteringTask_LightSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), ScatteringTask_LightSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringLUT"), ScatteringTask_ScatteringTableSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("curvatureMap"), ScatteringTask_CurvatureMapSlot));

View file

@ -83,7 +83,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), ZONE_DEFERRED_TRANSFORM_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ZONE_KEYLIGHT_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), ZONE_KEYLIGHT_BUFFER));
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -54,26 +54,8 @@ void main(void) {
mat4 invViewMat = getViewInverse();
vec4 fragPos = invViewMat * fragPosition;
// From frag world pos find the cluster
vec4 clusterEyePos = frustumGrid_worldToEye(fragPos);
ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
int numLights = cluster.x + cluster.y;
if (numLights <= 0) {
discard;
}
int lightClusterOffset = cluster.z;
ivec3 dims = frustumGrid.dims.xyz;
if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
discard;
}
if (clusterPos.y < 0 || clusterPos.y >= dims.y) {
discard;
}
if (clusterPos.z < 0 || clusterPos.z > dims.z) {
<$fetchClusterInfo(fragPos)$>;
if (!hasLocalLights(numLights, clusterPos, dims)) {
discard;
}
@ -82,6 +64,7 @@ void main(void) {
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
int numLightTouching = 0;
int lightClusterOffset = cluster.z;
for (int i = 0; i < cluster.x; i++) {
// Need the light now
int theLightIndex = clusterGrid_getClusterLightId(i, lightClusterOffset);

View file

@ -17,18 +17,7 @@
<$declareDeferredCurvature()$>
// Everything about light
<@include graphics/Light.slh@>
<$declareLightBuffer(256)$>
<@include LightingModel.slh@>
<@include LightPoint.slh@>
<$declareLightingPoint(supportScattering)$>
<@include LightSpot.slh@>
<$declareLightingSpot(supportScattering)$>
<@include LightClusterGrid.slh@>
<@include LightLocal.slh@>
in vec2 _texCoord0;
out vec4 _fragColor;
@ -49,28 +38,10 @@ void main(void) {
// Frag pos in world
mat4 invViewMat = getViewInverse();
vec4 fragPos = invViewMat * fragPosition;
vec4 fragWorldPos = invViewMat * fragPosition;
// From frag world pos find the cluster
vec4 clusterEyePos = frustumGrid_worldToEye(fragPos);
ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
int numLights = cluster.x + cluster.y;
if (numLights <= 0) {
discard;
}
int lightClusterOffset = cluster.z;
ivec3 dims = frustumGrid.dims.xyz;
if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
discard;
}
if (clusterPos.y < 0 || clusterPos.y >= dims.y) {
discard;
}
if (clusterPos.z < 0 || clusterPos.z > dims.z) {
<$fetchClusterInfo(fragWorldPos)$>;
if (!hasLocalLights(numLights, clusterPos, dims)) {
discard;
}
@ -84,117 +55,11 @@ void main(void) {
// Frag to eye vec
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
SurfaceData surface = initSurfaceData(frag.roughness, frag.normal, fragEyeDir);
bool withScattering = (frag.scattering * isScatteringEnabled() > 0.0);
int numLightTouching = 0;
for (int i = 0; i < cluster.x; i++) {
// Need the light now
int theLightIndex = clusterGrid_getClusterLightId(i, lightClusterOffset);
Light light = getLight(theLightIndex);
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
vec4 fragLightDirLen;
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragPos.xyz, fragLightVecLen2)) {
continue;
}
// Allright we re in the light sphere volume
fragLightDirLen.w = length(fragLightVecLen2.xyz);
fragLightDirLen.xyz = fragLightVecLen2.xyz / fragLightDirLen.w;
if (dot(frag.normal, fragLightDirLen.xyz) < 0.0) {
continue;
}
numLightTouching++;
vec3 diffuse = vec3(1.0);
vec3 specular = vec3(0.1);
// Allright we re valid in the volume
float fragLightDistance = fragLightDirLen.w;
vec3 fragLightDir = fragLightDirLen.xyz;
updateSurfaceDataWithLight(surface, fragLightDir);
// Eval attenuation
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
vec3 lightEnergy = radialAttenuation * getLightIrradiance(light);
// Eval shading
if (withScattering) {
evalFragShadingScattering(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo
,frag.scattering, midNormalCurvature, lowNormalCurvature );
} else {
evalFragShadingGloss(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo);
}
diffuse *= lightEnergy * isDiffuseEnabled();
specular *= lightEnergy * isSpecularEnabled();
_fragColor.rgb += diffuse;
_fragColor.rgb += specular;
}
for (int i = cluster.x; i < numLights; i++) {
// Need the light now
int theLightIndex = clusterGrid_getClusterLightId(i, lightClusterOffset);
Light light = getLight(theLightIndex);
// Clip againgst the light volume and Make the Light vector going from fragment to light center in world space
vec4 fragLightVecLen2;
vec4 fragLightDirLen;
float cosSpotAngle;
if (!lightVolume_clipFragToLightVolumePoint(light.volume, fragPos.xyz, fragLightVecLen2)) {
continue;
}
// Allright we re in the light sphere volume
fragLightDirLen.w = length(fragLightVecLen2.xyz);
fragLightDirLen.xyz = fragLightVecLen2.xyz / fragLightDirLen.w;
if (dot(frag.normal, fragLightDirLen.xyz) < 0.0) {
continue;
}
// Check spot
if (!lightVolume_clipFragToLightVolumeSpotSide(light.volume, fragLightDirLen, cosSpotAngle)) {
continue;
}
numLightTouching++;
vec3 diffuse = vec3(1.0);
vec3 specular = vec3(0.1);
// Allright we re valid in the volume
float fragLightDistance = fragLightDirLen.w;
vec3 fragLightDir = fragLightDirLen.xyz;
updateSurfaceDataWithLight(surface, fragLightDir);
// Eval attenuation
float radialAttenuation = lightIrradiance_evalLightAttenuation(light.irradiance, fragLightDistance);
float angularAttenuation = lightIrradiance_evalLightSpotAttenuation(light.irradiance, cosSpotAngle);
vec3 lightEnergy = radialAttenuation * angularAttenuation * getLightIrradiance(light);
// Eval shading
if (withScattering) {
evalFragShadingScattering(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo
,frag.scattering, midNormalCurvature, lowNormalCurvature );
} else {
evalFragShadingGloss(diffuse, specular, frag.metallic, frag.fresnel, surface, frag.albedo);
}
diffuse *= lightEnergy * isDiffuseEnabled();
specular *= lightEnergy * isSpecularEnabled();
_fragColor.rgb += diffuse;
_fragColor.rgb += specular;
}
_fragColor = evalLocalLighting(cluster, numLights, fragWorldPos.xyz, surface,
frag.metallic, frag.fresnel, frag.albedo, frag.scattering,
midNormalCurvature, lowNormalCurvature, 1.0);
}

View file

@ -18,6 +18,8 @@
<$declareEvalGlobalLightingAlphaBlended()$>
<@include LightLocal.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
@ -27,6 +29,7 @@
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec4 _position;
in vec4 _worldPosition;
in vec3 _normal;
in vec3 _color;
in float _alpha;
@ -56,20 +59,32 @@ void main(void) {
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPosition = _position.xyz;
// Lighting is done in world space
vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera();
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
vec3 fragEyeDir = normalize(fragEyeVector);
SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
vec4 localLighting = vec4(0.0);
<$fetchClusterInfo(_worldPosition)$>;
if (hasLocalLights(numLights, clusterPos, dims)) {
localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
metallic, fresnel, albedo, 0.0,
vec4(0), vec4(0), opacity);
}
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
emissive,
roughness, opacity),
surface, opacity, localLighting.rgb),
opacity);
}

View file

@ -0,0 +1,44 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model_translucent.slv
// vertex shader
//
// Created by Olivier Prat on 15/01/18.
// Copyright 2018 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/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
out float _alpha;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec4 _position;
out vec4 _worldPosition;
out vec3 _normal;
out vec3 _color;
void main(void) {
_color = colorToLinearRGB(inColor.xyz);
_alpha = inColor.w;
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
}

View file

@ -18,6 +18,8 @@
<$declareEvalGlobalLightingAlphaBlended()$>
<@include LightLocal.slh@>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
@ -66,20 +68,32 @@ void main(void) {
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragPosition = _position.xyz;
// Lighting is done in world space
vec3 fragNormal = normalize(_normal);
TransformCamera cam = getTransformCamera();
vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
vec3 fragEyeDir = normalize(fragEyeVector);
SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
vec4 localLighting = vec4(0.0);
<$fetchClusterInfo(_worldPosition)$>;
if (hasLocalLights(numLights, clusterPos, dims)) {
localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
metallic, fresnel, albedo, 0.0,
vec4(0), vec4(0), opacity);
}
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,
fresnel,
metallic,
emissive+fadeEmissive,
roughness, opacity),
surface, opacity, localLighting.rgb),
opacity);
}

View file

@ -0,0 +1,44 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model_translucent_fade.slv
// vertex shader
//
// Created by Olivier Prat on 15/01/18.
// Copyright 2018 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/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$>
out float _alpha;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec4 _position;
out vec4 _worldPosition;
out vec3 _normal;
out vec3 _color;
void main(void) {
_color = colorToLinearRGB(inColor.xyz);
_alpha = inColor.w;
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
}

View file

@ -27,7 +27,7 @@
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
// Need the light now
Light light = getLight();
Light light = getKeyLight();
vec3 lightDirection = getLightDirection(light);
vec3 lightIrradiance = getLightIrradiance(light);

View file

@ -27,7 +27,7 @@
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 albedo, float metallic, vec3 fresnel, float roughness, float opacity) {
// Need the light now
Light light = getLight();
Light light = getKeyLight();
vec3 lightDirection = getLightDirection(light);
vec3 lightIrradiance = getLightIrradiance(light);

View file

@ -42,7 +42,7 @@ vec3 evalScatteringBRDF(vec2 texcoord) {
vec3 fragNormal = vec3((normal));
// Get light
Light light = getLight();
Light light = getKeyLight();
vec3 fresnel = vec3(0.028); // Default Di-electric fresnel value for skin
float metallic = 0.0;
@ -65,7 +65,7 @@ vec3 drawScatteringTableUV(vec2 cursor, vec2 texcoord) {
float curvature = unpackCurvature(diffusedCurvature.w);
// Get light
Light light = getLight();
Light light = getKeyLight();
vec3 fresnel = vec3(0.028); // Default Di-electric fresnel value for skin
vec3 fragLightDir = -normalize(getLightDirection(light));

View file

@ -25,7 +25,7 @@ void main(void) {
<$evalGlobeWidget()$>
Light light = getLight();
Light light = getKeyLight();
vec3 lightDirection = normalize(getLightDirection(light));
vec3 lightIrradiance = getLightIrradiance(light);
vec3 color = vec3(0.0);

View file

@ -45,8 +45,8 @@ void Engine::load() {
auto config = getConfiguration();
const QString configFile= "config/render.json";
QUrl path(PathUtils::resourcesPath() + configFile);
QFile file(path.toString());
QString path(PathUtils::resourcesPath() + configFile);
QFile file(path);
if (!file.exists()) {
qWarning() << "Engine configuration file" << path << "does not exist";
} else if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) {

View file

@ -70,6 +70,8 @@ void ShapePlumber::addPipeline(const Key& key, const gpu::ShaderPointer& program
void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& program, const gpu::StatePointer& state,
BatchSetter batchSetter, ItemSetter itemSetter) {
ShapeKey key{ filter._flags };
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL));
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING));
@ -82,6 +84,7 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::MAP::EMISSIVE_LIGHTMAP));
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), Slot::MAP::OCCLUSION));
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringMap"), Slot::MAP::SCATTERING));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), Slot::BUFFER::KEY_LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
@ -89,6 +92,12 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
slotBindings.insert(gpu::Shader::Binding(std::string("fadeParametersBuffer"), Slot::BUFFER::FADE_PARAMETERS));
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), Slot::BUFFER::HAZE_MODEL));
if (key.isTranslucent()) {
slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
}
gpu::Shader::makeProgram(*program, slotBindings);
auto locations = std::make_shared<Locations>();
@ -103,14 +112,23 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
locations->skinClusterBufferUnit = program->getUniformBuffers().findLocation("skinClusterBuffer");
locations->materialBufferUnit = program->getUniformBuffers().findLocation("materialBuffer");
locations->texMapArrayBufferUnit = program->getUniformBuffers().findLocation("texMapArrayBuffer");
locations->keyLightBufferUnit = program->getUniformBuffers().findLocation("keyLightBuffer");
locations->lightBufferUnit = program->getUniformBuffers().findLocation("lightBuffer");
locations->lightAmbientBufferUnit = program->getUniformBuffers().findLocation("lightAmbientBuffer");
locations->lightAmbientMapUnit = program->getTextures().findLocation("skyboxMap");
locations->fadeMaskTextureUnit = program->getTextures().findLocation("fadeMaskMap");
locations->fadeParameterBufferUnit = program->getUniformBuffers().findLocation("fadeParametersBuffer");
locations->hazeParameterBufferUnit = program->getUniformBuffers().findLocation("hazeParametersBuffer");
if (key.isTranslucent()) {
locations->lightClusterGridBufferUnit = program->getUniformBuffers().findLocation("clusterGridBuffer");
locations->lightClusterContentBufferUnit = program->getUniformBuffers().findLocation("clusterContentBuffer");
locations->lightClusterFrustumBufferUnit = program->getUniformBuffers().findLocation("frustumGridBuffer");
} else {
locations->lightClusterGridBufferUnit = -1;
locations->lightClusterContentBufferUnit = -1;
locations->lightClusterFrustumBufferUnit = -1;
}
ShapeKey key{filter._flags};
auto gpuPipeline = gpu::Pipeline::create(program, state);
auto shapePipeline = std::make_shared<Pipeline>(gpuPipeline, locations, batchSetter, itemSetter);
addPipelineHelper(filter, key, 0, shapePipeline);

View file

@ -235,10 +235,15 @@ public:
MATERIAL,
TEXMAPARRAY,
LIGHTING_MODEL,
KEY_LIGHT,
LIGHT,
LIGHT_AMBIENT_BUFFER,
HAZE_MODEL,
FADE_PARAMETERS,
LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT,
LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT,
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
};
enum MAP {
@ -266,12 +271,16 @@ public:
int skinClusterBufferUnit;
int materialBufferUnit;
int texMapArrayBufferUnit;
int keyLightBufferUnit;
int lightBufferUnit;
int lightAmbientBufferUnit;
int lightAmbientMapUnit;
int fadeMaskTextureUnit;
int fadeParameterBufferUnit;
int hazeParameterBufferUnit;
int lightClusterGridBufferUnit;
int lightClusterContentBufferUnit;
int lightClusterFrustumBufferUnit;
};
using LocationsPointer = std::shared_ptr<Locations>;

View file

@ -62,8 +62,7 @@ void ScriptEngines::onErrorLoadingScript(const QString& url) {
}
ScriptEngines::ScriptEngines(ScriptEngine::Context context)
: _context(context),
_scriptsLocationHandle("scriptsLocation", DESKTOP_LOCATION)
: _context(context)
{
_scriptsModelFilter.setSourceModel(&_scriptsModel);
_scriptsModelFilter.sort(0, Qt::AscendingOrder);
@ -429,13 +428,8 @@ bool ScriptEngines::stopScript(const QString& rawScriptURL, bool restart) {
return stoppedScript;
}
QString ScriptEngines::getScriptsLocation() const {
return _scriptsLocationHandle.get();
}
void ScriptEngines::setScriptsLocation(const QString& scriptsLocation) {
_scriptsLocationHandle.set(scriptsLocation);
_scriptsModel.updateScriptsLocation(scriptsLocation);
void ScriptEngines::reloadLocalFiles() {
_scriptsModel.reloadLocalFiles();
}
void ScriptEngines::reloadAllScripts() {

View file

@ -45,9 +45,9 @@ public:
QString getDebugScriptUrl() { return _debugScriptUrl; };
void setDebugScriptUrl(const QString& url) { _debugScriptUrl = url; };
QString getScriptsLocation() const;
void loadDefaultScripts();
void setScriptsLocation(const QString& scriptsLocation);
void reloadLocalFiles();
QStringList getRunningScripts();
ScriptEnginePointer getScriptEngine(const QUrl& scriptHash);
@ -115,7 +115,6 @@ protected:
QSet<ScriptEnginePointer> _allKnownScriptEngines;
QMutex _allScriptsMutex;
std::list<ScriptInitializer> _scriptInitializers;
mutable Setting::Handle<QString> _scriptsLocationHandle;
ScriptsModel _scriptsModel;
ScriptsModelFilter _scriptsModelFilter;
std::atomic<bool> _isStopped { false };

View file

@ -100,6 +100,7 @@ QVariant ScriptsModel::data(const QModelIndex& index, int role) const {
return QVariant();
}
if (node->getType() == TREE_NODE_TYPE_SCRIPT) {
TreeNodeScript* script = static_cast<TreeNodeScript*>(node);
if (role == Qt::DisplayRole) {
return QVariant(script->getName() + (script->getOrigin() == SCRIPT_ORIGIN_LOCAL ? " (local)" : ""));
@ -133,7 +134,6 @@ void ScriptsModel::updateScriptsLocation(const QString& newPath) {
_fsWatcher.addPath(_localDirectory.absolutePath());
}
}
reloadLocalFiles();
}
@ -305,6 +305,7 @@ void ScriptsModel::rebuildTree() {
_treeNodes.removeAt(i);
}
}
QHash<QString, TreeNodeFolder*> folders;
for (int i = 0; i < _treeNodes.size(); i++) {
TreeNodeBase* node = _treeNodes.at(i);

View file

@ -12,14 +12,14 @@
#ifndef hifi_BitVectorHelpers_h
#define hifi_BitVectorHelpers_h
size_t calcBitVectorSize(int numBits) {
int calcBitVectorSize(int numBits) {
return ((numBits - 1) >> 3) + 1;
}
// func should be of type bool func(int index)
template <typename F>
size_t writeBitVector(uint8_t* destinationBuffer, int numBits, const F& func) {
size_t totalBytes = ((numBits - 1) >> 3) + 1;
int writeBitVector(uint8_t* destinationBuffer, int numBits, const F& func) {
int totalBytes = calcBitVectorSize(numBits);
uint8_t* cursor = destinationBuffer;
uint8_t byte = 0;
uint8_t bit = 0;
@ -34,13 +34,19 @@ size_t writeBitVector(uint8_t* destinationBuffer, int numBits, const F& func) {
bit = 0;
}
}
// write the last byte, if necessary
if (bit != 0) {
*cursor++ = byte;
}
assert((int)(cursor - destinationBuffer) == totalBytes);
return totalBytes;
}
// func should be of type 'void func(int index, bool value)'
template <typename F>
size_t readBitVector(const uint8_t* sourceBuffer, int numBits, const F& func) {
size_t totalBytes = ((numBits - 1) >> 3) + 1;
int readBitVector(const uint8_t* sourceBuffer, int numBits, const F& func) {
int totalBytes = calcBitVectorSize(numBits);
const uint8_t* cursor = sourceBuffer;
uint8_t bit = 0;

View file

@ -29,7 +29,6 @@
#include <mach-o/dyld.h>
#endif
#include "shared/GlobalAppProperties.h"
#include "SharedUtil.h"
@ -41,8 +40,15 @@ QString TEMP_DIR_FORMAT { "%1-%2-%3" };
#if defined(Q_OS_OSX)
static bool USE_SOURCE_TREE_RESOURCES = true;
#else
static const QString USE_SOURCE_TREE_RESOURCES_FLAG("HIFI_USE_SOURCE_TREE_RESOURCES");
static bool USE_SOURCE_TREE_RESOURCES = QProcessEnvironment::systemEnvironment().contains(USE_SOURCE_TREE_RESOURCES_FLAG);
static bool USE_SOURCE_TREE_RESOURCES() {
static bool result = false;
static std::once_flag once;
std::call_once(once, [&] {
const QString USE_SOURCE_TREE_RESOURCES_FLAG("HIFI_USE_SOURCE_TREE_RESOURCES");
result = QProcessEnvironment::systemEnvironment().contains(USE_SOURCE_TREE_RESOURCES_FLAG);
});
return result;
}
#endif
#endif
@ -77,7 +83,7 @@ const QString& PathUtils::resourcesPath() {
#endif
#if !defined(Q_OS_ANDROID) && defined(DEV_BUILD)
if (USE_SOURCE_TREE_RESOURCES) {
if (USE_SOURCE_TREE_RESOURCES()) {
// For dev builds, optionally load content from the Git source tree
staticResourcePath = projectRootPath() + "/interface/resources/";
}
@ -100,7 +106,7 @@ const QString& PathUtils::resourcesUrl() {
#endif
#if !defined(Q_OS_ANDROID) && defined(DEV_BUILD)
if (USE_SOURCE_TREE_RESOURCES) {
if (USE_SOURCE_TREE_RESOURCES()) {
// For dev builds, optionally load content from the Git source tree
staticResourcePath = QUrl::fromLocalFile(projectRootPath() + "/interface/resources/").toString();
}

View file

@ -1,6 +1,7 @@
set(TARGET_NAME gl-test)
# This is not a testcase -- just set it up as a regular hifi project
setup_hifi_project(Quick Gui OpenGL)
setup_memory_debugger()
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
link_hifi_libraries(shared gl)
package_libraries_for_deployment()

View file

@ -0,0 +1,80 @@
//
// BitVectorHelperTests.cpp
// tests/shared/src
//
// Copyright 2018 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 "BitVectorHelperTests.h"
#include <SharedLogging.h>
#include "../QTestExtensions.h"
#include <QtCore/QDebug>
#include <StreamUtils.h>
#include <glm/glm.hpp>
#include <BitVectorHelpers.h>
QTEST_MAIN(BitVectorHelperTests)
const int BITS_IN_BYTE = 8;
void BitVectorHelperTests::sizeTest() {
std::vector<int> sizes = {0, 6, 7, 8, 30, 31, 32, 33, 87, 88, 89, 90, 90, 91, 92, 93};
for (auto& size : sizes) {
const int oldWay = (int)ceil((float)size / (float)BITS_IN_BYTE);
const int newWay = (int)calcBitVectorSize(size);
QCOMPARE(oldWay, newWay);
}
}
static void readWriteHelper(const std::vector<bool>& src) {
int numBits = (int)src.size();
int numBytes = calcBitVectorSize(numBits);
uint8_t* bytes = new uint8_t[numBytes];
memset(bytes, numBytes, sizeof(uint8_t));
int numBytesWritten = writeBitVector(bytes, numBits, [&](int i) {
return src[i];
});
QCOMPARE(numBytesWritten, numBytes);
std::vector<bool> dst;
int numBytesRead = readBitVector(bytes, numBits, [&](int i, bool value) {
dst.push_back(value);
});
QCOMPARE(numBytesRead, numBytes);
QCOMPARE(numBits, (int)src.size());
QCOMPARE(numBits, (int)dst.size());
for (int i = 0; i < numBits; i++) {
bool a = src[i];
bool b = dst[i];
QCOMPARE(a, b);
}
}
void BitVectorHelperTests::readWriteTest() {
std::vector<int> sizes = {0, 6, 7, 8, 30, 31, 32, 33, 87, 88, 89, 90, 90, 91, 92, 93};
for (auto& size : sizes) {
std::vector<bool> allTrue(size, true);
std::vector<bool> allFalse(size, false);
std::vector<bool> evenSet;
evenSet.reserve(size);
std::vector<bool> oddSet;
oddSet.reserve(size);
for (int i = 0; i < size; i++) {
bool isOdd = (i & 0x1) > 0;
evenSet.push_back(!isOdd);
oddSet.push_back(isOdd);
}
readWriteHelper(allTrue);
readWriteHelper(allFalse);
readWriteHelper(evenSet);
readWriteHelper(oddSet);
}
}

View file

@ -0,0 +1,23 @@
//
// BitVectorHelperTests.h
// tests/shared/src
//
// Copyright 2018 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_BitVectorHelperTests_h
#define hifi_BitVectorHelperTests_h
#include <QtTest/QtTest>
class BitVectorHelperTests : public QObject {
Q_OBJECT
private slots:
void sizeTest();
void readWriteTest();
};
#endif // hifi_BitVectorHelperTests_h

View file

@ -306,8 +306,8 @@ void Test::evaluateTestsRecursively(bool interactiveMode, QProgressBar* progress
zipAndDeleteTestResultsFolder();
}
void Test::importTest(QTextStream& textStream, const QString& testPathname, int testNumber) {
textStream << "var test" << testNumber << " = Script.require(\"" << "file:///" << testPathname + "\");" << endl;
void Test::importTest(QTextStream& textStream, const QString& testPathname) {
textStream << "Script.include(\"" << "file:///" << testPathname + "?raw=true\");" << endl;
}
// Creates a single script in a user-selected folder.
@ -330,12 +330,14 @@ void Test::createRecursiveScript() {
}
QTextStream textStream(&allTestsFilename);
textStream << "// This is an automatically generated file, created by auto-tester" << endl;
textStream << "// This is an automatically generated file, created by auto-tester" << endl << endl;
textStream << "var autoTester = Script.require(\"https://github.com/highfidelity/hifi_tests/blob/master/tests/utils/autoTester.js?raw=true\");" << endl;
textStream << "autoTester.enableRecursive();" << endl << endl;
// The main will call each test after the previous test is completed
// This is implemented with an interval timer that periodically tests if a
// running test has increment a testNumber variable that it received as an input.
int testNumber = 1;
QVector<QString> testPathnames;
// First test if top-level folder has a test.js file
@ -343,8 +345,7 @@ void Test::createRecursiveScript() {
QFileInfo fileInfo(testPathname);
if (fileInfo.exists()) {
// Current folder contains a test
importTest(textStream, testPathname, testNumber);
++testNumber;
importTest(textStream, testPathname);
testPathnames << testPathname;
}
@ -363,8 +364,7 @@ void Test::createRecursiveScript() {
QFileInfo fileInfo(testPathname);
if (fileInfo.exists()) {
// Current folder contains a test
importTest(textStream, testPathname, testNumber);
++testNumber;
importTest(textStream, testPathname);
testPathnames << testPathname;
}
@ -377,79 +377,9 @@ void Test::createRecursiveScript() {
}
textStream << endl;
// Define flags for each test
for (int i = 1; i <= testPathnames.length(); ++i) {
textStream << "var test" << i << "HasNotStarted = true;" << endl;
}
// Leave a blank line in the main
textStream << endl;
const int TEST_PERIOD = 1000; // in milliseconds
const QString tab = " ";
textStream << "// Check every second if the current test is complete and the next test can be run" << endl;
textStream << "var testTimer = Script.setInterval(" << endl;
textStream << tab << "function() {" << endl;
const QString testFunction = "test";
for (int i = 1; i <= testPathnames.length(); ++i) {
// First test starts immediately, all other tests wait for the previous test to complete.
// The script produced will look as follows:
// if (test1HasNotStarted) {
// test1HasNotStarted = false;
// test1.test("auto");
// print("******started test 1******");
// }
// |
// |
// if (test5.complete && test6HasNotStarted) {
// test6HasNotStarted = false;
// test7.test();
// print("******started test 6******");
// }
// |
// |
// if (test12.complete) {
// print("******stopping******");
// Script.stop();
// }
//
if (i == 1) {
textStream << tab << tab << "if (test1HasNotStarted) {" << endl;
} else {
textStream << tab << tab << "if (test" << i - 1 << ".complete && test" << i << "HasNotStarted) {" << endl;
}
textStream << tab << tab << tab << "test" << i << "HasNotStarted = false;" << endl;
textStream << tab << tab << tab << "test" << i << "." << testFunction << "(\"auto\");" << endl;
textStream << tab << tab << tab << "print(\"******started test " << i << "******\");" << endl;
textStream << tab << tab << "}" << endl << endl;
}
// Add extra step to stop the script
textStream << tab << tab << "if (test" << testPathnames.length() << ".complete) {" << endl;
textStream << tab << tab << tab << "print(\"******stopping******\");" << endl;
textStream << tab << tab << tab << "Script.stop();" << endl;
textStream << tab << tab << "}" << endl << endl;
textStream << tab << "}," << endl;
textStream << endl;
textStream << tab << TEST_PERIOD << endl;
textStream << ");" << endl << endl;
textStream << "// Stop the timer and clear the module cache" << endl;
textStream << "Script.scriptEnding.connect(" << endl;
textStream << tab << "function() {" << endl;
textStream << tab << tab << "Script.clearInterval(testTimer);" << endl;
textStream << tab << tab << "Script.require.cache = {};" << endl;
textStream << tab << "}" << endl;
textStream << ");" << endl;
textStream << "autoTester.runRecursive();" << endl;
allTestsFilename.close();
messageBox.information(0, "Success", "Script has been created");
}

View file

@ -36,7 +36,7 @@ public:
bool isInSnapshotFilenameFormat(QString filename);
bool isInExpectedImageFilenameFormat(QString filename);
void importTest(QTextStream& textStream, const QString& testPathname, int testNumber);
void importTest(QTextStream& textStream, const QString& testPathname);
void appendTestResultsToFile(QString testResultsFolderPath, TestFailure testFailure, QPixmap comparisonImage);