mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 20:34:07 +02:00
Merge remote-tracking branch 'upstream/master' into overlay
This commit is contained in:
commit
5ded9e7eb9
26 changed files with 852 additions and 446 deletions
|
@ -3245,6 +3245,9 @@ namespace render {
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template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) { return Item::Bound(); }
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template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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// Background rendering decision
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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auto skybox = model::SkyboxPointer();
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@ -3312,7 +3315,8 @@ namespace render {
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PerformanceTimer perfTimer("atmosphere");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... atmosphere...");
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background->_environment->renderAtmospheres(*(args->_viewFrustum));
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background->_environment->renderAtmospheres(batch, *(args->_viewFrustum));
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}
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}
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@ -3321,13 +3325,13 @@ namespace render {
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skybox = skyStage->getSkybox();
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if (skybox) {
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gpu::Batch batch;
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model::Skybox::render(batch, *(Application::getInstance()->getDisplayViewFrustum()), *skybox);
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gpu::GLBackend::renderBatch(batch, true);
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glUseProgram(0);
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}
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}
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// FIX ME - If I don't call this renderBatch() here, then the atmosphere and skybox don't render, but it
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// seems like these payloadRender() methods shouldn't be doing this. We need to investigate why the engine
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// isn't rendering our batch
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gpu::GLBackend::renderBatch(batch, true);
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}
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}
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@ -43,72 +43,90 @@ void BillboardOverlay::render(RenderArgs* args) {
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return;
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}
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= getRotation();
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} else {
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rotation = getRotation();
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}
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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glBindTexture(GL_TEXTURE_2D, _texture->getID());
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QRect fromImage;
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if (_fromImage.isNull()) {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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} else {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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glPushMatrix(); {
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glTranslatef(_position.x, _position.y, _position.z);
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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rotation *= getRotation();
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} else {
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rotation = getRotation();
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}
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(_scale, _scale, _scale);
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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}
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const float MAX_COLOR = 255.0f;
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xColor color = getColor();
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float alpha = getAlpha();
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float maxSize = glm::max(fromImage.width(), fromImage.height());
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float x = fromImage.width() / (2.0f * maxSize);
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float y = -fromImage.height() / (2.0f * maxSize);
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float imageWidth = _texture->getWidth();
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float imageHeight = _texture->getHeight();
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glm::vec2 topLeft(-x, -y);
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glm::vec2 bottomRight(x, y);
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glm::vec2 texCoordTopLeft(fromImage.x() / imageWidth, fromImage.y() / imageHeight);
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glm::vec2 texCoordBottomRight((fromImage.x() + fromImage.width()) / imageWidth,
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(fromImage.y() + fromImage.height()) / imageHeight);
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QRect fromImage;
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if (_fromImage.isNull()) {
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fromImage.setX(0);
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fromImage.setY(0);
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fromImage.setWidth(imageWidth);
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fromImage.setHeight(imageHeight);
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} else {
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float scaleX = imageWidth / _texture->getOriginalWidth();
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float scaleY = imageHeight / _texture->getOriginalHeight();
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const float MAX_COLOR = 255.0f;
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xColor color = getColor();
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float alpha = getAlpha();
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fromImage.setX(scaleX * _fromImage.x());
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fromImage.setY(scaleY * _fromImage.y());
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fromImage.setWidth(scaleX * _fromImage.width());
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fromImage.setHeight(scaleY * _fromImage.height());
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}
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auto batch = args->_batch;
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float maxSize = glm::max(fromImage.width(), fromImage.height());
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float x = fromImage.width() / (2.0f * maxSize);
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float y = -fromImage.height() / (2.0f * maxSize);
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if (batch) {
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Transform transform;
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transform.setTranslation(_position);
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transform.setRotation(rotation);
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transform.setScale(_scale);
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glm::vec2 topLeft(-x, -y);
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glm::vec2 bottomRight(x, y);
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glm::vec2 texCoordTopLeft(fromImage.x() / imageWidth, fromImage.y() / imageHeight);
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glm::vec2 texCoordBottomRight((fromImage.x() + fromImage.width()) / imageWidth,
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(fromImage.y() + fromImage.height()) / imageHeight);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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batch->setModelTransform(transform);
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batch->setUniformTexture(0, _texture->getGPUTexture());
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DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
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batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
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} else {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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} glPopMatrix();
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, _texture->getID());
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glBindTexture(GL_TEXTURE_2D, 0);
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glPushMatrix(); {
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glTranslatef(_position.x, _position.y, _position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(_scale, _scale, _scale);
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DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
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} glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHTING);
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glDisable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void BillboardOverlay::setProperties(const QScriptValue &properties) {
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@ -35,13 +35,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
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return; // do nothing if we're not visible
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}
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float glowLevel = getGlowLevel();
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Glower* glower = NULL;
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if (glowLevel > 0.0f) {
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glower = new Glower(glowLevel);
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}
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float alpha = getAlpha();
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xColor color = getColor();
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const float MAX_COLOR = 255.0f;
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@ -49,91 +42,161 @@ void Cube3DOverlay::render(RenderArgs* args) {
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//glDisable(GL_LIGHTING);
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// TODO: handle registration point??
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// TODO: handle registration point??
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glm::vec3 position = getPosition();
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glm::vec3 center = getCenter();
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glm::vec3 dimensions = getDimensions();
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glm::quat rotation = getRotation();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glPushMatrix();
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glm::vec3 positionToCenter = center - position;
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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if (_isSolid) {
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if (_borderSize > 0) {
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// Draw a cube at a larger size behind the main cube, creating
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// a border effect.
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// Disable writing to the depth mask so that the "border" cube will not
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// occlude the main cube. This means the border could be covered by
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// overlays that are further back and drawn later, but this is good
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// enough for the use-case.
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glDepthMask(GL_FALSE);
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glPushMatrix();
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glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize);
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if (_drawOnHUD) {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
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} else {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
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}
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auto batch = args->_batch;
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glPopMatrix();
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glDepthMask(GL_TRUE);
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}
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if (batch) {
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Transform transform;
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transform.setTranslation(position);
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transform.setRotation(rotation);
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if (_isSolid) {
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// if (_borderSize > 0) {
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// // Draw a cube at a larger size behind the main cube, creating
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// // a border effect.
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// // Disable writing to the depth mask so that the "border" cube will not
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// // occlude the main cube. This means the border could be covered by
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// // overlays that are further back and drawn later, but this is good
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// // enough for the use-case.
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// transform.setScale(dimensions * _borderSize);
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// batch->setModelTransform(transform);
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// DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
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// }
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transform.setScale(dimensions);
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, cubeColor);
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} else {
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if (getIsDashedLine()) {
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transform.setScale(1.0f);
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batch->setModelTransform(transform);
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glm::vec3 halfDimensions = dimensions / 2.0f;
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glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
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glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
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||||
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
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||||
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
|
||||
|
||||
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
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glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
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||||
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
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glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->renderDashedLine(*batch, bottomLeftNear, bottomRightNear, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomRightNear, bottomRightFar, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomRightFar, bottomLeftFar, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomLeftFar, bottomLeftNear, cubeColor);
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geometryCache->renderDashedLine(*batch, topLeftNear, topRightNear, cubeColor);
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geometryCache->renderDashedLine(*batch, topRightNear, topRightFar, cubeColor);
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geometryCache->renderDashedLine(*batch, topRightFar, topLeftFar, cubeColor);
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geometryCache->renderDashedLine(*batch, topLeftFar, topLeftNear, cubeColor);
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|
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geometryCache->renderDashedLine(*batch, bottomLeftNear, topLeftNear, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomRightNear, topRightNear, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomLeftFar, topLeftFar, cubeColor);
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geometryCache->renderDashedLine(*batch, bottomRightFar, topRightFar, cubeColor);
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|
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glPushMatrix();
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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if (_drawOnHUD) {
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DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
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} else {
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
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}
|
||||
glPopMatrix();
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} else {
|
||||
glLineWidth(_lineWidth);
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|
||||
if (getIsDashedLine()) {
|
||||
glm::vec3 halfDimensions = dimensions / 2.0f;
|
||||
glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
|
||||
|
||||
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor);
|
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geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor);
|
||||
|
||||
geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor);
|
||||
geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor);
|
||||
geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor);
|
||||
|
||||
geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor);
|
||||
|
||||
} else {
|
||||
glScalef(dimensions.x, dimensions.y, dimensions.z);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, cubeColor);
|
||||
}
|
||||
transform.setScale(dimensions);
|
||||
batch->setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(*batch, 1.0f, cubeColor);
|
||||
}
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
}
|
||||
} else {
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
glPushMatrix();
|
||||
glm::vec3 positionToCenter = center - position;
|
||||
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
|
||||
if (_isSolid) {
|
||||
if (_borderSize > 0) {
|
||||
// Draw a cube at a larger size behind the main cube, creating
|
||||
// a border effect.
|
||||
// Disable writing to the depth mask so that the "border" cube will not
|
||||
// occlude the main cube. This means the border could be covered by
|
||||
// overlays that are further back and drawn later, but this is good
|
||||
// enough for the use-case.
|
||||
glDepthMask(GL_FALSE);
|
||||
glPushMatrix();
|
||||
glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize);
|
||||
|
||||
if (_drawOnHUD) {
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha));
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glScalef(dimensions.x, dimensions.y, dimensions.z);
|
||||
if (_drawOnHUD) {
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor);
|
||||
}
|
||||
glPopMatrix();
|
||||
} else {
|
||||
glLineWidth(_lineWidth);
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
glm::vec3 halfDimensions = dimensions / 2.0f;
|
||||
glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z);
|
||||
glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z);
|
||||
|
||||
glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z);
|
||||
glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor);
|
||||
|
||||
geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor);
|
||||
geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor);
|
||||
geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor);
|
||||
|
||||
geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor);
|
||||
geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor);
|
||||
|
||||
} else {
|
||||
glScalef(dimensions.x, dimensions.y, dimensions.z);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f, cubeColor);
|
||||
}
|
||||
}
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -36,87 +36,128 @@ void Grid3DOverlay::render(RenderArgs* args) {
|
|||
return; // do nothing if we're not visible
|
||||
}
|
||||
|
||||
if (!_gridProgram.isLinked()) {
|
||||
if (!_gridProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/grid.vert")) {
|
||||
qDebug() << "Failed to compile: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
if (!_gridProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/grid.frag")) {
|
||||
qDebug() << "Failed to compile: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
if (!_gridProgram.link()) {
|
||||
qDebug() << "Failed to link: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Render code largely taken from MetavoxelEditor::render()
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glm::quat rotation = getRotation();
|
||||
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
glLineWidth(1.5f);
|
||||
|
||||
// center the grid around the camera position on the plane
|
||||
glm::vec3 rotated = glm::inverse(rotation) * Application::getInstance()->getCamera()->getPosition();
|
||||
float spacing = _minorGridWidth;
|
||||
|
||||
float alpha = getAlpha();
|
||||
xColor color = getColor();
|
||||
glm::vec3 position = getPosition();
|
||||
|
||||
const int MINOR_GRID_DIVISIONS = 200;
|
||||
const int MAJOR_GRID_DIVISIONS = 100;
|
||||
const float MAX_COLOR = 255.0f;
|
||||
|
||||
// center the grid around the camera position on the plane
|
||||
glm::vec3 rotated = glm::inverse(_rotation) * Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
float spacing = _minorGridWidth;
|
||||
|
||||
float alpha = getAlpha();
|
||||
xColor color = getColor();
|
||||
glm::vec4 gridColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
_gridProgram.bind();
|
||||
auto batch = args->_batch;
|
||||
|
||||
// Minor grid
|
||||
glPushMatrix();
|
||||
{
|
||||
glTranslatef(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2), position.z);
|
||||
if (batch) {
|
||||
Transform transform;
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
float scale = MINOR_GRID_DIVISIONS * spacing;
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
|
||||
// Minor grid
|
||||
{
|
||||
batch->_glLineWidth(1.0f);
|
||||
auto position = glm::vec3(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2),
|
||||
_position.z);
|
||||
float scale = MINOR_GRID_DIVISIONS * spacing;
|
||||
|
||||
transform.setTranslation(position);
|
||||
transform.setScale(scale);
|
||||
|
||||
batch->setModelTransform(transform);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(*batch, MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
|
||||
}
|
||||
|
||||
// Major grid
|
||||
{
|
||||
batch->_glLineWidth(4.0f);
|
||||
spacing *= _majorGridEvery;
|
||||
auto position = glm::vec3(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2),
|
||||
_position.z);
|
||||
float scale = MAJOR_GRID_DIVISIONS * spacing;
|
||||
|
||||
transform.setTranslation(position);
|
||||
transform.setScale(scale);
|
||||
|
||||
batch->setModelTransform(transform);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(*batch, MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
|
||||
}
|
||||
} else {
|
||||
if (!_gridProgram.isLinked()) {
|
||||
if (!_gridProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/grid.vert")) {
|
||||
qDebug() << "Failed to compile: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
if (!_gridProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/grid.frag")) {
|
||||
qDebug() << "Failed to compile: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
if (!_gridProgram.link()) {
|
||||
qDebug() << "Failed to link: " + _gridProgram.log();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Render code largely taken from MetavoxelEditor::render()
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glm::quat rotation = getRotation();
|
||||
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
glLineWidth(1.5f);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
|
||||
_gridProgram.bind();
|
||||
|
||||
// Minor grid
|
||||
glPushMatrix();
|
||||
{
|
||||
glTranslatef(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2), position.z);
|
||||
|
||||
float scale = MINOR_GRID_DIVISIONS * spacing;
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Major grid
|
||||
glPushMatrix();
|
||||
{
|
||||
glLineWidth(4.0f);
|
||||
spacing *= _majorGridEvery;
|
||||
glTranslatef(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2), position.z);
|
||||
|
||||
float scale = MAJOR_GRID_DIVISIONS * spacing;
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
_gridProgram.release();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
// Major grid
|
||||
glPushMatrix();
|
||||
{
|
||||
glLineWidth(4.0f);
|
||||
spacing *= _majorGridEvery;
|
||||
glTranslatef(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
|
||||
spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2), position.z);
|
||||
|
||||
float scale = MAJOR_GRID_DIVISIONS * spacing;
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
_gridProgram.release();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void Grid3DOverlay::setProperties(const QScriptValue& properties) {
|
||||
|
|
|
@ -37,41 +37,57 @@ void Line3DOverlay::render(RenderArgs* args) {
|
|||
return; // do nothing if we're not visible
|
||||
}
|
||||
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glLineWidth(_lineWidth);
|
||||
|
||||
float alpha = getAlpha();
|
||||
xColor color = getColor();
|
||||
const float MAX_COLOR = 255.0f;
|
||||
glm::vec4 colorv4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
glm::quat rotation = getRotation();
|
||||
auto batch = args->_batch;
|
||||
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
if (batch) {
|
||||
Transform transform;
|
||||
transform.setTranslation(_position);
|
||||
transform.setRotation(_rotation);
|
||||
batch->setModelTransform(transform);
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
// TODO: add support for color to renderDashedLine()
|
||||
DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, colorv4, _geometryCacheID);
|
||||
if (getIsDashedLine()) {
|
||||
// TODO: add support for color to renderDashedLine()
|
||||
DependencyManager::get<GeometryCache>()->renderDashedLine(*batch, _position, _end, colorv4, _geometryCacheID);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderLine(*batch, _start, _end, colorv4, _geometryCacheID);
|
||||
}
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
|
||||
}
|
||||
glEnable(GL_LIGHTING);
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glPushMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
glDisable(GL_LIGHTING);
|
||||
glLineWidth(_lineWidth);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
glm::quat rotation = getRotation();
|
||||
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
// TODO: add support for color to renderDashedLine()
|
||||
DependencyManager::get<GeometryCache>()->renderDashedLine(_position, _end, colorv4, _geometryCacheID);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderLine(_start, _end, colorv4, _geometryCacheID);
|
||||
}
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -66,8 +66,8 @@ namespace render {
|
|||
}
|
||||
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
|
||||
if (args) {
|
||||
glPushMatrix();
|
||||
if (overlay->getAnchor() == Overlay::MY_AVATAR) {
|
||||
glPushMatrix();
|
||||
MyAvatar* avatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
|
||||
glm::quat myAvatarRotation = avatar->getOrientation();
|
||||
glm::vec3 myAvatarPosition = avatar->getPosition();
|
||||
|
@ -78,9 +78,11 @@ namespace render {
|
|||
glTranslatef(myAvatarPosition.x, myAvatarPosition.y, myAvatarPosition.z);
|
||||
glRotatef(angle, axis.x, axis.y, axis.z);
|
||||
glScalef(myAvatarScale, myAvatarScale, myAvatarScale);
|
||||
overlay->render(args);
|
||||
glPopMatrix();
|
||||
} else {
|
||||
overlay->render(args);
|
||||
}
|
||||
overlay->render(args);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,74 +41,116 @@ void Rectangle3DOverlay::render(RenderArgs* args) {
|
|||
const float MAX_COLOR = 255.0f;
|
||||
glm::vec4 rectangleColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
glm::vec3 center = getCenter();
|
||||
glm::vec2 dimensions = getDimensions();
|
||||
glm::vec2 halfDimensions = dimensions * 0.5f;
|
||||
glm::quat rotation = getRotation();
|
||||
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
auto batch = args->_batch;
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
glPushMatrix();
|
||||
glm::vec3 positionToCenter = center - position;
|
||||
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
|
||||
//glScalef(dimensions.x, dimensions.y, 1.0f);
|
||||
if (batch) {
|
||||
Transform transform;
|
||||
transform.setTranslation(position);
|
||||
transform.setRotation(rotation);
|
||||
|
||||
glLineWidth(_lineWidth);
|
||||
batch->setModelTransform(transform);
|
||||
|
||||
if (getIsSolid()) {
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, rectangleColor);
|
||||
} else {
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
if (getIsDashedLine()) {
|
||||
glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
|
||||
// for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line...
|
||||
if (getIsSolid()) {
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, rectangleColor);
|
||||
geometryCache->renderDashedLine(*batch, point1, point2, rectangleColor);
|
||||
geometryCache->renderDashedLine(*batch, point2, point3, rectangleColor);
|
||||
geometryCache->renderDashedLine(*batch, point3, point4, rectangleColor);
|
||||
geometryCache->renderDashedLine(*batch, point4, point1, rectangleColor);
|
||||
} else {
|
||||
if (getIsDashedLine()) {
|
||||
if (halfDimensions != _previousHalfDimensions) {
|
||||
QVector<glm::vec3> border;
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
|
||||
|
||||
glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
|
||||
geometryCache->renderDashedLine(point1, point2, rectangleColor);
|
||||
geometryCache->renderDashedLine(point2, point3, rectangleColor);
|
||||
geometryCache->renderDashedLine(point3, point4, rectangleColor);
|
||||
geometryCache->renderDashedLine(point4, point1, rectangleColor);
|
||||
|
||||
} else {
|
||||
|
||||
if (halfDimensions != _previousHalfDimensions) {
|
||||
QVector<glm::vec3> border;
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
|
||||
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
|
||||
}
|
||||
geometryCache->renderVertices(gpu::LINE_STRIP, _geometryCacheID);
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
}
|
||||
geometryCache->renderVertices(*batch, gpu::LINE_STRIP, _geometryCacheID);
|
||||
}
|
||||
|
||||
}
|
||||
} else {
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
glPushMatrix();
|
||||
glm::vec3 positionToCenter = center - position;
|
||||
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
|
||||
//glScalef(dimensions.x, dimensions.y, 1.0f);
|
||||
|
||||
glLineWidth(_lineWidth);
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
// for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line...
|
||||
if (getIsSolid()) {
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, rectangleColor);
|
||||
} else {
|
||||
if (getIsDashedLine()) {
|
||||
|
||||
glm::vec3 point1(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point2(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
glm::vec3 point3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
glm::vec3 point4(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
|
||||
geometryCache->renderDashedLine(point1, point2, rectangleColor);
|
||||
geometryCache->renderDashedLine(point2, point3, rectangleColor);
|
||||
geometryCache->renderDashedLine(point3, point4, rectangleColor);
|
||||
geometryCache->renderDashedLine(point4, point1, rectangleColor);
|
||||
|
||||
} else {
|
||||
|
||||
if (halfDimensions != _previousHalfDimensions) {
|
||||
QVector<glm::vec3> border;
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, halfDimensions.y, 0.0f);
|
||||
border << glm::vec3(-halfDimensions.x, -halfDimensions.y, 0.0f);
|
||||
geometryCache->updateVertices(_geometryCacheID, border, rectangleColor);
|
||||
|
||||
_previousHalfDimensions = halfDimensions;
|
||||
|
||||
}
|
||||
geometryCache->renderVertices(gpu::LINE_STRIP, _geometryCacheID);
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -39,33 +39,45 @@ void Sphere3DOverlay::render(RenderArgs* args) {
|
|||
const float MAX_COLOR = 255.0f;
|
||||
glm::vec4 sphereColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
glm::vec3 center = getCenter();
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
glm::quat rotation = getRotation();
|
||||
auto batch = args->_batch;
|
||||
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
if (batch) {
|
||||
Transform transform;
|
||||
transform.setTranslation(_position);
|
||||
transform.setRotation(_rotation);
|
||||
transform.setScale(_dimensions);
|
||||
|
||||
batch->setModelTransform(transform);
|
||||
DependencyManager::get<GeometryCache>()->renderSphere(*batch, 1.0f, SLICES, SLICES, sphereColor, _isSolid);
|
||||
} else {
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glm::vec3 position = getPosition();
|
||||
glm::vec3 center = getCenter();
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
glm::quat rotation = getRotation();
|
||||
|
||||
float glowLevel = getGlowLevel();
|
||||
Glower* glower = NULL;
|
||||
if (glowLevel > 0.0f) {
|
||||
glower = new Glower(glowLevel);
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
glPushMatrix();
|
||||
glm::vec3 positionToCenter = center - position;
|
||||
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
|
||||
glScalef(dimensions.x, dimensions.y, dimensions.z);
|
||||
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES, sphereColor, _isSolid);
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::vec3 axis = glm::axis(rotation);
|
||||
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
||||
glPushMatrix();
|
||||
glm::vec3 positionToCenter = center - position;
|
||||
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
|
||||
glScalef(dimensions.x, dimensions.y, dimensions.z);
|
||||
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES, sphereColor, _isSolid);
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
glPopMatrix();
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
|
||||
if (glower) {
|
||||
delete glower;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -150,6 +150,8 @@ public:
|
|||
void _glUseProgram(GLuint program);
|
||||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
void _glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
|
||||
void _glUniform3fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
|
@ -210,6 +212,8 @@ public:
|
|||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniform2f,
|
||||
COMMAND_glUniform3f,
|
||||
COMMAND_glUniform3fv,
|
||||
COMMAND_glUniform4fv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
|
|
|
@ -61,6 +61,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_glUseProgram),
|
||||
(&::gpu::GLBackend::do_glUniform1f),
|
||||
(&::gpu::GLBackend::do_glUniform2f),
|
||||
(&::gpu::GLBackend::do_glUniform3f),
|
||||
(&::gpu::GLBackend::do_glUniform3fv),
|
||||
(&::gpu::GLBackend::do_glUniform4fv),
|
||||
(&::gpu::GLBackend::do_glUniformMatrix4fv),
|
||||
|
||||
|
@ -462,6 +464,7 @@ void Batch::_glUniform2f(GLint location, GLfloat v0, GLfloat v1) {
|
|||
|
||||
DO_IT_NOW(_glUniform2f, 1);
|
||||
}
|
||||
|
||||
void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
|
||||
if (_pipeline._program == 0) {
|
||||
// We should call updatePipeline() to bind the program but we are not doing that
|
||||
|
@ -475,6 +478,56 @@ void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
|
||||
ADD_COMMAND_GL(glUniform3f);
|
||||
|
||||
_params.push_back(v2);
|
||||
_params.push_back(v1);
|
||||
_params.push_back(v0);
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glUniform3f, 1);
|
||||
}
|
||||
|
||||
void GLBackend::do_glUniform3f(Batch& batch, uint32 paramOffset) {
|
||||
if (_pipeline._program == 0) {
|
||||
// We should call updatePipeline() to bind the program but we are not doing that
|
||||
// because these uniform setters are deprecated and we don;t want to create side effect
|
||||
return;
|
||||
}
|
||||
glUniform3f(
|
||||
batch._params[paramOffset + 3]._int,
|
||||
batch._params[paramOffset + 2]._float,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
ADD_COMMAND_GL(glUniform3fv);
|
||||
|
||||
const int VEC3_SIZE = 3 * sizeof(float);
|
||||
_params.push_back(cacheData(count * VEC3_SIZE, value));
|
||||
_params.push_back(count);
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glUniform3fv, 3);
|
||||
}
|
||||
void GLBackend::do_glUniform3fv(Batch& batch, uint32 paramOffset) {
|
||||
if (_pipeline._program == 0) {
|
||||
// We should call updatePipeline() to bind the program but we are not doing that
|
||||
// because these uniform setters are deprecated and we don;t want to create side effect
|
||||
return;
|
||||
}
|
||||
glUniform3fv(
|
||||
batch._params[paramOffset + 2]._int,
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
void Batch::_glUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
|
||||
ADD_COMMAND_GL(glUniform4fv);
|
||||
|
||||
|
|
|
@ -379,6 +379,8 @@ protected:
|
|||
void do_glUseProgram(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform1f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform2f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform3f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform3fv(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform4fv(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
|
||||
|
||||
|
|
|
@ -61,7 +61,11 @@ void makeBindings(GLBackend::GLShader* shader) {
|
|||
if (loc >= 0) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "texcoord");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "attribTexcoord");
|
||||
if (loc >= 0) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "attribTexcoord");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "tangent");
|
||||
if (loc >= 0) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "tangent");
|
||||
|
|
|
@ -14,9 +14,6 @@
|
|||
#include <math.h>
|
||||
#include <qcompilerdetection.h>
|
||||
|
||||
#include "SkyFromAtmosphere_vert.h"
|
||||
#include "SkyFromAtmosphere_frag.h"
|
||||
|
||||
using namespace model;
|
||||
|
||||
|
||||
|
@ -207,17 +204,6 @@ SunSkyStage::SunSkyStage() :
|
|||
// Begining of march
|
||||
setYearTime(60.0f);
|
||||
|
||||
auto skyFromAtmosphereVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert)));
|
||||
auto skyFromAtmosphereFragment = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)));
|
||||
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyFromAtmosphereVertex, skyFromAtmosphereFragment));
|
||||
|
||||
auto skyState = gpu::StatePointer(new gpu::State());
|
||||
// skyState->setStencilEnable(false);
|
||||
// skyState->setBlendEnable(false);
|
||||
|
||||
_skyPipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
|
||||
|
||||
|
||||
_skybox.reset(new Skybox());
|
||||
_skybox->setColor(Color(1.0f, 0.0f, 0.0f));
|
||||
|
||||
|
@ -306,12 +292,6 @@ void SunSkyStage::updateGraphicsObject() const {
|
|||
case NUM_BACKGROUND_MODES:
|
||||
Q_UNREACHABLE();
|
||||
};
|
||||
|
||||
static int firstTime = 0;
|
||||
if (firstTime == 0) {
|
||||
firstTime++;
|
||||
gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
|
||||
}
|
||||
}
|
||||
|
||||
void SunSkyStage::setBackgroundMode(BackgroundMode mode) {
|
||||
|
|
|
@ -229,8 +229,6 @@ protected:
|
|||
AtmospherePointer _atmosphere;
|
||||
mutable SkyboxPointer _skybox;
|
||||
|
||||
gpu::PipelinePointer _skyPipeline;
|
||||
|
||||
float _dayTime = 12.0f;
|
||||
int _yearTime = 0;
|
||||
mutable EarthSunModel _earthSunModel;
|
||||
|
|
|
@ -72,6 +72,8 @@ public slots:
|
|||
void goBack();
|
||||
void goForward();
|
||||
|
||||
void goToUser(const QString& username);
|
||||
|
||||
void storeCurrentAddress();
|
||||
|
||||
void copyAddress();
|
||||
|
@ -100,7 +102,6 @@ private slots:
|
|||
void handleAPIResponse(QNetworkReply& requestReply);
|
||||
void handleAPIError(QNetworkReply& errorReply);
|
||||
|
||||
void goToUser(const QString& username);
|
||||
void goToAddressFromObject(const QVariantMap& addressMap, const QNetworkReply& reply);
|
||||
private:
|
||||
void setHost(const QString& host, LookupTrigger trigger);
|
||||
|
|
|
@ -9,25 +9,25 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
#include <QByteArray>
|
||||
#include <QMutexLocker>
|
||||
#include <QtDebug>
|
||||
|
||||
#include "GeometryCache.h"
|
||||
#include <GeometryUtil.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <OctreePacketData.h>
|
||||
#include <PacketHeaders.h>
|
||||
#include <PathUtils.h>
|
||||
#include <ProgramObject.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "Application.h"
|
||||
#include "Camera.h"
|
||||
#include "world.h"
|
||||
#include "InterfaceLogging.h"
|
||||
|
||||
#include "Environment.h"
|
||||
|
||||
#include "SkyFromSpace_vert.h"
|
||||
#include "SkyFromSpace_frag.h"
|
||||
#include "SkyFromAtmosphere_vert.h"
|
||||
#include "SkyFromAtmosphere_frag.h"
|
||||
|
||||
uint qHash(const HifiSockAddr& sockAddr) {
|
||||
if (sockAddr.getAddress().isNull()) {
|
||||
return 0; // shouldn't happen, but if it does, zero is a perfectly valid hash
|
||||
|
@ -42,20 +42,15 @@ Environment::Environment()
|
|||
}
|
||||
|
||||
Environment::~Environment() {
|
||||
if (_initialized) {
|
||||
delete _skyFromAtmosphereProgram;
|
||||
delete _skyFromSpaceProgram;
|
||||
}
|
||||
}
|
||||
|
||||
void Environment::init() {
|
||||
if (_initialized) {
|
||||
qCDebug(interfaceapp, "[ERROR] Environment is already initialized.");
|
||||
return;
|
||||
}
|
||||
|
||||
_skyFromAtmosphereProgram = createSkyProgram("Atmosphere", _skyFromAtmosphereUniformLocations);
|
||||
_skyFromSpaceProgram = createSkyProgram("Space", _skyFromSpaceUniformLocations);
|
||||
setupAtmosphereProgram(SkyFromSpace_vert, SkyFromSpace_frag, _skyFromSpaceProgram, _skyFromSpaceUniformLocations);
|
||||
setupAtmosphereProgram(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag, _skyFromAtmosphereProgram, _skyFromAtmosphereUniformLocations);
|
||||
|
||||
// start off with a default-constructed environment data
|
||||
_data[HifiSockAddr()][0];
|
||||
|
@ -63,22 +58,60 @@ void Environment::init() {
|
|||
_initialized = true;
|
||||
}
|
||||
|
||||
void Environment::setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipeline, int* locations) {
|
||||
|
||||
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
|
||||
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
|
||||
|
||||
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_NONE);
|
||||
state->setDepthTest(false);
|
||||
state->setBlendFunction(true,
|
||||
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));
|
||||
|
||||
locations[CAMERA_POS_LOCATION] = program->getUniforms().findLocation("v3CameraPos");
|
||||
locations[LIGHT_POS_LOCATION] = program->getUniforms().findLocation("v3LightPos");
|
||||
locations[INV_WAVELENGTH_LOCATION] = program->getUniforms().findLocation("v3InvWavelength");
|
||||
locations[CAMERA_HEIGHT2_LOCATION] = program->getUniforms().findLocation("fCameraHeight2");
|
||||
locations[OUTER_RADIUS_LOCATION] = program->getUniforms().findLocation("fOuterRadius");
|
||||
locations[OUTER_RADIUS2_LOCATION] = program->getUniforms().findLocation("fOuterRadius2");
|
||||
locations[INNER_RADIUS_LOCATION] = program->getUniforms().findLocation("fInnerRadius");
|
||||
locations[KR_ESUN_LOCATION] = program->getUniforms().findLocation("fKrESun");
|
||||
locations[KM_ESUN_LOCATION] = program->getUniforms().findLocation("fKmESun");
|
||||
locations[KR_4PI_LOCATION] = program->getUniforms().findLocation("fKr4PI");
|
||||
locations[KM_4PI_LOCATION] = program->getUniforms().findLocation("fKm4PI");
|
||||
locations[SCALE_LOCATION] = program->getUniforms().findLocation("fScale");
|
||||
locations[SCALE_DEPTH_LOCATION] = program->getUniforms().findLocation("fScaleDepth");
|
||||
locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program->getUniforms().findLocation("fScaleOverScaleDepth");
|
||||
locations[G_LOCATION] = program->getUniforms().findLocation("g");
|
||||
locations[G2_LOCATION] = program->getUniforms().findLocation("g2");
|
||||
}
|
||||
|
||||
void Environment::resetToDefault() {
|
||||
_data.clear();
|
||||
_data[HifiSockAddr()][0];
|
||||
}
|
||||
|
||||
void Environment::renderAtmospheres(ViewFrustum& camera) {
|
||||
void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera) {
|
||||
// get the lock for the duration of the call
|
||||
QMutexLocker locker(&_mutex);
|
||||
|
||||
if (_environmentIsOverridden) {
|
||||
renderAtmosphere(camera, _overrideData);
|
||||
renderAtmosphere(batch, camera, _overrideData);
|
||||
} else {
|
||||
foreach (const ServerData& serverData, _data) {
|
||||
// TODO: do something about EnvironmentData
|
||||
foreach (const EnvironmentData& environmentData, serverData) {
|
||||
renderAtmosphere(camera, environmentData);
|
||||
renderAtmosphere(batch, camera, environmentData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -201,87 +234,51 @@ int Environment::parseData(const HifiSockAddr& senderAddress, const QByteArray&
|
|||
return bytesRead;
|
||||
}
|
||||
|
||||
ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
|
||||
ProgramObject* program = new ProgramObject();
|
||||
QByteArray prefix = QString(PathUtils::resourcesPath() + "/shaders/SkyFrom" + from).toUtf8();
|
||||
program->addShaderFromSourceFile(QGLShader::Vertex, prefix + ".vert");
|
||||
program->addShaderFromSourceFile(QGLShader::Fragment, prefix + ".frag");
|
||||
program->link();
|
||||
|
||||
locations[CAMERA_POS_LOCATION] = program->uniformLocation("v3CameraPos");
|
||||
locations[LIGHT_POS_LOCATION] = program->uniformLocation("v3LightPos");
|
||||
locations[INV_WAVELENGTH_LOCATION] = program->uniformLocation("v3InvWavelength");
|
||||
locations[CAMERA_HEIGHT2_LOCATION] = program->uniformLocation("fCameraHeight2");
|
||||
locations[OUTER_RADIUS_LOCATION] = program->uniformLocation("fOuterRadius");
|
||||
locations[OUTER_RADIUS2_LOCATION] = program->uniformLocation("fOuterRadius2");
|
||||
locations[INNER_RADIUS_LOCATION] = program->uniformLocation("fInnerRadius");
|
||||
locations[KR_ESUN_LOCATION] = program->uniformLocation("fKrESun");
|
||||
locations[KM_ESUN_LOCATION] = program->uniformLocation("fKmESun");
|
||||
locations[KR_4PI_LOCATION] = program->uniformLocation("fKr4PI");
|
||||
locations[KM_4PI_LOCATION] = program->uniformLocation("fKm4PI");
|
||||
locations[SCALE_LOCATION] = program->uniformLocation("fScale");
|
||||
locations[SCALE_DEPTH_LOCATION] = program->uniformLocation("fScaleDepth");
|
||||
locations[SCALE_OVER_SCALE_DEPTH_LOCATION] = program->uniformLocation("fScaleOverScaleDepth");
|
||||
locations[G_LOCATION] = program->uniformLocation("g");
|
||||
locations[G2_LOCATION] = program->uniformLocation("g2");
|
||||
|
||||
return program;
|
||||
}
|
||||
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data) {
|
||||
|
||||
void Environment::renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data) {
|
||||
glm::vec3 center = data.getAtmosphereCenter();
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(center.x, center.y, center.z);
|
||||
Transform transform;
|
||||
transform.setTranslation(center);
|
||||
batch.setModelTransform(transform);
|
||||
|
||||
glm::vec3 relativeCameraPos = camera.getPosition() - center;
|
||||
float height = glm::length(relativeCameraPos);
|
||||
|
||||
// use the appropriate shader depending on whether we're inside or outside
|
||||
ProgramObject* program;
|
||||
int* locations;
|
||||
if (height < data.getAtmosphereOuterRadius()) {
|
||||
program = _skyFromAtmosphereProgram;
|
||||
batch.setPipeline(_skyFromAtmosphereProgram);
|
||||
locations = _skyFromAtmosphereUniformLocations;
|
||||
|
||||
} else {
|
||||
program = _skyFromSpaceProgram;
|
||||
batch.setPipeline(_skyFromSpaceProgram);
|
||||
locations = _skyFromSpaceUniformLocations;
|
||||
}
|
||||
|
||||
// the constants here are from Sean O'Neil's GPU Gems entry
|
||||
// (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html), GameEngine.cpp
|
||||
program->bind();
|
||||
program->setUniform(locations[CAMERA_POS_LOCATION], relativeCameraPos);
|
||||
batch._glUniform3f(locations[CAMERA_POS_LOCATION], relativeCameraPos.x, relativeCameraPos.y, relativeCameraPos.z);
|
||||
glm::vec3 lightDirection = glm::normalize(data.getSunLocation());
|
||||
program->setUniform(locations[LIGHT_POS_LOCATION], lightDirection);
|
||||
program->setUniformValue(locations[INV_WAVELENGTH_LOCATION],
|
||||
1 / powf(data.getScatteringWavelengths().r, 4.0f),
|
||||
1 / powf(data.getScatteringWavelengths().g, 4.0f),
|
||||
1 / powf(data.getScatteringWavelengths().b, 4.0f));
|
||||
program->setUniformValue(locations[CAMERA_HEIGHT2_LOCATION], height * height);
|
||||
program->setUniformValue(locations[OUTER_RADIUS_LOCATION], data.getAtmosphereOuterRadius());
|
||||
program->setUniformValue(locations[OUTER_RADIUS2_LOCATION], data.getAtmosphereOuterRadius() * data.getAtmosphereOuterRadius());
|
||||
program->setUniformValue(locations[INNER_RADIUS_LOCATION], data.getAtmosphereInnerRadius());
|
||||
program->setUniformValue(locations[KR_ESUN_LOCATION], data.getRayleighScattering() * data.getSunBrightness());
|
||||
program->setUniformValue(locations[KM_ESUN_LOCATION], data.getMieScattering() * data.getSunBrightness());
|
||||
program->setUniformValue(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PI);
|
||||
program->setUniformValue(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PI);
|
||||
program->setUniformValue(locations[SCALE_LOCATION], 1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius()));
|
||||
program->setUniformValue(locations[SCALE_DEPTH_LOCATION], 0.25f);
|
||||
program->setUniformValue(locations[SCALE_OVER_SCALE_DEPTH_LOCATION],
|
||||
batch._glUniform3f(locations[LIGHT_POS_LOCATION], lightDirection.x, lightDirection.y, lightDirection.z);
|
||||
batch._glUniform3f(locations[INV_WAVELENGTH_LOCATION],
|
||||
1 / powf(data.getScatteringWavelengths().r, 4.0f),
|
||||
1 / powf(data.getScatteringWavelengths().g, 4.0f),
|
||||
1 / powf(data.getScatteringWavelengths().b, 4.0f));
|
||||
batch._glUniform1f(locations[CAMERA_HEIGHT2_LOCATION], height * height);
|
||||
batch._glUniform1f(locations[OUTER_RADIUS_LOCATION], data.getAtmosphereOuterRadius());
|
||||
batch._glUniform1f(locations[OUTER_RADIUS2_LOCATION], data.getAtmosphereOuterRadius() * data.getAtmosphereOuterRadius());
|
||||
batch._glUniform1f(locations[INNER_RADIUS_LOCATION], data.getAtmosphereInnerRadius());
|
||||
batch._glUniform1f(locations[KR_ESUN_LOCATION], data.getRayleighScattering() * data.getSunBrightness());
|
||||
batch._glUniform1f(locations[KM_ESUN_LOCATION], data.getMieScattering() * data.getSunBrightness());
|
||||
batch._glUniform1f(locations[KR_4PI_LOCATION], data.getRayleighScattering() * 4.0f * PI);
|
||||
batch._glUniform1f(locations[KM_4PI_LOCATION], data.getMieScattering() * 4.0f * PI);
|
||||
batch._glUniform1f(locations[SCALE_LOCATION], 1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius()));
|
||||
batch._glUniform1f(locations[SCALE_DEPTH_LOCATION], 0.25f);
|
||||
batch._glUniform1f(locations[SCALE_OVER_SCALE_DEPTH_LOCATION],
|
||||
(1.0f / (data.getAtmosphereOuterRadius() - data.getAtmosphereInnerRadius())) / 0.25f);
|
||||
program->setUniformValue(locations[G_LOCATION], -0.990f);
|
||||
program->setUniformValue(locations[G2_LOCATION], -0.990f * -0.990f);
|
||||
batch._glUniform1f(locations[G_LOCATION], -0.990f);
|
||||
batch._glUniform1f(locations[G2_LOCATION], -0.990f * -0.990f);
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, 100, 50, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); //Draw a unit sphere
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
program->release();
|
||||
|
||||
glPopMatrix();
|
||||
DependencyManager::get<GeometryCache>()->renderSphere(batch,1.0f, 100, 50, glm::vec4(1.0f, 0.0f, 0.0f, 0.5f)); //Draw a unit sphere
|
||||
}
|
|
@ -16,8 +16,9 @@
|
|||
#include <QMutex>
|
||||
|
||||
#include <HifiSockAddr.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include "EnvironmentData.h"
|
||||
#include <EnvironmentData.h>
|
||||
|
||||
class ViewFrustum;
|
||||
class ProgramObject;
|
||||
|
@ -29,7 +30,7 @@ public:
|
|||
|
||||
void init();
|
||||
void resetToDefault();
|
||||
void renderAtmospheres(ViewFrustum& camera);
|
||||
void renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera);
|
||||
|
||||
void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
|
||||
void endOverride() { _environmentIsOverridden = false; }
|
||||
|
@ -44,14 +45,10 @@ private:
|
|||
bool findCapsulePenetration(const glm::vec3& start,
|
||||
const glm::vec3& end, float radius, glm::vec3& penetration); // NOTE: Deprecated
|
||||
|
||||
ProgramObject* createSkyProgram(const char* from, int* locations);
|
||||
|
||||
void renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data);
|
||||
void renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data);
|
||||
|
||||
bool _initialized;
|
||||
ProgramObject* _skyFromAtmosphereProgram;
|
||||
ProgramObject* _skyFromSpaceProgram;
|
||||
|
||||
|
||||
enum {
|
||||
CAMERA_POS_LOCATION,
|
||||
LIGHT_POS_LOCATION,
|
||||
|
@ -72,6 +69,11 @@ private:
|
|||
LOCATION_COUNT
|
||||
};
|
||||
|
||||
void setupAtmosphereProgram(const char* vertSource, const char* fragSource, gpu::PipelinePointer& pipelineProgram, int* locations);
|
||||
|
||||
|
||||
gpu::PipelinePointer _skyFromAtmosphereProgram;
|
||||
gpu::PipelinePointer _skyFromSpaceProgram;
|
||||
int _skyFromAtmosphereUniformLocations[LOCATION_COUNT];
|
||||
int _skyFromSpaceUniformLocations[LOCATION_COUNT];
|
||||
|
|
@ -15,9 +15,12 @@
|
|||
#include "DeferredLightingEffect.h"
|
||||
#include "ViewFrustum.h"
|
||||
#include "RenderArgs.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "overlay3D_vert.h"
|
||||
#include "overlay3D_frag.h"
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
@ -50,7 +53,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_jobs.push_back(Job(RenderDeferred()));
|
||||
_jobs.push_back(Job(ResolveDeferred()));
|
||||
_jobs.push_back(Job(DrawTransparentDeferred()));
|
||||
_jobs.push_back(Job(DrawPostLayered()));
|
||||
_jobs.push_back(Job(DrawOverlay3D()));
|
||||
_jobs.push_back(Job(ResetGLState()));
|
||||
}
|
||||
|
||||
|
@ -225,10 +228,76 @@ template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneC
|
|||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// reset blend function to standard...
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
}
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() const {
|
||||
if (!_opaquePipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));
|
||||
|
||||
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
auto state = gpu::StatePointer(new gpu::State());
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
|
||||
_opaquePipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _opaquePipeline;
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawOverlay3D");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render backgrounds
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
|
||||
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
auto& item = scene->getItem(id);
|
||||
if (item.getKey().isVisible() && (item.getLayer() == 1)) {
|
||||
inItems.emplace_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
|
||||
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setPipeline(job.getOpaquePipeline());
|
||||
batch.setUniformTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
}
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
args->_whiteTexture.reset();
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
#include "render/DrawTask.h"
|
||||
|
||||
#include "gpu/Pipeline.h"
|
||||
|
||||
class PrepareDeferred {
|
||||
public:
|
||||
};
|
||||
|
@ -50,6 +52,15 @@ namespace render {
|
|||
template <> void jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class DrawOverlay3D {
|
||||
mutable gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
|
||||
public:
|
||||
const gpu::PipelinePointer& getOpaquePipeline() const;
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class RenderDeferredTask : public render::Task {
|
||||
public:
|
||||
|
||||
|
|
|
@ -53,12 +53,14 @@ uniform float g2;
|
|||
|
||||
varying vec3 position;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
|
@ -102,7 +104,8 @@ void main (void)
|
|||
|
||||
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
|
||||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
gl_FragColor.rgb = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
|
||||
gl_FragColor.a = gl_FragColor.b;
|
||||
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
|
||||
|
||||
vec3 finalColor = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
|
||||
gl_FragColor.a = finalColor.b;
|
||||
gl_FragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
}
|
|
@ -33,6 +33,9 @@
|
|||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform vec3 v3CameraPos; // The camera's current position
|
||||
uniform vec3 v3LightPos; // The direction vector to the light source
|
||||
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
|
||||
|
@ -52,17 +55,14 @@ const float fSamples = 2.0;
|
|||
|
||||
varying vec3 position;
|
||||
|
||||
|
||||
float scale(float fCos)
|
||||
{
|
||||
float x = 1.0 - fCos;
|
||||
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
||||
position = gl_Vertex.xyz * fOuterRadius;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(position, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
|
@ -108,7 +108,8 @@ void main (void)
|
|||
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
|
||||
vec3 color = v3FrontColor * (v3InvWavelength * fKrESun);
|
||||
vec3 secondaryColor = v3FrontColor * fKmESun;
|
||||
gl_FragColor.rgb = color + fMiePhase * secondaryColor;
|
||||
gl_FragColor.a = gl_FragColor.b;
|
||||
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/2.2));
|
||||
|
||||
vec3 finalColor = color + fMiePhase * secondaryColor;
|
||||
gl_FragColor.a = finalColor.b;
|
||||
gl_FragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
#version 120
|
||||
|
||||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
|
||||
//
|
||||
|
@ -32,12 +33,20 @@
|
|||
// Copyright (c) 2004 Sean O'Neil
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform float fOuterRadius; // The outer (atmosphere) radius
|
||||
|
||||
varying vec3 position;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
||||
void main(void) {
|
||||
position = gl_Vertex.xyz * fOuterRadius;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec4 v4pos = vec4(position, 1.0);
|
||||
<$transformModelToClipPos(cam, obj, v4pos, gl_Position)$>
|
||||
}
|
29
libraries/render-utils/src/overlay3D.slf
Normal file
29
libraries/render-utils/src/overlay3D.slf
Normal file
|
@ -0,0 +1,29 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// model.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/16/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
varying vec3 varEyeNormal;
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
vec4 diffuse = texture2D(diffuseMap, varTexcoord.st);
|
||||
if (diffuse.a < 0.5) {
|
||||
discard;
|
||||
}
|
||||
gl_FragColor = vec4(varColor * diffuse);
|
||||
}
|
40
libraries/render-utils/src/overlay3D.slv
Normal file
40
libraries/render-utils/src/overlay3D.slv
Normal file
|
@ -0,0 +1,40 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// overlay3D.slv
|
||||
//
|
||||
// Created by Sam Gateau on 6/16/15.
|
||||
// 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 gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
//attribute vec2 texcoord;
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
// interpolated eye position
|
||||
varying vec4 varEyePosition;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec3 varEyeNormal;
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
void main(void) {
|
||||
varTexcoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
// pass along the color
|
||||
varColor = gl_Color;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, varEyePosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, varEyeNormal.xyz)$>
|
||||
}
|
|
@ -13,6 +13,8 @@
|
|||
#define hifi_RenderArgs_h
|
||||
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
|
||||
|
||||
class AABox;
|
||||
class OctreeRenderer;
|
||||
|
@ -20,6 +22,7 @@ class ViewFrustum;
|
|||
namespace gpu {
|
||||
class Batch;
|
||||
class Context;
|
||||
class Texture;
|
||||
}
|
||||
|
||||
class RenderDetails {
|
||||
|
@ -109,6 +112,8 @@ public:
|
|||
gpu::Batch* _batch = nullptr;
|
||||
ShoudRenderFunctor _shouldRender;
|
||||
|
||||
std::shared_ptr<gpu::Texture> _whiteTexture;
|
||||
|
||||
RenderDetails _details;
|
||||
|
||||
float _alphaThreshold = 0.5f;
|
||||
|
|
Loading…
Reference in a new issue