removed accidental lineRotations.js file commit

This commit is contained in:
ericrius1 2015-07-01 15:14:53 -07:00
parent 8129d0eb1f
commit 50a7332a5a

View file

@ -1,134 +0,0 @@
//
// RenderableQuadEntityItem.cpp
// libraries/entities-renderer/src/
//
// Created by Eric Levin on 6/22/15
// Copyright 2015 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 <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <GeometryCache.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
#include "RenderableQuadEntityItem.h"
EntityItemPointer RenderableQuadEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return EntityItemPointer(new RenderableQuadEntityItem(entityID, properties));
}
RenderableQuadEntityItem::RenderableQuadEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
QuadEntityItem(entityItemID, properties) {
_numVertices = 0;
}
gpu::PipelinePointer RenderableQuadEntityItem::_pipeline;
gpu::Stream::FormatPointer RenderableQuadEntityItem::_format;
void RenderableQuadEntityItem::createPipeline() {
static const int NORMAL_OFFSET = 12;
static const int COLOR_OFFSET = 24;
_format.reset(new gpu::Stream::Format());
_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
_format->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), NORMAL_OFFSET);
_format->setAttribute(gpu::Stream::COLOR, 0, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), COLOR_OFFSET);
auto VS = DependencyManager::get<DeferredLightingEffect>()->getSimpleVertexShader();
auto PS = DependencyManager::get<DeferredLightingEffect>()->getSimplePixelShader();
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
//state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
}
int generateColor() {
float c1 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
float c2 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
float c3 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
return ((int(c1 * 255.0f) & 0xFF)) |
((int(c2 * 255.0f) & 0xFF) << 8) |
((int(c3 * 255.0f) & 0xFF) << 16) |
((int(255.0f) & 0xFF) << 24);
}
void RenderableQuadEntityItem::updateGeometry() {
QReadLocker lock(&_quadReadWriteLock);
int compactColor = generateColor();
_numVertices = 0;
_verticesBuffer.reset(new gpu::Buffer());
int vertexIndex = 0;
for (int i = 0; i < _normals.size(); i++) {
compactColor = generateColor();
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
vertexIndex++;
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
_verticesBuffer->append(sizeof(int), (gpu::Byte*)&compactColor);
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
vertexIndex++;
_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
_verticesBuffer->append(sizeof(int), (gpu::Byte*)&compactColor);
_numVertices +=2;
}
_pointsChanged = false;
}
void RenderableQuadEntityItem::render(RenderArgs* args) {
if (_points.size() < 2 || _vertices.size() != _normals.size() * 2) {
return;
}
if (!_pipeline) {
createPipeline();
}
PerformanceTimer perfTimer("RenderableQuadEntityItem::render");
Q_ASSERT(getType() == EntityTypes::Quad);
Q_ASSERT(args->_batch);
if (_pointsChanged) {
updateGeometry();
}
gpu::Batch& batch = *args->_batch;
Transform transform = Transform();
transform.setTranslation(getPosition());
transform.setRotation(getRotation());
batch.setModelTransform(transform);
batch.setPipeline(_pipeline);
batch.setInputFormat(_format);
batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
batch.draw(gpu::TRIANGLE_STRIP, _numVertices, 0);
RenderableDebugableEntityItem::render(this, args);
};