mirror of
https://github.com/lubosz/overte.git
synced 2025-04-08 09:43:01 +02:00
Merge branch 'master' into plugins
This commit is contained in:
commit
a04921e74b
9 changed files with 176 additions and 73 deletions
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@ -750,7 +750,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
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const int text_y = -nameDynamicRect.height() / 2;
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// Compute background position/size
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static const float SLIGHTLY_BEHIND = -0.05f;
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static const float SLIGHTLY_IN_FRONT = 0.1f;
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const int border = 0.1f * nameDynamicRect.height();
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const int left = text_x - border;
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const int bottom = text_y - border;
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@ -765,16 +765,16 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
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// Compute display name transform
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auto textTransform = calculateDisplayNameTransform(frustum, renderer->getFontSize());
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// Render background slightly behind to avoid z-fighting
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auto backgroundTransform = textTransform;
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backgroundTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_BEHIND));
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batch.setModelTransform(backgroundTransform);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
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batch.setModelTransform(textTransform);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, true, true);
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DependencyManager::get<GeometryCache>()->renderBevelCornersRect(batch, left, bottom, width, height,
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bevelDistance, backgroundColor);
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// Render actual name
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QByteArray nameUTF8 = renderedDisplayName.toLocal8Bit();
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// Render text slightly in front to avoid z-fighting
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textTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_IN_FRONT * renderer->getFontSize()));
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batch.setModelTransform(textTransform);
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renderer->draw(batch, text_x, -text_y, nameUTF8.data(), textColor);
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}
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@ -21,6 +21,7 @@
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#include "Application.h"
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#include "../octree/OctreePacketProcessor.h"
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#include "ui/OctreeStatsDialog.h"
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OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* model) :
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@ -53,7 +54,7 @@ OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* mo
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_localElementsMemory = AddStatItem("Elements Memory");
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_sendingMode = AddStatItem("Sending Mode");
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_processedPackets = AddStatItem("Processed Packets");
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_processedPackets = AddStatItem("Entity Packets");
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_processedPacketsElements = AddStatItem("Processed Packets Elements");
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_processedPacketsEntities = AddStatItem("Processed Packets Entities");
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_processedPacketsTiming = AddStatItem("Processed Packets Timing");
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@ -155,6 +156,8 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
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if (sinceLastRefresh < REFRESH_AFTER) {
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return QDialog::paintEvent(event);
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}
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const int FLOATING_POINT_PRECISION = 3;
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_lastRefresh = now;
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// Update labels
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@ -245,7 +248,6 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
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auto averageElementsPerPacket = entities->getAverageElementsPerPacket();
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auto averageEntitiesPerPacket = entities->getAverageEntitiesPerPacket();
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auto averagePacketsPerSecond = entities->getAveragePacketsPerSecond();
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auto averageElementsPerSecond = entities->getAverageElementsPerSecond();
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auto averageEntitiesPerSecond = entities->getAverageEntitiesPerSecond();
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@ -253,21 +255,32 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
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auto averageUncompressPerPacket = entities->getAverageUncompressPerPacket();
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auto averageReadBitstreamPerPacket = entities->getAverageReadBitstreamPerPacket();
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QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket);
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QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket);
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QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket, 'f', FLOATING_POINT_PRECISION);
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QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket, 'f', FLOATING_POINT_PRECISION);
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QString averagePacketsPerSecondString = locale.toString(averagePacketsPerSecond);
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QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond);
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QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond);
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QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond, 'f', FLOATING_POINT_PRECISION);
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QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond, 'f', FLOATING_POINT_PRECISION);
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QString averageWaitLockPerPacketString = locale.toString(averageWaitLockPerPacket);
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QString averageUncompressPerPacketString = locale.toString(averageUncompressPerPacket);
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QString averageReadBitstreamPerPacketString = locale.toString(averageReadBitstreamPerPacket);
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label = _labels[_processedPackets];
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const OctreePacketProcessor& entitiesPacketProcessor = Application::getInstance()->getOctreePacketProcessor();
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auto incomingPPS = entitiesPacketProcessor.getIncomingPPS();
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auto processedPPS = entitiesPacketProcessor.getProcessedPPS();
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auto treeProcessedPPS = entities->getAveragePacketsPerSecond();
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QString incomingPPSString = locale.toString(incomingPPS, 'f', FLOATING_POINT_PRECISION);
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QString processedPPSString = locale.toString(processedPPS, 'f', FLOATING_POINT_PRECISION);
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QString treeProcessedPPSString = locale.toString(treeProcessedPPS, 'f', FLOATING_POINT_PRECISION);
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statsValue.str("");
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statsValue <<
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"" << qPrintable(averagePacketsPerSecondString) << " per second";
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"Network IN: " << qPrintable(incomingPPSString) << " PPS / " <<
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"Queue OUT: " << qPrintable(processedPPSString) << " PPS / " <<
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"Tree IN: " << qPrintable(treeProcessedPPSString) << " PPS";
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label->setText(statsValue.str().c_str());
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@ -321,7 +334,7 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
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}
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QString totalTrackedEditsString = locale.toString((uint)totalTrackedEdits);
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QString updatesPerSecondString = locale.toString(updatesPerSecond);
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QString updatesPerSecondString = locale.toString(updatesPerSecond, 'f', FLOATING_POINT_PRECISION);
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QString bytesPerEditString = locale.toString(bytesPerEdit);
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statsValue.str("");
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@ -13,6 +13,7 @@
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#include "Text3DOverlay.h"
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#include <DeferredLightingEffect.h>
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#include <RenderDeferredTask.h>
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#include <TextRenderer3D.h>
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@ -114,6 +115,7 @@ void Text3DOverlay::render(RenderArgs* args) {
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glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
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glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
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// Same font properties as textSize()
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@ -36,10 +36,6 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
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glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
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glm::vec3 dimensions = getDimensions();
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Transform transformToTopLeft = getTransformToCenter();
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transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
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transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
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// Render background
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glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
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glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
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@ -48,15 +44,22 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
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// Batch render calls
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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Transform transformToTopLeft = getTransformToCenter();
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if (getFaceCamera()) {
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//rotate about vertical to face the camera
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glm::vec3 dPosition = args->_viewFrustum->getPosition() - getPosition();
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// If x and z are 0, atan(x, z) is undefined, so default to 0 degrees
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float yawRotation = dPosition.x == 0.0f && dPosition.z == 0.0f ? 0.0f : glm::atan(dPosition.x, dPosition.z);
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glm::quat orientation = glm::quat(glm::vec3(0.0f, yawRotation, 0.0f));
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transformToTopLeft.setRotation(orientation);
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}
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transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
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transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
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batch.setModelTransform(transformToTopLeft);
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//rotate about vertical to face the camera
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if (getFaceCamera()) {
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transformToTopLeft.postRotate(args->_viewFrustum->getOrientation());
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batch.setModelTransform(transformToTopLeft);
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}
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
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float scale = _lineHeight / _textRenderer->getFontSize();
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@ -589,7 +589,7 @@ void GLBackend::do_setStateAntialiasedLineEnable(bool enable) {
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void GLBackend::do_setStateDepthBias(Vec2 bias) {
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if ( (bias.x != _pipeline._stateCache.depthBias) || (bias.y != _pipeline._stateCache.depthBiasSlopeScale)) {
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if ((bias.x != 0.f) || (bias.y != 0.f)) {
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if ((bias.x != 0.0f) || (bias.y != 0.0f)) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_POINT);
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@ -9,10 +9,17 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <NumericalConstants.h>
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#include "NodeList.h"
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#include "ReceivedPacketProcessor.h"
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#include "SharedUtil.h"
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ReceivedPacketProcessor::ReceivedPacketProcessor() {
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_lastWindowAt = usecTimestampNow();
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}
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void ReceivedPacketProcessor::terminating() {
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_hasPackets.wakeAll();
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}
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@ -25,6 +32,7 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
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lock();
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_packets.push_back(networkPacket);
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_nodePacketCounts[sendingNode->getUUID()]++;
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_lastWindowIncomingPackets++;
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unlock();
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// Make sure to wake our actual processing thread because we now have packets for it to process.
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@ -32,6 +40,24 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
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}
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bool ReceivedPacketProcessor::process() {
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quint64 now = usecTimestampNow();
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quint64 sinceLastWindow = now - _lastWindowAt;
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if (sinceLastWindow > USECS_PER_SECOND) {
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lock();
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float secondsSinceLastWindow = sinceLastWindow / USECS_PER_SECOND;
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float incomingPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
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_incomingPPS.updateAverage(incomingPacketsPerSecondInWindow);
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float processedPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
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_processedPPS.updateAverage(processedPacketsPerSecondInWindow);
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_lastWindowAt = now;
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_lastWindowIncomingPackets = 0;
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_lastWindowProcessedPackets = 0;
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unlock();
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}
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if (_packets.size() == 0) {
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_waitingOnPacketsMutex.lock();
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@ -51,6 +77,7 @@ bool ReceivedPacketProcessor::process() {
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foreach(auto& packet, currentPackets) {
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processPacket(packet.getNode(), packet.getByteArray());
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_lastWindowProcessedPackets++;
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midProcess();
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}
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@ -21,7 +21,7 @@
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class ReceivedPacketProcessor : public GenericThread {
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Q_OBJECT
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public:
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ReceivedPacketProcessor() { }
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ReceivedPacketProcessor();
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/// Add packet from network receive thread to the processing queue.
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void queueReceivedPacket(const SharedNodePointer& sendingNode, const QByteArray& packet);
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@ -47,6 +47,9 @@ public:
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/// How many received packets waiting are to be processed
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int packetsToProcessCount() const { return _packets.size(); }
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float getIncomingPPS() const { return _incomingPPS.getAverage(); }
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float getProcessedPPS() const { return _processedPPS.getAverage(); }
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virtual void terminating();
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public slots:
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@ -80,6 +83,12 @@ protected:
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QWaitCondition _hasPackets;
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QMutex _waitingOnPacketsMutex;
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quint64 _lastWindowAt = 0;
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int _lastWindowIncomingPackets = 0;
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int _lastWindowProcessedPackets = 0;
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SimpleMovingAverage _incomingPPS;
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SimpleMovingAverage _processedPPS;
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};
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#endif // hifi_ReceivedPacketProcessor_h
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@ -50,37 +50,44 @@
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static const std::string glowIntensityShaderHandle = "glowIntensity";
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gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
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auto it = _simplePrograms.find(config);
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if (it != _simplePrograms.end()) {
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return it.value();
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}
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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if (config.isCulled()) {
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state->setCullMode(gpu::State::CULL_BACK);
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} else {
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state->setCullMode(gpu::State::CULL_NONE);
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}
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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if (config.hasDepthBias()) {
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state->setDepthBias(1.0f);
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state->setDepthBiasSlopeScale(1.0f);
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}
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state->setBlendFunction(false,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
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|
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gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
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gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
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_simplePrograms.insert(config, pipeline);
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return pipeline;
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}
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void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
|
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auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag)));
|
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|
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
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gpu::ShaderPointer programEmissive = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
|
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_simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
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_emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
|
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|
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gpu::Shader::BindingSet slotBindings;
|
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gpu::Shader::makeProgram(*program, slotBindings);
|
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gpu::Shader::makeProgram(*programEmissive, slotBindings);
|
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|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
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state->setBlendFunction(false,
|
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
|
||||
gpu::StatePointer stateCullNone = gpu::StatePointer(new gpu::State());
|
||||
stateCullNone->setCullMode(gpu::State::CULL_NONE);
|
||||
stateCullNone->setDepthTest(true, true, gpu::LESS_EQUAL);
|
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stateCullNone->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
_simpleProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
_simpleProgramCullNone = gpu::PipelinePointer(gpu::Pipeline::create(program, stateCullNone));
|
||||
_simpleProgramEmissive = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, state));
|
||||
_simpleProgramEmissiveCullNone = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, stateCullNone));
|
||||
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
|
||||
_viewState = viewState;
|
||||
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
|
@ -117,21 +124,12 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|||
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emmisive) {
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if (emmisive) {
|
||||
if (culled) {
|
||||
batch.setPipeline(_simpleProgramEmissive);
|
||||
} else {
|
||||
batch.setPipeline(_simpleProgramEmissiveCullNone);
|
||||
}
|
||||
} else {
|
||||
if (culled) {
|
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batch.setPipeline(_simpleProgram);
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||||
} else {
|
||||
batch.setPipeline(_simpleProgramCullNone);
|
||||
}
|
||||
}
|
||||
if (!textured) {
|
||||
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
|
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bool emmisive, bool depthBias) {
|
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SimpleProgramKey config{textured, culled, emmisive, depthBias};
|
||||
batch.setPipeline(getPipeline(config));
|
||||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
class AbstractViewStateInterface;
|
||||
class RenderArgs;
|
||||
class SimpleProgramKey;
|
||||
|
||||
/// Handles deferred lighting for the bits that require it (voxels...)
|
||||
class DeferredLightingEffect : public Dependency {
|
||||
|
@ -34,7 +35,8 @@ public:
|
|||
void init(AbstractViewStateInterface* viewState);
|
||||
|
||||
/// Sets up the state necessary to render static untextured geometry with the simple program.
|
||||
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true, bool emmisive = false);
|
||||
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
|
||||
bool emmisive = false, bool depthBias = false);
|
||||
|
||||
//// Renders a solid sphere with the simple program.
|
||||
void renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color);
|
||||
|
@ -95,11 +97,11 @@ private:
|
|||
};
|
||||
|
||||
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::PipelinePointer _simpleProgram;
|
||||
gpu::PipelinePointer _simpleProgramCullNone;
|
||||
gpu::PipelinePointer _simpleProgramEmissive;
|
||||
gpu::PipelinePointer _simpleProgramEmissiveCullNone;
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
ProgramObject _directionalSkyboxLight;
|
||||
LightLocations _directionalSkyboxLightLocations;
|
||||
|
@ -160,4 +162,53 @@ private:
|
|||
model::SkyboxPointer _skybox;
|
||||
};
|
||||
|
||||
class SimpleProgramKey {
|
||||
public:
|
||||
enum FlagBit {
|
||||
IS_TEXTURED_FLAG = 0,
|
||||
IS_CULLED_FLAG,
|
||||
IS_EMISSIVE_FLAG,
|
||||
HAS_DEPTH_BIAS_FLAG,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
|
||||
IS_CULLED = (1 << IS_CULLED_FLAG),
|
||||
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
|
||||
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
|
||||
};
|
||||
typedef unsigned short Flags;
|
||||
|
||||
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
|
||||
|
||||
bool isTextured() const { return isFlag(IS_TEXTURED); }
|
||||
bool isCulled() const { return isFlag(IS_CULLED); }
|
||||
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
|
||||
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
|
||||
|
||||
Flags _flags = 0;
|
||||
short _spare = 0;
|
||||
|
||||
int getRaw() const { return *reinterpret_cast<const int*>(this); }
|
||||
|
||||
|
||||
SimpleProgramKey(bool textured = false, bool culled = true,
|
||||
bool emissive = false, bool depthBias = false) {
|
||||
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
|
||||
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
|
||||
}
|
||||
|
||||
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
|
||||
};
|
||||
|
||||
inline uint qHash(const SimpleProgramKey& key, uint seed) {
|
||||
return qHash(key.getRaw(), seed);
|
||||
}
|
||||
|
||||
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
|
||||
return a.getRaw() == b.getRaw();
|
||||
}
|
||||
|
||||
#endif // hifi_DeferredLightingEffect_h
|
||||
|
|
Loading…
Reference in a new issue