mirror of
https://github.com/lubosz/overte.git
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Merge branch 'master' of github.com:highfidelity/hifi into bullet-constraints-1
This commit is contained in:
commit
371118a6c0
34 changed files with 921 additions and 337 deletions
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@ -1886,9 +1886,9 @@ void Application::initializeGL() {
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assert(items.canCast<RenderFetchCullSortTask::Output>());
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static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
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if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
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_renderEngine->addJob<RenderForwardTask>("Forward", items.get<RenderFetchCullSortTask::Output>());
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_renderEngine->addJob<RenderForwardTask>("Forward", items);
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} else {
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>());
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_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
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}
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_renderEngine->load();
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_renderEngine->registerScene(_main3DScene);
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@ -43,6 +43,8 @@
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#include "AddressManager.h"
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#include <Rig.h>
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#include "ZoneRenderer.h"
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EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
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AbstractScriptingServicesInterface* scriptingServices) :
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_wantScripts(wantScripts),
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@ -266,6 +268,9 @@ bool EntityTreeRenderer::findBestZoneAndMaybeContainingEntities(QVector<EntityIt
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}
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}
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_layeredZones.apply();
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applyLayeredZones();
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didUpdate = true;
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});
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@ -343,6 +348,30 @@ void EntityTreeRenderer::forceRecheckEntities() {
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_avatarPosition = _viewState->getAvatarPosition() + glm::vec3((float)TREE_SCALE);
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}
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bool EntityTreeRenderer::applyLayeredZones() {
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// from the list of zones we are going to build a selection list the Render Item corresponding to the zones
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// in the expected layered order and update the scene with it
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auto scene = _viewState->getMain3DScene();
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if (scene) {
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render::Transaction transaction;
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render::ItemIDs list;
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for (auto& zone : _layeredZones) {
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auto id = std::dynamic_pointer_cast<RenderableZoneEntityItem>(zone.zone)->getRenderItemID();
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list.push_back(id);
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}
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render::Selection selection("RankedZones", list);
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transaction.resetSelection(selection);
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scene->enqueueTransaction(transaction);
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} else {
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qCWarning(entitiesrenderer) << "EntityTreeRenderer::applyLayeredZones(), Unexpected null scene, possibly during application shutdown";
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}
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return true;
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}
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bool EntityTreeRenderer::applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone) {
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auto textureCache = DependencyManager::get<TextureCache>();
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auto scene = DependencyManager::get<SceneScriptingInterface>();
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@ -150,6 +150,7 @@ private:
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bool applyZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone);
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bool layerZoneAndHasSkybox(const std::shared_ptr<ZoneEntityItem>& zone);
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bool applySkyboxAndHasAmbient();
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bool applyLayeredZones();
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void checkAndCallPreload(const EntityItemID& entityID, const bool reload = false, const bool unloadFirst = false);
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@ -41,6 +41,8 @@ public:
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virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override;
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virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::Transaction& transaction) override;
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render::ItemID getRenderItemID() const { return _myMetaItem; }
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private:
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virtual void locationChanged(bool tellPhysics = true) override { EntityItem::locationChanged(tellPhysics); notifyBoundChanged(); }
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virtual void dimensionsChanged() override { EntityItem::dimensionsChanged(); notifyBoundChanged(); }
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@ -19,6 +19,7 @@
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#include <gpu/Context.h>
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#include <render/CullTask.h>
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#include <render/FilterTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include <render/DrawStatus.h>
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@ -33,6 +34,7 @@
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#include "FramebufferCache.h"
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#include "HitEffect.h"
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#include "TextureCache.h"
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#include "ZoneRenderer.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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@ -48,7 +50,9 @@ using namespace render;
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
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extern void initDeferredPipelines(render::ShapePlumber& plumber);
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RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
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auto items = input.get<Input>();
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initDeferredPipelines(*shapePlumber);
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@ -65,129 +69,130 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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// Filter the non antialiaased overlays
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const int LAYER_NO_AA = 3;
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const auto nonAAOverlays = addJob<FilterItemLayer>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
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const auto nonAAOverlays = task.addJob<FilterLayeredItems>("Filter2DWebOverlays", overlayOpaques, LAYER_NO_AA);
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// Prepare deferred, generate the shared Deferred Frame Transform
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const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = addJob<MakeLightingModel>("LightingModel");
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
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// GPU jobs: Start preparing the primary, deferred and lighting buffer
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const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto opaqueRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
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const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
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const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
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const auto prepareDeferredOutputs = task.addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
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const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
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const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
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// Render opaque objects in DeferredBuffer
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const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
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addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
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// Once opaque is all rendered create stencil background
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addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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task.addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
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addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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task.addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
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// Opaque all rendered
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// Linear Depth Pass
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const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying();
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const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
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const auto linearDepthPassOutputs = task.addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
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const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
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// Curvature pass
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const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
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const auto surfaceGeometryPassOutputs = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto surfaceGeometryPassOutputs = task.addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
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const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
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const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
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const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
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const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
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// Simply update the scattering resource
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const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
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const auto scatteringResource = task.addJob<SubsurfaceScattering>("Scattering");
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// AO job
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const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
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const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
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const auto ambientOcclusionOutputs = task.addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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addJob<DrawLight>("DrawLight", lights);
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task.addJob<DrawLight>("DrawLight", lights);
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// Light Clustering
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// Create the cluster grid of lights, cpu job for now
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const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying();
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const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
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// DeferredBuffer is complete, now let's shade it into the LightingBuffer
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const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying();
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addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
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// Use Stencil and draw background in Lighting buffer to complete filling in the opaque
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const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
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task.addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
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// Render transparent objects forward in LightingBuffer
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const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
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addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
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// LIght Cluster Grid Debuging job
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{
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const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying();
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addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
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}
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const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
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// Lighting Buffer ready for tone mapping
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const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
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addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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{ // DEbug the bounds of the rendered items, still look at the zbuffer
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addJob<DrawBounds>("DrawMetaBounds", metas);
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addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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addJob<DrawBounds>("DrawTransparentBounds", transparents);
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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task.addJob<ZoneRendererTask>("ZoneRenderer", opaques);
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}
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// Overlays
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const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
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const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
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addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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{ // DEbug the bounds of the rendered OVERLAY items, still look at the zbuffer
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addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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}
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// Debugging stages
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{
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// Debugging Deferred buffer job
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
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addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
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addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
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addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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// Scene Octree Debugging job
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{
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addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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}
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// Status icon rendering job
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@ -195,22 +200,22 @@ RenderDeferredTask::RenderDeferredTask(RenderFetchCullSortTask::Output items) {
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// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
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auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
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auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, NetworkTexture::STRICT_TEXTURE);
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addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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task.addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
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}
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}
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// AA job to be revisited
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addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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// Draw 2DWeb non AA
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const auto nonAAOverlaysInputs = DrawOverlay3D::Inputs(nonAAOverlays, lightingModel).hasVarying();
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addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
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task.addJob<DrawOverlay3D>("Draw2DWebSurfaces", nonAAOverlaysInputs, false);
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addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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addJob<Blit>("Blit", primaryFramebuffer);
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task.addJob<Blit>("Blit", primaryFramebuffer);
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}
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void BeginGPURangeTimer::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::RangeTimerPointer& timer) {
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|
|
|
@ -192,11 +192,14 @@ public:
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& srcFramebuffer);
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};
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class RenderDeferredTask : public render::Task {
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class RenderDeferredTask {
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public:
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using JobModel = Model<RenderDeferredTask>;
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using Input = RenderFetchCullSortTask::Output;
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using JobModel = render::Task::ModelI<RenderDeferredTask, Input>;
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RenderDeferredTask(RenderFetchCullSortTask::Output items);
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RenderDeferredTask() {}
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
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};
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#endif // hifi_RenderDeferredTask_h
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|
|
|
@ -29,7 +29,9 @@
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using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
|
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auto items = input.get<Input>();
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// Prepare the ShapePipelines
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ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
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initForwardPipelines(*shapePlumber);
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@ -44,17 +46,17 @@ RenderForwardTask::RenderForwardTask(RenderFetchCullSortTask::Output items) {
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const auto background = items[RenderFetchCullSortTask::BACKGROUND];
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const auto spatialSelection = items[RenderFetchCullSortTask::SPATIAL_SELECTION];
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const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer");
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const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
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|
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addJob<Draw>("DrawOpaques", opaques, shapePlumber);
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addJob<Stencil>("Stencil");
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addJob<DrawBackground>("DrawBackground", background);
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task.addJob<Draw>("DrawOpaques", opaques, shapePlumber);
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task.addJob<Stencil>("Stencil");
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task.addJob<DrawBackground>("DrawBackground", background);
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// Bounds do not draw on stencil buffer, so they must come last
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addJob<DrawBounds>("DrawBounds", opaques);
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task.addJob<DrawBounds>("DrawBounds", opaques);
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// Blit!
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addJob<Blit>("Blit", framebuffer);
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task.addJob<Blit>("Blit", framebuffer);
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}
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|
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void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext,
|
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|
|
|
@ -16,11 +16,14 @@
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#include <render/RenderFetchCullSortTask.h>
|
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#include "LightingModel.h"
|
||||
|
||||
class RenderForwardTask : public render::Task {
|
||||
class RenderForwardTask {
|
||||
public:
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||||
using JobModel = Model<RenderForwardTask>;
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||||
using Input = RenderFetchCullSortTask::Output;
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using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
|
||||
|
||||
RenderForwardTask(RenderFetchCullSortTask::Output items);
|
||||
RenderForwardTask() {}
|
||||
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
|
||||
};
|
||||
|
||||
class PrepareFramebuffer {
|
||||
|
|
|
@ -90,7 +90,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
|
|||
});
|
||||
}
|
||||
|
||||
RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
|
||||
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
|
||||
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
|
||||
|
||||
// Prepare the ShapePipeline
|
||||
|
@ -115,28 +115,28 @@ RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) {
|
|||
skinProgram, state);
|
||||
}
|
||||
|
||||
const auto cachedMode = addJob<RenderShadowSetup>("Setup");
|
||||
const auto cachedMode = task.addJob<RenderShadowSetup>("Setup");
|
||||
|
||||
// CPU jobs:
|
||||
// Fetch and cull the items from the scene
|
||||
auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
|
||||
const auto shadowSelection = addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
|
||||
const auto culledShadowSelection = addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
|
||||
const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
|
||||
const auto culledShadowSelection = task.addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
|
||||
|
||||
// Sort
|
||||
const auto sortedPipelines = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
|
||||
const auto sortedShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
|
||||
const auto sortedPipelines = task.addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
|
||||
const auto sortedShapes = task.addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
|
||||
|
||||
// GPU jobs: Render to shadow map
|
||||
addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
|
||||
task.addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
|
||||
|
||||
addJob<RenderShadowTeardown>("Teardown", cachedMode);
|
||||
task.addJob<RenderShadowTeardown>("Teardown", cachedMode);
|
||||
}
|
||||
|
||||
void RenderShadowTask::configure(const Config& configuration) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->setShadowMapEnabled(configuration.enabled);
|
||||
// This is a task, so must still propogate configure() to its Jobs
|
||||
Task::configure(configuration);
|
||||
// Task::configure(configuration);
|
||||
}
|
||||
|
||||
void RenderShadowSetup::run(const SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, Output& output) {
|
||||
|
|
|
@ -41,12 +41,13 @@ signals:
|
|||
void dirty();
|
||||
};
|
||||
|
||||
class RenderShadowTask : public render::Task {
|
||||
class RenderShadowTask {
|
||||
public:
|
||||
using Config = RenderShadowTaskConfig;
|
||||
using JobModel = Model<RenderShadowTask, Config>;
|
||||
using JobModel = render::Task::Model<RenderShadowTask, Config>;
|
||||
|
||||
RenderShadowTask(render::CullFunctor shouldRender);
|
||||
RenderShadowTask() {}
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender);
|
||||
|
||||
void configure(const Config& configuration);
|
||||
};
|
||||
|
|
27
libraries/render-utils/src/ZoneRenderer.cpp
Normal file
27
libraries/render-utils/src/ZoneRenderer.cpp
Normal file
|
@ -0,0 +1,27 @@
|
|||
//
|
||||
// ZoneRenderer.cpp
|
||||
// render/src/render-utils
|
||||
//
|
||||
// Created by Sam Gateau on 4/4/2017.
|
||||
// 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 "ZoneRenderer.h"
|
||||
|
||||
#include <render/FilterTask.h>
|
||||
#include <render/DrawTask.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
const Selection::Name ZoneRendererTask::ZONES_SELECTION { "RankedZones" };
|
||||
|
||||
void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& ouput) {
|
||||
|
||||
const auto zoneItems = task.addJob<render::SelectSortItems>("FilterZones", input, ZONES_SELECTION.c_str());
|
||||
|
||||
// just draw them...
|
||||
task.addJob<DrawBounds>("DrawZones", zoneItems);
|
||||
}
|
||||
|
52
libraries/render-utils/src/ZoneRenderer.h
Normal file
52
libraries/render-utils/src/ZoneRenderer.h
Normal file
|
@ -0,0 +1,52 @@
|
|||
//
|
||||
// ZoneRenderer.h
|
||||
// render/src/render-utils
|
||||
//
|
||||
// Created by Sam Gateau on 4/4/2017.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_ZoneRenderer_h
|
||||
#define hifi_ZoneRenderer_h
|
||||
|
||||
#include "render/Engine.h"
|
||||
|
||||
class ZoneRendererConfig : public render::Task::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
|
||||
public:
|
||||
|
||||
ZoneRendererConfig() : render::Task::Config(false) {}
|
||||
|
||||
int maxDrawn { -1 };
|
||||
|
||||
signals:
|
||||
void dirty();
|
||||
|
||||
protected:
|
||||
};
|
||||
|
||||
class ZoneRendererTask {
|
||||
public:
|
||||
|
||||
static const render::Selection::Name ZONES_SELECTION;
|
||||
|
||||
|
||||
using Inputs = render::ItemBounds;
|
||||
using Config = ZoneRendererConfig;
|
||||
using JobModel = render::Task::ModelI<ZoneRendererTask, Inputs, Config>;
|
||||
|
||||
ZoneRendererTask() {}
|
||||
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
|
||||
|
||||
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
|
||||
|
||||
protected:
|
||||
int _maxDrawn; // initialized by Config
|
||||
};
|
||||
|
||||
#endif
|
|
@ -16,8 +16,6 @@
|
|||
|
||||
#include <OctreeUtils.h>
|
||||
#include <PerfStat.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
@ -306,19 +304,3 @@ void CullSpatialSelection::run(const SceneContextPointer& sceneContext, const Re
|
|||
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->numItems = (int)outItems.size();
|
||||
}
|
||||
|
||||
|
||||
void FilterItemLayer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
outItems.clear();
|
||||
|
||||
// For each item, filter it into one bucket
|
||||
for (auto itemBound : inItems) {
|
||||
auto& item = scene->getItem(itemBound.id);
|
||||
if (item.getLayer() == _keepLayer) {
|
||||
outItems.emplace_back(itemBound);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -109,85 +109,6 @@ namespace render {
|
|||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemSpatialTree::ItemSelection& inSelection, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
class FilterItemSelectionConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int numItems READ getNumItems)
|
||||
public:
|
||||
int numItems{ 0 };
|
||||
int getNumItems() { return numItems; }
|
||||
};
|
||||
|
||||
class FilterItemSelection {
|
||||
public:
|
||||
using Config = FilterItemSelectionConfig;
|
||||
using JobModel = Job::ModelIO<FilterItemSelection, ItemBounds, ItemBounds, Config>;
|
||||
|
||||
FilterItemSelection() {}
|
||||
FilterItemSelection(const ItemFilter& filter) :
|
||||
_filter(filter) {}
|
||||
|
||||
ItemFilter _filter{ ItemFilter::Builder::opaqueShape().withoutLayered() };
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
class MultiFilterItemConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int numItems READ getNumItems)
|
||||
public:
|
||||
int numItems{ 0 };
|
||||
int getNumItems() { return numItems; }
|
||||
};
|
||||
|
||||
template <int NUM_FILTERS>
|
||||
class MultiFilterItem {
|
||||
public:
|
||||
using ItemFilterArray = std::array<ItemFilter, NUM_FILTERS>;
|
||||
using ItemBoundsArray = VaryingArray<ItemBounds, NUM_FILTERS>;
|
||||
using Config = MultiFilterItemConfig;
|
||||
using JobModel = Job::ModelIO<MultiFilterItem, ItemBounds, ItemBoundsArray, Config>;
|
||||
|
||||
MultiFilterItem() {}
|
||||
MultiFilterItem(const ItemFilterArray& filters) :
|
||||
_filters(filters) {}
|
||||
|
||||
ItemFilterArray _filters;
|
||||
|
||||
void configure(const Config& config) {}
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
outItems[i].template edit<ItemBounds>().clear();
|
||||
}
|
||||
|
||||
// For each item, filter it into one bucket
|
||||
for (auto itemBound : inItems) {
|
||||
auto& item = scene->getItem(itemBound.id);
|
||||
auto itemKey = item.getKey();
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
if (_filters[i].test(itemKey)) {
|
||||
outItems[i].template edit<ItemBounds>().emplace_back(itemBound);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class FilterItemLayer {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<FilterItemLayer, ItemBounds, ItemBounds>;
|
||||
|
||||
FilterItemLayer() {}
|
||||
FilterItemLayer(int keepLayer) :
|
||||
_keepLayer(keepLayer) {}
|
||||
|
||||
int _keepLayer { 0 };
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
}
|
||||
|
||||
#endif // hifi_render_CullTask_h;
|
|
@ -150,6 +150,7 @@ const gpu::PipelinePointer DrawBounds::getPipeline() {
|
|||
|
||||
_cornerLocation = program->getUniforms().findLocation("inBoundPos");
|
||||
_scaleLocation = program->getUniforms().findLocation("inBoundDim");
|
||||
_colorLocation = program->getUniforms().findLocation("inColor");
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
|
@ -184,12 +185,17 @@ void DrawBounds::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
assert(_scaleLocation >= 0);
|
||||
|
||||
// Render bounds
|
||||
float numItems = (float) items.size();
|
||||
float itemNum = 0.0f;
|
||||
for (const auto& item : items) {
|
||||
glm::vec4 color(glm::vec3(itemNum / numItems), 1.0f);
|
||||
batch._glUniform3fv(_cornerLocation, 1, (const float*)(&item.bound.getCorner()));
|
||||
batch._glUniform3fv(_scaleLocation, 1, (const float*)(&item.bound.getScale()));
|
||||
batch._glUniform4fv(_colorLocation, 1, (const float*)(&color));
|
||||
|
||||
static const int NUM_VERTICES_PER_CUBE = 24;
|
||||
batch.draw(gpu::LINES, NUM_VERTICES_PER_CUBE, 0);
|
||||
itemNum += 1.0f;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -52,7 +52,7 @@ class DrawBounds {
|
|||
public:
|
||||
class Config : public render::JobConfig {
|
||||
public:
|
||||
Config() : JobConfig(false) {}
|
||||
Config(bool enabled = false) : JobConfig(enabled) {}
|
||||
};
|
||||
|
||||
using Inputs = render::ItemBounds;
|
||||
|
@ -67,6 +67,7 @@ private:
|
|||
gpu::PipelinePointer _boundsPipeline;
|
||||
int _cornerLocation { -1 };
|
||||
int _scaleLocation { -1 };
|
||||
int _colorLocation { -1 };
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -22,10 +22,22 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
Engine::Engine() :
|
||||
class EngineTask {
|
||||
public:
|
||||
|
||||
using JobModel = Task::Model<EngineTask>;
|
||||
|
||||
EngineTask() {}
|
||||
|
||||
void build(JobModel& task, const Varying& in, Varying& out) {
|
||||
task.addJob<EngineStats>("Stats");
|
||||
}
|
||||
};
|
||||
|
||||
Engine::Engine() : Task("Engine", EngineTask::JobModel::create()),
|
||||
_sceneContext(std::make_shared<SceneContext>()),
|
||||
_renderContext(std::make_shared<RenderContext>()) {
|
||||
addJob<EngineStats>("Stats");
|
||||
_renderContext(std::make_shared<RenderContext>())
|
||||
{
|
||||
}
|
||||
|
||||
void Engine::load() {
|
||||
|
|
113
libraries/render/src/render/FilterTask.cpp
Normal file
113
libraries/render/src/render/FilterTask.cpp
Normal file
|
@ -0,0 +1,113 @@
|
|||
//
|
||||
// FilterTask.cpp
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Sam Gateau on 2/2/16.
|
||||
// Copyright 2016 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 "FilterTask.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <assert.h>
|
||||
|
||||
#include <OctreeUtils.h>
|
||||
#include <PerfStat.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
void FilterLayeredItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
outItems.clear();
|
||||
|
||||
// For each item, filter it into one bucket
|
||||
for (auto itemBound : inItems) {
|
||||
auto& item = scene->getItem(itemBound.id);
|
||||
if (item.getLayer() == _keepLayer) {
|
||||
outItems.emplace_back(itemBound);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SliceItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
outItems.clear();
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->setNumItems((int)inItems.size());
|
||||
|
||||
if (_rangeOffset < 0) return;
|
||||
|
||||
int maxItemNum = std::min(_rangeOffset + _rangeLength, (int)inItems.size());
|
||||
|
||||
|
||||
for (int i = _rangeOffset; i < maxItemNum; i++) {
|
||||
outItems.emplace_back(inItems[i]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SelectItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = sceneContext->_scene->getSelection(_name);
|
||||
const auto& selectedItems = selection.getItems();
|
||||
outItems.clear();
|
||||
|
||||
if (!selectedItems.empty()) {
|
||||
outItems.reserve(selectedItems.size());
|
||||
|
||||
for (auto src : inItems) {
|
||||
if (selection.contains(src.id)) {
|
||||
outItems.emplace_back(src);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SelectSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
auto selection = sceneContext->_scene->getSelection(_name);
|
||||
const auto& selectedItems = selection.getItems();
|
||||
outItems.clear();
|
||||
|
||||
if (!selectedItems.empty()) {
|
||||
struct Pair { int src; int dst; };
|
||||
std::vector<Pair> indices;
|
||||
indices.reserve(selectedItems.size());
|
||||
|
||||
// Collect
|
||||
for (int srcIndex = 0; ((std::size_t) srcIndex < inItems.size()) && (indices.size() < selectedItems.size()) ; srcIndex++ ) {
|
||||
int index = selection.find(inItems[srcIndex].id);
|
||||
if (index != Selection::NOT_FOUND) {
|
||||
indices.emplace_back( Pair{ srcIndex, index } );
|
||||
}
|
||||
}
|
||||
|
||||
// Then sort
|
||||
if (!indices.empty()) {
|
||||
std::sort(indices.begin(), indices.end(), [] (Pair a, Pair b) {
|
||||
return (a.dst < b.dst);
|
||||
});
|
||||
|
||||
for (auto& pair: indices) {
|
||||
outItems.emplace_back(inItems[pair.src]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MetaToSubItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// Now we have a selection of items to render
|
||||
outItems.clear();
|
||||
|
||||
for (auto idBound : inItems) {
|
||||
auto& item = scene->getItem(idBound.id);
|
||||
|
||||
item.fetchMetaSubItems(outItems);
|
||||
}
|
||||
}
|
||||
|
147
libraries/render/src/render/FilterTask.h
Normal file
147
libraries/render/src/render/FilterTask.h
Normal file
|
@ -0,0 +1,147 @@
|
|||
//
|
||||
// FilterTask.h
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Sam Gateau on 2/2/16.
|
||||
// Copyright 2016 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_FilterTask_h
|
||||
#define hifi_render_FilterTask_h
|
||||
|
||||
#include "Engine.h"
|
||||
#include "ViewFrustum.h"
|
||||
|
||||
namespace render {
|
||||
|
||||
class MultiFilterItemsConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int numItems READ getNumItems)
|
||||
public:
|
||||
int numItems{ 0 };
|
||||
int getNumItems() { return numItems; }
|
||||
};
|
||||
|
||||
// Filter inbound of items into multiple buckets defined from the job's Filter array
|
||||
template <int NUM_FILTERS>
|
||||
class MultiFilterItems {
|
||||
public:
|
||||
using ItemFilterArray = std::array<ItemFilter, NUM_FILTERS>;
|
||||
using ItemBoundsArray = VaryingArray<ItemBounds, NUM_FILTERS>;
|
||||
using Config = MultiFilterItemsConfig;
|
||||
using JobModel = Job::ModelIO<MultiFilterItems, ItemBounds, ItemBoundsArray, Config>;
|
||||
|
||||
MultiFilterItems() {}
|
||||
MultiFilterItems(const ItemFilterArray& filters) :
|
||||
_filters(filters) {}
|
||||
|
||||
ItemFilterArray _filters;
|
||||
|
||||
void configure(const Config& config) {}
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBoundsArray& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// Clear previous values
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
outItems[i].template edit<ItemBounds>().clear();
|
||||
}
|
||||
|
||||
// For each item, filter it into one bucket
|
||||
for (auto itemBound : inItems) {
|
||||
auto& item = scene->getItem(itemBound.id);
|
||||
auto itemKey = item.getKey();
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
if (_filters[i].test(itemKey)) {
|
||||
outItems[i].template edit<ItemBounds>().emplace_back(itemBound);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Filter the items belonging to the job's keep layer
|
||||
class FilterLayeredItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<FilterLayeredItems, ItemBounds, ItemBounds>;
|
||||
|
||||
FilterLayeredItems() {}
|
||||
FilterLayeredItems(int keepLayer) :
|
||||
_keepLayer(keepLayer) {}
|
||||
|
||||
int _keepLayer { 0 };
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// SliceItems job config defining the slice range
|
||||
class SliceItemsConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int rangeOffset MEMBER rangeOffset)
|
||||
Q_PROPERTY(int rangeLength MEMBER rangeLength)
|
||||
Q_PROPERTY(int numItems READ getNumItems NOTIFY dirty())
|
||||
int numItems { 0 };
|
||||
public:
|
||||
int rangeOffset{ -1 };
|
||||
int rangeLength{ 1 };
|
||||
int getNumItems() { return numItems; }
|
||||
void setNumItems(int n) { numItems = n; emit dirty(); }
|
||||
signals:
|
||||
void dirty();
|
||||
};
|
||||
|
||||
// Keep items in the job slice (defined from config)
|
||||
class SliceItems {
|
||||
public:
|
||||
using Config = SliceItemsConfig;
|
||||
using JobModel = Job::ModelIO<SliceItems, ItemBounds, ItemBounds, Config>;
|
||||
|
||||
SliceItems() {}
|
||||
int _rangeOffset{ -1 };
|
||||
int _rangeLength{ 1 };
|
||||
|
||||
void configure(const Config& config) {
|
||||
_rangeOffset = config.rangeOffset;
|
||||
_rangeLength = config.rangeLength;
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// Keep items belonging to the job selection
|
||||
class SelectItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<SelectItems, ItemBounds, ItemBounds>;
|
||||
|
||||
std::string _name;
|
||||
SelectItems(const Selection::Name& name) : _name(name) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// Same as SelectItems but reorder the output to match the selection order
|
||||
class SelectSortItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<SelectSortItems, ItemBounds, ItemBounds>;
|
||||
|
||||
std::string _name;
|
||||
SelectSortItems(const Selection::Name& name) : _name(name) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
// From meta-Items, generate the sub-items
|
||||
class MetaToSubItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<MetaToSubItems, ItemBounds, ItemIDs>;
|
||||
|
||||
MetaToSubItems() {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // hifi_render_FilterTask_h;
|
|
@ -12,21 +12,22 @@
|
|||
#include "RenderFetchCullSortTask.h"
|
||||
|
||||
#include "CullTask.h"
|
||||
#include "FilterTask.h"
|
||||
#include "SortTask.h"
|
||||
|
||||
using namespace render;
|
||||
|
||||
RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
|
||||
void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
|
||||
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
|
||||
|
||||
// CPU jobs:
|
||||
// Fetch and cull the items from the scene
|
||||
auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
|
||||
const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
|
||||
const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
|
||||
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
|
||||
const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
|
||||
|
||||
// Overlays are not culled
|
||||
const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection");
|
||||
const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection");
|
||||
|
||||
// Multi filter visible items into different buckets
|
||||
const int NUM_SPATIAL_FILTERS = 4;
|
||||
|
@ -36,34 +37,34 @@ RenderFetchCullSortTask::RenderFetchCullSortTask(CullFunctor cullFunctor) {
|
|||
const int LIGHT_BUCKET = 2;
|
||||
const int META_BUCKET = 3;
|
||||
const int BACKGROUND_BUCKET = 2;
|
||||
MultiFilterItem<NUM_SPATIAL_FILTERS>::ItemFilterArray spatialFilters = { {
|
||||
MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemFilterArray spatialFilters = { {
|
||||
ItemFilter::Builder::opaqueShape(),
|
||||
ItemFilter::Builder::transparentShape(),
|
||||
ItemFilter::Builder::light(),
|
||||
ItemFilter::Builder::meta()
|
||||
} };
|
||||
MultiFilterItem<NUM_NON_SPATIAL_FILTERS>::ItemFilterArray nonspatialFilters = { {
|
||||
MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemFilterArray nonspatialFilters = { {
|
||||
ItemFilter::Builder::opaqueShape(),
|
||||
ItemFilter::Builder::transparentShape(),
|
||||
ItemFilter::Builder::background()
|
||||
} };
|
||||
const auto filteredSpatialBuckets =
|
||||
addJob<MultiFilterItem<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
|
||||
.get<MultiFilterItem<NUM_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
task.addJob<MultiFilterItems<NUM_SPATIAL_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters)
|
||||
.get<MultiFilterItems<NUM_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
const auto filteredNonspatialBuckets =
|
||||
addJob<MultiFilterItem<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
|
||||
.get<MultiFilterItem<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
task.addJob<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters)
|
||||
.get<MultiFilterItems<NUM_NON_SPATIAL_FILTERS>::ItemBoundsArray>();
|
||||
|
||||
// Extract opaques / transparents / lights / overlays
|
||||
const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto opaques = task.addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto transparents = task.addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
|
||||
const auto metas = filteredSpatialBuckets[META_BUCKET];
|
||||
|
||||
const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto overlayOpaques = task.addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
|
||||
const auto overlayTransparents = task.addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
|
||||
const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
|
||||
|
||||
setOutput(Output{{
|
||||
output = Varying(Output{{
|
||||
opaques, transparents, lights, metas, overlayOpaques, overlayTransparents, background, spatialSelection }});
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
#include "Task.h"
|
||||
#include "CullTask.h"
|
||||
|
||||
class RenderFetchCullSortTask : public render::Task {
|
||||
class RenderFetchCullSortTask {
|
||||
public:
|
||||
|
||||
enum Buckets {
|
||||
|
@ -34,9 +34,11 @@ public:
|
|||
};
|
||||
|
||||
using Output = std::array<render::Varying, Buckets::NUM_BUCKETS>;
|
||||
using JobModel = ModelO<RenderFetchCullSortTask>;
|
||||
using JobModel = render::Task::ModelO<RenderFetchCullSortTask, Output>;
|
||||
|
||||
RenderFetchCullSortTask(render::CullFunctor cullFunctor);
|
||||
RenderFetchCullSortTask() {}
|
||||
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
|
||||
};
|
||||
|
||||
#endif // hifi_RenderFetchCullSortTask_h
|
||||
|
|
|
@ -18,8 +18,8 @@ using namespace render;
|
|||
|
||||
void Transaction::resetItem(ItemID id, const PayloadPointer& payload) {
|
||||
if (payload) {
|
||||
_resetItems.push_back(id);
|
||||
_resetPayloads.push_back(payload);
|
||||
_resetItems.emplace_back(id);
|
||||
_resetPayloads.emplace_back(payload);
|
||||
} else {
|
||||
qCDebug(renderlogging) << "WARNING: Transaction::resetItem with a null payload!";
|
||||
removeItem(id);
|
||||
|
@ -27,12 +27,16 @@ void Transaction::resetItem(ItemID id, const PayloadPointer& payload) {
|
|||
}
|
||||
|
||||
void Transaction::removeItem(ItemID id) {
|
||||
_removedItems.push_back(id);
|
||||
_removedItems.emplace_back(id);
|
||||
}
|
||||
|
||||
void Transaction::updateItem(ItemID id, const UpdateFunctorPointer& functor) {
|
||||
_updatedItems.push_back(id);
|
||||
_updateFunctors.push_back(functor);
|
||||
_updatedItems.emplace_back(id);
|
||||
_updateFunctors.emplace_back(functor);
|
||||
}
|
||||
|
||||
void Transaction::resetSelection(const Selection& selection) {
|
||||
_resetSelections.emplace_back(selection);
|
||||
}
|
||||
|
||||
void Transaction::merge(const Transaction& transaction) {
|
||||
|
@ -41,8 +45,10 @@ void Transaction::merge(const Transaction& transaction) {
|
|||
_removedItems.insert(_removedItems.end(), transaction._removedItems.begin(), transaction._removedItems.end());
|
||||
_updatedItems.insert(_updatedItems.end(), transaction._updatedItems.begin(), transaction._updatedItems.end());
|
||||
_updateFunctors.insert(_updateFunctors.end(), transaction._updateFunctors.begin(), transaction._updateFunctors.end());
|
||||
_resetSelections.insert(_resetSelections.end(), transaction._resetSelections.begin(), transaction._resetSelections.end());
|
||||
}
|
||||
|
||||
|
||||
Scene::Scene(glm::vec3 origin, float size) :
|
||||
_masterSpatialTree(origin, size)
|
||||
{
|
||||
|
@ -112,6 +118,13 @@ void Scene::processTransactionQueue() {
|
|||
// Update the numItemsAtomic counter AFTER the pending changes went through
|
||||
_numAllocatedItems.exchange(maxID);
|
||||
}
|
||||
|
||||
if (consolidatedTransaction.touchTransactions()) {
|
||||
std::unique_lock<std::mutex> lock(_selectionsMutex);
|
||||
|
||||
// resets and potential NEW items
|
||||
resetSelections(consolidatedTransaction._resetSelections);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
|
||||
|
@ -202,3 +215,25 @@ void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
|
|||
updateFunctor++;
|
||||
}
|
||||
}
|
||||
|
||||
// THis fucntion is thread safe
|
||||
Selection Scene::getSelection(const Selection::Name& name) const {
|
||||
std::unique_lock<std::mutex> lock(_selectionsMutex);
|
||||
auto found = _selections.find(name);
|
||||
if (found == _selections.end()) {
|
||||
return Selection();
|
||||
} else {
|
||||
return (*found).second;
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::resetSelections(const Selections& selections) {
|
||||
for (auto selection : selections) {
|
||||
auto found = _selections.find(selection.getName());
|
||||
if (found == _selections.end()) {
|
||||
_selections.insert(SelectionMap::value_type(selection.getName(), selection));
|
||||
} else {
|
||||
(*found).second = selection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#include "Item.h"
|
||||
#include "SpatialTree.h"
|
||||
#include "Selection.h"
|
||||
|
||||
namespace render {
|
||||
|
||||
|
@ -33,6 +34,7 @@ public:
|
|||
Transaction() {}
|
||||
~Transaction() {}
|
||||
|
||||
// Item transactions
|
||||
void resetItem(ItemID id, const PayloadPointer& payload);
|
||||
void removeItem(ItemID id);
|
||||
|
||||
|
@ -43,14 +45,22 @@ public:
|
|||
void updateItem(ItemID id, const UpdateFunctorPointer& functor);
|
||||
void updateItem(ItemID id) { updateItem(id, nullptr); }
|
||||
|
||||
// Selection transactions
|
||||
void resetSelection(const Selection& selection);
|
||||
|
||||
void merge(const Transaction& transaction);
|
||||
|
||||
// Checkers if there is work to do when processing the transaction
|
||||
bool touchTransactions() const { return !_resetSelections.empty(); }
|
||||
|
||||
ItemIDs _resetItems;
|
||||
Payloads _resetPayloads;
|
||||
ItemIDs _removedItems;
|
||||
ItemIDs _updatedItems;
|
||||
UpdateFunctors _updateFunctors;
|
||||
|
||||
Selections _resetSelections;
|
||||
|
||||
protected:
|
||||
};
|
||||
typedef std::queue<Transaction> TransactionQueue;
|
||||
|
@ -81,6 +91,10 @@ public:
|
|||
// Process the pending transactions queued
|
||||
void processTransactionQueue();
|
||||
|
||||
// Access a particular selection (empty if doesn't exist)
|
||||
// Thread safe
|
||||
Selection getSelection(const Selection::Name& name) const;
|
||||
|
||||
// This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues
|
||||
|
||||
// Access a particular item form its ID
|
||||
|
@ -114,6 +128,17 @@ protected:
|
|||
void removeItems(const ItemIDs& ids);
|
||||
void updateItems(const ItemIDs& ids, UpdateFunctors& functors);
|
||||
|
||||
|
||||
// The Selection map
|
||||
mutable std::mutex _selectionsMutex; // mutable so it can be used in the thread safe getSelection const method
|
||||
SelectionMap _selections;
|
||||
|
||||
void resetSelections(const Selections& selections);
|
||||
// More actions coming to selections soon:
|
||||
// void removeFromSelection(const Selection& selection);
|
||||
// void appendToSelection(const Selection& selection);
|
||||
// void mergeWithSelection(const Selection& selection);
|
||||
|
||||
friend class Engine;
|
||||
};
|
||||
|
||||
|
|
68
libraries/render/src/render/Selection.cpp
Normal file
68
libraries/render/src/render/Selection.cpp
Normal file
|
@ -0,0 +1,68 @@
|
|||
//
|
||||
// Selection.cpp
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Sam Gateau on 4/4/2017.
|
||||
// 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 "Selection.h"
|
||||
|
||||
#include "Logging.h"
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
||||
Selection::~Selection() {
|
||||
|
||||
}
|
||||
|
||||
Selection::Selection() :
|
||||
_name(),
|
||||
_items()
|
||||
{
|
||||
}
|
||||
|
||||
Selection::Selection(const Selection& selection) :
|
||||
_name(selection._name),
|
||||
_items(selection._items)
|
||||
{
|
||||
}
|
||||
|
||||
Selection& Selection::operator= (const Selection& selection) {
|
||||
_name = (selection._name);
|
||||
_items = (selection._items);
|
||||
return (*this);
|
||||
}
|
||||
|
||||
Selection::Selection(Selection&& selection) :
|
||||
_name(selection._name),
|
||||
_items(selection._items)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Selection& Selection::operator= (Selection&& selection) {
|
||||
_name = (selection._name);
|
||||
_items = (selection._items);
|
||||
return (*this);
|
||||
}
|
||||
|
||||
Selection::Selection(const Name& name, const ItemIDs& items) :
|
||||
_name(name),
|
||||
_items(items)
|
||||
{
|
||||
}
|
||||
|
||||
int Selection::find(ItemID id) const {
|
||||
int index = 0;
|
||||
for (auto selected : _items) {
|
||||
if (selected == id) {
|
||||
return index;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
return NOT_FOUND;
|
||||
}
|
54
libraries/render/src/render/Selection.h
Normal file
54
libraries/render/src/render/Selection.h
Normal file
|
@ -0,0 +1,54 @@
|
|||
//
|
||||
// Selection.h
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Sam Gateau on 4/4/2017.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_render_Selection_h
|
||||
#define hifi_render_Selection_h
|
||||
|
||||
#include "Item.h"
|
||||
|
||||
namespace render {
|
||||
|
||||
class Selection {
|
||||
public:
|
||||
using Name = std::string;
|
||||
|
||||
~Selection();
|
||||
Selection();
|
||||
Selection(const Selection& selection);
|
||||
Selection& operator = (const Selection& selection);
|
||||
Selection(Selection&& selection);
|
||||
Selection& operator = (Selection&& selection);
|
||||
|
||||
Selection(const Name& name, const ItemIDs& items);
|
||||
|
||||
const Name& getName() const { return _name; }
|
||||
|
||||
const ItemIDs& getItems() const { return _items; }
|
||||
|
||||
bool isEmpty() const { return _items.empty(); }
|
||||
|
||||
// Test if the ID is in the selection, return the index or -1 if not present
|
||||
static const int NOT_FOUND{ -1 };
|
||||
|
||||
int find(ItemID id) const;
|
||||
bool contains(ItemID id) const { return find(id) > NOT_FOUND; }
|
||||
|
||||
protected:
|
||||
Name _name;
|
||||
ItemIDs _items;
|
||||
};
|
||||
using Selections = std::vector<Selection>;
|
||||
|
||||
using SelectionMap = std::map<const Selection::Name, Selection>;
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -15,12 +15,42 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void TaskConfig::connectChildConfig(QConfigPointer childConfig, const std::string& name) {
|
||||
childConfig->setParent(this);
|
||||
childConfig->setObjectName(name.c_str());
|
||||
|
||||
// Connect loaded->refresh
|
||||
QObject::connect(childConfig.get(), SIGNAL(loaded()), this, SLOT(refresh()));
|
||||
static const char* DIRTY_SIGNAL = "dirty()";
|
||||
if (childConfig->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
|
||||
// Connect dirty->refresh if defined
|
||||
QObject::connect(childConfig.get(), SIGNAL(dirty()), this, SLOT(refresh()));
|
||||
}
|
||||
}
|
||||
|
||||
void TaskConfig::transferChildrenConfigs(QConfigPointer source) {
|
||||
if (!source) {
|
||||
return;
|
||||
}
|
||||
// Transfer children to the new configuration
|
||||
auto children = source->children();
|
||||
for (auto& child : children) {
|
||||
child->setParent(this);
|
||||
QObject::connect(child, SIGNAL(loaded()), this, SLOT(refresh()));
|
||||
static const char* DIRTY_SIGNAL = "dirty()";
|
||||
if (child->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
|
||||
// Connect dirty->refresh if defined
|
||||
QObject::connect(child, SIGNAL(dirty()), this, SLOT(refresh()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TaskConfig::refresh() {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "refresh", Qt::BlockingQueuedConnection);
|
||||
return;
|
||||
}
|
||||
|
||||
_task->configure(*this);
|
||||
_task->applyConfiguration();
|
||||
}
|
||||
|
||||
|
|
|
@ -301,6 +301,7 @@ public:
|
|||
};
|
||||
|
||||
class Job;
|
||||
class JobConcept;
|
||||
class Task;
|
||||
class JobNoIO {};
|
||||
|
||||
|
@ -415,6 +416,8 @@ signals:
|
|||
class TaskConfig : public JobConfig {
|
||||
Q_OBJECT
|
||||
public:
|
||||
using QConfigPointer = std::shared_ptr<QObject>;
|
||||
|
||||
using Persistent = PersistentConfig<TaskConfig>;
|
||||
|
||||
TaskConfig() = default ;
|
||||
|
@ -428,12 +431,15 @@ public:
|
|||
return findChild<typename T::Config*>(name);
|
||||
}
|
||||
|
||||
void connectChildConfig(QConfigPointer childConfig, const std::string& name);
|
||||
void transferChildrenConfigs(QConfigPointer source);
|
||||
|
||||
public slots:
|
||||
void refresh();
|
||||
|
||||
private:
|
||||
friend class Task;
|
||||
Task* _task;
|
||||
friend Task;
|
||||
JobConcept* _task;
|
||||
};
|
||||
|
||||
template <class T, class C> void jobConfigure(T& data, const C& configuration) {
|
||||
|
@ -458,73 +464,37 @@ template <class T, class I, class O> void jobRun(T& data, const SceneContextPoin
|
|||
data.run(sceneContext, renderContext, input, output);
|
||||
}
|
||||
|
||||
class GPUJobConfig : public JobConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
|
||||
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
|
||||
|
||||
double _msGPURunTime { 0.0 };
|
||||
double _msBatchRunTime { 0.0 };
|
||||
// The guts of a job
|
||||
class JobConcept {
|
||||
public:
|
||||
using Persistent = PersistentConfig<GPUJobConfig>;
|
||||
using Config = JobConfig;
|
||||
using QConfigPointer = std::shared_ptr<QObject>;
|
||||
|
||||
GPUJobConfig() = default;
|
||||
GPUJobConfig(bool enabled) : JobConfig(enabled) {}
|
||||
JobConcept(QConfigPointer config) : _config(config) {}
|
||||
virtual ~JobConcept() = default;
|
||||
|
||||
// Running Time measurement on GPU and for Batch execution
|
||||
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
|
||||
double getGPURunTime() const { return _msGPURunTime; }
|
||||
double getBatchRunTime() const { return _msBatchRunTime; }
|
||||
};
|
||||
virtual const Varying getInput() const { return Varying(); }
|
||||
virtual const Varying getOutput() const { return Varying(); }
|
||||
|
||||
class GPUTaskConfig : public TaskConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
|
||||
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
|
||||
virtual QConfigPointer& getConfiguration() { return _config; }
|
||||
virtual void applyConfiguration() = 0;
|
||||
|
||||
double _msGPURunTime { 0.0 };
|
||||
double _msBatchRunTime { 0.0 };
|
||||
public:
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) = 0;
|
||||
|
||||
using Persistent = PersistentConfig<GPUTaskConfig>;
|
||||
protected:
|
||||
void setCPURunTime(double mstime) { std::static_pointer_cast<Config>(_config)->setCPURunTime(mstime); }
|
||||
|
||||
QConfigPointer _config;
|
||||
|
||||
GPUTaskConfig() = default;
|
||||
GPUTaskConfig(bool enabled) : TaskConfig(enabled) {}
|
||||
|
||||
// Running Time measurement on GPU and for Batch execution
|
||||
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
|
||||
double getGPURunTime() const { return _msGPURunTime; }
|
||||
double getBatchRunTime() const { return _msBatchRunTime; }
|
||||
friend class Job;
|
||||
};
|
||||
|
||||
class Job {
|
||||
public:
|
||||
using Concept = JobConcept;
|
||||
using Config = JobConfig;
|
||||
using QConfigPointer = std::shared_ptr<QObject>;
|
||||
using None = JobNoIO;
|
||||
|
||||
// The guts of a job
|
||||
class Concept {
|
||||
public:
|
||||
Concept(QConfigPointer config) : _config(config) {}
|
||||
virtual ~Concept() = default;
|
||||
|
||||
virtual const Varying getInput() const { return Varying(); }
|
||||
virtual const Varying getOutput() const { return Varying(); }
|
||||
|
||||
virtual QConfigPointer& getConfiguration() { return _config; }
|
||||
virtual void applyConfiguration() = 0;
|
||||
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) = 0;
|
||||
|
||||
protected:
|
||||
void setCPURunTime(double mstime) { std::static_pointer_cast<Config>(_config)->setCPURunTime(mstime); }
|
||||
|
||||
QConfigPointer _config;
|
||||
|
||||
friend class Job;
|
||||
};
|
||||
using ConceptPointer = std::shared_ptr<Concept>;
|
||||
|
||||
template <class T, class C = Config, class I = None, class O = None> class Model : public Concept {
|
||||
|
@ -541,11 +511,20 @@ public:
|
|||
const Varying getOutput() const override { return _output; }
|
||||
|
||||
template <class... A>
|
||||
Model(const Varying& input, A&&... args) :
|
||||
Concept(std::make_shared<C>()), _data(Data(std::forward<A>(args)...)), _input(input), _output(Output()) {
|
||||
Model(const Varying& input, QConfigPointer config, A&&... args) :
|
||||
Concept(config),
|
||||
_data(Data(std::forward<A>(args)...)),
|
||||
_input(input),
|
||||
_output(Output()) {
|
||||
applyConfiguration();
|
||||
}
|
||||
|
||||
template <class... A>
|
||||
static std::shared_ptr<Model> create(const Varying& input, A&&... args) {
|
||||
return std::make_shared<Model>(input, std::make_shared<C>(), std::forward<A>(args)...);
|
||||
}
|
||||
|
||||
|
||||
void applyConfiguration() override {
|
||||
jobConfigure(_data, *std::static_pointer_cast<C>(_config));
|
||||
}
|
||||
|
@ -585,125 +564,180 @@ public:
|
|||
_concept->setCPURunTime((double)(usecTimestampNow() - start) / 1000.0);
|
||||
}
|
||||
|
||||
protected:
|
||||
protected:
|
||||
ConceptPointer _concept;
|
||||
std::string _name = "";
|
||||
};
|
||||
|
||||
// A task is a specialized job to run a collection of other jobs
|
||||
// It is defined with JobModel = Task::Model<T>
|
||||
class Task {
|
||||
// It can be created on any type T by aliasing the type JobModel in the class T
|
||||
// using JobModel = Task::Model<T>
|
||||
// The class T is expected to have a "build" method acting as a constructor.
|
||||
// The build method is where child Jobs can be added internally to the task
|
||||
// where the input of the task can be setup to feed the child jobs
|
||||
// and where the output of the task is defined
|
||||
class Task : public Job {
|
||||
public:
|
||||
using Config = TaskConfig;
|
||||
using QConfigPointer = Job::QConfigPointer;
|
||||
using None = Job::None;
|
||||
using Concept = Job::Concept;
|
||||
using Jobs = std::vector<Job>;
|
||||
|
||||
template <class T, class C = Config> class Model : public Job::Concept {
|
||||
Task(std::string name, ConceptPointer concept) : Job(name, concept) {}
|
||||
|
||||
class TaskConcept : public Concept {
|
||||
public:
|
||||
Varying _input;
|
||||
Varying _output;
|
||||
Jobs _jobs;
|
||||
|
||||
const Varying getInput() const override { return _input; }
|
||||
const Varying getOutput() const override { return _output; }
|
||||
|
||||
TaskConcept(const Varying& input, QConfigPointer config) : Concept(config), _input(input) {}
|
||||
|
||||
// Create a new job in the container's queue; returns the job's output
|
||||
template <class NT, class... NA> const Varying addJob(std::string name, const Varying& input, NA&&... args) {
|
||||
_jobs.emplace_back(name, (NT::JobModel::create(input, std::forward<NA>(args)...)));
|
||||
|
||||
// Conect the child config to this task's config
|
||||
std::static_pointer_cast<TaskConfig>(getConfiguration())->connectChildConfig(_jobs.back().getConfiguration(), name);
|
||||
|
||||
return _jobs.back().getOutput();
|
||||
}
|
||||
template <class NT, class... NA> const Varying addJob(std::string name, NA&&... args) {
|
||||
const auto input = Varying(typename NT::JobModel::Input());
|
||||
return addJob<NT>(name, input, std::forward<NA>(args)...);
|
||||
}
|
||||
};
|
||||
|
||||
template <class T, class C = Config, class I = None, class O = None> class TaskModel : public TaskConcept {
|
||||
public:
|
||||
using Data = T;
|
||||
using Config = C;
|
||||
using Input = Job::None;
|
||||
using Input = I;
|
||||
using Output = O;
|
||||
|
||||
Data _data;
|
||||
|
||||
const Varying getOutput() const override { return _data._output; }
|
||||
TaskModel(const Varying& input, QConfigPointer config) :
|
||||
TaskConcept(input, config),
|
||||
_data(Data()) {}
|
||||
|
||||
template <class... A>
|
||||
Model(const Varying& input, A&&... args) :
|
||||
Concept(nullptr), _data(Data(std::forward<A>(args)...)) {
|
||||
static std::shared_ptr<TaskModel> create(const Varying& input, A&&... args) {
|
||||
auto model = std::make_shared<TaskModel>(input, std::make_shared<C>());
|
||||
// std::static_pointer_cast<C>(model->_config)->_task = model.get();
|
||||
|
||||
model->_data.build(*(model), model->_input, model->_output, std::forward<A>(args)...);
|
||||
|
||||
// Recreate the Config to use the templated type
|
||||
_data.template createConfiguration<C>();
|
||||
_config = _data.getConfiguration();
|
||||
applyConfiguration();
|
||||
model->createConfiguration();
|
||||
model->applyConfiguration();
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
template <class... A>
|
||||
static std::shared_ptr<TaskModel> create(A&&... args) {
|
||||
const auto input = Varying(Input());
|
||||
return create(input, std::forward<A>(args)...);
|
||||
}
|
||||
|
||||
void createConfiguration() {
|
||||
// A brand new config
|
||||
auto config = std::make_shared<C>();
|
||||
// Make sure we transfer the former children configs to the new config
|
||||
config->transferChildrenConfigs(_config);
|
||||
// swap
|
||||
_config = config;
|
||||
// Capture this
|
||||
std::static_pointer_cast<C>(_config)->_task = this;
|
||||
}
|
||||
|
||||
QConfigPointer& getConfiguration() override {
|
||||
if (!_config) {
|
||||
createConfiguration();
|
||||
}
|
||||
return _config;
|
||||
}
|
||||
|
||||
void applyConfiguration() override {
|
||||
jobConfigure(_data, *std::static_pointer_cast<C>(_config));
|
||||
for (auto& job : _jobs) {
|
||||
job.applyConfiguration();
|
||||
}
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) override {
|
||||
auto config = std::static_pointer_cast<Config>(_config);
|
||||
auto config = std::static_pointer_cast<C>(_config);
|
||||
if (config->alwaysEnabled || config->enabled) {
|
||||
for (auto job : _data._jobs) {
|
||||
for (auto job : _jobs) {
|
||||
job.run(sceneContext, renderContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
template <class T, class C = Config> using ModelO = Model<T, C>;
|
||||
template <class T, class C = Config> using Model = TaskModel<T, C, None, None>;
|
||||
template <class T, class I, class C = Config> using ModelI = TaskModel<T, C, I, None>;
|
||||
template <class T, class O, class C = Config> using ModelO = TaskModel<T, C, None, O>;
|
||||
template <class T, class I, class O, class C = Config> using ModelIO = TaskModel<T, C, I, O>;
|
||||
|
||||
using Jobs = std::vector<Job>;
|
||||
|
||||
// Create a new job in the container's queue; returns the job's output
|
||||
// Create a new job in the Task's queue; returns the job's output
|
||||
template <class T, class... A> const Varying addJob(std::string name, const Varying& input, A&&... args) {
|
||||
_jobs.emplace_back(name, std::make_shared<typename T::JobModel>(input, std::forward<A>(args)...));
|
||||
QConfigPointer config = _jobs.back().getConfiguration();
|
||||
config->setParent(getConfiguration().get());
|
||||
config->setObjectName(name.c_str());
|
||||
|
||||
// Connect loaded->refresh
|
||||
QObject::connect(config.get(), SIGNAL(loaded()), getConfiguration().get(), SLOT(refresh()));
|
||||
static const char* DIRTY_SIGNAL = "dirty()";
|
||||
if (config->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
|
||||
// Connect dirty->refresh if defined
|
||||
QObject::connect(config.get(), SIGNAL(dirty()), getConfiguration().get(), SLOT(refresh()));
|
||||
}
|
||||
|
||||
return _jobs.back().getOutput();
|
||||
return std::static_pointer_cast<TaskConcept>( _concept)->addJob<T>(name, input, std::forward<A>(args)...);
|
||||
}
|
||||
template <class T, class... A> const Varying addJob(std::string name, A&&... args) {
|
||||
const auto input = Varying(typename T::JobModel::Input());
|
||||
return addJob<T>(name, input, std::forward<A>(args)...);
|
||||
}
|
||||
|
||||
template <class O> void setOutput(O&& output) {
|
||||
_output = Varying(output);
|
||||
}
|
||||
|
||||
template <class C> void createConfiguration() {
|
||||
auto config = std::make_shared<C>();
|
||||
if (_config) {
|
||||
// Transfer children to the new configuration
|
||||
auto children = _config->children();
|
||||
for (auto& child : children) {
|
||||
child->setParent(config.get());
|
||||
QObject::connect(child, SIGNAL(loaded()), config.get(), SLOT(refresh()));
|
||||
static const char* DIRTY_SIGNAL = "dirty()";
|
||||
if (child->metaObject()->indexOfSignal(DIRTY_SIGNAL) != -1) {
|
||||
// Connect dirty->refresh if defined
|
||||
QObject::connect(child, SIGNAL(dirty()), config.get(), SLOT(refresh()));
|
||||
}
|
||||
}
|
||||
}
|
||||
_config = config;
|
||||
std::static_pointer_cast<Config>(_config)->_task = this;
|
||||
return std::static_pointer_cast<TaskConcept>( _concept)->addJob<T>(name, input, std::forward<A>(args)...);
|
||||
}
|
||||
|
||||
std::shared_ptr<Config> getConfiguration() {
|
||||
if (!_config) {
|
||||
createConfiguration<Config>();
|
||||
}
|
||||
return std::static_pointer_cast<Config>(_config);
|
||||
}
|
||||
|
||||
void configure(const QObject& configuration) {
|
||||
for (auto& job : _jobs) {
|
||||
job.applyConfiguration();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
for (auto job : _jobs) {
|
||||
job.run(sceneContext, renderContext);
|
||||
}
|
||||
return std::static_pointer_cast<Config>(_concept->getConfiguration());
|
||||
}
|
||||
|
||||
protected:
|
||||
template <class T, class C> friend class Model;
|
||||
};
|
||||
|
||||
QConfigPointer _config;
|
||||
Jobs _jobs;
|
||||
Varying _output;
|
||||
// Versions of the COnfig integrating a gpu & batch timer
|
||||
class GPUJobConfig : public JobConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
|
||||
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
|
||||
|
||||
double _msGPURunTime { 0.0 };
|
||||
double _msBatchRunTime { 0.0 };
|
||||
public:
|
||||
using Persistent = PersistentConfig<GPUJobConfig>;
|
||||
|
||||
GPUJobConfig() = default;
|
||||
GPUJobConfig(bool enabled) : JobConfig(enabled) {}
|
||||
|
||||
// Running Time measurement on GPU and for Batch execution
|
||||
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
|
||||
double getGPURunTime() const { return _msGPURunTime; }
|
||||
double getBatchRunTime() const { return _msBatchRunTime; }
|
||||
};
|
||||
|
||||
class GPUTaskConfig : public TaskConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(double gpuRunTime READ getGPURunTime)
|
||||
Q_PROPERTY(double batchRunTime READ getBatchRunTime)
|
||||
|
||||
double _msGPURunTime { 0.0 };
|
||||
double _msBatchRunTime { 0.0 };
|
||||
public:
|
||||
|
||||
using Persistent = PersistentConfig<GPUTaskConfig>;
|
||||
|
||||
|
||||
GPUTaskConfig() = default;
|
||||
GPUTaskConfig(bool enabled) : TaskConfig(enabled) {}
|
||||
|
||||
// Running Time measurement on GPU and for Batch execution
|
||||
void setGPUBatchRunTime(double msGpuTime, double msBatchTime) { _msGPURunTime = msGpuTime; _msBatchRunTime = msBatchTime; }
|
||||
double getGPURunTime() const { return _msGPURunTime; }
|
||||
double getBatchRunTime() const { return _msBatchRunTime; }
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
uniform vec3 inBoundPos;
|
||||
uniform vec3 inBoundDim;
|
||||
uniform ivec4 inCellLocation;
|
||||
uniform vec4 inColor;
|
||||
|
||||
out vec4 varColor;
|
||||
out vec2 varTexcoord;
|
||||
|
@ -59,9 +59,7 @@ void main(void) {
|
|||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
|
||||
|
||||
bool subcell = bool((inCellLocation.z));
|
||||
float cellDepth = float(inCellLocation.w);
|
||||
varColor = vec4(colorWheel(fract(cellDepth / 5.0)), 1.0 - float(subcell));
|
||||
varColor = vec4(colorWheel(inColor.x), 1.0);
|
||||
varTexcoord = vec2(cubeVec.w, length(inBoundDim));
|
||||
|
||||
}
|
|
@ -13,7 +13,7 @@ var qml = Script.resolvePath('deferredLighting.qml');
|
|||
var window = new OverlayWindow({
|
||||
title: 'Lighting',
|
||||
source: qml,
|
||||
width: 400, height:280,
|
||||
width: 400, height:350,
|
||||
});
|
||||
window.setPosition(Window.innerWidth - 420, 50);
|
||||
window.closed.connect(function() { Script.stop(); });
|
||||
|
|
|
@ -189,6 +189,11 @@ Column {
|
|||
checked: Render.getConfig("DrawOverlayTransparentBounds")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("DrawOverlayTransparentBounds")["enabled"] = checked }
|
||||
}
|
||||
CheckBox {
|
||||
text: "Zones"
|
||||
checked: Render.getConfig("DrawZones")["enabled"]
|
||||
onCheckedChanged: { Render.getConfig("ZoneRenderer")["enabled"] = checked; Render.getConfig("DrawZones")["enabled"] = checked; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -27,8 +27,8 @@ Script.include("/~/system/libraries/controllers.js");
|
|||
// add lines where the hand ray picking is happening
|
||||
//
|
||||
|
||||
var WANT_DEBUG = true;
|
||||
var WANT_DEBUG_STATE = true;
|
||||
var WANT_DEBUG = false;
|
||||
var WANT_DEBUG_STATE = false;
|
||||
var WANT_DEBUG_SEARCH_NAME = null;
|
||||
|
||||
var FORCE_IGNORE_IK = false;
|
||||
|
@ -1051,8 +1051,6 @@ function MyController(hand) {
|
|||
this.homeButtonTouched = false;
|
||||
this.editTriggered = false;
|
||||
|
||||
this.controllerJointIndex = getControllerJointIndex(this.hand);
|
||||
|
||||
// Until there is some reliable way to keep track of a "stack" of parentIDs, we'll have problems
|
||||
// when more than one avatar does parenting grabs on things. This script tries to work
|
||||
// around this with two associative arrays: previousParentID and previousParentJointIndex. If
|
||||
|
@ -1736,6 +1734,7 @@ function MyController(hand) {
|
|||
|
||||
this.off = function(deltaTime, timestamp) {
|
||||
|
||||
this.controllerJointIndex = getControllerJointIndex(this.hand);
|
||||
this.checkForUnexpectedChildren();
|
||||
|
||||
if (this.editTriggered) {
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
HIFI_POINT_INDEX_MESSAGE_CHANNEL = "Hifi-Point-Index",
|
||||
HIFI_GRAB_DISABLE_MESSAGE_CHANNEL = "Hifi-Grab-Disable",
|
||||
HIFI_POINTER_DISABLE_MESSAGE_CHANNEL = "Hifi-Pointer-Disable";
|
||||
HOW_TO_EXIT_MESSAGE = "Press B on your controller to exit FingerPainting mode";
|
||||
|
||||
function paintBrush(name) {
|
||||
// Paints in 3D.
|
||||
|
@ -319,6 +320,15 @@
|
|||
}
|
||||
}
|
||||
|
||||
function howToExitTutorial() {
|
||||
HMD.requestShowHandControllers();
|
||||
setControllerPartLayer('button_b', 'highlight');
|
||||
messageWindow = Window.alert(HOW_TO_EXIT_MESSAGE);
|
||||
setControllerPartLayer('button_b', 'blank');
|
||||
HMD.requestHideHandControllers();
|
||||
Settings.setValue("FingerPaintTutorialComplete", true);
|
||||
}
|
||||
|
||||
function enableProcessing() {
|
||||
// Connect controller API to handController objects.
|
||||
leftHand = handController("left");
|
||||
|
@ -328,7 +338,12 @@
|
|||
controllerMapping.from(Controller.Standard.LeftGrip).to(leftHand.onGripPress);
|
||||
controllerMapping.from(Controller.Standard.RT).to(rightHand.onTriggerPress);
|
||||
controllerMapping.from(Controller.Standard.RightGrip).to(rightHand.onGripPress);
|
||||
controllerMapping.from(Controller.Standard.B).to(onButtonClicked);
|
||||
Controller.enableMapping(CONTROLLER_MAPPING_NAME);
|
||||
|
||||
if (!Settings.getValue("FingerPaintTutorialComplete")) {
|
||||
howToExitTutorial();
|
||||
}
|
||||
|
||||
// Connect handController outputs to paintBrush objects.
|
||||
leftBrush = paintBrush("left");
|
||||
|
@ -433,6 +448,17 @@
|
|||
button.clicked.disconnect(onButtonClicked);
|
||||
tablet.removeButton(button);
|
||||
}
|
||||
|
||||
/**
|
||||
* A controller is made up of parts, and each part can have multiple "layers,"
|
||||
* which are really just different texures. For example, the "trigger" part
|
||||
* has "normal" and "highlight" layers.
|
||||
*/
|
||||
function setControllerPartLayer(part, layer) {
|
||||
data = {};
|
||||
data[part] = layer;
|
||||
Messages.sendLocalMessage('Controller-Set-Part-Layer', JSON.stringify(data));
|
||||
}
|
||||
|
||||
setUp();
|
||||
Script.scriptEnding.connect(tearDown);
|
||||
|
|
|
@ -543,9 +543,9 @@ public:
|
|||
assert(items.canCast<RenderFetchCullSortTask::Output>());
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
if (QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD)) {
|
||||
_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items.get<RenderFetchCullSortTask::Output>());
|
||||
_renderEngine->addJob<RenderForwardTask>("RenderForwardTask", items);
|
||||
} else {
|
||||
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items.get<RenderFetchCullSortTask::Output>());
|
||||
_renderEngine->addJob<RenderDeferredTask>("RenderDeferredTask", items);
|
||||
}
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
|
|
|
@ -118,7 +118,7 @@ function findEntitiesWithTag(tag) {
|
|||
}
|
||||
|
||||
/**
|
||||
* A controller in made up of parts, and each part can have multiple "layers,"
|
||||
* A controller is made up of parts, and each part can have multiple "layers,"
|
||||
* which are really just different texures. For example, the "trigger" part
|
||||
* has "normal" and "highlight" layers.
|
||||
*/
|
||||
|
|
Loading…
Reference in a new issue