mirror of
https://github.com/lubosz/overte.git
synced 2025-04-07 15:22:09 +02:00
Merge branch 'master' into plugins
This commit is contained in:
commit
a60e669d3d
44 changed files with 557 additions and 199 deletions
|
@ -35,8 +35,32 @@
|
|||
function onRowClicked(e) {
|
||||
var id = this.dataset.entityId;
|
||||
var selection = [this.dataset.entityId];
|
||||
if (e.shiftKey) {
|
||||
if (e.ctrlKey) {
|
||||
selection = selection.concat(selectedEntities);
|
||||
} else if (e.shiftKey && selectedEntities.length > 0) {
|
||||
var previousItemFound = -1;
|
||||
var clickedItemFound = -1;
|
||||
for (var i in entityList.visibleItems) {
|
||||
if (clickedItemFound === -1 && this.dataset.entityId == entityList.visibleItems[i].values().id) {
|
||||
clickedItemFound = i;
|
||||
} else if(previousItemFound === -1 && selectedEntities[0] == entityList.visibleItems[i].values().id) {
|
||||
previousItemFound = i;
|
||||
}
|
||||
}
|
||||
if (previousItemFound !== -1 && clickedItemFound !== -1) {
|
||||
var betweenItems = [];
|
||||
var toItem = Math.max(previousItemFound, clickedItemFound);
|
||||
// skip first and last item in this loop, we add them to selection after the loop
|
||||
for (var i = (Math.min(previousItemFound, clickedItemFound) + 1); i < toItem; i++) {
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entityList.visibleItems[i].elm.className = 'selected';
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||||
betweenItems.push(entityList.visibleItems[i].values().id);
|
||||
}
|
||||
if (previousItemFound > clickedItemFound) {
|
||||
// always make sure that we add the items in the right order
|
||||
betweenItems.reverse();
|
||||
}
|
||||
selection = selection.concat(betweenItems, selectedEntities);
|
||||
}
|
||||
}
|
||||
|
||||
selectedEntities = selection;
|
||||
|
@ -151,6 +175,17 @@
|
|||
refreshEntities();
|
||||
}
|
||||
|
||||
document.addEventListener("keydown", function (e) {
|
||||
if (e.target.nodeName === "INPUT") {
|
||||
return;
|
||||
}
|
||||
var keyCode = e.keyCode;
|
||||
if (keyCode === 46) {
|
||||
EventBridge.emitWebEvent(JSON.stringify({ type: 'delete' }));
|
||||
refreshEntities();
|
||||
}
|
||||
}, false);
|
||||
|
||||
if (window.EventBridge !== undefined) {
|
||||
EventBridge.scriptEventReceived.connect(function(data) {
|
||||
data = JSON.parse(data);
|
||||
|
|
|
@ -921,6 +921,30 @@ void Application::paintGL() {
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|||
PerformanceWarning warn(showWarnings, "Application::paintGL()");
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resizeGL();
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|
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// Before anything else, let's sync up the gpuContext with the true glcontext used in case anything happened
|
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renderArgs._context->syncCache();
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
|
||||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
|
||||
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
||||
renderRearViewMirror(&renderArgs, _mirrorViewRect);
|
||||
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
{
|
||||
float ratio = ((float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale());
|
||||
auto mirrorViewport = glm::ivec4(0, 0, _mirrorViewRect.width() * ratio, _mirrorViewRect.height() * ratio);
|
||||
auto mirrorViewportDest = mirrorViewport;
|
||||
|
||||
auto selfieFbo = DependencyManager::get<FramebufferCache>()->getSelfieFramebuffer();
|
||||
gpu::Batch batch;
|
||||
batch.setFramebuffer(selfieFbo);
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
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||||
batch.blit(primaryFbo, mirrorViewport, selfieFbo, mirrorViewportDest);
|
||||
batch.setFramebuffer(nullptr);
|
||||
renderArgs._context->render(batch);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("renderOverlay");
|
||||
|
@ -937,10 +961,14 @@ void Application::paintGL() {
|
|||
Application::getInstance()->cameraMenuChanged();
|
||||
}
|
||||
|
||||
// The render mode is default or mirror if the camera is in mirror mode, assigned further below
|
||||
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
|
||||
// Always use the default eye position, not the actual head eye position.
|
||||
// Using the latter will cause the camera to wobble with idle animations,
|
||||
// or with changes from the face tracker
|
||||
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
_myCamera.setPosition(_myAvatar->getDefaultEyePosition());
|
||||
if (!getActiveDisplayPlugin()->isHmd()) {
|
||||
|
@ -970,6 +998,7 @@ void Application::paintGL() {
|
|||
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
|
||||
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
|
||||
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
|
||||
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
||||
}
|
||||
|
||||
// Update camera position
|
||||
|
@ -977,17 +1006,15 @@ void Application::paintGL() {
|
|||
_myCamera.update(1.0f / _fps);
|
||||
}
|
||||
|
||||
// Sync up the View Furstum with the camera
|
||||
loadViewFrustum(_myCamera, _viewFrustum);
|
||||
|
||||
|
||||
renderArgs._renderMode = RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
// Primary rendering pass
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
QSize size = framebufferCache->getFrameBufferSize();
|
||||
{
|
||||
PROFILE_RANGE(__FUNCTION__ "/mainRender");
|
||||
// Viewport is assigned to the size of the framebuffer
|
||||
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
|
||||
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
|
||||
|
||||
{
|
||||
PROFILE_RANGE(__FUNCTION__ "/clear");
|
||||
|
@ -1019,12 +1046,6 @@ void Application::paintGL() {
|
|||
batch.setStateScissorRect(renderArgs._viewport);
|
||||
});
|
||||
displaySide(&renderArgs, eyeCamera);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror) &&
|
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!Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
|
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// renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
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// renderRearViewMirror(&renderArgs, _mirrorViewRect);
|
||||
// renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
}
|
||||
}, [&] {
|
||||
r.moveLeft(r.width());
|
||||
});
|
||||
|
@ -1038,13 +1059,11 @@ void Application::paintGL() {
|
|||
batch.setStateScissorRect(renderArgs._viewport);
|
||||
});
|
||||
displaySide(&renderArgs, _myCamera);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror) &&
|
||||
!Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
|
||||
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
||||
renderRearViewMirror(&renderArgs, _mirrorViewRect);
|
||||
renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
}
|
||||
}
|
||||
|
||||
doInBatch(&renderArgs, [](gpu::Batch& batch){
|
||||
batch.setFramebuffer(nullptr);
|
||||
});
|
||||
}
|
||||
|
||||
// Overlay Composition, needs to occur after screen space effects have completed
|
||||
|
@ -1089,6 +1108,7 @@ void Application::paintGL() {
|
|||
|
||||
// Ensure all operations from the previous context are complete before we try to read the fbo
|
||||
#ifdef Q_OS_MAC
|
||||
// FIXME once we move to core profile, use fencesync on both platforms
|
||||
#else
|
||||
// FIXME? make the sync a parameter to preDisplay and let the plugin manage this
|
||||
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
|
||||
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@ -1104,11 +1124,11 @@ void Application::paintGL() {
|
|||
PROFILE_RANGE(__FUNCTION__ "/bufferSwap");
|
||||
displayPlugin->finishFrame();
|
||||
}
|
||||
|
||||
_offscreenContext->makeCurrent();
|
||||
_frameCount++;
|
||||
Stats::getInstance()->setRenderDetails(renderArgs._details);
|
||||
}
|
||||
|
||||
_offscreenContext->makeCurrent();
|
||||
_frameCount++;
|
||||
Stats::getInstance()->setRenderDetails(renderArgs._details);
|
||||
}
|
||||
|
||||
void Application::runTests() {
|
||||
|
@ -1151,6 +1171,7 @@ void Application::resizeGL() {
|
|||
uvec2 framebufferSize = getActiveDisplayPlugin()->getRecommendedRenderSize();
|
||||
uvec2 renderSize = uvec2(vec2(framebufferSize) * getRenderResolutionScale());
|
||||
if (_renderResolution != renderSize) {
|
||||
_numFramesSinceLastResize = 0;
|
||||
_renderResolution = renderSize;
|
||||
DependencyManager::get<FramebufferCache>()->setFrameBufferSize(fromGlm(renderSize));
|
||||
|
||||
|
@ -1933,13 +1954,6 @@ void Application::idle() {
|
|||
}
|
||||
double timeSinceLastUpdate = (double)_lastTimeUpdated.nsecsElapsed() / 1000000.0;
|
||||
if (timeSinceLastUpdate > targetFramePeriod) {
|
||||
|
||||
{
|
||||
static const int IDLE_EVENT_PROCESS_MAX_TIME_MS = 2;
|
||||
PerformanceTimer perfTimer("processEvents");
|
||||
processEvents(QEventLoop::AllEvents, IDLE_EVENT_PROCESS_MAX_TIME_MS);
|
||||
}
|
||||
|
||||
_lastTimeUpdated.start();
|
||||
{
|
||||
PerformanceTimer perfTimer("update");
|
||||
|
@ -1978,7 +1992,7 @@ void Application::idle() {
|
|||
// Once rendering is off on another thread we should be able to have Application::idle run at start(0) in
|
||||
// perpetuity and not expect events to get backed up.
|
||||
|
||||
static const int IDLE_TIMER_DELAY_MS = 0;
|
||||
static const int IDLE_TIMER_DELAY_MS = 2;
|
||||
int desiredInterval = getActiveDisplayPlugin()->isThrottled() ? THROTTLED_IDLE_TIMER_DELAY : IDLE_TIMER_DELAY_MS;
|
||||
|
||||
if (idleTimer->interval() != desiredInterval) {
|
||||
|
@ -2353,23 +2367,21 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
lookAtSpot = _myAvatar->getHead()->getEyePosition() +
|
||||
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
}
|
||||
}
|
||||
|
||||
// Deflect the eyes a bit to match the detected gaze from Faceshift if active.
|
||||
// DDE doesn't track eyes.
|
||||
if (tracker && typeid(*tracker) == typeid(Faceshift) && !tracker->isMuted()) {
|
||||
float eyePitch = tracker->getEstimatedEyePitch();
|
||||
float eyeYaw = tracker->getEstimatedEyeYaw();
|
||||
const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f;
|
||||
glm::vec3 origin = _myAvatar->getHead()->getEyePosition();
|
||||
float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
|
||||
float deflection = DependencyManager::get<Faceshift>()->getEyeDeflection();
|
||||
if (isLookingAtSomeone) {
|
||||
deflection *= GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT;
|
||||
}
|
||||
lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
|
||||
eyePitch * pitchSign * deflection, eyeYaw * deflection, 0.0f))) *
|
||||
// Deflect the eyes a bit to match the detected gaze from the face tracker if active.
|
||||
if (tracker && !tracker->isMuted()) {
|
||||
float eyePitch = tracker->getEstimatedEyePitch();
|
||||
float eyeYaw = tracker->getEstimatedEyeYaw();
|
||||
const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f;
|
||||
glm::vec3 origin = _myAvatar->getHead()->getEyePosition();
|
||||
float deflection = tracker->getEyeDeflection();
|
||||
if (isLookingAtSomeone) {
|
||||
deflection *= GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT;
|
||||
}
|
||||
lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
|
||||
eyePitch * deflection, eyeYaw * deflection, 0.0f))) *
|
||||
glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
|
||||
}
|
||||
}
|
||||
|
||||
_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
|
||||
|
@ -2546,10 +2558,18 @@ void Application::update(float deltaTime) {
|
|||
_myAvatar->setDriveKeys(DOWN, userInputMapper->getActionState(UserInputMapper::VERTICAL_DOWN));
|
||||
_myAvatar->setDriveKeys(LEFT, userInputMapper->getActionState(UserInputMapper::LATERAL_LEFT));
|
||||
_myAvatar->setDriveKeys(RIGHT, userInputMapper->getActionState(UserInputMapper::LATERAL_RIGHT));
|
||||
_myAvatar->setDriveKeys(ROT_UP, userInputMapper->getActionState(UserInputMapper::PITCH_UP));
|
||||
_myAvatar->setDriveKeys(ROT_DOWN, userInputMapper->getActionState(UserInputMapper::PITCH_DOWN));
|
||||
_myAvatar->setDriveKeys(ROT_LEFT, userInputMapper->getActionState(UserInputMapper::YAW_LEFT));
|
||||
_myAvatar->setDriveKeys(ROT_RIGHT, userInputMapper->getActionState(UserInputMapper::YAW_RIGHT));
|
||||
if (deltaTime > FLT_EPSILON) {
|
||||
// For rotations what we really want are meausures of "angles per second" (in order to prevent
|
||||
// fps-dependent spin rates) so we need to scale the units of the controller contribution.
|
||||
// (TODO?: maybe we should similarly scale ALL action state info, or change the expected behavior
|
||||
// controllers to provide a delta_per_second value rather than a raw delta.)
|
||||
const float EXPECTED_FRAME_RATE = 60.0f;
|
||||
float timeFactor = EXPECTED_FRAME_RATE * deltaTime;
|
||||
_myAvatar->setDriveKeys(ROT_UP, userInputMapper->getActionState(UserInputMapper::PITCH_UP) / timeFactor);
|
||||
_myAvatar->setDriveKeys(ROT_DOWN, userInputMapper->getActionState(UserInputMapper::PITCH_DOWN) / timeFactor);
|
||||
_myAvatar->setDriveKeys(ROT_LEFT, userInputMapper->getActionState(UserInputMapper::YAW_LEFT) / timeFactor);
|
||||
_myAvatar->setDriveKeys(ROT_RIGHT, userInputMapper->getActionState(UserInputMapper::YAW_RIGHT) / timeFactor);
|
||||
}
|
||||
}
|
||||
_myAvatar->setDriveKeys(BOOM_IN, userInputMapper->getActionState(UserInputMapper::BOOM_IN));
|
||||
_myAvatar->setDriveKeys(BOOM_OUT, userInputMapper->getActionState(UserInputMapper::BOOM_OUT));
|
||||
|
@ -3190,37 +3210,25 @@ PickRay Application::computePickRay(float x, float y) const {
|
|||
if (isHMDMode()) {
|
||||
getApplicationCompositor().computeHmdPickRay(glm::vec2(x, y), result.origin, result.direction);
|
||||
} else {
|
||||
if (QThread::currentThread() == activeRenderingThread) {
|
||||
getDisplayViewFrustum()->computePickRay(x, y, result.origin, result.direction);
|
||||
} else {
|
||||
getViewFrustum()->computePickRay(x, y, result.origin, result.direction);
|
||||
}
|
||||
getViewFrustum()->computePickRay(x, y, result.origin, result.direction);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
QImage Application::renderAvatarBillboard(RenderArgs* renderArgs) {
|
||||
auto primaryFramebuffer = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(primaryFramebuffer));
|
||||
|
||||
// clear the alpha channel so the background is transparent
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
||||
|
||||
const int BILLBOARD_SIZE = 64;
|
||||
#if 0
|
||||
renderRearViewMirror(renderArgs, QRect(0, _glWidget->getDeviceHeight() - BILLBOARD_SIZE,
|
||||
BILLBOARD_SIZE, BILLBOARD_SIZE),
|
||||
true);
|
||||
#endif
|
||||
|
||||
// Need to make sure the gl context is current here
|
||||
_offscreenContext->makeCurrent();
|
||||
|
||||
renderArgs->_renderMode = RenderArgs::DEFAULT_RENDER_MODE;
|
||||
renderRearViewMirror(renderArgs, QRect(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE), true);
|
||||
|
||||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
QImage image(BILLBOARD_SIZE, BILLBOARD_SIZE, QImage::Format_ARGB32);
|
||||
glReadPixels(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE, GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
renderArgs->_context->downloadFramebuffer(primaryFbo, glm::ivec4(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE), image);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return image;
|
||||
}
|
||||
|
||||
|
@ -3595,16 +3603,20 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
|
|||
gpu::Vec4i viewport;
|
||||
if (billboard) {
|
||||
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
|
||||
viewport = gpu::Vec4i(region.x(), size.height() - region.y() - region.height(), region.width(), region.height());
|
||||
viewport = gpu::Vec4i(0, 0, region.width(), region.height());
|
||||
} else {
|
||||
// if not rendering the billboard, the region is in device independent coordinates; must convert to device
|
||||
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
|
||||
float ratio = (float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale();
|
||||
int x = region.x() * ratio, y = region.y() * ratio, width = region.width() * ratio, height = region.height() * ratio;
|
||||
viewport = gpu::Vec4i(x, size.height() - y - height, width, height);
|
||||
int x = region.x() * ratio;
|
||||
int y = region.y() * ratio;
|
||||
int width = region.width() * ratio;
|
||||
int height = region.height() * ratio;
|
||||
viewport = gpu::Vec4i(0, 0, width, height);
|
||||
}
|
||||
renderArgs->_viewport = viewport;
|
||||
|
||||
#if 0
|
||||
auto origRenderMode = renderArgs->_renderMode;
|
||||
renderArgs->_renderMode = RenderArgs::MIRROR_RENDER_MODE;
|
||||
|
||||
|
@ -3623,14 +3635,12 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
|
|||
|
||||
bool updateViewFrustum = false;
|
||||
loadViewFrustum(_mirrorCamera, _viewFrustum);
|
||||
|
||||
#endif
|
||||
|
||||
// render rear mirror view
|
||||
displaySide(renderArgs, _mirrorCamera, true, billboard);
|
||||
|
||||
renderArgs->_viewport = originalViewport;
|
||||
|
||||
// restore renderMode
|
||||
renderArgs->_renderMode = origRenderMode;
|
||||
}
|
||||
|
||||
void Application::resetSensors() {
|
||||
|
|
|
@ -341,6 +341,8 @@ public:
|
|||
|
||||
gpu::ContextPointer getGPUContext() const { return _gpuContext; }
|
||||
|
||||
const QRect& getMirrorViewRect() const { return _mirrorViewRect; }
|
||||
|
||||
signals:
|
||||
|
||||
/// Fired when we're simulating; allows external parties to hook in.
|
||||
|
@ -657,6 +659,7 @@ private:
|
|||
int _oldHandMouseY[2];
|
||||
bool _oldHandLeftClick[2];
|
||||
bool _oldHandRightClick[2];
|
||||
int _numFramesSinceLastResize = 0;
|
||||
};
|
||||
|
||||
#endif // hifi_Application_h
|
||||
|
|
|
@ -72,8 +72,8 @@ void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentSta
|
|||
glm::translate(state.getDefaultTranslationInConstrainedFrame()) *
|
||||
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
|
||||
glm::vec3 front = glm::vec3(inverse * glm::vec4(_owningHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT, 0.0f));
|
||||
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(_owningHead->getCorrectedLookAtPosition() +
|
||||
_owningHead->getSaccade() - model->getTranslation(), 1.0f));
|
||||
glm::vec3 lookAtDelta = _owningHead->getCorrectedLookAtPosition() - model->getTranslation();
|
||||
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * _owningHead->getSaccade(), 1.0f));
|
||||
glm::quat between = rotationBetween(front, lookAt);
|
||||
const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
|
||||
state.setRotationInConstrainedFrame(glm::angleAxis(glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE), glm::axis(between)) *
|
||||
|
|
|
@ -133,13 +133,14 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
|||
const float AVERAGE_SACCADE_INTERVAL = 6.0f;
|
||||
const float MICROSACCADE_MAGNITUDE = 0.002f;
|
||||
const float SACCADE_MAGNITUDE = 0.04f;
|
||||
const float NOMINAL_FRAME_RATE = 60.0f;
|
||||
|
||||
if (randFloat() < deltaTime / AVERAGE_MICROSACCADE_INTERVAL) {
|
||||
_saccadeTarget = MICROSACCADE_MAGNITUDE * randVector();
|
||||
} else if (randFloat() < deltaTime / AVERAGE_SACCADE_INTERVAL) {
|
||||
_saccadeTarget = SACCADE_MAGNITUDE * randVector();
|
||||
}
|
||||
_saccade += (_saccadeTarget - _saccade) * 0.5f;
|
||||
_saccade += (_saccadeTarget - _saccade) * pow(0.5f, NOMINAL_FRAME_RATE * deltaTime);
|
||||
|
||||
// Detect transition from talking to not; force blink after that and a delay
|
||||
bool forceBlink = false;
|
||||
|
@ -352,7 +353,8 @@ glm::quat Head::getCameraOrientation() const {
|
|||
|
||||
glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
|
||||
glm::quat orientation = getOrientation();
|
||||
return rotationBetween(orientation * IDENTITY_FRONT, _lookAtPosition + _saccade - eyePosition) * orientation;
|
||||
glm::vec3 lookAtDelta = _lookAtPosition - eyePosition;
|
||||
return rotationBetween(orientation * IDENTITY_FRONT, lookAtDelta + glm::length(lookAtDelta) * _saccade) * orientation;
|
||||
}
|
||||
|
||||
glm::vec3 Head::getScalePivot() const {
|
||||
|
|
|
@ -53,7 +53,7 @@
|
|||
using namespace std;
|
||||
|
||||
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
|
||||
const float YAW_SPEED = 500.0f; // degrees/sec
|
||||
const float YAW_SPEED = 150.0f; // degrees/sec
|
||||
const float PITCH_SPEED = 100.0f; // degrees/sec
|
||||
const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
|
||||
|
||||
|
@ -1345,21 +1345,34 @@ bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
|
|||
|
||||
void MyAvatar::updateOrientation(float deltaTime) {
|
||||
// Smoothly rotate body with arrow keys
|
||||
_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
|
||||
_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
|
||||
float driveLeft = _driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT];
|
||||
float targetSpeed = (_driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT]) * YAW_SPEED;
|
||||
if (targetSpeed != 0.0f) {
|
||||
const float ROTATION_RAMP_TIMESCALE = 0.1f;
|
||||
float blend = deltaTime / ROTATION_RAMP_TIMESCALE;
|
||||
if (blend > 1.0f) {
|
||||
blend = 1.0f;
|
||||
}
|
||||
_bodyYawDelta = (1.0f - blend) * _bodyYawDelta + blend * targetSpeed;
|
||||
} else if (_bodyYawDelta != 0.0f) {
|
||||
// attenuate body rotation speed
|
||||
const float ROTATION_DECAY_TIMESCALE = 0.05f;
|
||||
float attenuation = 1.0f - deltaTime / ROTATION_DECAY_TIMESCALE;
|
||||
if (attenuation < 0.0f) {
|
||||
attenuation = 0.0f;
|
||||
}
|
||||
_bodyYawDelta *= attenuation;
|
||||
|
||||
float MINIMUM_ROTATION_RATE = 2.0f;
|
||||
if (fabsf(_bodyYawDelta) < MINIMUM_ROTATION_RATE) {
|
||||
_bodyYawDelta = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
|
||||
|
||||
glm::quat twist = glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta, 0.0f) * deltaTime));
|
||||
setOrientation(twist * getOrientation());
|
||||
|
||||
// decay body rotation momentum
|
||||
const float BODY_SPIN_FRICTION = 7.5f;
|
||||
float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
|
||||
if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
|
||||
_bodyYawDelta *= bodySpinMomentum;
|
||||
|
||||
float MINIMUM_ROTATION_RATE = 2.0f;
|
||||
if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
|
||||
// update body orientation by movement inputs
|
||||
setOrientation(getOrientation() *
|
||||
glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta * deltaTime, 0.0f))));
|
||||
|
||||
if (qApp->isHMDMode()) {
|
||||
glm::quat orientation = glm::quat_cast(getSensorToWorldMatrix()) * getHMDSensorOrientation();
|
||||
|
@ -1597,6 +1610,9 @@ void MyAvatar::maybeUpdateBillboard() {
|
|||
QBuffer buffer(&_billboard);
|
||||
buffer.open(QIODevice::WriteOnly);
|
||||
image.save(&buffer, "PNG");
|
||||
#ifdef DEBUG
|
||||
image.save("billboard.png", "PNG");
|
||||
#endif
|
||||
_billboardValid = true;
|
||||
|
||||
sendBillboardPacket();
|
||||
|
|
|
@ -157,6 +157,10 @@ DdeFaceTracker::DdeFaceTracker(const QHostAddress& host, quint16 serverPort, qui
|
|||
_reset(false),
|
||||
_leftBlinkIndex(0), // see http://support.faceshift.com/support/articles/35129-export-of-blendshapes
|
||||
_rightBlinkIndex(1),
|
||||
_leftEyeDownIndex(4),
|
||||
_rightEyeDownIndex(5),
|
||||
_leftEyeInIndex(6),
|
||||
_rightEyeInIndex(7),
|
||||
_leftEyeOpenIndex(8),
|
||||
_rightEyeOpenIndex(9),
|
||||
_browDownLeftIndex(14),
|
||||
|
@ -173,6 +177,14 @@ DdeFaceTracker::DdeFaceTracker(const QHostAddress& host, quint16 serverPort, qui
|
|||
_filteredHeadTranslation(glm::vec3(0.0f)),
|
||||
_lastBrowUp(0.0f),
|
||||
_filteredBrowUp(0.0f),
|
||||
_eyePitch(0.0f),
|
||||
_eyeYaw(0.0f),
|
||||
_lastEyePitch(0.0f),
|
||||
_lastEyeYaw(0.0f),
|
||||
_filteredEyePitch(0.0f),
|
||||
_filteredEyeYaw(0.0f),
|
||||
_longTermAverageEyePitch(0.0f),
|
||||
_longTermAverageEyeYaw(0.0f),
|
||||
_lastEyeBlinks(),
|
||||
_filteredEyeBlinks(),
|
||||
_lastEyeCoefficients(),
|
||||
|
@ -282,6 +294,17 @@ void DdeFaceTracker::reset() {
|
|||
}
|
||||
}
|
||||
|
||||
void DdeFaceTracker::update(float deltaTime) {
|
||||
if (!isActive()) {
|
||||
return;
|
||||
}
|
||||
FaceTracker::update(deltaTime);
|
||||
|
||||
glm::vec3 headEulers = glm::degrees(glm::eulerAngles(_headRotation));
|
||||
_estimatedEyePitch = _eyePitch - headEulers.x;
|
||||
_estimatedEyeYaw = _eyeYaw - headEulers.y;
|
||||
}
|
||||
|
||||
bool DdeFaceTracker::isActive() const {
|
||||
return (_ddeProcess != NULL);
|
||||
}
|
||||
|
@ -436,6 +459,28 @@ void DdeFaceTracker::decodePacket(const QByteArray& buffer) {
|
|||
_coefficients[_mouthSmileLeftIndex] = _coefficients[_mouthSmileLeftIndex] - SMILE_THRESHOLD;
|
||||
_coefficients[_mouthSmileRightIndex] = _coefficients[_mouthSmileRightIndex] - SMILE_THRESHOLD;
|
||||
|
||||
// Eye pitch and yaw
|
||||
// EyeDown coefficients work better over both +ve and -ve values than EyeUp values.
|
||||
// EyeIn coefficients work better over both +ve and -ve values than EyeOut values.
|
||||
// Pitch and yaw values are relative to the screen.
|
||||
const float EYE_PITCH_SCALE = -1500.0f; // Sign, scale, and average to be similar to Faceshift values.
|
||||
_eyePitch = EYE_PITCH_SCALE * (_coefficients[_leftEyeDownIndex] + _coefficients[_rightEyeDownIndex]);
|
||||
const float EYE_YAW_SCALE = 2000.0f; // Scale and average to be similar to Faceshift values.
|
||||
_eyeYaw = EYE_YAW_SCALE * (_coefficients[_leftEyeInIndex] + _coefficients[_rightEyeInIndex]);
|
||||
if (isFiltering) {
|
||||
const float EYE_VELOCITY_FILTER_STRENGTH = 0.005f;
|
||||
float pitchVelocity = fabsf(_eyePitch - _lastEyePitch) / _averageMessageTime;
|
||||
float pitchVelocityFilter = glm::clamp(pitchVelocity * EYE_VELOCITY_FILTER_STRENGTH, 0.0f, 1.0f);
|
||||
_filteredEyePitch = pitchVelocityFilter * _eyePitch + (1.0f - pitchVelocityFilter) * _filteredEyePitch;
|
||||
_lastEyePitch = _eyePitch;
|
||||
_eyePitch = _filteredEyePitch;
|
||||
float yawVelocity = fabsf(_eyeYaw - _lastEyeYaw) / _averageMessageTime;
|
||||
float yawVelocityFilter = glm::clamp(yawVelocity * EYE_VELOCITY_FILTER_STRENGTH, 0.0f, 1.0f);
|
||||
_filteredEyeYaw = yawVelocityFilter * _eyeYaw + (1.0f - yawVelocityFilter) * _filteredEyeYaw;
|
||||
_lastEyeYaw = _eyeYaw;
|
||||
_eyeYaw = _filteredEyeYaw;
|
||||
}
|
||||
|
||||
// Velocity filter EyeBlink values
|
||||
const float DDE_EYEBLINK_SCALE = 3.0f;
|
||||
float eyeBlinks[] = { DDE_EYEBLINK_SCALE * _coefficients[_leftBlinkIndex],
|
||||
|
|
|
@ -31,6 +31,7 @@ class DdeFaceTracker : public FaceTracker, public Dependency {
|
|||
public:
|
||||
virtual void init();
|
||||
virtual void reset();
|
||||
virtual void update(float deltaTime);
|
||||
|
||||
virtual bool isActive() const;
|
||||
virtual bool isTracking() const;
|
||||
|
@ -93,6 +94,11 @@ private:
|
|||
int _leftEyeOpenIndex;
|
||||
int _rightEyeOpenIndex;
|
||||
|
||||
int _leftEyeDownIndex;
|
||||
int _rightEyeDownIndex;
|
||||
int _leftEyeInIndex;
|
||||
int _rightEyeInIndex;
|
||||
|
||||
int _browDownLeftIndex;
|
||||
int _browDownRightIndex;
|
||||
int _browUpCenterIndex;
|
||||
|
@ -115,6 +121,16 @@ private:
|
|||
float _lastBrowUp;
|
||||
float _filteredBrowUp;
|
||||
|
||||
float _eyePitch; // Degrees, relative to screen
|
||||
float _eyeYaw;
|
||||
float _lastEyePitch;
|
||||
float _lastEyeYaw;
|
||||
float _filteredEyePitch;
|
||||
float _filteredEyeYaw;
|
||||
float _longTermAverageEyePitch = 0.0f;
|
||||
float _longTermAverageEyeYaw = 0.0f;
|
||||
bool _longTermAverageInitialized = false;
|
||||
|
||||
enum EyeState {
|
||||
EYE_UNCONTROLLED,
|
||||
EYE_OPEN,
|
||||
|
|
|
@ -20,6 +20,9 @@
|
|||
const int FPS_TIMER_DELAY = 2000; // ms
|
||||
const int FPS_TIMER_DURATION = 2000; // ms
|
||||
|
||||
const float DEFAULT_EYE_DEFLECTION = 0.25f;
|
||||
Setting::Handle<float> FaceTracker::_eyeDeflection("faceshiftEyeDeflection", DEFAULT_EYE_DEFLECTION);
|
||||
|
||||
void FaceTracker::init() {
|
||||
_isMuted = Menu::getInstance()->isOptionChecked(MenuOption::MuteFaceTracking);
|
||||
_isInitialized = true; // FaceTracker can be used now
|
||||
|
@ -106,3 +109,7 @@ void FaceTracker::toggleMute() {
|
|||
_isMuted = !_isMuted;
|
||||
emit muteToggled();
|
||||
}
|
||||
|
||||
void FaceTracker::setEyeDeflection(float eyeDeflection) {
|
||||
_eyeDeflection.set(eyeDeflection);
|
||||
}
|
||||
|
|
|
@ -18,6 +18,8 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <SettingHandle.h>
|
||||
|
||||
/// Base class for face trackers (Faceshift, DDE).
|
||||
class FaceTracker : public QObject {
|
||||
Q_OBJECT
|
||||
|
@ -47,6 +49,9 @@ public:
|
|||
void setIsMuted(bool isMuted) { _isMuted = isMuted; }
|
||||
void toggleMute();
|
||||
|
||||
static float getEyeDeflection() { return _eyeDeflection.get(); }
|
||||
static void setEyeDeflection(float eyeDeflection);
|
||||
|
||||
signals:
|
||||
void muteToggled();
|
||||
|
||||
|
@ -77,6 +82,8 @@ private slots:
|
|||
private:
|
||||
bool _isCalculatingFPS = false;
|
||||
int _frameCount = 0;
|
||||
|
||||
static Setting::Handle<float> _eyeDeflection;
|
||||
};
|
||||
|
||||
#endif // hifi_FaceTracker_h
|
||||
|
|
|
@ -28,10 +28,8 @@ using namespace std;
|
|||
|
||||
const QString DEFAULT_FACESHIFT_HOSTNAME = "localhost";
|
||||
const quint16 FACESHIFT_PORT = 33433;
|
||||
const float DEFAULT_FACESHIFT_EYE_DEFLECTION = 0.25f;
|
||||
|
||||
Faceshift::Faceshift() :
|
||||
_eyeDeflection("faceshiftEyeDeflection", DEFAULT_FACESHIFT_EYE_DEFLECTION),
|
||||
_hostname("faceshiftHostname", DEFAULT_FACESHIFT_HOSTNAME)
|
||||
{
|
||||
#ifdef HAVE_FACESHIFT
|
||||
|
@ -306,10 +304,6 @@ void Faceshift::receive(const QByteArray& buffer) {
|
|||
FaceTracker::countFrame();
|
||||
}
|
||||
|
||||
void Faceshift::setEyeDeflection(float faceshiftEyeDeflection) {
|
||||
_eyeDeflection.set(faceshiftEyeDeflection);
|
||||
}
|
||||
|
||||
void Faceshift::setHostname(const QString& hostname) {
|
||||
_hostname.set(hostname);
|
||||
}
|
||||
|
|
|
@ -68,9 +68,6 @@ public:
|
|||
float getMouthSmileLeft() const { return getBlendshapeCoefficient(_mouthSmileLeftIndex); }
|
||||
float getMouthSmileRight() const { return getBlendshapeCoefficient(_mouthSmileRightIndex); }
|
||||
|
||||
float getEyeDeflection() { return _eyeDeflection.get(); }
|
||||
void setEyeDeflection(float faceshiftEyeDeflection);
|
||||
|
||||
QString getHostname() { return _hostname.get(); }
|
||||
void setHostname(const QString& hostname);
|
||||
|
||||
|
@ -134,7 +131,6 @@ private:
|
|||
float _longTermAverageEyeYaw = 0.0f;
|
||||
bool _longTermAverageInitialized = false;
|
||||
|
||||
Setting::Handle<float> _eyeDeflection;
|
||||
Setting::Handle<QString> _hostname;
|
||||
|
||||
// see http://support.faceshift.com/support/articles/35129-export-of-blendshapes
|
||||
|
|
|
@ -142,3 +142,7 @@ QScriptValue WebWindowClass::constructor(QScriptContext* context, QScriptEngine*
|
|||
|
||||
return engine->newQObject(retVal);
|
||||
}
|
||||
|
||||
void WebWindowClass::setTitle(const QString& title) {
|
||||
_windowWidget->setWindowTitle(title);
|
||||
}
|
||||
|
|
|
@ -48,6 +48,7 @@ public slots:
|
|||
void raise();
|
||||
ScriptEventBridge* getEventBridge() const { return _eventBridge; }
|
||||
void addEventBridgeToWindowObject();
|
||||
void setTitle(const QString& title);
|
||||
|
||||
signals:
|
||||
void closed();
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include <GLMHelpers.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/GLBackendShared.h>
|
||||
#include <FramebufferCache.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <OffscreenUi.h>
|
||||
#include <CursorManager.h>
|
||||
|
@ -93,6 +94,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
|||
// Now render the overlay components together into a single texture
|
||||
renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
|
||||
renderAudioScope(renderArgs); // audio scope in the very back
|
||||
renderRearView(renderArgs); // renders the mirror view selfie
|
||||
renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
|
||||
renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
|
||||
renderStatsAndLogs(renderArgs); // currently renders nothing
|
||||
|
@ -167,6 +169,39 @@ void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) {
|
|||
}
|
||||
|
||||
void ApplicationOverlay::renderRearView(RenderArgs* renderArgs) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
|
||||
gpu::Batch& batch = *renderArgs->_batch;
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
auto framebuffer = DependencyManager::get<FramebufferCache>();
|
||||
auto selfieTexture = framebuffer->getSelfieFramebuffer()->getRenderBuffer(0);
|
||||
|
||||
int width = renderArgs->_viewport.z;
|
||||
int height = renderArgs->_viewport.w;
|
||||
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
|
||||
batch.setProjectionTransform(legacyProjection);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
float screenRatio = ((float)qApp->getDevicePixelRatio());
|
||||
float renderRatio = ((float)screenRatio * qApp->getRenderResolutionScale());
|
||||
|
||||
auto viewport = qApp->getMirrorViewRect();
|
||||
glm::vec2 bottomLeft(viewport.left(), viewport.top() + viewport.height());
|
||||
glm::vec2 topRight(viewport.left() + viewport.width(), viewport.top());
|
||||
bottomLeft *= screenRatio;
|
||||
topRight *= screenRatio;
|
||||
glm::vec2 texCoordMinCorner(0.0f, 0.0f);
|
||||
glm::vec2 texCoordMaxCorner(viewport.width() * renderRatio / float(selfieTexture->getWidth()), viewport.height() * renderRatio / float(selfieTexture->getHeight()));
|
||||
|
||||
geometryCache->useSimpleDrawPipeline(batch, true);
|
||||
batch.setResourceTexture(0, selfieTexture);
|
||||
geometryCache->renderQuad(batch, bottomLeft, topRight, texCoordMinCorner, texCoordMaxCorner, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
|
||||
batch.setResourceTexture(0, renderArgs->_whiteTexture);
|
||||
geometryCache->useSimpleDrawPipeline(batch, false);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplicationOverlay::renderStatsAndLogs(RenderArgs* renderArgs) {
|
||||
|
|
|
@ -142,10 +142,10 @@ void PreferencesDialog::loadPreferences() {
|
|||
ui.ddeEyeClosingThresholdSlider->setValue(dde->getEyeClosingThreshold() *
|
||||
ui.ddeEyeClosingThresholdSlider->maximum());
|
||||
|
||||
auto faceshift = DependencyManager::get<Faceshift>();
|
||||
ui.faceshiftEyeDeflectionSider->setValue(faceshift->getEyeDeflection() *
|
||||
ui.faceshiftEyeDeflectionSider->maximum());
|
||||
ui.faceTrackerEyeDeflectionSider->setValue(FaceTracker::getEyeDeflection() *
|
||||
ui.faceTrackerEyeDeflectionSider->maximum());
|
||||
|
||||
auto faceshift = DependencyManager::get<Faceshift>();
|
||||
ui.faceshiftHostnameEdit->setText(faceshift->getHostname());
|
||||
|
||||
auto audio = DependencyManager::get<AudioClient>();
|
||||
|
@ -236,10 +236,10 @@ void PreferencesDialog::savePreferences() {
|
|||
dde->setEyeClosingThreshold(ui.ddeEyeClosingThresholdSlider->value() /
|
||||
(float)ui.ddeEyeClosingThresholdSlider->maximum());
|
||||
|
||||
auto faceshift = DependencyManager::get<Faceshift>();
|
||||
faceshift->setEyeDeflection(ui.faceshiftEyeDeflectionSider->value() /
|
||||
(float)ui.faceshiftEyeDeflectionSider->maximum());
|
||||
FaceTracker::setEyeDeflection(ui.faceTrackerEyeDeflectionSider->value() /
|
||||
(float)ui.faceTrackerEyeDeflectionSider->maximum());
|
||||
|
||||
auto faceshift = DependencyManager::get<Faceshift>();
|
||||
faceshift->setHostname(ui.faceshiftHostnameEdit->text());
|
||||
|
||||
qApp->setMaxOctreePacketsPerSecond(ui.maxOctreePPSSpin->value());
|
||||
|
|
|
@ -1468,13 +1468,13 @@
|
|||
</font>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Faceshift eye deflection</string>
|
||||
<string>Face tracker eye deflection</string>
|
||||
</property>
|
||||
<property name="indent">
|
||||
<number>0</number>
|
||||
</property>
|
||||
<property name="buddy">
|
||||
<cstring>faceshiftEyeDeflectionSider</cstring>
|
||||
<cstring>faceTrackerEyeDeflectionSider</cstring>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
|
@ -1497,7 +1497,7 @@
|
|||
</spacer>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QSlider" name="faceshiftEyeDeflectionSider">
|
||||
<widget class="QSlider" name="faceTrackerEyeDeflectionSider">
|
||||
<property name="sizePolicy">
|
||||
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
|
||||
<horstretch>0</horstretch>
|
||||
|
|
|
@ -1114,11 +1114,15 @@ void AvatarData::sendIdentityPacket() {
|
|||
void AvatarData::sendBillboardPacket() {
|
||||
if (!_billboard.isEmpty()) {
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
|
||||
auto billboardPacket = NLPacket::create(PacketType::AvatarBillboard, _billboard.size());
|
||||
billboardPacket->write(_billboard);
|
||||
|
||||
nodeList->broadcastToNodes(std::move(billboardPacket), NodeSet() << NodeType::AvatarMixer);
|
||||
|
||||
// This makes sure the billboard won't be too large to send.
|
||||
// Once more protocol changes are done and we can send blocks of data we can support sending > MTU sized billboards.
|
||||
if (_billboard.size() <= NLPacket::maxPayloadSize(PacketType::AvatarBillboard)) {
|
||||
auto billboardPacket = NLPacket::create(PacketType::AvatarBillboard, _billboard.size());
|
||||
billboardPacket->write(_billboard);
|
||||
|
||||
nodeList->broadcastToNodes(std::move(billboardPacket), NodeSet() << NodeType::AvatarMixer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -220,10 +220,7 @@ void Batch::setStateBlendFactor(const Vec4& factor) {
|
|||
void Batch::setStateScissorRect(const Vec4i& rect) {
|
||||
ADD_COMMAND(setStateScissorRect);
|
||||
|
||||
_params.push_back(rect.x);
|
||||
_params.push_back(rect.y);
|
||||
_params.push_back(rect.z);
|
||||
_params.push_back(rect.w);
|
||||
_params.push_back(cacheData(sizeof(Vec4i), &rect));
|
||||
}
|
||||
|
||||
void Batch::setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size) {
|
||||
|
|
|
@ -108,7 +108,6 @@ public:
|
|||
void blit(const FramebufferPointer& src, const Vec4i& srcViewport,
|
||||
const FramebufferPointer& dst, const Vec4i& dstViewport);
|
||||
|
||||
|
||||
// Query Section
|
||||
void beginQuery(const QueryPointer& query);
|
||||
void endQuery(const QueryPointer& query);
|
||||
|
|
|
@ -40,4 +40,8 @@ void Context::render(Batch& batch) {
|
|||
void Context::syncCache() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
_backend->syncCache();
|
||||
}
|
||||
}
|
||||
|
||||
void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
|
||||
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
|
||||
}
|
||||
|
|
|
@ -20,6 +20,8 @@
|
|||
#include "Pipeline.h"
|
||||
#include "Framebuffer.h"
|
||||
|
||||
class QImage;
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Backend {
|
||||
|
@ -28,6 +30,8 @@ public:
|
|||
virtual~ Backend() {};
|
||||
virtual void render(Batch& batch) = 0;
|
||||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
||||
|
||||
class TransformObject {
|
||||
public:
|
||||
|
@ -121,6 +125,10 @@ public:
|
|||
|
||||
void syncCache();
|
||||
|
||||
// Downloading the Framebuffer is a synchronous action that is not efficient.
|
||||
// It s here for convenience to easily capture a snapshot
|
||||
void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage);
|
||||
|
||||
protected:
|
||||
Context(const Context& context);
|
||||
|
||||
|
|
22
libraries/gpu/src/gpu/DrawTextureOpaque.slf
Executable file
22
libraries/gpu/src/gpu/DrawTextureOpaque.slf
Executable file
|
@ -0,0 +1,22 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Draw texture 0 fetched at texcoord.xy
|
||||
// Alpha is 1
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = vec4(texture2D(colorMap, varTexcoord).xyz, 1.0);
|
||||
}
|
|
@ -14,8 +14,6 @@
|
|||
#include "Texture.h"
|
||||
#include <memory>
|
||||
|
||||
class QImage;
|
||||
|
||||
namespace gpu {
|
||||
|
||||
typedef Element Format;
|
||||
|
@ -134,8 +132,6 @@ public:
|
|||
static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
|
||||
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
|
||||
|
||||
void getImage(QImage* result) const;
|
||||
|
||||
protected:
|
||||
SwapchainPointer _swapchain;
|
||||
|
||||
|
|
|
@ -192,6 +192,7 @@ void GLBackend::syncCache() {
|
|||
syncTransformStateCache();
|
||||
syncPipelineStateCache();
|
||||
syncInputStateCache();
|
||||
syncOutputStateCache();
|
||||
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
}
|
||||
|
@ -281,6 +282,9 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
glClearColor(color.x, color.y, color.z, color.w);
|
||||
glmask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
|
||||
// Force the color mask cache to WRITE_ALL if not the case
|
||||
do_setStateColorWriteMask(State::ColorMask::WRITE_ALL);
|
||||
}
|
||||
|
||||
// Apply scissor if needed and if not already on
|
||||
|
|
|
@ -38,6 +38,10 @@ public:
|
|||
// Let's try to avoid to do that as much as possible!
|
||||
virtual void syncCache();
|
||||
|
||||
// This is the ugly "download the pixels to sysmem for taking a snapshot"
|
||||
// Just avoid using it, it's ugly and will break performances
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage);
|
||||
|
||||
static bool checkGLError(const char* name = nullptr);
|
||||
|
||||
// Only checks in debug builds
|
||||
|
@ -383,11 +387,14 @@ protected:
|
|||
void do_setFramebuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_blit(Batch& batch, uint32 paramOffset);
|
||||
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncOutputStateCache();
|
||||
|
||||
struct OutputStageState {
|
||||
|
||||
FramebufferPointer _framebuffer = nullptr;
|
||||
|
||||
GLuint _drawFBO = 0;
|
||||
|
||||
OutputStageState() {}
|
||||
} _output;
|
||||
|
||||
|
|
|
@ -8,9 +8,12 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include <qimage.h>
|
||||
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
GLBackend::GLFramebuffer::GLFramebuffer() {}
|
||||
|
@ -34,6 +37,9 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
|
||||
// need to have a gpu object?
|
||||
if (!object) {
|
||||
GLint currentFBO;
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤tFBO);
|
||||
|
||||
GLuint fbo;
|
||||
glGenFramebuffers(1, &fbo);
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
@ -84,6 +90,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -139,6 +147,9 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
object->_fbo = fbo;
|
||||
object->_colorBuffers = colorBuffers;
|
||||
Backend::setGPUObject(framebuffer, object);
|
||||
|
||||
// restore the current framebuffer
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
|
||||
}
|
||||
|
||||
return object;
|
||||
|
@ -158,11 +169,24 @@ GLuint GLBackend::getFramebufferID(const FramebufferPointer& framebuffer) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::syncOutputStateCache() {
|
||||
GLint currentFBO;
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤tFBO);
|
||||
|
||||
_output._drawFBO = currentFBO;
|
||||
_output._framebuffer.reset();
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
|
||||
|
||||
if (_output._framebuffer != framebuffer) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(framebuffer));
|
||||
auto newFBO = getFramebufferID(framebuffer);
|
||||
if (_output._drawFBO != newFBO) {
|
||||
_output._drawFBO = newFBO;
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newFBO);
|
||||
}
|
||||
_output._framebuffer = framebuffer;
|
||||
}
|
||||
}
|
||||
|
@ -184,4 +208,38 @@ void GLBackend::do_blit(Batch& batch, uint32 paramOffset) {
|
|||
glBlitFramebuffer(srcvp.x, srcvp.y, srcvp.z, srcvp.w,
|
||||
dstvp.x, dstvp.y, dstvp.z, dstvp.w,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
if (_output._framebuffer) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(_output._framebuffer));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
|
||||
auto readFBO = gpu::GLBackend::getFramebufferID(srcFramebuffer);
|
||||
if (srcFramebuffer && readFBO) {
|
||||
if ((srcFramebuffer->getWidth() < (region.x + region.z)) || (srcFramebuffer->getHeight() < (region.y + region.w))) {
|
||||
qCDebug(gpulogging) << "GLBackend::downloadFramebuffer : srcFramebuffer is too small to provide the region queried";
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if ((destImage.width() < region.z) || (destImage.height() < region.w)) {
|
||||
qCDebug(gpulogging) << "GLBackend::downloadFramebuffer : destImage is too small to receive the region of the framebuffer";
|
||||
return;
|
||||
}
|
||||
|
||||
GLenum format = GL_BGRA;
|
||||
if (destImage.format() != QImage::Format_ARGB32) {
|
||||
qCDebug(gpulogging) << "GLBackend::downloadFramebuffer : destImage format must be FORMAT_ARGB32 to receive the region of the framebuffer";
|
||||
return;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(srcFramebuffer));
|
||||
glReadPixels(region.x, region.y, region.z, region.w, format, GL_UNSIGNED_BYTE, destImage.bits());
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
|
@ -757,11 +757,8 @@ void GLBackend::do_setStateBlendFactor(Batch& batch, uint32 paramOffset) {
|
|||
}
|
||||
|
||||
void GLBackend::do_setStateScissorRect(Batch& batch, uint32 paramOffset) {
|
||||
|
||||
Vec4 rect(batch._params[paramOffset + 0]._float,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 2]._float,
|
||||
batch._params[paramOffset + 3]._float);
|
||||
Vec4i rect;
|
||||
memcpy(&rect, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
|
||||
glScissor(rect.x, rect.y, rect.z, rect.w);
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "DrawTexcoordRectTransformUnitQuad_vert.h"
|
||||
#include "DrawViewportQuadTransformTexcoord_vert.h"
|
||||
#include "DrawTexture_frag.h"
|
||||
#include "DrawTextureOpaque_frag.h"
|
||||
#include "DrawColoredTexture_frag.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
@ -24,6 +25,7 @@ ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
|
|||
ShaderPointer StandardShaderLib::_drawTexcoordRectTransformUnitQuadVS;
|
||||
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
|
||||
ShaderPointer StandardShaderLib::_drawTexturePS;
|
||||
ShaderPointer StandardShaderLib::_drawTextureOpaquePS;
|
||||
ShaderPointer StandardShaderLib::_drawColoredTexturePS;
|
||||
StandardShaderLib::ProgramMap StandardShaderLib::_programs;
|
||||
|
||||
|
@ -82,6 +84,15 @@ ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
|||
return _drawTexturePS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
|
||||
if (!_drawTextureOpaquePS) {
|
||||
_drawTextureOpaquePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTextureOpaque_frag)));
|
||||
}
|
||||
return _drawTextureOpaquePS;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
|
||||
if (!_drawColoredTexturePS) {
|
||||
_drawColoredTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawColoredTexture_frag)));
|
||||
|
|
|
@ -35,6 +35,7 @@ public:
|
|||
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
|
||||
|
||||
static ShaderPointer getDrawTexturePS();
|
||||
static ShaderPointer getDrawTextureOpaquePS();
|
||||
static ShaderPointer getDrawColoredTexturePS();
|
||||
|
||||
// The shader program combining the shaders available above, so they are unique
|
||||
|
@ -47,6 +48,7 @@ protected:
|
|||
static ShaderPointer _drawTexcoordRectTransformUnitQuadVS;
|
||||
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
|
||||
static ShaderPointer _drawTexturePS;
|
||||
static ShaderPointer _drawTextureOpaquePS;
|
||||
static ShaderPointer _drawColoredTexturePS;
|
||||
|
||||
typedef std::map<std::pair<GetShader, GetShader>, ShaderPointer> ProgramMap;
|
||||
|
|
|
@ -110,7 +110,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
} else {
|
||||
// skybox has no cubemap, just clear the color buffer
|
||||
auto color = skybox.getColor();
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(color, 0.0f), 0.0f, 0);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(color, 0.0f), 0.0f, 0, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -21,6 +21,9 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
|
|||
return mix(alpha * glowIntensity, 1.0 - alpha * glowIntensity, step(mapAlpha, alphaThreshold));
|
||||
}
|
||||
|
||||
const vec3 DEFAULT_SPECULAR = vec3(0.1);
|
||||
const float DEFAULT_SHININESS = 10;
|
||||
|
||||
void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
|
||||
if (alpha != glowIntensity) {
|
||||
discard;
|
||||
|
|
|
@ -142,6 +142,10 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured,
|
|||
bool emmisive, bool depthBias) {
|
||||
SimpleProgramKey config{textured, culled, emmisive, depthBias};
|
||||
batch.setPipeline(getPipeline(config));
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
int glowIntensity = program->getUniforms().findLocation("glowIntensity");
|
||||
batch._glUniform1f(glowIntensity, 1.0f);
|
||||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
|
@ -216,13 +220,17 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
|
||||
// clear the normal and specular buffers
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
const float MAX_SPECULAR_EXPONENT = 128.0f;
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT));
|
||||
|
||||
args->_context->syncCache();
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
|
||||
|
||||
batch.setFramebuffer(primaryFbo);
|
||||
// clear the normal and specular buffers
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
|
||||
const float MAX_SPECULAR_EXPONENT = 128.0f;
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT), true);
|
||||
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
|
@ -241,8 +249,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch.setFramebuffer(_copyFBO);
|
||||
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.clearColorFramebuffer(_copyFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
batch.clearColorFramebuffer(_copyFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
|
||||
|
||||
batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
|
||||
|
||||
|
@ -529,7 +538,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch.setResourceTexture(2, nullptr);
|
||||
batch.setResourceTexture(3, nullptr);
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
|
||||
// End of the Lighting pass
|
||||
|
@ -542,7 +550,8 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
// TODO why doesn't this blit work? It only seems to affect a small area below the rear view mirror.
|
||||
auto destFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
// auto destFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
auto destFbo = framebufferCache->getPrimaryFramebufferDepthColor();
|
||||
// gpu::Vec4i vp = args->_viewport;
|
||||
// batch.blit(_copyFBO, vp, framebufferCache->getPrimaryFramebuffer(), vp);
|
||||
batch.setFramebuffer(destFbo);
|
||||
|
@ -561,11 +570,6 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
batch.setModelTransform(model);
|
||||
}
|
||||
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
|
||||
batch.setResourceTexture(0, _copyFBO->getRenderBuffer(0));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
|
|
|
@ -34,17 +34,20 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
|
|||
//If the size changed, we need to delete our FBOs
|
||||
if (_frameBufferSize != frameBufferSize) {
|
||||
_frameBufferSize = frameBufferSize;
|
||||
_primaryFramebuffer.reset();
|
||||
_primaryFramebufferFull.reset();
|
||||
_primaryFramebufferDepthColor.reset();
|
||||
_primaryDepthTexture.reset();
|
||||
_primaryColorTexture.reset();
|
||||
_primaryNormalTexture.reset();
|
||||
_primarySpecularTexture.reset();
|
||||
_selfieFramebuffer.reset();
|
||||
_cachedFramebuffers.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferCache::createPrimaryFramebuffer() {
|
||||
_primaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
_primaryFramebufferFull = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
_primaryFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
auto width = _frameBufferSize.width();
|
||||
|
@ -55,24 +58,37 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
_primaryNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
_primarySpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(1, _primaryNormalTexture);
|
||||
_primaryFramebuffer->setRenderBuffer(2, _primarySpecularTexture);
|
||||
_primaryFramebufferFull->setRenderBuffer(0, _primaryColorTexture);
|
||||
_primaryFramebufferFull->setRenderBuffer(1, _primaryNormalTexture);
|
||||
_primaryFramebufferFull->setRenderBuffer(2, _primarySpecularTexture);
|
||||
|
||||
_primaryFramebufferDepthColor->setRenderBuffer(0, _primaryColorTexture);
|
||||
|
||||
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
|
||||
_primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
|
||||
|
||||
_primaryFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
_primaryFramebufferFull->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
|
||||
_primaryFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
|
||||
_selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
|
||||
_selfieFramebuffer->setRenderBuffer(0, tex);
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getPrimaryFramebuffer() {
|
||||
if (!_primaryFramebuffer) {
|
||||
if (!_primaryFramebufferFull) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryFramebuffer;
|
||||
return _primaryFramebufferFull;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getPrimaryFramebufferDepthColor() {
|
||||
if (!_primaryFramebufferDepthColor) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _primaryFramebufferDepthColor;
|
||||
}
|
||||
|
||||
|
||||
gpu::TexturePointer FramebufferCache::getPrimaryDepthTexture() {
|
||||
|
@ -112,7 +128,6 @@ gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
|
|||
return result;
|
||||
}
|
||||
|
||||
|
||||
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
|
||||
if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
|
||||
_cachedFramebuffers.push_back(framebuffer);
|
||||
|
@ -126,3 +141,10 @@ gpu::FramebufferPointer FramebufferCache::getShadowFramebuffer() {
|
|||
}
|
||||
return _shadowFramebuffer;
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getSelfieFramebuffer() {
|
||||
if (!_selfieFramebuffer) {
|
||||
createPrimaryFramebuffer();
|
||||
}
|
||||
return _selfieFramebuffer;
|
||||
}
|
||||
|
|
|
@ -30,6 +30,7 @@ public:
|
|||
/// Returns a pointer to the primary framebuffer object. This render target includes a depth component, and is
|
||||
/// used for scene rendering.
|
||||
gpu::FramebufferPointer getPrimaryFramebuffer();
|
||||
gpu::FramebufferPointer getPrimaryFramebufferDepthColor();
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
||||
gpu::TexturePointer getPrimaryColorTexture();
|
||||
|
@ -39,8 +40,12 @@ public:
|
|||
/// Returns the framebuffer object used to render shadow maps;
|
||||
gpu::FramebufferPointer getShadowFramebuffer();
|
||||
|
||||
/// Returns the framebuffer object used to render selfie maps;
|
||||
gpu::FramebufferPointer getSelfieFramebuffer();
|
||||
|
||||
/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
|
||||
gpu::FramebufferPointer getFramebuffer();
|
||||
|
||||
// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
|
||||
/// Releases a free framebuffer back for reuse
|
||||
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
|
||||
|
@ -51,13 +56,17 @@ private:
|
|||
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _primaryFramebuffer;
|
||||
gpu::FramebufferPointer _primaryFramebufferFull;
|
||||
gpu::FramebufferPointer _primaryFramebufferDepthColor;
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
gpu::TexturePointer _primaryColorTexture;
|
||||
gpu::TexturePointer _primaryNormalTexture;
|
||||
gpu::TexturePointer _primarySpecularTexture;
|
||||
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
|
||||
gpu::FramebufferPointer _selfieFramebuffer;
|
||||
|
||||
QSize _frameBufferSize{ 100, 100 };
|
||||
};
|
||||
|
||||
|
|
|
@ -29,6 +29,8 @@
|
|||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
|
||||
//#define WANT_DEBUG
|
||||
|
||||
const int GeometryCache::UNKNOWN_ID = -1;
|
||||
|
@ -1651,7 +1653,7 @@ QSharedPointer<Resource> GeometryCache::createResource(const QUrl& url, const QS
|
|||
return geometry.staticCast<Resource>();
|
||||
}
|
||||
|
||||
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch) {
|
||||
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
||||
if (!_standardDrawPipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(standardDrawTexture_frag)));
|
||||
|
@ -1660,12 +1662,24 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch) {
|
|||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
|
||||
|
||||
// enable decal blend
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
|
||||
_standardDrawPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
||||
|
||||
auto stateNoBlend = std::make_shared<gpu::State>();
|
||||
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
|
||||
auto programNoBlend = gpu::ShaderPointer(gpu::Shader::createProgram(vs, noBlendPS));
|
||||
gpu::Shader::makeProgram((*programNoBlend));
|
||||
_standardDrawPipelineNoBlend.reset(gpu::Pipeline::create(programNoBlend, stateNoBlend));
|
||||
}
|
||||
if (noBlend) {
|
||||
batch.setPipeline(_standardDrawPipelineNoBlend);
|
||||
} else {
|
||||
batch.setPipeline(_standardDrawPipeline);
|
||||
}
|
||||
batch.setPipeline(_standardDrawPipeline);
|
||||
}
|
||||
|
||||
const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
|
||||
|
|
|
@ -206,7 +206,7 @@ public:
|
|||
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);
|
||||
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -221,6 +221,7 @@ private:
|
|||
typedef QPair<unsigned int, unsigned int> VerticesIndices;
|
||||
|
||||
gpu::PipelinePointer _standardDrawPipeline;
|
||||
gpu::PipelinePointer _standardDrawPipelineNoBlend;
|
||||
QHash<float, gpu::BufferPointer> _cubeVerticies;
|
||||
QHash<Vec2Pair, gpu::BufferPointer> _cubeColors;
|
||||
gpu::BufferPointer _wireCubeIndexBuffer;
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
|
@ -27,6 +28,26 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
|
||||
|
||||
gpu::Batch batch;
|
||||
batch.setFramebuffer(nullptr);
|
||||
batch.setFramebuffer(primaryFbo);
|
||||
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.clearFramebuffer(
|
||||
gpu::Framebuffer::BUFFER_COLOR0 |
|
||||
gpu::Framebuffer::BUFFER_DEPTH,
|
||||
vec4(vec3(0), 1), 1.0, 0.0, true);
|
||||
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);
|
||||
}
|
||||
|
@ -41,6 +62,7 @@ void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderC
|
|||
}
|
||||
|
||||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(new SetupDeferred::JobModel("SetupFramebuffer")));
|
||||
_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
|
||||
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
|
@ -56,7 +78,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
auto& renderedOpaques = _jobs.back().getOutput();
|
||||
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
|
||||
_jobs.push_back(Job(new ResetGLState::JobModel()));
|
||||
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
|
||||
_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
|
||||
|
@ -133,21 +154,12 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
|
|||
batch.setViewTransform(viewMat);
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
|
||||
args->_alphaThreshold = OPAQUE_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOpaqueItems);
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
@ -171,21 +183,15 @@ void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const
|
|||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
@ -239,17 +245,17 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setStateScissorRect(args->_viewport);
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setResourceTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
|
||||
}
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
args->_whiteTexture.reset();
|
||||
|
|
|
@ -16,6 +16,13 @@
|
|||
|
||||
#include "gpu/Pipeline.h"
|
||||
|
||||
class SetupDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<SetupDeferred> JobModel;
|
||||
};
|
||||
|
||||
class PrepareDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
|
|
@ -22,6 +22,5 @@ void main(void) {
|
|||
normalize(interpolatedNormal.xyz),
|
||||
glowIntensity,
|
||||
gl_Color.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess);
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
}
|
||||
|
|
|
@ -27,6 +27,5 @@ void main(void) {
|
|||
normalize(interpolatedNormal.xyz),
|
||||
glowIntensity * texel.a,
|
||||
gl_Color.rgb * texel.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess);
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS);
|
||||
}
|
|
@ -27,7 +27,6 @@ void main(void) {
|
|||
normalize(interpolatedNormal.xyz),
|
||||
glowIntensity * texel.a,
|
||||
gl_Color.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess,
|
||||
DEFAULT_SPECULAR, DEFAULT_SHININESS,
|
||||
texel.rgb);
|
||||
}
|
|
@ -46,13 +46,21 @@
|
|||
|
||||
|
||||
static QScriptValue debugPrint(QScriptContext* context, QScriptEngine* engine){
|
||||
qCDebug(scriptengine) << "script:print()<<" << context->argument(0).toString();
|
||||
QString message = context->argument(0).toString()
|
||||
.replace("\\", "\\\\")
|
||||
.replace("\n", "\\n")
|
||||
.replace("\r", "\\r")
|
||||
.replace("'", "\\'");
|
||||
QString message = "";
|
||||
for (int i = 0; i < context->argumentCount(); i++) {
|
||||
if (i > 0) {
|
||||
message += " ";
|
||||
}
|
||||
message += context->argument(i).toString();
|
||||
}
|
||||
qCDebug(scriptengine) << "script:print()<<" << message;
|
||||
|
||||
message = message.replace("\\", "\\\\")
|
||||
.replace("\n", "\\n")
|
||||
.replace("\r", "\\r")
|
||||
.replace("'", "\\'");
|
||||
engine->evaluate("Script.print('" + message + "')");
|
||||
|
||||
return QScriptValue();
|
||||
}
|
||||
|
||||
|
|
|
@ -118,6 +118,13 @@ void vhacd::VHACDUtil::fattenMeshes(const FBXMesh& mesh, FBXMesh& result,
|
|||
glm::vec3 p2 = result.vertices[index2];
|
||||
glm::vec3 av = (p0 + p1 + p2) / 3.0f; // center of the triangular face
|
||||
|
||||
glm::vec3 normal = glm::normalize(glm::cross(p1 - p0, p2 - p0));
|
||||
float threshold = 1.0f / sqrtf(3.0f);
|
||||
if (normal.y > -threshold && normal.y < threshold) {
|
||||
// this triangle is more a wall than a floor, skip it.
|
||||
continue;
|
||||
}
|
||||
|
||||
float dropAmount = 0;
|
||||
dropAmount = glm::max(glm::length(p1 - p0), dropAmount);
|
||||
dropAmount = glm::max(glm::length(p2 - p1), dropAmount);
|
||||
|
|
Loading…
Reference in a new issue