Rename clearViewTransform

This commit is contained in:
Brad Davis 2016-08-09 17:43:29 -07:00
parent ff24bc982c
commit 6d7edd38cc
13 changed files with 40 additions and 26 deletions

View file

@ -142,7 +142,7 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
geometryCache->renderQuad(batch, x, y, w, h, backgroundColor, _audioScopeBackground);
renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);

View file

@ -103,7 +103,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _uiTexture);
geometryCache->renderUnitQuad(batch, glm::vec4(1));
@ -123,7 +123,7 @@ void ApplicationOverlay::renderAudioScope(RenderArgs* renderArgs) {
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
// Render the audio scope
DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
@ -142,7 +142,7 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
// Render all of the Script based "HUD" aka 2D overlays.
// note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the
@ -168,7 +168,7 @@ void ApplicationOverlay::renderRearView(RenderArgs* renderArgs) {
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
float screenRatio = ((float)qApp->getDevicePixelRatio());
float renderRatio = ((float)qApp->getRenderResolutionScale());
@ -230,7 +230,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
// FIXME: THe line width of CONNECTION_STATUS_BORDER_LINE_WIDTH is not supported anymore, we ll need a workaround

View file

@ -121,7 +121,7 @@ void Overlays::renderHUD(RenderArgs* renderArgs) {
batch.setResourceTexture(0, textureCache->getWhiteTexture()); // FIXME - do we really need to do this??
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.clearViewTransform();
batch.resetViewTransform();
thisOverlay->render(renderArgs);
}

View file

@ -52,9 +52,21 @@ in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {
outFragColor = vec4(pow(texture(colorMap, varTexCoord0).rgb, vec3(2.2)), 1.0);
float sRGBFloatToLinear(float value) {
const float SRGB_ELBOW = 0.04045;
return (value <= SRGB_ELBOW) ? value / 12.92 : pow((value + 0.055) / 1.055, 2.4);
}
vec3 colorToLinearRGB(vec3 srgb) {
return vec3(sRGBFloatToLinear(srgb.r), sRGBFloatToLinear(srgb.g), sRGBFloatToLinear(srgb.b));
}
void main(void) {
outFragColor.a = 1.0;
outFragColor.rgb = colorToLinearRGB(texture(colorMap, varTexCoord0).rgb);
}
)SCRIBE";
extern QThread* RENDER_THREAD;
@ -521,7 +533,7 @@ void OpenGLDisplayPlugin::compositePointer() {
batch.setFramebuffer(_compositeFramebuffer);
batch.setPipeline(_cursorPipeline);
batch.setResourceTexture(0, cursorData.texture);
batch.clearViewTransform();
batch.resetViewTransform();
batch.setModelTransform(cursorTransform);
if (isStereo()) {
for_each_eye([&](Eye eye) {
@ -541,7 +553,7 @@ void OpenGLDisplayPlugin::compositeScene() {
batch.setFramebuffer(_compositeFramebuffer);
batch.setViewportTransform(ivec4(uvec2(), _compositeFramebuffer->getSize()));
batch.setStateScissorRect(ivec4(uvec2(), _compositeFramebuffer->getSize()));
batch.clearViewTransform();
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(_simplePipeline);
batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
@ -579,7 +591,7 @@ void OpenGLDisplayPlugin::compositeLayers() {
void OpenGLDisplayPlugin::internalPresent() {
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.clearViewTransform();
batch.resetViewTransform();
batch.setFramebuffer(gpu::FramebufferPointer());
batch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));

View file

@ -119,7 +119,7 @@ void HmdDisplayPlugin::uncustomizeContext() {
_disablePreview = false;
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.clearViewTransform();
batch.resetViewTransform();
batch.setFramebuffer(_compositeFramebuffer);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
});
@ -167,7 +167,7 @@ void HmdDisplayPlugin::internalPresent() {
auto viewport = getViewportForSourceSize(sourceSize);
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.clearViewTransform();
batch.resetViewTransform();
batch.setFramebuffer(gpu::FramebufferPointer());
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
batch.setStateScissorRect(viewport);
@ -199,7 +199,7 @@ void HmdDisplayPlugin::internalPresent() {
auto viewport = getViewportForSourceSize(uvec2(_previewTexture->getDimensions()));
render([&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.clearViewTransform();
batch.resetViewTransform();
batch.setFramebuffer(gpu::FramebufferPointer());
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
batch.setStateScissorRect(viewport);
@ -471,7 +471,7 @@ void HmdDisplayPlugin::compositePointer() {
batch.setFramebuffer(_compositeFramebuffer);
batch.setPipeline(_cursorPipeline);
batch.setResourceTexture(0, cursorData.texture);
batch.clearViewTransform();
batch.resetViewTransform();
for_each_eye([&](Eye eye) {
batch.setViewportTransform(eyeViewport(eye));
batch.setProjectionTransform(_eyeProjections[eye]);

View file

@ -71,7 +71,7 @@ glm::uvec2 InterleavedStereoDisplayPlugin::getRecommendedRenderSize() const {
void InterleavedStereoDisplayPlugin::internalPresent() {
gpu::Batch presentBatch;
presentBatch.enableStereo(false);
presentBatch.clearViewTransform();
presentBatch.resetViewTransform();
presentBatch.setFramebuffer(gpu::FramebufferPointer());
presentBatch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
presentBatch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));

View file

@ -178,7 +178,7 @@ public:
// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
// with the ModelTransform to create the equivalent of the gl ModelViewMatrix
void setModelTransform(const Transform& model);
void clearViewTransform() { setViewTransform(Transform(), false); }
void resetViewTransform() { setViewTransform(Transform(), false); }
void setViewTransform(const Transform& view, bool camera = true);
void setProjectionTransform(const Mat4& proj);
// Viewport is xy = low left corner in framebuffer, zw = width height of the viewport, expressed in pixels

View file

@ -353,7 +353,7 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.clearViewTransform();
batch.resetViewTransform();
Transform model;
model.setTranslation(glm::vec3(sMin, tMin, 0.0f));

View file

@ -484,8 +484,10 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
}
} else {
if (keyLight->getAmbientMap()) {
program = deferredLightingEffect->_directionalSkyboxLight;
locations = deferredLightingEffect->_directionalSkyboxLightLocations;
program = deferredLightingEffect->_directionalAmbientSphereLight;
locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;
//program = deferredLightingEffect->_directionalSkyboxLight;
//locations = deferredLightingEffect->_directionalSkyboxLightLocations;
} else {
program = deferredLightingEffect->_directionalAmbientSphereLight;
locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;

View file

@ -173,7 +173,7 @@ void LinearDepthPass::run(const render::SceneContextPointer& sceneContext, const
batch.setViewportTransform(depthViewport);
batch.setProjectionTransform(glm::mat4());
batch.clearViewTransform();
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_linearDepthFramebuffer->getDepthFrameSize(), depthViewport));
batch.setUniformBuffer(DepthLinearPass_FrameTransformSlot, frameTransform->getFrameTransformBuffer());
@ -459,7 +459,7 @@ void SurfaceGeometryPass::run(const render::SceneContextPointer& sceneContext, c
batch.enableStereo(false);
batch.setProjectionTransform(glm::mat4());
batch.clearViewTransform();
batch.resetViewTransform();
batch.setViewportTransform(curvatureViewport);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_surfaceGeometryFramebuffer->getSourceFrameSize(), curvatureViewport));

View file

@ -72,7 +72,7 @@ void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& ligh
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.clearViewTransform();
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
batch.setPipeline(_blitLightBuffer);

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@ -153,7 +153,7 @@ void DrawSceneOctree::run(const SceneContextPointer& sceneContext,
Transform crosshairModel;
crosshairModel.setTranslation(glm::vec3(0.0, 0.0, -1000.0));
crosshairModel.setScale(1000.0 * tan(glm::radians(angle))); // Scaling at the actual tan of the lod angle => Multiplied by TWO
batch.clearViewTransform();
batch.resetViewTransform();
batch.setModelTransform(crosshairModel);
batch.setPipeline(getDrawLODReticlePipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);

View file

@ -119,7 +119,7 @@ void OculusDisplayPlugin::hmdPresent() {
batch.setFramebuffer(_outputFramebuffer);
batch.setViewportTransform(ivec4(uvec2(), _outputFramebuffer->getSize()));
batch.setStateScissorRect(ivec4(uvec2(), _outputFramebuffer->getSize()));
batch.clearViewTransform();
batch.resetViewTransform();
batch.setProjectionTransform(mat4());
batch.setPipeline(_presentPipeline);
batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));