mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 09:43:25 +02:00
Merge branch 'master' into 20763
This commit is contained in:
commit
a59cbd1aca
59 changed files with 439 additions and 560 deletions
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@ -1600,7 +1600,7 @@ void Application::paintGL() {
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Stats::getInstance()->setRenderDetails(renderArgs._details);
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// Reset the gpu::Context Stages
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// Back to the default framebuffer;
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gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
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gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
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batch.resetStages();
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});
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}
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@ -3611,7 +3611,7 @@ namespace render {
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PerformanceTimer perfTimer("worldBox");
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auto& batch = *args->_batch;
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
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DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
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renderWorldBox(batch);
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}
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}
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@ -25,7 +25,6 @@
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#include <QThread>
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#include <ByteCountCoding.h>
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#include <DeferredLightingEffect.h>
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#include <GeometryCache.h>
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#include <OctreeConstants.h>
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#include <SharedUtil.h>
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@ -96,28 +95,27 @@ void renderWorldBox(gpu::Batch& batch) {
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geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE),
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glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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deferredLighting->renderWireCubeInstance(batch, Transform(), GREY4);
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geometryCache->renderWireCubeInstance(batch, Transform(), GREY4);
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// Draw meter markers along the 3 axis to help with measuring things
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const float MARKER_DISTANCE = 1.0f;
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const float MARKER_RADIUS = 0.05f;
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transform = Transform().setScale(MARKER_RADIUS);
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deferredLighting->renderSolidSphereInstance(batch, transform, RED);
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geometryCache->renderSolidSphereInstance(batch, transform, RED);
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transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS);
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deferredLighting->renderSolidSphereInstance(batch, transform, RED);
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geometryCache->renderSolidSphereInstance(batch, transform, RED);
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transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS);
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deferredLighting->renderSolidSphereInstance(batch, transform, GREEN);
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geometryCache->renderSolidSphereInstance(batch, transform, GREEN);
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transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
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deferredLighting->renderSolidSphereInstance(batch, transform, BLUE);
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geometryCache->renderSolidSphereInstance(batch, transform, BLUE);
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transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
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deferredLighting->renderSolidSphereInstance(batch, transform, GREY);
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geometryCache->renderSolidSphereInstance(batch, transform, GREY);
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}
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// Return a random vector of average length 1
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@ -331,7 +331,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), getPosition()) < 10.0f) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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// render pointing lasers
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glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
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@ -359,7 +358,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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pointerTransform.setTranslation(position);
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pointerTransform.setRotation(rotation);
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batch.setModelTransform(pointerTransform);
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deferredLighting->bindSimpleProgram(batch);
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geometryCache->bindSimpleProgram(batch);
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geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, laserLength, 0.0f), laserColor);
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}
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}
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@ -383,7 +382,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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pointerTransform.setTranslation(position);
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pointerTransform.setRotation(rotation);
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batch.setModelTransform(pointerTransform);
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deferredLighting->bindSimpleProgram(batch);
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geometryCache->bindSimpleProgram(batch);
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geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, laserLength, 0.0f), laserColor);
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}
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}
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@ -457,7 +456,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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Transform transform;
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transform.setTranslation(position);
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transform.postScale(INDICATOR_RADIUS);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, LOOK_AT_INDICATOR_COLOR);
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DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, LOOK_AT_INDICATOR_COLOR);
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}
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// If the avatar is looking at me, indicate that they are
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@ -485,7 +484,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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@ -495,7 +494,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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if (eyeDiameter == 0.0f) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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@ -655,7 +654,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
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gpu::Batch& batch = *renderArgs->_batch;
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PROFILE_RANGE_BATCH(batch, __FUNCTION__);
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batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
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DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, true);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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@ -791,7 +790,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
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{
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PROFILE_RANGE_BATCH(batch, __FUNCTION__":renderBevelCornersRect");
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, true, true);
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DependencyManager::get<GeometryCache>()->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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}
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@ -14,7 +14,6 @@
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#include <GeometryUtil.h>
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#include <RenderArgs.h>
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#include <DeferredLightingEffect.h>
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#include "Avatar.h"
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#include "AvatarManager.h"
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@ -61,7 +60,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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transform.setTranslation(position);
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transform.setRotation(palm.getRotation());
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transform.postScale(SPHERE_RADIUS);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, grayColor);
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DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, grayColor);
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// draw a green sphere at the old "finger tip"
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transform = Transform();
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@ -69,7 +68,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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transform.setTranslation(position);
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transform.setRotation(palm.getRotation());
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transform.postScale(SPHERE_RADIUS);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, greenColor);
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DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, greenColor);
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}
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}
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@ -11,8 +11,6 @@
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/Batch.h>
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#include <DependencyManager.h>
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#include <DeferredLightingEffect.h>
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#include <NodeList.h>
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#include <recording/Deck.h>
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@ -451,12 +449,11 @@ void Head::renderLookatVectors(RenderArgs* renderArgs, glm::vec3 leftEyePosition
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batch.setModelTransform(transform);
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// FIXME: THe line width of 2.0f is not supported anymore, we ll need a workaround
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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deferredLighting->bindSimpleProgram(batch);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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glm::vec4 startColor(0.2f, 0.2f, 0.2f, 1.0f);
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glm::vec4 endColor(1.0f, 1.0f, 1.0f, 0.0f);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->bindSimpleProgram(batch);
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geometryCache->renderLine(batch, leftEyePosition, lookatPosition, startColor, endColor, _leftEyeLookAtID);
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geometryCache->renderLine(batch, rightEyePosition, lookatPosition, startColor, endColor, _rightEyeLookAtID);
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}
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@ -466,9 +463,9 @@ void Head::renderLookatTarget(RenderArgs* renderArgs, glm::vec3 lookatPosition)
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auto transform = Transform{};
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transform.setTranslation(lookatPosition);
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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auto geometryCache = DependencyManager::get<GeometryCache>();
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const float LOOK_AT_TARGET_RADIUS = 0.075f;
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transform.postScale(LOOK_AT_TARGET_RADIUS);
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const glm::vec4 LOOK_AT_TARGET_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f };
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deferredLighting->renderSolidSphereInstance(batch, transform, LOOK_AT_TARGET_COLOR);
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geometryCache->renderSolidSphereInstance(batch, transform, LOOK_AT_TARGET_COLOR);
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}
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@ -12,7 +12,6 @@
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#include <glm/gtx/transform.hpp>
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#include <QMultiMap>
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#include <DeferredLightingEffect.h>
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#include <recording/Deck.h>
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#include "Application.h"
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@ -347,11 +346,10 @@ void SkeletonModel::computeBoundingShape() {
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void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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// draw a blue sphere at the capsule top point
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glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
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deferredLighting->renderSolidSphereInstance(batch,
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geometryCache->renderSolidSphereInstance(batch,
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Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius),
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glm::vec4(0.6f, 0.6f, 0.8f, alpha));
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@ -359,14 +357,14 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale
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glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f);
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glm::vec3 axis = topPoint - bottomPoint;
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deferredLighting->renderSolidSphereInstance(batch,
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geometryCache->renderSolidSphereInstance(batch,
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Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius),
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glm::vec4(0.8f, 0.8f, 0.6f, alpha));
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// draw a green cylinder between the two points
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glm::vec3 origin(0.0f);
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batch.setModelTransform(Transform().setTranslation(bottomPoint));
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deferredLighting->bindSimpleProgram(batch);
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geometryCache->bindSimpleProgram(batch);
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Avatar::renderJointConnectingCone(batch, origin, axis, scale * _boundingCapsuleRadius, scale * _boundingCapsuleRadius,
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glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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}
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|
|
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@ -202,7 +202,7 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
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updateTooltips();
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//Handle fading and deactivation/activation of UI
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gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
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gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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@ -270,7 +270,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
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auto geometryCache = DependencyManager::get<GeometryCache>();
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gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
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gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
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|
|
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@ -12,7 +12,6 @@
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#include <glm/gtc/type_ptr.hpp>
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#include <avatar/AvatarManager.h>
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#include <DeferredLightingEffect.h>
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#include <GLMHelpers.h>
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#include <gpu/GLBackendShared.h>
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#include <FramebufferCache.h>
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@ -70,7 +69,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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}
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|
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// Execute the batch into our framebuffer
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doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
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doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
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renderArgs->_batch = &batch;
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int width = _overlayFramebuffer->getWidth();
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|
|
|
@ -10,7 +10,6 @@
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|
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#include "Circle3DOverlay.h"
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#include <DeferredLightingEffect.h>
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#include <GeometryCache.h>
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#include <RegisteredMetaTypes.h>
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|
||||
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@ -106,7 +105,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
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auto transform = _transform;
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transform.postScale(glm::vec3(getDimensions(), 1.0f));
|
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batch.setModelTransform(transform);
|
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
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DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, false);
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// for our overlay, is solid means we draw a ring between the inner and outer radius of the circle, otherwise
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// we just draw a line...
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|
|
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@ -13,7 +13,6 @@
|
|||
|
||||
#include <QScriptValue>
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||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <StreamUtils.h>
|
||||
#include <GeometryCache.h>
|
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|
@ -61,7 +60,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
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// }
|
||||
|
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transform.setScale(dimensions);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidCubeInstance(*batch, transform, cubeColor);
|
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DependencyManager::get<GeometryCache>()->renderSolidCubeInstance(*batch, transform, cubeColor);
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||||
} else {
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
|
@ -99,7 +98,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
|
|||
} else {
|
||||
batch->setModelTransform(Transform());
|
||||
transform.setScale(dimensions);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCubeInstance(*batch, transform, cubeColor);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCubeInstance(*batch, transform, cubeColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
|
||||
#include <QScriptValue>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
@ -96,7 +95,7 @@ void Image3DOverlay::render(RenderArgs* args) {
|
|||
batch->setModelTransform(transform);
|
||||
batch->setResourceTexture(0, _texture->getGPUTexture());
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(*batch, true, false, _emissive, true);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(*batch, true, false, _emissive, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(
|
||||
*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
|
||||
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha)
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
#include <RegisteredMetaTypes.h>
|
||||
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
|
||||
#include <GeometryCache.h>
|
||||
#include <RegisteredMetaTypes.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
|
||||
|
||||
QString const Line3DOverlay::TYPE = "line3d";
|
||||
|
@ -54,7 +53,7 @@ void Line3DOverlay::render(RenderArgs* args) {
|
|||
auto batch = args->_batch;
|
||||
if (batch) {
|
||||
batch->setModelTransform(_transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(*batch);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(*batch);
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
// TODO: add support for color to renderDashedLine()
|
||||
|
|
|
@ -222,10 +222,8 @@ float Overlay::updatePulse() {
|
|||
}
|
||||
|
||||
bool Overlay::addToScene(Overlay::Pointer overlay, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
auto overlayPayload = new Overlay::Payload(overlay);
|
||||
auto overlayPayloadPointer = Overlay::PayloadPointer(overlayPayload);
|
||||
_renderItemID = scene->allocateID();
|
||||
pendingChanges.resetItem(_renderItemID, overlayPayloadPointer);
|
||||
pendingChanges.resetItem(_renderItemID, std::make_shared<Overlay::Payload>(overlay));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
|
@ -45,12 +44,11 @@ void Sphere3DOverlay::render(RenderArgs* args) {
|
|||
Transform transform = _transform;
|
||||
transform.postScale(getDimensions() * SPHERE_OVERLAY_SCALE);
|
||||
if (_isSolid) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(*batch, transform, sphereColor);
|
||||
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(*batch, transform, sphereColor);
|
||||
} else {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireSphereInstance(*batch, transform, sphereColor);
|
||||
DependencyManager::get<GeometryCache>()->renderWireSphereInstance(*batch, transform, sphereColor);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Sphere3DOverlay* Sphere3DOverlay::createClone() const {
|
||||
|
|
|
@ -10,7 +10,6 @@
|
|||
|
||||
#include "Text3DOverlay.h"
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <RegisteredMetaTypes.h>
|
||||
#include <RenderDeferredTask.h>
|
||||
|
@ -101,7 +100,7 @@ void Text3DOverlay::render(RenderArgs* args) {
|
|||
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, true, false, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
|
||||
|
||||
// Same font properties as textSize()
|
||||
|
|
|
@ -16,8 +16,6 @@
|
|||
#include <QtGui/QOpenGLContext>
|
||||
#include <QtQuick/QQuickItem>
|
||||
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <GeometryUtil.h>
|
||||
|
@ -103,7 +101,7 @@ void Web3DOverlay::render(RenderArgs* args) {
|
|||
}
|
||||
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true, false, false, true);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, true, false, false, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, halfSize * -1.0f, halfSize, vec2(0), vec2(1), color);
|
||||
batch.setResourceTexture(0, args->_whiteTexture); // restore default white color after me
|
||||
}
|
||||
|
|
|
@ -17,7 +17,6 @@
|
|||
#include <ColorUtils.h>
|
||||
#include <AbstractScriptingServicesInterface.h>
|
||||
#include <AbstractViewStateInterface.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <Model.h>
|
||||
#include <NetworkAccessManager.h>
|
||||
#include <PerfStat.h>
|
||||
|
|
|
@ -15,7 +15,6 @@
|
|||
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <ObjectMotionState.h>
|
||||
#include <PerfStat.h>
|
||||
|
@ -69,7 +68,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
|
|||
batch._glColor4f(color.r, color.g, color.b, color.a);
|
||||
DependencyManager::get<GeometryCache>()->renderCube(batch);
|
||||
} else {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidCubeInstance(batch, transToCenter, cubeColor);
|
||||
DependencyManager::get<GeometryCache>()->renderSolidCubeInstance(batch, transToCenter, cubeColor);
|
||||
}
|
||||
static const auto triCount = DependencyManager::get<GeometryCache>()->getCubeTriangleCount();
|
||||
args->_details._trianglesRendered += (int)triCount;
|
||||
|
|
|
@ -51,7 +51,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
|
|||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f));
|
||||
DependencyManager::get<GeometryCache>()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f));
|
||||
#endif
|
||||
};
|
||||
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
#include <gpu/Batch.h>
|
||||
#include <GeometryCache.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderableLineEntityItem.h"
|
||||
|
@ -53,7 +52,7 @@ void RenderableLineEntityItem::render(RenderArgs* args) {
|
|||
batch.setModelTransform(transform);
|
||||
|
||||
if (getLinePoints().size() > 1) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
|
||||
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINE_STRIP, _lineVerticesID);
|
||||
}
|
||||
};
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include <AbstractViewStateInterface.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <Model.h>
|
||||
#include <PerfStat.h>
|
||||
#include <render/Scene.h>
|
||||
|
@ -442,7 +441,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
auto shapeTransform = getTransformToCenter(success);
|
||||
if (success) {
|
||||
batch.setModelTransform(Transform()); // we want to include the scale as well
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCubeInstance(batch, shapeTransform, greenColor);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, shapeTransform, greenColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,7 +11,6 @@
|
|||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <PerfStat.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <AbstractViewStateInterface.h>
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
#include <GeometryCache.h>
|
||||
#include <TextureCache.h>
|
||||
#include <PathUtils.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderablePolyLineEntityItem.h"
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <Model.h>
|
||||
#include <PerfStat.h>
|
||||
#include <render/Scene.h>
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
|
@ -73,7 +72,7 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
|
|||
DependencyManager::get<GeometryCache>()->renderSphere(batch);
|
||||
} else {
|
||||
batch.setModelTransform(Transform());
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, modelTransform, sphereColor);
|
||||
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, modelTransform, sphereColor);
|
||||
}
|
||||
static const auto triCount = DependencyManager::get<GeometryCache>()->getSphereTriangleCount();
|
||||
args->_details._trianglesRendered += (int)triCount;
|
||||
|
|
|
@ -11,7 +11,6 @@
|
|||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
#include <Transform.h>
|
||||
|
@ -63,7 +62,7 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
|
|||
|
||||
batch.setModelTransform(transformToTopLeft);
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, false, false, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
|
||||
|
||||
float scale = _lineHeight / _textRenderer->getFontSize();
|
||||
|
|
|
@ -15,7 +15,6 @@
|
|||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
#include <gl/OffscreenQmlSurface.h>
|
||||
|
@ -69,7 +68,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
|
|||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
|
||||
glm::vec4 cubeColor{ 1.0f, 0.0f, 0.0f, 1.0f};
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -201,7 +200,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
|
|||
textured = emissive = true;
|
||||
}
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured, culled, emissive);
|
||||
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, textured, culled, emissive);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
|
||||
}
|
||||
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
#include <gpu/Batch.h>
|
||||
|
||||
#include <AbstractViewStateInterface.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
|
@ -140,12 +139,12 @@ void RenderableZoneEntityItem::render(RenderArgs* args) {
|
|||
if (!success) {
|
||||
break;
|
||||
}
|
||||
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
if (getShapeType() == SHAPE_TYPE_SPHERE) {
|
||||
shapeTransform.postScale(SPHERE_ENTITY_SCALE);
|
||||
deferredLightingEffect->renderWireSphereInstance(batch, shapeTransform, DEFAULT_COLOR);
|
||||
geometryCache->renderWireSphereInstance(batch, shapeTransform, DEFAULT_COLOR);
|
||||
} else {
|
||||
deferredLightingEffect->renderWireCubeInstance(batch, shapeTransform, DEFAULT_COLOR);
|
||||
geometryCache->renderWireCubeInstance(batch, shapeTransform, DEFAULT_COLOR);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -362,8 +362,8 @@ bool Batch::isSkyboxEnabled() const {
|
|||
|
||||
void Batch::setupNamedCalls(const std::string& instanceName, size_t count, NamedBatchData::Function function) {
|
||||
NamedBatchData& instance = _namedData[instanceName];
|
||||
instance._count += count;
|
||||
instance._function = function;
|
||||
instance.count += count;
|
||||
instance.function = function;
|
||||
}
|
||||
|
||||
void Batch::setupNamedCalls(const std::string& instanceName, NamedBatchData::Function function) {
|
||||
|
@ -372,13 +372,13 @@ void Batch::setupNamedCalls(const std::string& instanceName, NamedBatchData::Fun
|
|||
|
||||
BufferPointer Batch::getNamedBuffer(const std::string& instanceName, uint8_t index) {
|
||||
NamedBatchData& instance = _namedData[instanceName];
|
||||
if (instance._buffers.size() <= index) {
|
||||
instance._buffers.resize(index + 1);
|
||||
if (instance.buffers.size() <= index) {
|
||||
instance.buffers.resize(index + 1);
|
||||
}
|
||||
if (!instance._buffers[index]) {
|
||||
instance._buffers[index].reset(new Buffer());
|
||||
if (!instance.buffers[index]) {
|
||||
instance.buffers[index].reset(new Buffer());
|
||||
}
|
||||
return instance._buffers[index];
|
||||
return instance.buffers[index];
|
||||
}
|
||||
|
||||
void Batch::preExecute() {
|
||||
|
|
|
@ -49,14 +49,13 @@ public:
|
|||
using BufferPointers = std::vector<BufferPointer>;
|
||||
using Function = std::function<void(gpu::Batch&, NamedBatchData&)>;
|
||||
|
||||
std::once_flag _once;
|
||||
BufferPointers _buffers;
|
||||
size_t _count{ 0 };
|
||||
Function _function;
|
||||
BufferPointers buffers;
|
||||
size_t count { 0 };
|
||||
Function function;
|
||||
|
||||
void process(Batch& batch) {
|
||||
if (_function) {
|
||||
_function(batch, *this);
|
||||
if (function) {
|
||||
function(batch, *this);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
|
@ -97,68 +97,16 @@ public:
|
|||
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
|
||||
};
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Buffer& buffer, T* object) {
|
||||
buffer.setGPUObject(object);
|
||||
|
||||
template<typename T, typename U>
|
||||
static void setGPUObject(const U& object, T* gpuObject) {
|
||||
object.gpuObject.setGPUObject(gpuObject);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Buffer& buffer) {
|
||||
return reinterpret_cast<T*>(buffer.getGPUObject());
|
||||
template<typename T, typename U>
|
||||
static T* getGPUObject(const U& object) {
|
||||
return reinterpret_cast<T*>(object.gpuObject.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Texture& texture, T* object) {
|
||||
texture.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Texture& texture) {
|
||||
return reinterpret_cast<T*>(texture.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Shader& shader, T* object) {
|
||||
shader.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Shader& shader) {
|
||||
return reinterpret_cast<T*>(shader.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Pipeline& pipeline, T* object) {
|
||||
pipeline.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Pipeline& pipeline) {
|
||||
return reinterpret_cast<T*>(pipeline.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const State& state, T* object) {
|
||||
state.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const State& state) {
|
||||
return reinterpret_cast<T*>(state.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Framebuffer& framebuffer, T* object) {
|
||||
framebuffer.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Framebuffer& framebuffer) {
|
||||
return reinterpret_cast<T*>(framebuffer.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Query& query, T* object) {
|
||||
query.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Query& query) {
|
||||
return reinterpret_cast<T*>(query.getGPUObject());
|
||||
}
|
||||
|
||||
protected:
|
||||
StereoState _stereo;
|
||||
|
|
|
@ -11,15 +11,30 @@
|
|||
#ifndef hifi_gpu_Format_h
|
||||
#define hifi_gpu_Format_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <assert.h>
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Backend;
|
||||
|
||||
class GPUObject {
|
||||
public:
|
||||
GPUObject() {}
|
||||
virtual ~GPUObject() {}
|
||||
virtual ~GPUObject() = default;
|
||||
};
|
||||
|
||||
class GPUObjectPointer {
|
||||
private:
|
||||
using GPUObjectUniquePointer = std::unique_ptr<GPUObject>;
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObjectUniquePointer _gpuObject;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject.reset(gpuObject); }
|
||||
GPUObject* getGPUObject() const { return _gpuObject.get(); }
|
||||
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef int Stamp;
|
||||
|
|
|
@ -134,6 +134,8 @@ public:
|
|||
static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
|
||||
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
SwapchainPointer _swapchain;
|
||||
|
||||
|
@ -153,12 +155,6 @@ protected:
|
|||
// Non exposed
|
||||
Framebuffer(const Framebuffer& framebuffer) = delete;
|
||||
Framebuffer() {}
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
typedef std::shared_ptr<Framebuffer> FramebufferPointer;
|
||||
|
||||
|
|
|
@ -31,6 +31,8 @@ public:
|
|||
|
||||
const StatePointer& getState() const { return _state; }
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
ShaderPointer _program;
|
||||
StatePointer _state;
|
||||
|
@ -38,12 +40,6 @@ protected:
|
|||
Pipeline();
|
||||
Pipeline(const Pipeline& pipeline); // deep copy of the sysmem shader
|
||||
Pipeline& operator=(const Pipeline& pipeline); // deep copy of the sysmem texture
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = nullptr;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef Pipeline::Pointer PipelinePointer;
|
||||
|
|
|
@ -28,13 +28,7 @@ namespace gpu {
|
|||
|
||||
double getElapsedTime();
|
||||
|
||||
protected:
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
const GPUObjectPointer gpuObject {};
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Query> QueryPointer;
|
||||
|
|
|
@ -170,20 +170,17 @@ Resource::Size Resource::Sysmem::append(Size size, const Byte* bytes) {
|
|||
|
||||
Buffer::Buffer() :
|
||||
Resource(),
|
||||
_sysmem(new Sysmem()),
|
||||
_gpuObject(NULL) {
|
||||
_sysmem(new Sysmem()) {
|
||||
}
|
||||
|
||||
Buffer::Buffer(Size size, const Byte* bytes) :
|
||||
Resource(),
|
||||
_sysmem(new Sysmem(size, bytes)),
|
||||
_gpuObject(NULL) {
|
||||
_sysmem(new Sysmem(size, bytes)) {
|
||||
}
|
||||
|
||||
Buffer::Buffer(const Buffer& buf) :
|
||||
Resource(),
|
||||
_sysmem(new Sysmem(buf.getSysmem())),
|
||||
_gpuObject(NULL) {
|
||||
_sysmem(new Sysmem(buf.getSysmem())) {
|
||||
}
|
||||
|
||||
Buffer& Buffer::operator=(const Buffer& buf) {
|
||||
|
@ -196,10 +193,6 @@ Buffer::~Buffer() {
|
|||
delete _sysmem;
|
||||
_sysmem = NULL;
|
||||
}
|
||||
if (_gpuObject) {
|
||||
delete _gpuObject;
|
||||
_gpuObject = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
Buffer::Size Buffer::resize(Size size) {
|
||||
|
|
|
@ -153,16 +153,11 @@ public:
|
|||
const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
|
||||
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
|
||||
Sysmem* _sysmem = NULL;
|
||||
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Buffer> BufferPointer;
|
||||
|
|
|
@ -155,6 +155,8 @@ public:
|
|||
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
Shader(Type type, const Source& source);
|
||||
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
|
||||
|
@ -178,12 +180,6 @@ protected:
|
|||
|
||||
// The type of the shader, the master key
|
||||
Type _type;
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef Shader::Pointer ShaderPointer;
|
||||
|
|
|
@ -385,6 +385,8 @@ public:
|
|||
State(const Data& values);
|
||||
const Data& getValues() const { return _values; }
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
State(const State& state);
|
||||
State& operator=(const State& state);
|
||||
|
@ -392,12 +394,6 @@ protected:
|
|||
Data _values;
|
||||
Signature _signature{0};
|
||||
Stamp _stamp{0};
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = nullptr;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr< State > StatePointer;
|
||||
|
|
|
@ -356,6 +356,8 @@ public:
|
|||
// Only callable by the Backend
|
||||
void notifyMipFaceGPULoaded(uint16 level, uint8 face) const { return _storage->notifyMipFaceGPULoaded(level, face); }
|
||||
|
||||
const GPUObjectPointer gpuObject {};
|
||||
|
||||
protected:
|
||||
std::unique_ptr< Storage > _storage;
|
||||
|
||||
|
@ -386,13 +388,6 @@ protected:
|
|||
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler);
|
||||
|
||||
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Texture> TexturePointer;
|
||||
|
|
|
@ -22,8 +22,6 @@
|
|||
#include "TextureCache.h"
|
||||
#include "ModelNetworkingLogging.h"
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
|
||||
#include "model/TextureMap.h"
|
||||
|
||||
//#define WANT_DEBUG
|
||||
|
|
|
@ -48,9 +48,6 @@ public:
|
|||
/// \param delayLoad if true, don't load the geometry immediately; wait until load is first requested
|
||||
QSharedPointer<NetworkGeometry> getGeometry(const QUrl& url, const QUrl& fallback = QUrl(), bool delayLoad = false);
|
||||
|
||||
/// Set a batch to the simple pipeline, returning the previous pipeline
|
||||
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
|
||||
|
||||
private:
|
||||
ModelCache();
|
||||
virtual ~ModelCache();
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <SharedUtil.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
@ -179,7 +178,7 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
|
|||
assert(renderContext->getArgs()->_viewFrustum);
|
||||
|
||||
RenderArgs* args = renderContext->getArgs();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
float fbWidth = framebufferSize.width();
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
#include <SharedUtil.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
#include "AntialiasingEffect.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
@ -101,7 +100,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re
|
|||
}
|
||||
|
||||
RenderArgs* args = renderContext->getArgs();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
|
|
|
@ -17,18 +17,12 @@
|
|||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "GeometryCache.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_textured_frag.h"
|
||||
#include "simple_textured_emisive_frag.h"
|
||||
|
||||
#include "deferred_light_vert.h"
|
||||
#include "deferred_light_limited_vert.h"
|
||||
#include "deferred_light_spot_vert.h"
|
||||
|
@ -53,47 +47,7 @@ struct LightLocations {
|
|||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
|
||||
|
||||
|
||||
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
|
||||
auto it = _simplePrograms.find(config);
|
||||
if (it != _simplePrograms.end()) {
|
||||
return it.value();
|
||||
}
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
if (config.isCulled()) {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_NONE);
|
||||
}
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
if (config.hasDepthBias()) {
|
||||
state->setDepthBias(1.0f);
|
||||
state->setDepthBiasSlopeScale(1.0f);
|
||||
}
|
||||
state->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
|
||||
_simplePrograms.insert(config, pipeline);
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::init() {
|
||||
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
||||
auto PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
|
||||
|
||||
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
||||
_emissiveShader = gpu::Shader::createProgram(VS, PSEmissive);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
|
||||
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
|
||||
|
||||
_directionalLightLocations = std::make_shared<LightLocations>();
|
||||
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
|
||||
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
|
||||
|
@ -123,144 +77,6 @@ void DeferredLightingEffect::init() {
|
|||
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
|
||||
}
|
||||
|
||||
|
||||
|
||||
gpu::PipelinePointer DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
|
||||
bool emissive, bool depthBias) {
|
||||
SimpleProgramKey config{textured, culled, emissive, depthBias};
|
||||
gpu::PipelinePointer pipeline = getPipeline(config);
|
||||
batch.setPipeline(pipeline);
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
|
||||
batch.setResourceTexture(NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
uint32_t toCompactColor(const glm::vec4& color) {
|
||||
uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) |
|
||||
((int(color.y * 255.0f) & 0xFF) << 8) |
|
||||
((int(color.z * 255.0f) & 0xFF) << 16) |
|
||||
((int(color.w * 255.0f) & 0xFF) << 24);
|
||||
return compactColor;
|
||||
}
|
||||
|
||||
static const size_t INSTANCE_TRANSFORM_BUFFER = 0;
|
||||
static const size_t INSTANCE_COLOR_BUFFER = 1;
|
||||
|
||||
template <typename F>
|
||||
void renderInstances(const std::string& name, gpu::Batch& batch, const Transform& transform, const glm::vec4& color, F f) {
|
||||
{
|
||||
gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(name, INSTANCE_TRANSFORM_BUFFER);
|
||||
glm::mat4 glmTransform;
|
||||
instanceTransformBuffer->append(transform.getMatrix(glmTransform));
|
||||
|
||||
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(name, INSTANCE_COLOR_BUFFER);
|
||||
auto compactColor = toCompactColor(color);
|
||||
instanceColorBuffer->append(compactColor);
|
||||
}
|
||||
|
||||
auto that = DependencyManager::get<DeferredLightingEffect>();
|
||||
batch.setupNamedCalls(name, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
auto pipeline = that->bindSimpleProgram(batch);
|
||||
auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced");
|
||||
|
||||
batch._glUniform1i(location, 1);
|
||||
f(batch, data);
|
||||
batch._glUniform1i(location, 0);
|
||||
});
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::renderSolidSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, GeometryCache::Sphere, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::renderWireSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, GeometryCache::Sphere, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
// Enable this in a debug build to cause 'box' entities to iterate through all the
|
||||
// available shape types, both solid and wireframes
|
||||
//#define DEBUG_SHAPES
|
||||
|
||||
void DeferredLightingEffect::renderSolidCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
|
||||
#ifdef DEBUG_SHAPES
|
||||
static auto startTime = usecTimestampNow();
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
|
||||
auto usecs = usecTimestampNow();
|
||||
usecs -= startTime;
|
||||
auto msecs = usecs / USECS_PER_MSEC;
|
||||
float seconds = msecs;
|
||||
seconds /= MSECS_PER_SECOND;
|
||||
float fractionalSeconds = seconds - floor(seconds);
|
||||
int shapeIndex = (int)seconds;
|
||||
|
||||
// Every second we flip to the next shape.
|
||||
static const int SHAPE_COUNT = 5;
|
||||
GeometryCache::Shape shapes[SHAPE_COUNT] = {
|
||||
GeometryCache::Cube,
|
||||
GeometryCache::Tetrahedron,
|
||||
GeometryCache::Sphere,
|
||||
GeometryCache::Icosahedron,
|
||||
GeometryCache::Line,
|
||||
};
|
||||
|
||||
shapeIndex %= SHAPE_COUNT;
|
||||
GeometryCache::Shape shape = shapes[shapeIndex];
|
||||
|
||||
// For the first half second for a given shape, show the wireframe, for the second half, show the solid.
|
||||
if (fractionalSeconds > 0.5f) {
|
||||
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, shape, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
}
|
||||
});
|
||||
#else
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderCubeInstances(batch, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
#endif
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::renderWireCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireCubeInstances(batch, data._count,
|
||||
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner,
|
||||
const glm::vec4& color) {
|
||||
bindSimpleProgram(batch);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, color);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2) {
|
||||
bindSimpleProgram(batch);
|
||||
DependencyManager::get<GeometryCache>()->renderLine(batch, p1, p2, color1, color2);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,
|
||||
float intensity) {
|
||||
addSpotLight(position, radius, color, intensity);
|
||||
|
@ -295,7 +111,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
@ -326,7 +142,7 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::render(RenderArgs* args) {
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
|
||||
// Allocate the parameters buffer used by all the deferred shaders
|
||||
if (!_deferredTransformBuffer[0]._buffer) {
|
||||
|
@ -663,12 +479,12 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
const int LIGHT_GPU_SLOT = 3;
|
||||
static const int LIGHT_GPU_SLOT = 3;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
const int ATMOSPHERE_GPU_SLOT = 4;
|
||||
static const int ATMOSPHERE_GPU_SLOT = 4;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DeferredLightingEffect::DEFERRED_TRANSFORM_BUFFER_SLOT));
|
||||
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
|
|
@ -21,10 +21,7 @@
|
|||
#include "model/Stage.h"
|
||||
#include "model/Geometry.h"
|
||||
|
||||
#include "render/ShapePipeline.h"
|
||||
|
||||
class RenderArgs;
|
||||
class SimpleProgramKey;
|
||||
struct LightLocations;
|
||||
using LightLocationsPtr = std::shared_ptr<LightLocations>;
|
||||
/// Handles deferred lighting for the bits that require it (voxels...)
|
||||
|
@ -32,42 +29,7 @@ class DeferredLightingEffect : public Dependency {
|
|||
SINGLETON_DEPENDENCY
|
||||
|
||||
public:
|
||||
static const int NORMAL_FITTING_MAP_SLOT = render::ShapePipeline::Slot::NORMAL_FITTING_MAP;
|
||||
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
|
||||
|
||||
void init();
|
||||
|
||||
/// Sets up the state necessary to render static untextured geometry with the simple program.
|
||||
gpu::PipelinePointer bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
|
||||
bool emissive = false, bool depthBias = false);
|
||||
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderSolidSphereInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderWireSphereInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderSolidCubeInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderWireCubeInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
|
||||
//// Renders a quad with the simple program.
|
||||
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color);
|
||||
|
||||
//// Renders a line with the simple program.
|
||||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2);
|
||||
|
||||
/// Adds a point light to render for the current frame.
|
||||
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(0.0f, 0.0f, 0.0f),
|
||||
|
@ -90,17 +52,10 @@ public:
|
|||
void setGlobalSkybox(const model::SkyboxPointer& skybox);
|
||||
|
||||
private:
|
||||
DeferredLightingEffect() {}
|
||||
virtual ~DeferredLightingEffect() { }
|
||||
DeferredLightingEffect() = default;
|
||||
|
||||
model::MeshPointer _spotLightMesh;
|
||||
model::MeshPointer getSpotLightMesh();
|
||||
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
gpu::PipelinePointer _directionalSkyboxLight;
|
||||
LightLocationsPtr _directionalSkyboxLightLocations;
|
||||
|
@ -160,53 +115,4 @@ private:
|
|||
UniformBufferView _deferredTransformBuffer[2];
|
||||
};
|
||||
|
||||
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
|
||||
|
|
|
@ -29,6 +29,10 @@
|
|||
|
||||
#include "model/TextureMap.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_textured_frag.h"
|
||||
#include "simple_textured_emisive_frag.h"
|
||||
|
||||
//#define WANT_DEBUG
|
||||
|
||||
const int GeometryCache::UNKNOWN_ID = -1;
|
||||
|
@ -36,17 +40,6 @@ const int GeometryCache::UNKNOWN_ID = -1;
|
|||
|
||||
static const int VERTICES_PER_TRIANGLE = 3;
|
||||
|
||||
//static const uint FLOATS_PER_VERTEX = 3;
|
||||
//static const uint TRIANGLES_PER_QUAD = 2;
|
||||
//static const uint CUBE_FACES = 6;
|
||||
//static const uint CUBE_VERTICES_PER_FACE = 4;
|
||||
//static const uint CUBE_VERTICES = CUBE_FACES * CUBE_VERTICES_PER_FACE;
|
||||
//static const uint CUBE_VERTEX_POINTS = CUBE_VERTICES * FLOATS_PER_VERTEX;
|
||||
//static const uint CUBE_INDICES = CUBE_FACES * TRIANGLES_PER_QUAD * VERTICES_PER_TRIANGLE;
|
||||
//static const uint SPHERE_LATITUDES = 24;
|
||||
//static const uint SPHERE_MERIDIANS = SPHERE_LATITUDES * 2;
|
||||
//static const uint SPHERE_INDICES = SPHERE_MERIDIANS * (SPHERE_LATITUDES - 1) * TRIANGLES_PER_QUAD * VERTICES_PER_TRIANGLE;
|
||||
|
||||
static const gpu::Element POSITION_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
|
||||
static const gpu::Element NORMAL_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
|
||||
static const gpu::Element COLOR_ELEMENT{ gpu::VEC4, gpu::NUINT8, gpu::RGBA };
|
||||
|
@ -1741,3 +1734,227 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
gpu::PipelinePointer GeometryCache::getPipeline(SimpleProgramKey config) {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
||||
auto PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
|
||||
|
||||
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
||||
_emissiveShader = gpu::Shader::createProgram(VS, PSEmissive);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::NORMAL_FITTING_MAP));
|
||||
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
});
|
||||
|
||||
|
||||
auto it = _simplePrograms.find(config);
|
||||
if (it != _simplePrograms.end()) {
|
||||
return it.value();
|
||||
}
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
if (config.isCulled()) {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_NONE);
|
||||
}
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
if (config.hasDepthBias()) {
|
||||
state->setDepthBias(1.0f);
|
||||
state->setDepthBiasSlopeScale(1.0f);
|
||||
}
|
||||
state->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
|
||||
_simplePrograms.insert(config, pipeline);
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
gpu::PipelinePointer GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
|
||||
bool emissive, bool depthBias) {
|
||||
SimpleProgramKey config{textured, culled, emissive, depthBias};
|
||||
gpu::PipelinePointer pipeline = getPipeline(config);
|
||||
batch.setPipeline(pipeline);
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
|
||||
batch.setResourceTexture(render::ShapePipeline::Slot::NORMAL_FITTING_MAP,
|
||||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
uint32_t toCompactColor(const glm::vec4& color) {
|
||||
uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) |
|
||||
((int(color.y * 255.0f) & 0xFF) << 8) |
|
||||
((int(color.z * 255.0f) & 0xFF) << 16) |
|
||||
((int(color.w * 255.0f) & 0xFF) << 24);
|
||||
return compactColor;
|
||||
}
|
||||
|
||||
static const size_t INSTANCE_TRANSFORM_BUFFER = 0;
|
||||
static const size_t INSTANCE_COLOR_BUFFER = 1;
|
||||
|
||||
template <typename F>
|
||||
void renderInstances(const std::string& name, gpu::Batch& batch, const Transform& transform, const glm::vec4& color, F f) {
|
||||
{
|
||||
gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(name, INSTANCE_TRANSFORM_BUFFER);
|
||||
glm::mat4 glmTransform;
|
||||
instanceTransformBuffer->append(transform.getMatrix(glmTransform));
|
||||
|
||||
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(name, INSTANCE_COLOR_BUFFER);
|
||||
auto compactColor = toCompactColor(color);
|
||||
instanceColorBuffer->append(compactColor);
|
||||
}
|
||||
|
||||
batch.setupNamedCalls(name, [f](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
auto pipeline = DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
|
||||
auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced");
|
||||
|
||||
batch._glUniform1i(location, 1);
|
||||
f(batch, data);
|
||||
batch._glUniform1i(location, 0);
|
||||
});
|
||||
}
|
||||
|
||||
void GeometryCache::renderSolidSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, GeometryCache::Sphere, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, GeometryCache::Sphere, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
// Enable this in a debug build to cause 'box' entities to iterate through all the
|
||||
// available shape types, both solid and wireframes
|
||||
//#define DEBUG_SHAPES
|
||||
|
||||
void GeometryCache::renderSolidCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
|
||||
#ifdef DEBUG_SHAPES
|
||||
static auto startTime = usecTimestampNow();
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
|
||||
auto usecs = usecTimestampNow();
|
||||
usecs -= startTime;
|
||||
auto msecs = usecs / USECS_PER_MSEC;
|
||||
float seconds = msecs;
|
||||
seconds /= MSECS_PER_SECOND;
|
||||
float fractionalSeconds = seconds - floor(seconds);
|
||||
int shapeIndex = (int)seconds;
|
||||
|
||||
// Every second we flip to the next shape.
|
||||
static const int SHAPE_COUNT = 5;
|
||||
GeometryCache::Shape shapes[SHAPE_COUNT] = {
|
||||
GeometryCache::Cube,
|
||||
GeometryCache::Tetrahedron,
|
||||
GeometryCache::Sphere,
|
||||
GeometryCache::Icosahedron,
|
||||
GeometryCache::Line,
|
||||
};
|
||||
|
||||
shapeIndex %= SHAPE_COUNT;
|
||||
GeometryCache::Shape shape = shapes[shapeIndex];
|
||||
|
||||
// For the first half second for a given shape, show the wireframe, for the second half, show the solid.
|
||||
if (fractionalSeconds > 0.5f) {
|
||||
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, shape, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
}
|
||||
});
|
||||
#else
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderCubeInstances(batch, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
#endif
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
|
||||
static const std::string INSTANCE_NAME = __FUNCTION__;
|
||||
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
DependencyManager::get<GeometryCache>()->renderWireCubeInstances(batch, data.count,
|
||||
data.buffers[INSTANCE_TRANSFORM_BUFFER],
|
||||
data.buffers[INSTANCE_COLOR_BUFFER]);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
|
||||
#include <array>
|
||||
|
||||
|
||||
#include <QMap>
|
||||
#include <QRunnable>
|
||||
|
||||
|
@ -25,10 +24,13 @@
|
|||
#include <gpu/Batch.h>
|
||||
#include <gpu/Stream.h>
|
||||
|
||||
#include <render/ShapePipeline.h>
|
||||
|
||||
#include <model/Material.h>
|
||||
#include <model/Asset.h>
|
||||
|
||||
class SimpleProgramKey;
|
||||
|
||||
typedef glm::vec3 Vec3Key;
|
||||
|
||||
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
|
||||
|
@ -146,6 +148,32 @@ public:
|
|||
|
||||
int allocateID() { return _nextID++; }
|
||||
static const int UNKNOWN_ID;
|
||||
|
||||
|
||||
/// Sets up the state necessary to render static untextured geometry with the simple program.
|
||||
gpu::PipelinePointer bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
|
||||
bool emissive = false, bool depthBias = false);
|
||||
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderSolidSphereInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderWireSphereInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderSolidCubeInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
|
||||
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
|
||||
renderWireCubeInstance(batch, xfm, glm::vec4(color, 1.0));
|
||||
}
|
||||
|
||||
|
||||
void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& transformBuffer, gpu::BufferPointer& colorBuffer);
|
||||
void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& transformBuffer, gpu::BufferPointer& colorBuffer);
|
||||
|
@ -335,6 +363,13 @@ private:
|
|||
QHash<Vec3Pair, gpu::BufferPointer> _gridColors;
|
||||
|
||||
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;
|
||||
|
||||
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
};
|
||||
|
||||
#endif // hifi_GeometryCache_h
|
||||
|
|
|
@ -64,7 +64,7 @@ void HitEffect::run(const render::SceneContextPointer& sceneContext, const rende
|
|||
assert(renderContext->getArgs());
|
||||
assert(renderContext->getArgs()->_viewFrustum);
|
||||
RenderArgs* args = renderContext->getArgs();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
|
|
|
@ -499,7 +499,7 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
|
|||
transform.setTranslation(partBounds.calcCenter());
|
||||
transform.setScale(partBounds.getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
||||
|
|
|
@ -349,7 +349,7 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
|
|||
|
||||
// from the touched pixel generate the stencil buffer
|
||||
RenderArgs* args = renderContext->getArgs();
|
||||
doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
|
||||
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
|
||||
|
@ -384,7 +384,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
inItems.emplace_back(id);
|
||||
}
|
||||
RenderArgs* args = renderContext->getArgs();
|
||||
doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
|
||||
auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
|
||||
|
@ -428,7 +428,7 @@ void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPoint
|
|||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
|
||||
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
|
||||
batch.setFramebuffer(blitFbo);
|
||||
|
||||
if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
|
|
|
@ -29,7 +29,6 @@
|
|||
#include "sdf_text3D_frag.h"
|
||||
|
||||
#include "GeometryCache.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
||||
const float TextRenderer3D::DEFAULT_POINT_SIZE = 12;
|
||||
|
||||
|
|
|
@ -112,7 +112,7 @@ void ToneMappingEffect::render(RenderArgs* args) {
|
|||
init();
|
||||
}
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
|
|
|
@ -160,7 +160,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
|
|||
}
|
||||
|
||||
// Allright, something to render let's do it
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
|
|
|
@ -212,7 +212,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
|
|||
args->_details.pointTo(RenderDetails::OTHER_ITEM);
|
||||
cullItems(sceneContext, renderContext, inItems, culledItems);
|
||||
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
args->_batch = &batch;
|
||||
renderLights(sceneContext, renderContext, culledItems);
|
||||
args->_batch = nullptr;
|
||||
|
|
|
@ -30,7 +30,6 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Stream.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <gl/QOpenGLContextWrapper.h>
|
||||
|
@ -247,7 +246,7 @@ public:
|
|||
batch.setModelTransform(Transform());
|
||||
batch.setPipeline(_pipeline);
|
||||
batch._glUniform1i(_instanceLocation, 1);
|
||||
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data._count, transformBuffer, colorBuffer);
|
||||
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data.count, transformBuffer, colorBuffer);
|
||||
batch._glUniform1i(_instanceLocation, 0);
|
||||
});
|
||||
}
|
||||
|
|
|
@ -113,7 +113,6 @@
|
|||
z: 504.5
|
||||
});
|
||||
|
||||
|
||||
createCombinedArmChair({
|
||||
x: 549.29,
|
||||
y: 494.9,
|
||||
|
@ -300,12 +299,17 @@
|
|||
userData: JSON.stringify({
|
||||
grabbableKey: {
|
||||
spatialKey: {
|
||||
relativePosition: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
rightRelativePosition: {
|
||||
x: 0.03,
|
||||
y: 0.0,
|
||||
z: -0.065
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(45, 90, 0)
|
||||
leftRelativePosition: {
|
||||
x: -0.03,
|
||||
y: 0.00,
|
||||
z: -0.065
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(90, 90, 0)
|
||||
},
|
||||
invertSolidWhileHeld: true
|
||||
},
|
||||
|
@ -359,12 +363,17 @@
|
|||
grabbableKey: {
|
||||
invertSolidWhileHeld: true,
|
||||
spatialKey: {
|
||||
relativePosition: {
|
||||
x: 0,
|
||||
y: 0.06,
|
||||
rightRelativePosition: {
|
||||
x: 0.03,
|
||||
y: 0.08,
|
||||
z: 0.11
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
|
||||
leftRelativePosition: {
|
||||
x: -0.03,
|
||||
y: 0.08,
|
||||
z: 0.11
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(180, 90, 90)
|
||||
}
|
||||
}
|
||||
})
|
||||
|
@ -1151,10 +1160,15 @@
|
|||
},
|
||||
grabbableKey: {
|
||||
spatialKey: {
|
||||
relativePosition: {
|
||||
rightRelativePosition: {
|
||||
x: -0.05,
|
||||
y: 0,
|
||||
z: 0.0
|
||||
y: .06,
|
||||
z: 0.05
|
||||
},
|
||||
leftRelativePosition: {
|
||||
x: 0.05,
|
||||
y: 0.06,
|
||||
z: 0.05
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, -90)
|
||||
},
|
||||
|
@ -1509,4 +1523,4 @@
|
|||
};
|
||||
// entity scripts always need to return a newly constructed object of our type
|
||||
return new ResetSwitch();
|
||||
});
|
||||
});
|
|
@ -285,16 +285,16 @@ MasterReset = function() {
|
|||
grabbableKey: {
|
||||
spatialKey: {
|
||||
rightRelativePosition: {
|
||||
x: 0.02,
|
||||
y: 0,
|
||||
z: -0.03
|
||||
x: 0.03,
|
||||
y: 0.0,
|
||||
z: -0.065
|
||||
},
|
||||
leftRelativePosition: {
|
||||
x: -0.02,
|
||||
y: 0,
|
||||
z: -0.03
|
||||
x: -0.03,
|
||||
y: 0.00,
|
||||
z: -0.065
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(100, 90, 0)
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(90, 90, 0)
|
||||
},
|
||||
invertSolidWhileHeld: true
|
||||
},
|
||||
|
@ -348,12 +348,17 @@ MasterReset = function() {
|
|||
grabbableKey: {
|
||||
invertSolidWhileHeld: true,
|
||||
spatialKey: {
|
||||
relativePosition: {
|
||||
x: 0,
|
||||
y: 0.06,
|
||||
rightRelativePosition: {
|
||||
x: 0.03,
|
||||
y: 0.08,
|
||||
z: 0.11
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
|
||||
leftRelativePosition: {
|
||||
x: -0.03,
|
||||
y: 0.08,
|
||||
z: 0.11
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(180, 90, 90)
|
||||
}
|
||||
}
|
||||
})
|
||||
|
@ -1141,10 +1146,15 @@ MasterReset = function() {
|
|||
},
|
||||
grabbableKey: {
|
||||
spatialKey: {
|
||||
relativePosition: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0.06
|
||||
rightRelativePosition: {
|
||||
x: -0.05,
|
||||
y: .06,
|
||||
z: 0.05
|
||||
},
|
||||
leftRelativePosition: {
|
||||
x: 0.05,
|
||||
y: 0.06,
|
||||
z: 0.05
|
||||
},
|
||||
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, -90)
|
||||
},
|
||||
|
@ -1494,4 +1504,4 @@ MasterReset = function() {
|
|||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
}
|
||||
};
|
||||
};
|
Loading…
Reference in a new issue