Merge branch 'master' into feature/ant-man

This commit is contained in:
Anthony J. Thibault 2017-09-11 15:14:03 -07:00
commit b81f85e1ae
47 changed files with 1684 additions and 490 deletions

View file

@ -4,254 +4,81 @@ else()
cmake_minimum_required(VERSION 3.2)
endif()
if (USE_ANDROID_TOOLCHAIN)
set(CMAKE_TOOLCHAIN_FILE "${CMAKE_CURRENT_SOURCE_DIR}/cmake/android/android.toolchain.cmake")
set(ANDROID_NATIVE_API_LEVEL 19)
set(ANDROID_TOOLCHAIN_NAME arm-linux-androideabi-clang3.5)
set(ANDROID_STL c++_shared)
endif ()
if (WIN32)
cmake_policy(SET CMP0020 NEW)
endif (WIN32)
if (POLICY CMP0043)
cmake_policy(SET CMP0043 OLD)
endif ()
if (POLICY CMP0042)
cmake_policy(SET CMP0042 OLD)
endif ()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set_property(GLOBAL PROPERTY PREDEFINED_TARGETS_FOLDER "CMakeTargets")
include("cmake/init.cmake")
project(hifi)
add_definitions(-DGLM_FORCE_RADIANS)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -DDEBUG")
find_package( Threads )
include("cmake/compiler.cmake")
if (WIN32)
if (NOT "${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
message( FATAL_ERROR "Only 64 bit builds supported." )
endif()
add_definitions(-DNOMINMAX -D_CRT_SECURE_NO_WARNINGS)
if (NOT WINDOW_SDK_PATH)
set(DEBUG_DISCOVERED_SDK_PATH TRUE)
endif()
# sets path for Microsoft SDKs
# if you get build error about missing 'glu32' this path is likely wrong
if (MSVC_VERSION GREATER_EQUAL 1910) # VS 2017
set(WINDOW_SDK_PATH "C:/Program Files (x86)/Windows Kits/10/Lib/${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}/x64" CACHE PATH "Windows SDK PATH")
elseif (MSVC_VERSION GREATER_EQUAL 1800) # VS 2013
set(WINDOW_SDK_PATH "C:\\Program Files (x86)\\Windows Kits\\8.1\\Lib\\winv6.3\\um\\${WINDOW_SDK_FOLDER}" CACHE PATH "Windows SDK PATH")
else()
message( FATAL_ERROR "Visual Studio 2013 or higher required." )
endif()
if (DEBUG_DISCOVERED_SDK_PATH)
message(STATUS "The discovered Windows SDK path is ${WINDOW_SDK_PATH}")
endif ()
set(CMAKE_PREFIX_PATH ${CMAKE_PREFIX_PATH} ${WINDOW_SDK_PATH})
# /wd4351 disables warning C4351: new behavior: elements of array will be default initialized
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /wd4351")
# /LARGEADDRESSAWARE enables 32-bit apps to use more than 2GB of memory.
# Caveats: http://stackoverflow.com/questions/2288728/drawbacks-of-using-largeaddressaware-for-32-bit-windows-executables
# TODO: Remove when building 64-bit.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /LARGEADDRESSAWARE")
# always produce symbols as PDB files
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /Zi")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /DEBUG /OPT:REF /OPT:ICF")
else ()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -fno-strict-aliasing -Wno-unused-parameter")
if (CMAKE_CXX_COMPILER_ID MATCHES "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb -Woverloaded-virtual -Wdouble-promotion")
if (CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "5.1") # gcc 5.1 and on have suggest-override
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wsuggest-override")
endif ()
endif ()
endif(WIN32)
if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS "5.3")
# GLM 0.9.8 on Ubuntu 14 (gcc 4.4) has issues with the simd declarations
add_definitions(-DGLM_FORCE_PURE)
endif()
if (NOT DEFINED SERVER_ONLY)
set(SERVER_ONLY 0)
endif()
if (NOT ANDROID)
if ((NOT MSVC12) AND (NOT MSVC14))
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("-std=c++11" COMPILER_SUPPORTS_CXX11)
CHECK_CXX_COMPILER_FLAG("-std=c++0x" COMPILER_SUPPORTS_CXX0X)
if (COMPILER_SUPPORTS_CXX11)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
elseif(COMPILER_SUPPORTS_CXX0X)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x")
else()
message(STATUS "The compiler ${CMAKE_CXX_COMPILER} has no C++11 support. Please use a different C++ compiler.")
endif()
endif ()
else ()
# assume that the toolchain selected for android has C++11 support
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
endif ()
if (APPLE)
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LANGUAGE_STANDARD "c++11")
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LIBRARY "libc++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --stdlib=libc++")
endif ()
if (NOT ANDROID_LIB_DIR)
set(ANDROID_LIB_DIR $ENV{ANDROID_LIB_DIR})
endif ()
if (ANDROID)
if (NOT ANDROID_QT_CMAKE_PREFIX_PATH)
set(QT_CMAKE_PREFIX_PATH ${ANDROID_LIB_DIR}/Qt/5.5/android_armv7/lib/cmake)
else ()
set(QT_CMAKE_PREFIX_PATH ${ANDROID_QT_CMAKE_PREFIX_PATH})
endif ()
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/lib)
if (ANDROID_LIB_DIR)
list(APPEND CMAKE_FIND_ROOT_PATH ${ANDROID_LIB_DIR})
endif ()
else ()
if (NOT QT_CMAKE_PREFIX_PATH)
set(QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
endif ()
if (NOT QT_CMAKE_PREFIX_PATH)
get_filename_component(QT_CMAKE_PREFIX_PATH "${Qt5_DIR}/.." REALPATH)
endif ()
endif ()
set(QT_DIR $ENV{QT_DIR})
if (WIN32)
if (NOT EXISTS ${QT_CMAKE_PREFIX_PATH})
message(FATAL_ERROR "Could not determine QT_CMAKE_PREFIX_PATH.")
endif ()
if (ANDROID OR UWP)
set(MOBILE 1)
else()
set(MOBILE 0)
endif()
# figure out where the qt dir is
get_filename_component(QT_DIR "${QT_CMAKE_PREFIX_PATH}/../../" ABSOLUTE)
if (ANDROID OR UWP)
option(BUILD_SERVER "Build server components" OFF)
option(BUILD_TOOLS "Build tools" OFF)
else()
option(BUILD_SERVER "Build server components" ON)
option(BUILD_TOOLS "Build tools" ON)
endif()
set(CMAKE_PREFIX_PATH ${CMAKE_PREFIX_PATH} ${QT_CMAKE_PREFIX_PATH})
if (SERVER_ONLY)
option(BUILD_CLIENT "Build client components" OFF)
option(BUILD_TESTS "Build tests" OFF)
else()
option(BUILD_CLIENT "Build client components" ON)
option(BUILD_TESTS "Build tests" ON)
endif()
if (APPLE)
option(BUILD_INSTALLER "Build installer" ON)
exec_program(sw_vers ARGS -productVersion OUTPUT_VARIABLE OSX_VERSION)
string(REGEX MATCH "^[0-9]+\\.[0-9]+" OSX_VERSION ${OSX_VERSION})
message(STATUS "Detected OS X version = ${OSX_VERSION}")
MESSAGE(STATUS "Build server: " ${BUILD_SERVER})
MESSAGE(STATUS "Build client: " ${BUILD_CLIENT})
MESSAGE(STATUS "Build tests: " ${BUILD_TESTS})
MESSAGE(STATUS "Build tools: " ${BUILD_TOOLS})
MESSAGE(STATUS "Build installer: " ${BUILD_INSTALLER})
set(OSX_SDK "${OSX_VERSION}" CACHE String "OS X SDK version to look for inside Xcode bundle or at OSX_SDK_PATH")
if (UNIX AND DEFINED ENV{HIFI_MEMORY_DEBUGGING})
MESSAGE(STATUS "Memory debugging is enabled")
endif()
# set our OS X deployment target
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.8)
# find the SDK path for the desired SDK
find_path(
_OSX_DESIRED_SDK_PATH
NAME MacOSX${OSX_SDK}.sdk
HINTS ${OSX_SDK_PATH}
PATHS /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
/Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
)
if (NOT _OSX_DESIRED_SDK_PATH)
message(STATUS "Could not find OS X ${OSX_SDK} SDK. Will fall back to default. If you want a specific SDK, please pass OSX_SDK and optionally OSX_SDK_PATH to CMake.")
else ()
message(STATUS "Found OS X ${OSX_SDK} SDK at ${_OSX_DESIRED_SDK_PATH}/MacOSX${OSX_SDK}.sdk")
# set that as the SDK to use
set(CMAKE_OSX_SYSROOT ${_OSX_DESIRED_SDK_PATH}/MacOSX${OSX_SDK}.sdk)
endif ()
endif ()
# Hide automoc folders (for IDEs)
set(AUTOGEN_TARGETS_FOLDER "hidden/generated")
# Find includes in corresponding build directories
set(CMAKE_INCLUDE_CURRENT_DIR ON)
# Instruct CMake to run moc automatically when needed.
set(CMAKE_AUTOMOC ON)
# Instruct CMake to run rcc automatically when needed
set(CMAKE_AUTORCC ON)
set(HIFI_LIBRARY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/libraries")
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules/")
if (CMAKE_BUILD_TYPE)
string(TOUPPER ${CMAKE_BUILD_TYPE} UPPER_CMAKE_BUILD_TYPE)
else ()
set(UPPER_CMAKE_BUILD_TYPE DEBUG)
endif ()
set(HF_CMAKE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
set(MACRO_DIR "${HF_CMAKE_DIR}/macros")
set(EXTERNAL_PROJECT_DIR "${HF_CMAKE_DIR}/externals")
file(GLOB HIFI_CUSTOM_MACROS "cmake/macros/*.cmake")
foreach(CUSTOM_MACRO ${HIFI_CUSTOM_MACROS})
include(${CUSTOM_MACRO})
endforeach()
#
# Helper projects
#
file(GLOB_RECURSE CMAKE_SRC cmake/*.cmake cmake/CMakeLists.txt)
add_custom_target(cmake SOURCES ${CMAKE_SRC})
GroupSources("cmake")
file(GLOB_RECURSE JS_SRC scripts/*.js unpublishedScripts/*.js)
add_custom_target(js SOURCES ${JS_SRC})
GroupSources("scripts")
GroupSources("unpublishedScripts")
if (UNIX)
install(
DIRECTORY "${CMAKE_SOURCE_DIR}/scripts"
DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/interface
COMPONENT ${CLIENT_COMPONENT}
)
endif()
# Locate the required Qt build on the filesystem
setup_qt()
list(APPEND CMAKE_PREFIX_PATH "${QT_CMAKE_PREFIX_PATH}")
if (ANDROID)
file(GLOB ANDROID_CUSTOM_MACROS "cmake/android/*.cmake")
foreach(CUSTOM_MACRO ${ANDROID_CUSTOM_MACROS})
include(${CUSTOM_MACRO})
endforeach()
endif ()
find_package( Threads )
add_definitions(-DGLM_FORCE_RADIANS)
set(HIFI_LIBRARY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/libraries")
set(EXTERNAL_PROJECT_PREFIX "project")
set_property(DIRECTORY PROPERTY EP_PREFIX ${EXTERNAL_PROJECT_PREFIX})
setup_externals_binary_dir()
option(USE_NSIGHT "Attempt to find the nSight libraries" 1)
option(GET_QUAZIP "Get QuaZip library automatically as external project" 1)
if (WIN32)
add_paths_to_fixup_libs("${QT_DIR}/bin")
endif ()
if (NOT DEFINED SERVER_ONLY)
set(SERVER_ONLY 0)
endif()
set_packaging_parameters()
option(BUILD_TESTS "Build tests" ON)
MESSAGE(STATUS "Build tests: " ${BUILD_TESTS})
# add subdirectories for all targets
if (NOT ANDROID)
if (BUILD_SERVER)
add_subdirectory(assignment-client)
set_target_properties(assignment-client PROPERTIES FOLDER "Apps")
add_subdirectory(domain-server)
@ -259,30 +86,36 @@ if (NOT ANDROID)
add_subdirectory(ice-server)
set_target_properties(ice-server PROPERTIES FOLDER "Apps")
add_subdirectory(server-console)
if (NOT SERVER_ONLY)
endif()
if (BUILD_CLIENT)
add_subdirectory(interface)
set_target_properties(interface PROPERTIES FOLDER "Apps")
if (BUILD_TESTS)
add_subdirectory(tests)
if (ANDROID)
add_subdirectory(gvr-interface)
set_target_properties(gvr-interface PROPERTIES FOLDER "Apps")
endif()
endif()
add_subdirectory(plugins)
endif()
if (BUILD_CLIENT OR BUILD_SERVER)
add_subdirectory(plugins)
endif()
if (BUILD_TOOLS)
add_subdirectory(tools)
endif()
if (ANDROID OR DESKTOP_GVR)
add_subdirectory(interface)
add_subdirectory(gvr-interface)
add_subdirectory(plugins)
endif ()
if (BUILD_TESTS)
add_subdirectory(tests)
endif()
if (DEFINED ENV{HIFI_MEMORY_DEBUGGING})
SET( HIFI_MEMORY_DEBUGGING true )
endif ()
if (HIFI_MEMORY_DEBUGGING)
if (UNIX)
MESSAGE("-- Memory debugging is enabled")
endif (UNIX)
endif ()
generate_installers()
if (BUILD_INSTALLER)
if (UNIX)
install(
DIRECTORY "${CMAKE_SOURCE_DIR}/scripts"
DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/interface
COMPONENT ${CLIENT_COMPONENT}
)
endif()
generate_installers()
endif()

106
cmake/compiler.cmake Normal file
View file

@ -0,0 +1,106 @@
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -DDEBUG")
if (WIN32)
if (NOT "${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
message( FATAL_ERROR "Only 64 bit builds supported." )
endif()
add_definitions(-DNOMINMAX -D_CRT_SECURE_NO_WARNINGS)
if (NOT WINDOW_SDK_PATH)
set(DEBUG_DISCOVERED_SDK_PATH TRUE)
endif()
# sets path for Microsoft SDKs
# if you get build error about missing 'glu32' this path is likely wrong
if (MSVC_VERSION GREATER_EQUAL 1910) # VS 2017
set(WINDOW_SDK_PATH "C:/Program Files (x86)/Windows Kits/10/Lib/${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}/x64" CACHE PATH "Windows SDK PATH")
elseif (MSVC_VERSION GREATER_EQUAL 1800) # VS 2013
set(WINDOW_SDK_PATH "C:\\Program Files (x86)\\Windows Kits\\8.1\\Lib\\winv6.3\\um\\${WINDOW_SDK_FOLDER}" CACHE PATH "Windows SDK PATH")
else()
message( FATAL_ERROR "Visual Studio 2013 or higher required." )
endif()
if (DEBUG_DISCOVERED_SDK_PATH)
message(STATUS "The discovered Windows SDK path is ${WINDOW_SDK_PATH}")
endif ()
list(APPEND CMAKE_PREFIX_PATH "${WINDOW_SDK_PATH}")
# /wd4351 disables warning C4351: new behavior: elements of array will be default initialized
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP /wd4351")
# /LARGEADDRESSAWARE enables 32-bit apps to use more than 2GB of memory.
# Caveats: http://stackoverflow.com/questions/2288728/drawbacks-of-using-largeaddressaware-for-32-bit-windows-executables
# TODO: Remove when building 64-bit.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /LARGEADDRESSAWARE")
# always produce symbols as PDB files
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /Zi")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /DEBUG /OPT:REF /OPT:ICF")
else ()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -fno-strict-aliasing -Wno-unused-parameter")
if (CMAKE_CXX_COMPILER_ID MATCHES "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb -Woverloaded-virtual -Wdouble-promotion")
if (CMAKE_CXX_COMPILER_VERSION VERSION_GREATER "5.1") # gcc 5.1 and on have suggest-override
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wsuggest-override")
endif ()
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS "5.3")
# GLM 0.9.8 on Ubuntu 14 (gcc 4.4) has issues with the simd declarations
add_definitions(-DGLM_FORCE_PURE)
endif()
endif ()
endif()
if (ANDROID)
# assume that the toolchain selected for android has C++11 support
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
elseif ((NOT MSVC12) AND (NOT MSVC14))
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("-std=c++11" COMPILER_SUPPORTS_CXX11)
CHECK_CXX_COMPILER_FLAG("-std=c++0x" COMPILER_SUPPORTS_CXX0X)
if (COMPILER_SUPPORTS_CXX11)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
elseif(COMPILER_SUPPORTS_CXX0X)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x")
else()
message(FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++11 support. Please use a different C++ compiler.")
endif()
endif ()
if (APPLE)
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LANGUAGE_STANDARD "c++11")
set(CMAKE_XCODE_ATTRIBUTE_CLANG_CXX_LIBRARY "libc++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --stdlib=libc++")
endif ()
if (NOT ANDROID_LIB_DIR)
set(ANDROID_LIB_DIR $ENV{ANDROID_LIB_DIR})
endif ()
if (APPLE)
exec_program(sw_vers ARGS -productVersion OUTPUT_VARIABLE OSX_VERSION)
string(REGEX MATCH "^[0-9]+\\.[0-9]+" OSX_VERSION ${OSX_VERSION})
message(STATUS "Detected OS X version = ${OSX_VERSION}")
set(OSX_SDK "${OSX_VERSION}" CACHE String "OS X SDK version to look for inside Xcode bundle or at OSX_SDK_PATH")
# set our OS X deployment target
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.8)
# find the SDK path for the desired SDK
find_path(
_OSX_DESIRED_SDK_PATH
NAME MacOSX${OSX_SDK}.sdk
HINTS ${OSX_SDK_PATH}
PATHS /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
/Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
)
if (NOT _OSX_DESIRED_SDK_PATH)
message(STATUS "Could not find OS X ${OSX_SDK} SDK. Will fall back to default. If you want a specific SDK, please pass OSX_SDK and optionally OSX_SDK_PATH to CMake.")
else ()
message(STATUS "Found OS X ${OSX_SDK} SDK at ${_OSX_DESIRED_SDK_PATH}/MacOSX${OSX_SDK}.sdk")
# set that as the SDK to use
set(CMAKE_OSX_SYSROOT ${_OSX_DESIRED_SDK_PATH}/MacOSX${OSX_SDK}.sdk)
endif ()
endif ()

View file

@ -33,7 +33,6 @@ if (WIN32)
include(SelectLibraryConfigurations)
select_library_configurations(LIBOVR)
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${${EXTERNAL_NAME_UPPER}_LIBRARIES} CACHE TYPE INTERNAL)
message("Libs ${EXTERNAL_NAME_UPPER}_LIBRARIES ${${EXTERNAL_NAME_UPPER}_LIBRARIES}")
elseif(APPLE)

View file

@ -4,14 +4,6 @@ cmake_policy(SET CMP0046 OLD)
include(ExternalProject)
if (WIN32)
# windows shell does not like backslashes expanded on the command line,
# so convert all backslashes in the QT path to forward slashes
string(REPLACE \\ / QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
elseif ($ENV{QT_CMAKE_PREFIX_PATH})
set(QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
endif ()
set(QUAZIP_CMAKE_ARGS -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DCMAKE_PREFIX_PATH=${QT_CMAKE_PREFIX_PATH} -DCMAKE_INSTALL_NAME_DIR:PATH=<INSTALL_DIR>/lib -DZLIB_ROOT=${ZLIB_ROOT} -DCMAKE_POSITION_INDEPENDENT_CODE=ON)
if (APPLE)
@ -34,9 +26,9 @@ add_dependencies(quazip zlib)
# Hide this external target (for ide users)
set_target_properties(${EXTERNAL_NAME} PROPERTIES
FOLDER "hidden/externals"
INSTALL_NAME_DIR ${INSTALL_DIR}/lib
BUILD_WITH_INSTALL_RPATH True)
FOLDER "hidden/externals"
INSTALL_NAME_DIR ${INSTALL_DIR}/lib
BUILD_WITH_INSTALL_RPATH True)
ExternalProject_Get_Property(${EXTERNAL_NAME} INSTALL_DIR)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIR ${INSTALL_DIR}/include CACHE PATH "List of QuaZip include directories")

43
cmake/init.cmake Normal file
View file

@ -0,0 +1,43 @@
if (WIN32)
cmake_policy(SET CMP0020 NEW)
endif (WIN32)
if (POLICY CMP0043)
cmake_policy(SET CMP0043 OLD)
endif ()
if (POLICY CMP0042)
cmake_policy(SET CMP0042 OLD)
endif ()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set_property(GLOBAL PROPERTY PREDEFINED_TARGETS_FOLDER "CMakeTargets")
# Hide automoc folders (for IDEs)
set(AUTOGEN_TARGETS_FOLDER "hidden/generated")
# Find includes in corresponding build directories
set(CMAKE_INCLUDE_CURRENT_DIR ON)
if (CMAKE_BUILD_TYPE)
string(TOUPPER ${CMAKE_BUILD_TYPE} UPPER_CMAKE_BUILD_TYPE)
else ()
set(UPPER_CMAKE_BUILD_TYPE DEBUG)
endif ()
# CMAKE_CURRENT_SOURCE_DIR is the parent folder here
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules/")
set(HF_CMAKE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
set(MACRO_DIR "${HF_CMAKE_DIR}/macros")
set(EXTERNAL_PROJECT_DIR "${HF_CMAKE_DIR}/externals")
file(GLOB HIFI_CUSTOM_MACROS "cmake/macros/*.cmake")
foreach(CUSTOM_MACRO ${HIFI_CUSTOM_MACROS})
include(${CUSTOM_MACRO})
endforeach()
if (ANDROID)
file(GLOB ANDROID_CUSTOM_MACROS "cmake/android/*.cmake")
foreach(CUSTOM_MACRO ${ANDROID_CUSTOM_MACROS})
include(${CUSTOM_MACRO})
endforeach()
endif ()

View file

@ -9,11 +9,13 @@ macro(SETUP_HIFI_CLIENT_SERVER_PLUGIN)
set(${TARGET_NAME}_SHARED 1)
setup_hifi_library(${ARGV})
if (NOT DEFINED SERVER_ONLY)
if (BUILD_CLIENT)
add_dependencies(interface ${TARGET_NAME})
endif()
add_dependencies(assignment-client ${TARGET_NAME})
if (BUILD_SERVER)
add_dependencies(assignment-client ${TARGET_NAME})
endif()
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Plugins")

View file

@ -8,7 +8,9 @@
macro(SETUP_HIFI_PLUGIN)
set(${TARGET_NAME}_SHARED 1)
setup_hifi_library(${ARGV})
add_dependencies(interface ${TARGET_NAME})
if (BUILD_CLIENT)
add_dependencies(interface ${TARGET_NAME})
endif()
target_link_libraries(${TARGET_NAME} ${CMAKE_THREAD_LIBS_INIT})
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Plugins")

View file

@ -0,0 +1,84 @@
#
# Copyright 2015 High Fidelity, Inc.
# Created by Bradley Austin Davis on 2015/10/10
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
function(set_from_env _RESULT_NAME _ENV_VAR_NAME _DEFAULT_VALUE)
if ("$ENV{${_ENV_VAR_NAME}}" STREQUAL "")
set (${_RESULT_NAME} ${_DEFAULT_VALUE} PARENT_SCOPE)
else()
set (${_RESULT_NAME} $ENV{${_ENV_VAR_NAME}} PARENT_SCOPE)
endif()
endfunction()
# Construct a default QT location from a root path, a version and an architecture
function(calculate_default_qt_dir _RESULT_NAME)
if (ANDROID)
set(QT_DEFAULT_ARCH "android_armv7")
elseif(UWP)
set(QT_DEFAULT_ARCH "winrt_x64_msvc2017")
elseif(APPLE)
set(QT_DEFAULT_ARCH "clang_64")
elseif(WIN32)
set(QT_DEFAULT_ARCH "msvc2017_64")
else()
set(QT_DEFAULT_ARCH "gcc_64")
endif()
if (WIN32)
set(QT_DEFAULT_ROOT "c:/Qt")
else()
set(QT_DEFAULT_ROOT "$ENV{HOME}/Qt")
endif()
set_from_env(QT_ROOT QT_ROOT ${QT_DEFAULT_ROOT})
set_from_env(QT_VERSION QT_VERSION "5.9.1")
set_from_env(QT_ARCH QT_ARCH ${QT_DEFAULT_ARCH})
set(${_RESULT_NAME} "${QT_ROOT}/${QT_VERSION}/${QT_ARCH}" PARENT_SCOPE)
endfunction()
# Sets the QT_CMAKE_PREFIX_PATH and QT_DIR variables
# Also enables CMAKE_AUTOMOC and CMAKE_AUTORCC
macro(setup_qt)
set(QT_CMAKE_PREFIX_PATH "$ENV{QT_CMAKE_PREFIX_PATH}")
if (("QT_CMAKE_PREFIX_PATH" STREQUAL "") OR (NOT EXISTS "${QT_CMAKE_PREFIX_PATH}"))
calculate_default_qt_dir(QT_DIR)
set(QT_CMAKE_PREFIX_PATH "${QT_DIR}/lib/cmake")
else()
# figure out where the qt dir is
get_filename_component(QT_DIR "${QT_CMAKE_PREFIX_PATH}/../../" ABSOLUTE)
endif()
if (WIN32)
# windows shell does not like backslashes expanded on the command line,
# so convert all backslashes in the QT path to forward slashes
string(REPLACE \\ / QT_CMAKE_PREFIX_PATH ${QT_CMAKE_PREFIX_PATH})
string(REPLACE \\ / QT_DIR ${QT_DIR})
endif()
# This check doesn't work on Mac
#if (NOT EXISTS "${QT_DIR}/include/QtCore/QtGlobal")
# message(FATAL_ERROR "Unable to locate Qt includes in ${QT_DIR}")
#endif()
if (NOT EXISTS "${QT_CMAKE_PREFIX_PATH}/Qt5Core/Qt5CoreConfig.cmake")
message(FATAL_ERROR "Unable to locate Qt cmake config in ${QT_CMAKE_PREFIX_PATH}")
endif()
message(STATUS "The Qt build in use is: \"${QT_DIR}\"")
# Instruct CMake to run moc automatically when needed.
set(CMAKE_AUTOMOC ON)
# Instruct CMake to run rcc automatically when needed
set(CMAKE_AUTORCC ON)
if (WIN32)
add_paths_to_fixup_libs("${QT_DIR}/bin")
endif ()
endmacro()

View file

@ -19,6 +19,7 @@ Flickable {
signal newViewRequestedCallback(var request)
signal loadingChangedCallback(var loadRequest)
pressDelay: 300
boundsBehavior: Flickable.StopAtBounds
@ -167,4 +168,11 @@ Flickable {
playing: visible
z: 10000
}
MouseArea {
anchors.fill: parent
onWheel: {
flick.flick(0, wheel.angleDelta.y*10)
}
}
}

View file

@ -40,12 +40,20 @@ Rectangle {
Hifi.QmlCommerce {
id: commerce;
onAccountResult: {
if (result.status === "success") {
commerce.getKeyFilePathIfExists();
} else {
// unsure how to handle a failure here. We definitely cannot proceed.
}
}
onLoginStatusResult: {
if (!isLoggedIn && root.activeView !== "needsLogIn") {
root.activeView = "needsLogIn";
} else if (isLoggedIn) {
root.activeView = "initialize";
commerce.getKeyFilePathIfExists();
commerce.account();
}
}
@ -203,7 +211,7 @@ Rectangle {
commerce.getLoginStatus();
}
}
HifiWallet.NeedsLogIn {
id: needsLogIn;
visible: root.activeView === "needsLogIn";
@ -239,7 +247,7 @@ Rectangle {
}
}
}
//
// "WALLET NOT SET UP" START
//
@ -250,7 +258,7 @@ Rectangle {
anchors.bottom: parent.bottom;
anchors.left: parent.left;
anchors.right: parent.right;
RalewayRegular {
id: notSetUpText;
text: "<b>Your wallet isn't set up.</b><br><br>Set up your Wallet (no credit card necessary) to claim your <b>free HFC</b> " +
@ -281,7 +289,7 @@ Rectangle {
anchors.left: parent.left;
anchors.bottom: parent.bottom;
anchors.bottomMargin: 24;
// "Cancel" button
HifiControlsUit.Button {
id: cancelButton;

View file

@ -35,12 +35,20 @@ Rectangle {
Hifi.QmlCommerce {
id: commerce;
onAccountResult: {
if (result.status === "success") {
commerce.getKeyFilePathIfExists();
} else {
// unsure how to handle a failure here. We definitely cannot proceed.
}
}
onLoginStatusResult: {
if (!isLoggedIn && root.activeView !== "needsLogIn") {
root.activeView = "needsLogIn";
} else if (isLoggedIn) {
root.activeView = "initialize";
commerce.getKeyFilePathIfExists();
commerce.account();
}
}
@ -174,7 +182,7 @@ Rectangle {
commerce.getLoginStatus();
}
}
HifiWallet.NeedsLogIn {
id: needsLogIn;
visible: root.activeView === "needsLogIn";
@ -210,7 +218,7 @@ Rectangle {
}
}
}
//
// "WALLET NOT SET UP" START
//
@ -221,7 +229,7 @@ Rectangle {
anchors.bottom: parent.bottom;
anchors.left: parent.left;
anchors.right: parent.right;
RalewayRegular {
id: notSetUpText;
text: "<b>Your wallet isn't set up.</b><br><br>Set up your Wallet (no credit card necessary) to claim your <b>free HFC</b> " +
@ -252,7 +260,7 @@ Rectangle {
anchors.left: parent.left;
anchors.bottom: parent.bottom;
anchors.bottomMargin: 24;
// "Cancel" button
HifiControlsUit.Button {
id: cancelButton;
@ -309,7 +317,7 @@ Rectangle {
anchors.topMargin: 8;
anchors.bottom: actionButtonsContainer.top;
anchors.bottomMargin: 8;
//
// FILTER BAR START
//
@ -383,7 +391,7 @@ Rectangle {
itemHref: root_file_url;
anchors.topMargin: 12;
anchors.bottomMargin: 12;
Connections {
onSendToPurchases: {
if (msg.method === 'purchases_itemInfoClicked') {
@ -402,7 +410,7 @@ Rectangle {
anchors.left: parent.left;
anchors.bottom: parent.bottom;
width: parent.width;
// Explanitory text
RalewayRegular {
id: haventPurchasedYet;

View file

@ -31,6 +31,13 @@
#include <openssl/evp.h>
#include <openssl/aes.h>
// I know, right? But per https://www.openssl.org/docs/faq.html
// this avoids OPENSSL_Uplink(00007FF847238000,08): no OPENSSL_Applink
// at runtime.
#ifdef Q_OS_WIN
#include <openssl/applink.c>
#endif
static const char* KEY_FILE = "hifikey";
static const char* IMAGE_FILE = "hifi_image"; // eventually this will live in keyfile

View file

@ -144,25 +144,33 @@ int main(int argc, const char* argv[]) {
#endif
}
// FIXME this method of checking the OpenGL version screws up the `QOpenGLContext::globalShareContext()` value, which in turn
// leads to crashes when creating the real OpenGL instance. Disabling for now until we come up with a better way of checking
// the GL version on the system without resorting to creating a full Qt application
#if 0
// Check OpenGL version.
// This is done separately from the main Application so that start-up and shut-down logic within the main Application is
// not made more complicated than it already is.
bool override = false;
bool overrideGLCheck = false;
QJsonObject glData;
{
OpenGLVersionChecker openGLVersionChecker(argc, const_cast<char**>(argv));
bool valid = true;
glData = openGLVersionChecker.checkVersion(valid, override);
glData = openGLVersionChecker.checkVersion(valid, overrideGLCheck);
if (!valid) {
if (override) {
if (overrideGLCheck) {
auto glVersion = glData["version"].toString();
qCDebug(interfaceapp, "Running on insufficient OpenGL version: %s.", glVersion.toStdString().c_str());
qCWarning(interfaceapp, "Running on insufficient OpenGL version: %s.", glVersion.toStdString().c_str());
} else {
qCDebug(interfaceapp, "Early exit due to OpenGL version.");
qCWarning(interfaceapp, "Early exit due to OpenGL version.");
return 0;
}
}
}
#endif
// Debug option to demonstrate that the client's local time does not
// need to be in sync with any other network node. This forces clock
@ -223,8 +231,9 @@ int main(int argc, const char* argv[]) {
Application app(argcExtended, const_cast<char**>(argvExtended.data()), startupTime, runningMarkerExisted);
#if 0
// If we failed the OpenGLVersion check, log it.
if (override) {
if (overrideGLcheck) {
auto accountManager = DependencyManager::get<AccountManager>();
if (accountManager->isLoggedIn()) {
UserActivityLogger::getInstance().insufficientGLVersion(glData);
@ -238,6 +247,8 @@ int main(int argc, const char* argv[]) {
});
}
}
#endif
// Setup local server
QLocalServer server { &app };

View file

@ -649,7 +649,9 @@ void Avatar::render(RenderArgs* renderArgs) {
return;
}
fixupModelsInScene(renderArgs->_scene);
if (!isMyAvatar()) {
fixupModelsInScene(renderArgs->_scene);
}
if (showCollisionShapes && shouldRenderHead(renderArgs) && _skeletonModel->isRenderable()) {
PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");

View file

@ -62,24 +62,9 @@ QRect HmdDisplayPlugin::getRecommendedOverlayRect() const {
return CompositorHelper::VIRTUAL_SCREEN_RECOMMENDED_OVERLAY_RECT;
}
bool HmdDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
if (!_vsyncEnabled && !_disablePreviewItemAdded) {
_container->addMenuItem(PluginType::DISPLAY_PLUGIN, MENU_PATH(), DISABLE_PREVIEW,
[this](bool clicked) {
_disablePreview = clicked;
_container->setBoolSetting("disableHmdPreview", _disablePreview);
if (_disablePreview) {
_clearPreviewFlag = true;
}
}, true, _disablePreview);
_disablePreviewItemAdded = true;
}
return Parent::beginFrameRender(frameIndex);
}
#define DISABLE_PREVIEW_MENU_ITEM_DELAY_MS 500
bool HmdDisplayPlugin::internalActivate() {
_disablePreviewItemAdded = false;
_monoPreview = _container->getBoolSetting("monoPreview", DEFAULT_MONO_VIEW);
_clearPreviewFlag = true;
_container->addMenuItem(PluginType::DISPLAY_PLUGIN, MENU_PATH(), MONO_PREVIEW,
@ -94,6 +79,19 @@ bool HmdDisplayPlugin::internalActivate() {
_disablePreview = _container->getBoolSetting("disableHmdPreview", DEFAULT_DISABLE_PREVIEW || _vsyncEnabled);
#endif
QTimer::singleShot(DISABLE_PREVIEW_MENU_ITEM_DELAY_MS, [this] {
if (isActive() && !_vsyncEnabled) {
_container->addMenuItem(PluginType::DISPLAY_PLUGIN, MENU_PATH(), DISABLE_PREVIEW,
[this](bool clicked) {
_disablePreview = clicked;
_container->setBoolSetting("disableHmdPreview", _disablePreview);
if (_disablePreview) {
_clearPreviewFlag = true;
}
}, true, _disablePreview);
}
});
_container->removeMenu(FRAMERATE);
for_each_eye([&](Eye eye) {
_eyeInverseProjections[eye] = glm::inverse(_eyeProjections[eye]);

View file

@ -51,7 +51,6 @@ protected:
virtual void postPreview() {};
virtual void updatePresentPose();
bool beginFrameRender(uint32_t frameIndex) override;
bool internalActivate() override;
void internalDeactivate() override;
void compositeOverlay() override;
@ -87,7 +86,6 @@ private:
ivec4 getViewportForSourceSize(const uvec2& size) const;
float getLeftCenterPixel() const;
bool _disablePreviewItemAdded { false };
bool _monoPreview { true };
bool _clearPreviewFlag { false };
gpu::TexturePointer _previewTexture;

View file

@ -91,7 +91,12 @@ void entitiesScriptEngineDeleter(ScriptEngine* engine) {
};
// Wait for the scripting thread from the thread pool to avoid hanging the main thread
QThreadPool::globalInstance()->start(new WaitRunnable(engine));
auto threadPool = QThreadPool::globalInstance();
if (threadPool) {
threadPool->start(new WaitRunnable(engine));
} else {
delete engine;
}
}
void EntityTreeRenderer::resetEntitiesScriptEngine() {

View file

@ -91,20 +91,27 @@ void ParticleEffectEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePoi
qCWarning(entitiesrenderer) << "Bad particle properties";
}
}
if (_particleProperties != newParticleProperties) {
if (resultWithReadLock<bool>([&]{ return _particleProperties != newParticleProperties; })) {
_timeUntilNextEmit = 0;
_particleProperties = newParticleProperties;
withWriteLock([&]{
_particleProperties = newParticleProperties;
});
}
_emitting = entity->getIsEmitting();
if (_particleProperties.textures.isEmpty()) {
bool hasTexture = resultWithReadLock<bool>([&]{ return _particleProperties.textures.isEmpty(); });
if (hasTexture) {
if (_networkTexture) {
withWriteLock([&] {
_networkTexture.reset();
});
}
} else {
if (!_networkTexture || _networkTexture->getURL() != QUrl(_particleProperties.textures)) {
bool textureNeedsUpdate = resultWithReadLock<bool>([&]{
return !_networkTexture || _networkTexture->getURL() != QUrl(_particleProperties.textures);
});
if (textureNeedsUpdate) {
withWriteLock([&] {
_networkTexture = DependencyManager::get<TextureCache>()->getTexture(_particleProperties.textures);
});
@ -115,15 +122,17 @@ void ParticleEffectEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePoi
void ParticleEffectEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) {
// Fill in Uniforms structure
ParticleUniforms particleUniforms;
particleUniforms.radius.start = _particleProperties.radius.range.start;
particleUniforms.radius.middle = _particleProperties.radius.gradient.target;
particleUniforms.radius.finish = _particleProperties.radius.range.finish;
particleUniforms.radius.spread = _particleProperties.radius.gradient.spread;
particleUniforms.color.start = _particleProperties.getColorStart();
particleUniforms.color.middle = _particleProperties.getColorMiddle();
particleUniforms.color.finish = _particleProperties.getColorFinish();
particleUniforms.color.spread = _particleProperties.getColorSpread();
particleUniforms.lifespan = _particleProperties.lifespan;
withReadLock([&]{
particleUniforms.radius.start = _particleProperties.radius.range.start;
particleUniforms.radius.middle = _particleProperties.radius.gradient.target;
particleUniforms.radius.finish = _particleProperties.radius.range.finish;
particleUniforms.radius.spread = _particleProperties.radius.gradient.spread;
particleUniforms.color.start = _particleProperties.getColorStart();
particleUniforms.color.middle = _particleProperties.getColorMiddle();
particleUniforms.color.finish = _particleProperties.getColorFinish();
particleUniforms.color.spread = _particleProperties.getColorSpread();
particleUniforms.lifespan = _particleProperties.lifespan;
});
// Update particle uniforms
memcpy(&_uniformBuffer.edit<ParticleUniforms>(), &particleUniforms, sizeof(ParticleUniforms));
}
@ -146,35 +155,26 @@ Item::Bound ParticleEffectEntityRenderer::getBound() {
static const size_t VERTEX_PER_PARTICLE = 4;
bool ParticleEffectEntityRenderer::emitting() const {
return (
_emitting &&
_particleProperties.emission.rate > 0.0f &&
_particleProperties.lifespan > 0.0f &&
_particleProperties.polar.start <= _particleProperties.polar.finish
);
}
void ParticleEffectEntityRenderer::createParticle(uint64_t now) {
ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createParticle(uint64_t now, const Transform& baseTransform, const particle::Properties& particleProperties) {
CpuParticle particle;
const auto& accelerationSpread = _particleProperties.emission.acceleration.spread;
const auto& azimuthStart = _particleProperties.azimuth.start;
const auto& azimuthFinish = _particleProperties.azimuth.finish;
const auto& emitDimensions = _particleProperties.emission.dimensions;
const auto& emitAcceleration = _particleProperties.emission.acceleration.target;
auto emitOrientation = _particleProperties.emission.orientation;
const auto& emitRadiusStart = glm::max(_particleProperties.radiusStart, EPSILON); // Avoid math complications at center
const auto& emitSpeed = _particleProperties.emission.speed.target;
const auto& speedSpread = _particleProperties.emission.speed.spread;
const auto& polarStart = _particleProperties.polar.start;
const auto& polarFinish = _particleProperties.polar.finish;
const auto& accelerationSpread = particleProperties.emission.acceleration.spread;
const auto& azimuthStart = particleProperties.azimuth.start;
const auto& azimuthFinish = particleProperties.azimuth.finish;
const auto& emitDimensions = particleProperties.emission.dimensions;
const auto& emitAcceleration = particleProperties.emission.acceleration.target;
auto emitOrientation = particleProperties.emission.orientation;
const auto& emitRadiusStart = glm::max(particleProperties.radiusStart, EPSILON); // Avoid math complications at center
const auto& emitSpeed = particleProperties.emission.speed.target;
const auto& speedSpread = particleProperties.emission.speed.spread;
const auto& polarStart = particleProperties.polar.start;
const auto& polarFinish = particleProperties.polar.finish;
particle.seed = randFloatInRange(-1.0f, 1.0f);
particle.expiration = now + (uint64_t)(_particleProperties.lifespan * USECS_PER_SECOND);
if (_particleProperties.emission.shouldTrail) {
particle.position = _modelTransform.getTranslation();
emitOrientation = _modelTransform.getRotation() * emitOrientation;
particle.expiration = now + (uint64_t)(particleProperties.lifespan * USECS_PER_SECOND);
if (particleProperties.emission.shouldTrail) {
particle.position = baseTransform.getTranslation();
emitOrientation = baseTransform.getRotation() * emitOrientation;
}
// Position, velocity, and acceleration
@ -232,7 +232,7 @@ void ParticleEffectEntityRenderer::createParticle(uint64_t now) {
particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread;
}
_cpuParticles.push_back(particle);
return particle;
}
void ParticleEffectEntityRenderer::stepSimulation() {
@ -244,14 +244,19 @@ void ParticleEffectEntityRenderer::stepSimulation() {
const auto now = usecTimestampNow();
const auto interval = std::min<uint64_t>(USECS_PER_SECOND / 60, now - _lastSimulated);
_lastSimulated = now;
particle::Properties particleProperties;
withReadLock([&]{
particleProperties = _particleProperties;
});
if (emitting()) {
uint64_t emitInterval = (uint64_t)(USECS_PER_SECOND / _particleProperties.emission.rate);
if (interval >= _timeUntilNextEmit) {
if (_emitting && particleProperties.emitting()) {
uint64_t emitInterval = particleProperties.emitIntervalUsecs();
if (emitInterval > 0 && interval >= _timeUntilNextEmit) {
auto timeRemaining = interval;
while (timeRemaining > _timeUntilNextEmit) {
// emit particle
createParticle(now);
_cpuParticles.push_back(createParticle(now, _modelTransform, particleProperties));
_timeUntilNextEmit = emitInterval;
if (emitInterval < timeRemaining) {
timeRemaining -= emitInterval;
@ -263,7 +268,7 @@ void ParticleEffectEntityRenderer::stepSimulation() {
}
// Kill any particles that have expired or are over the max size
while (_cpuParticles.size() > _particleProperties.maxParticles || (!_cpuParticles.empty() && _cpuParticles.front().expiration <= now)) {
while (_cpuParticles.size() > particleProperties.maxParticles || (!_cpuParticles.empty() && _cpuParticles.front().expiration <= now)) {
_cpuParticles.pop_front();
}

View file

@ -93,9 +93,8 @@ private:
};
void createParticle(uint64_t now);
static CpuParticle createParticle(uint64_t now, const Transform& baseTransform, const particle::Properties& particleProperties);
void stepSimulation();
bool emitting() const;
particle::Properties _particleProperties;
CpuParticles _cpuParticles;

View file

@ -30,14 +30,11 @@ TextEntityRenderer::TextEntityRenderer(const EntityItemPointer& entity) :
}
void TextEntityRenderer::onRemoveFromSceneTyped(const TypedEntityPointer& entity) {
TextEntityRenderer::~TextEntityRenderer() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (_geometryID && geometryCache) {
geometryCache->releaseID(_geometryID);
}
delete _textRenderer;
_textRenderer = nullptr;
}
bool TextEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const {

View file

@ -24,14 +24,13 @@ class TextEntityRenderer : public TypedEntityRenderer<TextEntityItem> {
using Pointer = std::shared_ptr<TextEntityRenderer>;
public:
TextEntityRenderer(const EntityItemPointer& entity);
~TextEntityRenderer();
private:
virtual void onRemoveFromSceneTyped(const TypedEntityPointer& entity) override;
virtual bool needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const override;
virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
virtual void doRender(RenderArgs* args) override;
int _geometryID{ 0 };
TextRenderer3D* _textRenderer;
std::shared_ptr<TextRenderer3D> _textRenderer;
bool _faceCamera;
glm::vec3 _dimensions;
glm::vec3 _textColor;

View file

@ -104,7 +104,7 @@ bool operator!=(const Properties& a, const Properties& b) {
return !(a == b);
}
bool particle::Properties::valid() const {
bool Properties::valid() const {
if (glm::any(glm::isnan(emission.orientation))) {
qCWarning(entities) << "Bad particle data";
return false;
@ -133,6 +133,19 @@ bool particle::Properties::valid() const {
(radius.gradient.spread == glm::clamp(radius.gradient.spread, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS));
}
bool Properties::emitting() const {
return emission.rate > 0.0f && lifespan > 0.0f && polar.start <= polar.finish;
}
uint64_t Properties::emitIntervalUsecs() const {
if (emission.rate > 0.0f) {
return (uint64_t)(USECS_PER_SECOND / emission.rate);
}
return 0;
}
EntityItemPointer ParticleEffectEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
EntityItemPointer entity { new ParticleEffectEntityItem(entityID) };
entity->setProperties(properties);

View file

@ -160,7 +160,9 @@ namespace particle {
Properties() {};
Properties(const Properties& other) { *this = other; }
bool valid() const;
bool emitting() const;
uint64_t emitIntervalUsecs() const;
Properties& operator =(const Properties& other) {
color = other.color;
alpha = other.alpha;

View file

@ -40,8 +40,11 @@ const QSurfaceFormat& getDefaultOpenGLSurfaceFormat() {
int glVersionToInteger(QString glVersion) {
QStringList versionParts = glVersion.split(QRegularExpression("[\\.\\s]"));
int majorNumber = versionParts[0].toInt();
int minorNumber = versionParts[1].toInt();
int majorNumber = 0, minorNumber = 0;
if (versionParts.size() >= 2) {
majorNumber = versionParts[0].toInt();
minorNumber = versionParts[1].toInt();
}
return (majorNumber << 16) | minorNumber;
}

View file

@ -467,12 +467,14 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
_demoteQueue = WorkQueue();
// Populate the existing textures into the queue
for (const auto& texture : strongTextures) {
// Race conditions can still leave nulls in the list, so we need to check
if (!texture) {
continue;
if (_memoryPressureState != MemoryPressureState::Idle) {
for (const auto& texture : strongTextures) {
// Race conditions can still leave nulls in the list, so we need to check
if (!texture) {
continue;
}
addToWorkQueue(texture);
}
addToWorkQueue(texture);
}
}
}

View file

@ -0,0 +1,13 @@
// Outline.slf
// Add outline effect based on two zbuffers : one containing the total scene z and another
// with the z of only the objects to be outlined.
// This is the version without the fill effect inside the silhouette.
//
// Created by Olivier Prat on 08/09/2017
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Outline.slh@>
<$main(0)$>

View file

@ -0,0 +1,97 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
<!
// Outline.slh
// fragment shader
//
// Created by Olivier Prat on 9/7/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@include DeferredTransform.slh@>
<$declareDeferredFrameTransform()$>
<@include Outline_shared.slh@>
uniform outlineParamsBuffer {
OutlineParameters params;
};
uniform sampler2D sceneDepthMap;
uniform sampler2D outlinedDepthMap;
in vec2 varTexCoord0;
out vec4 outFragColor;
const float FAR_Z = 1.0;
const float LINEAR_DEPTH_BIAS = 5e-3;
const float OPACITY_EPSILON = 5e-3;
<@func main(IS_FILLED)@>
void main(void) {
// We offset by half a texel to be centered on the depth sample. If we don't do this
// the blur will have a different width between the left / right sides and top / bottom
// sides of the silhouette
vec2 halfTexel = getInvWidthHeight() / 2;
vec2 texCoord0 = varTexCoord0+halfTexel;
float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
float intensity = 0.0;
if (outlinedDepth < FAR_Z) {
// We're not on the far plane so we are on the outlined object, thus no outline to do!
<@if IS_FILLED@>
// But we need to fill the interior
float sceneDepth = texture(sceneDepthMap, texCoord0).x;
// Transform to linear depth for better precision
outlinedDepth = -evalZeyeFromZdb(outlinedDepth);
sceneDepth = -evalZeyeFromZdb(sceneDepth);
// Are we occluded?
if (sceneDepth < (outlinedDepth-LINEAR_DEPTH_BIAS)) {
intensity = params._fillOpacityOccluded;
} else {
intensity = params._fillOpacityUnoccluded;
}
<@else@>
discard;
<@endif@>
} else {
float weight = 0.0;
vec2 deltaUv = params._size / params._blurKernelSize;
vec2 lineStartUv = texCoord0 - params._size / 2.0;
vec2 uv;
int x;
int y;
for (y=0 ; y<params._blurKernelSize ; y++) {
uv = lineStartUv;
lineStartUv.y += deltaUv.y;
if (uv.y>=0.0 && uv.y<=1.0) {
for (x=0 ; x<params._blurKernelSize ; x++) {
if (uv.x>=0.0 && uv.x<=1.0)
{
outlinedDepth = texture(outlinedDepthMap, uv).x;
intensity += (outlinedDepth < FAR_Z) ? 1.0 : 0.0;
weight += 1.f;
}
uv.x += deltaUv.x;
}
}
}
intensity /= weight;
if (intensity < OPACITY_EPSILON) {
discard;
}
intensity = min(1.0, intensity / params._threshold) * params._intensity;
}
outFragColor = vec4(params._color.rgb, intensity);
}
<@endfunc@>

View file

@ -0,0 +1,371 @@
//
// OutlineEffect.cpp
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "OutlineEffect.h"
#include "GeometryCache.h"
#include <render/FilterTask.h>
#include <render/SortTask.h>
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
#include "Outline_frag.h"
#include "Outline_filled_frag.h"
using namespace render;
extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
OutlineFramebuffer::OutlineFramebuffer() {
}
void OutlineFramebuffer::update(const gpu::TexturePointer& colorBuffer) {
// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
// new correct dimensions.
if (_depthTexture) {
auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
clear();
}
}
}
void OutlineFramebuffer::clear() {
_depthFramebuffer.reset();
_depthTexture.reset();
}
void OutlineFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
_depthFramebuffer->setDepthStencilBuffer(_depthTexture, format);
}
gpu::FramebufferPointer OutlineFramebuffer::getDepthFramebuffer() {
if (!_depthFramebuffer) {
allocate();
}
return _depthFramebuffer;
}
gpu::TexturePointer OutlineFramebuffer::getDepthTexture() {
if (!_depthTexture) {
allocate();
}
return _depthTexture;
}
void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& inShapes = inputs.get0();
auto& deferredFrameBuffer = inputs.get1();
if (!inShapes.empty()) {
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
if (!_outlineFramebuffer) {
_outlineFramebuffer = std::make_shared<OutlineFramebuffer>();
}
_outlineFramebuffer->update(deferredFrameBuffer->getDeferredColorTexture());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.setFramebuffer(_outlineFramebuffer->getDepthFramebuffer());
// Clear it
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false);
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
}
else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
output = _outlineFramebuffer;
} else {
output = nullptr;
}
}
DrawOutline::DrawOutline() {
}
void DrawOutline::configure(const Config& config) {
_color = config.color;
_blurKernelSize = std::min(10, std::max(2, (int)floorf(config.width*2 + 0.5f)));
// Size is in normalized screen height. We decide that for outline width = 1, this is equal to 1/400.
_size = config.width / 400.f;
_fillOpacityUnoccluded = config.fillOpacityUnoccluded;
_fillOpacityOccluded = config.fillOpacityOccluded;
_threshold = config.glow ? 1.f : 1e-3f;
_intensity = config.intensity * (config.glow ? 2.f : 1.f);
}
void DrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
auto outlineFrameBuffer = inputs.get1();
if (outlineFrameBuffer) {
auto sceneDepthBuffer = inputs.get2();
const auto frameTransform = inputs.get0();
auto outlinedDepthTexture = outlineFrameBuffer->getDepthTexture();
auto destinationFrameBuffer = inputs.get3();
auto framebufferSize = glm::ivec2(outlinedDepthTexture->getDimensions());
if (!_primaryWithoutDepthBuffer || framebufferSize!=_frameBufferSize) {
// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
_primaryWithoutDepthBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
_primaryWithoutDepthBuffer->setRenderBuffer(0, destinationFrameBuffer->getRenderBuffer(0));
_frameBufferSize = framebufferSize;
}
if (sceneDepthBuffer) {
const auto OPACITY_EPSILON = 5e-3f;
auto pipeline = getPipeline(_fillOpacityUnoccluded>OPACITY_EPSILON || _fillOpacityOccluded>OPACITY_EPSILON);
auto args = renderContext->args;
{
auto& configuration = _configuration.edit();
configuration._color = _color;
configuration._intensity = _intensity;
configuration._fillOpacityUnoccluded = _fillOpacityUnoccluded;
configuration._fillOpacityOccluded = _fillOpacityOccluded;
configuration._threshold = _threshold;
configuration._blurKernelSize = _blurKernelSize;
configuration._size.x = _size * _frameBufferSize.y / _frameBufferSize.x;
configuration._size.y = _size;
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(_primaryWithoutDepthBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_frameBufferSize, args->_viewport));
batch.setPipeline(pipeline);
batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Restore previous frame buffer
batch.setFramebuffer(destinationFrameBuffer);
});
}
}
}
const gpu::PipelinePointer& DrawOutline::getPipeline(bool isFilled) {
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(Outline_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("outlineParamsBuffer", OUTLINE_PARAMS_SLOT));
slotBindings.insert(gpu::Shader::Binding("deferredFrameTransformBuffer", FRAME_TRANSFORM_SLOT));
slotBindings.insert(gpu::Shader::Binding("sceneDepthMap", SCENE_DEPTH_SLOT));
slotBindings.insert(gpu::Shader::Binding("outlinedDepthMap", OUTLINED_DEPTH_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_pipeline = gpu::Pipeline::create(program, state);
ps = gpu::Shader::createPixel(std::string(Outline_filled_frag));
program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram(*program, slotBindings);
_pipelineFilled = gpu::Pipeline::create(program, state);
}
return isFilled ? _pipelineFilled : _pipeline;
}
DebugOutline::DebugOutline() {
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
DebugOutline::~DebugOutline() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
void DebugOutline::configure(const Config& config) {
_isDisplayDepthEnabled = config.viewOutlinedDepth;
}
void DebugOutline::run(const render::RenderContextPointer& renderContext, const Inputs& input) {
const auto outlineFramebuffer = input;
if (_isDisplayDepthEnabled && outlineFramebuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
batch.setModelTransform(Transform());
batch.setPipeline(getDebugPipeline());
batch.setResourceTexture(0, outlineFramebuffer->getDepthTexture());
const glm::vec4 color(1.0f, 0.5f, 0.2f, 1.0f);
const glm::vec2 bottomLeft(-1.0f, -1.0f);
const glm::vec2 topRight(1.0f, 1.0f);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryId);
batch.setResourceTexture(0, nullptr);
});
}
}
const gpu::PipelinePointer& DebugOutline::getDebugPipeline() {
if (!_debugPipeline) {
static const std::string VERTEX_SHADER{ debug_deferred_buffer_vert };
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag };
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
"Could not find source placeholder");
static const std::string DEFAULT_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;"
" Zdb = 1.0-(1.0-Zdb)*100;"
" return vec4(Zdb, Zdb, Zdb, 1.0);"
" }"
};
auto bakedFragmentShader = FRAGMENT_SHADER;
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), DEFAULT_DEPTH_SHADER);
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
const auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("depthMap", 0));
gpu::Shader::makeProgram(*program, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setDepthTest(gpu::State::DepthTest(false));
_debugPipeline = gpu::Pipeline::create(program, state);
}
return _debugPipeline;
}
DrawOutlineTask::DrawOutlineTask() {
}
void DrawOutlineTask::configure(const Config& config) {
}
void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
const auto input = inputs.get<Inputs>();
const auto selectedMetas = inputs.getN<Inputs>(0);
const auto shapePlumber = input.get1();
const auto sceneFrameBuffer = inputs.getN<Inputs>(2);
const auto primaryFramebuffer = inputs.getN<Inputs>(3);
const auto deferredFrameTransform = inputs.getN<Inputs>(4);
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumberZPass = std::make_shared<ShapePlumber>();
{
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setColorWriteMask(false, false, false, false);
initZPassPipelines(*shapePlumberZPass, state);
}
const auto outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
const auto outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
// Sort
const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
const auto sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
// Draw depth of outlined objects in separate buffer
const auto drawOutlineDepthInputs = DrawOutlineDepth::Inputs(sortedShapes, sceneFrameBuffer).asVarying();
const auto outlinedFrameBuffer = task.addJob<DrawOutlineDepth>("OutlineDepth", drawOutlineDepthInputs, shapePlumberZPass);
// Draw outline
const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlinedFrameBuffer, sceneFrameBuffer, primaryFramebuffer).asVarying();
task.addJob<DrawOutline>("OutlineEffect", drawOutlineInputs);
// Debug outline
task.addJob<DebugOutline>("OutlineDebug", outlinedFrameBuffer);
}

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@ -0,0 +1,183 @@
//
// OutlineEffect.h
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 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
//
#ifndef hifi_render_utils_OutlineEffect_h
#define hifi_render_utils_OutlineEffect_h
#include <render/Engine.h>
#include "DeferredFramebuffer.h"
#include "DeferredFrameTransform.h"
class OutlineFramebuffer {
public:
OutlineFramebuffer();
gpu::FramebufferPointer getDepthFramebuffer();
gpu::TexturePointer getDepthTexture();
// Update the source framebuffer size which will drive the allocation of all the other resources.
void update(const gpu::TexturePointer& colorBuffer);
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
protected:
void clear();
void allocate();
gpu::FramebufferPointer _depthFramebuffer;
gpu::TexturePointer _depthTexture;
glm::ivec2 _frameSize;
};
using OutlineFramebufferPointer = std::shared_ptr<OutlineFramebuffer>;
class DrawOutlineDepth {
public:
using Inputs = render::VaryingSet2<render::ShapeBounds, DeferredFramebufferPointer>;
// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
using Outputs = OutlineFramebufferPointer;
using JobModel = render::Job::ModelIO<DrawOutlineDepth, Inputs, Outputs>;
DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
protected:
render::ShapePlumberPointer _shapePlumber;
OutlineFramebufferPointer _outlineFramebuffer;
};
class DrawOutlineConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool glow MEMBER glow NOTIFY dirty)
Q_PROPERTY(float width MEMBER width NOTIFY dirty)
Q_PROPERTY(float intensity MEMBER intensity NOTIFY dirty)
Q_PROPERTY(float colorR READ getColorR WRITE setColorR NOTIFY dirty)
Q_PROPERTY(float colorG READ getColorG WRITE setColorG NOTIFY dirty)
Q_PROPERTY(float colorB READ getColorB WRITE setColorB NOTIFY dirty)
Q_PROPERTY(float fillOpacityUnoccluded MEMBER fillOpacityUnoccluded NOTIFY dirty)
Q_PROPERTY(float fillOpacityOccluded MEMBER fillOpacityOccluded NOTIFY dirty)
public:
void setColorR(float value) { color.r = value; emit dirty(); }
float getColorR() const { return color.r; }
void setColorG(float value) { color.g = value; emit dirty(); }
float getColorG() const { return color.g; }
void setColorB(float value) { color.b = value; emit dirty(); }
float getColorB() const { return color.b; }
glm::vec3 color{ 1.f, 0.7f, 0.2f };
float width{ 3.f };
float intensity{ 1.f };
float fillOpacityUnoccluded{ 0.35f };
float fillOpacityOccluded{ 0.1f };
bool glow{ false };
signals:
void dirty();
};
class DrawOutline {
public:
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, OutlineFramebufferPointer, DeferredFramebufferPointer, gpu::FramebufferPointer>;
using Config = DrawOutlineConfig;
using JobModel = render::Job::ModelI<DrawOutline, Inputs, Config>;
DrawOutline();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
enum {
SCENE_DEPTH_SLOT = 0,
OUTLINED_DEPTH_SLOT,
OUTLINE_PARAMS_SLOT = 0,
FRAME_TRANSFORM_SLOT
};
#include "Outline_shared.slh"
using OutlineConfigurationBuffer = gpu::StructBuffer<OutlineParameters>;
const gpu::PipelinePointer& getPipeline(bool isFilled);
gpu::FramebufferPointer _primaryWithoutDepthBuffer;
glm::ivec2 _frameBufferSize {0, 0};
gpu::PipelinePointer _pipeline;
gpu::PipelinePointer _pipelineFilled;
OutlineConfigurationBuffer _configuration;
glm::vec3 _color;
float _size;
int _blurKernelSize;
float _intensity;
float _fillOpacityUnoccluded;
float _fillOpacityOccluded;
float _threshold;
};
class DebugOutlineConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool viewOutlinedDepth MEMBER viewOutlinedDepth NOTIFY dirty)
public:
bool viewOutlinedDepth{ false };
signals:
void dirty();
};
class DebugOutline {
public:
using Inputs = OutlineFramebufferPointer;
using Config = DebugOutlineConfig;
using JobModel = render::Job::ModelI<DebugOutline, Inputs, Config>;
DebugOutline();
~DebugOutline();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
const gpu::PipelinePointer& getDebugPipeline();
gpu::PipelinePointer _debugPipeline;
int _geometryId{ 0 };
bool _isDisplayDepthEnabled{ false };
};
class DrawOutlineTask {
public:
using Inputs = render::VaryingSet5<render::ItemBounds, render::ShapePlumberPointer, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
using Config = render::Task::Config;
using JobModel = render::Task::ModelI<DrawOutlineTask, Inputs, Config>;
DrawOutlineTask();
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
};
#endif // hifi_render_utils_OutlineEffect_h

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@ -0,0 +1,13 @@
// Outline_filled.slf
// Add outline effect based on two zbuffers : one containing the total scene z and another
// with the z of only the objects to be outlined.
// This is the version with the fill effect inside the silhouette.
//
// Created by Olivier Prat on 09/07/2017
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include Outline.slh@>
<$main(1)$>

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@ -0,0 +1,28 @@
// glsl / C++ compatible source as interface for Outline
#ifdef __cplusplus
# define VEC2 glm::vec2
# define VEC3 glm::vec3
#else
# define VEC2 vec2
# define VEC3 vec3
#endif
struct OutlineParameters
{
VEC3 _color;
float _intensity;
VEC2 _size;
float _fillOpacityUnoccluded;
float _fillOpacityOccluded;
float _threshold;
int _blurKernelSize;
float padding2;
float padding3;
};
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>
//

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@ -0,0 +1,56 @@
//
// PickItemsJob.cpp
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PickItemsJob.h"
PickItemsJob::PickItemsJob(render::ItemKey::Flags validKeys, render::ItemKey::Flags excludeKeys) : _validKeys{ validKeys }, _excludeKeys{ excludeKeys } {
}
void PickItemsJob::configure(const Config& config) {
_isEnabled = config.pick;
}
void PickItemsJob::run(const render::RenderContextPointer& renderContext, const PickItemsJob::Input& input, PickItemsJob::Output& output) {
output.clear();
if (_isEnabled) {
float minIsectDistance = std::numeric_limits<float>::max();
auto& itemBounds = input;
auto item = findNearestItem(renderContext, itemBounds, minIsectDistance);
if (render::Item::isValidID(item.id)) {
output.push_back(item);
}
}
}
render::ItemBound PickItemsJob::findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const {
const glm::vec3 rayOrigin = renderContext->args->getViewFrustum().getPosition();
const glm::vec3 rayDirection = renderContext->args->getViewFrustum().getDirection();
BoxFace face;
glm::vec3 normal;
float isectDistance;
render::ItemBound nearestItem( render::Item::INVALID_ITEM_ID );
const float minDistance = 0.2f;
const float maxDistance = 50.f;
render::ItemKey itemKey;
for (const auto& itemBound : inputs) {
if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, isectDistance, face, normal)) {
auto& item = renderContext->_scene->getItem(itemBound.id);
itemKey = item.getKey();
if (itemKey.isWorldSpace() && isectDistance>minDistance && isectDistance < minIsectDistance && isectDistance<maxDistance
&& (itemKey._flags & _validKeys)!=0 && (itemKey._flags & _excludeKeys)==0) {
nearestItem = itemBound;
minIsectDistance = isectDistance;
}
}
}
return nearestItem;
}

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@ -0,0 +1,55 @@
//
// PickItemsJob.h
// render-utils/src/
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 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
//
#ifndef hifi_render_utils_PickItemsJob_h
#define hifi_render_utils_PickItemsJob_h
#include <render/Engine.h>
#include <render/Item.h>
class PickItemsConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool pick MEMBER pick NOTIFY dirty)
public:
bool pick{ false };
signals:
void dirty();
};
class PickItemsJob {
public:
using Config = PickItemsConfig;
using Input = render::ItemBounds;
using Output = render::ItemBounds;
using JobModel = render::Job::ModelIO<PickItemsJob, Input, Output, Config>;
PickItemsJob(render::ItemKey::Flags validKeys = render::ItemKey::Builder().withTypeMeta().withTypeShape().build()._flags, render::ItemKey::Flags excludeKeys = 0);
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const PickItemsJob::Input& input, PickItemsJob::Output& output);
private:
render::ItemKey::Flags _validKeys;
render::ItemKey::Flags _excludeKeys;
bool _isEnabled{ false };
render::ItemBound findNearestItem(const render::RenderContextPointer& renderContext, const render::ItemBounds& inputs, float& minIsectDistance) const;
};
#endif // hifi_render_utils_PickItemsJob_h

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@ -40,6 +40,7 @@
#include "AntialiasingEffect.h"
#include "ToneMappingEffect.h"
#include "SubsurfaceScattering.h"
#include "OutlineEffect.h"
#include <gpu/StandardShaderLib.h>
@ -93,6 +94,15 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", primaryFramebuffer);
// Select items that need to be outlined
const auto selectionName = "contextOverlayHighlightList";
const auto selectMetaInput = SelectItems::Inputs(metas, Varying()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("PassTestMetaSelection", selectMetaInput, selectionName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("PassTestOpaqueSelection", selectMetaAndOpaqueInput, selectionName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques).asVarying();
const auto selectedItems = task.addJob<SelectItems>("PassTestTransparentSelection", selectItemInput, selectionName);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).asVarying();
task.addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
@ -159,10 +169,15 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // Debug the bounds of the rendered items, still look at the zbuffer
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOutlineRangeTimer", "Outline");
const auto outlineInputs = DrawOutlineTask::Inputs(selectedItems, shapePlumber, deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawOutlineTask>("DrawOutline", outlineInputs);
task.addJob<EndGPURangeTimer>("EndOutlineRangeTimer", outlineRangeTimer);
{ // DEbug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
@ -212,8 +227,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
const auto selectedMetas = task.addJob<SelectItems>("PassTestSelection", metas, "contextOverlayHighlightList");
task.addJob<DrawBounds>("DrawSelectionBounds", selectedMetas);
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
}
// AA job to be revisited

View file

@ -21,19 +21,15 @@
#include "render/DrawTask.h"
#include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "model_shadow_fade_vert.h"
#include "model_lightmap_fade_vert.h"
#include "model_lightmap_normal_map_fade_vert.h"
#include "skin_model_fade_vert.h"
#include "skin_model_shadow_fade_vert.h"
#include "skin_model_normal_map_fade_vert.h"
#include "simple_vert.h"
@ -50,7 +46,6 @@
#include "model_frag.h"
#include "model_unlit_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
@ -59,7 +54,6 @@
#include "model_normal_map_fade_vert.h"
#include "model_fade_frag.h"
#include "model_shadow_fade_frag.h"
#include "model_unlit_fade_frag.h"
#include "model_normal_map_fade_frag.h"
#include "model_normal_specular_map_fade_frag.h"
@ -95,6 +89,17 @@
#include "overlay3D_model_unlit_frag.h"
#include "overlay3D_model_translucent_unlit_frag.h"
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h"
#include "model_shadow_fade_vert.h"
#include "skin_model_shadow_fade_vert.h"
#include "model_shadow_fade_frag.h"
#include "skin_model_shadow_fade_frag.h"
using namespace render;
using namespace std::placeholders;
@ -102,6 +107,7 @@ using namespace std::placeholders;
void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest = false);
void initDeferredPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter);
void initForwardPipelines(ShapePlumber& plumber);
void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
void addPlumberPipeline(ShapePlumber& plumber,
const ShapeKey& key, const gpu::ShaderPointer& vertex, const gpu::ShaderPointer& pixel,
@ -566,3 +572,33 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
pipeline.locations->lightAmbientMapUnit);
}
}
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
skinProgram, state);
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
modelFadeProgram, state);
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
auto skinFadePixel = gpu::Shader::createPixel(std::string(skin_model_shadow_fade_frag));
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withFade(),
skinFadeProgram, state);
}

View file

@ -22,20 +22,10 @@
#include "DeferredLightingEffect.h"
#include "FramebufferCache.h"
#include "model_shadow_vert.h"
#include "skin_model_shadow_vert.h"
#include "model_shadow_frag.h"
#include "skin_model_shadow_frag.h"
#include "model_shadow_fade_vert.h"
#include "skin_model_shadow_fade_vert.h"
#include "model_shadow_fade_frag.h"
#include "skin_model_shadow_fade_frag.h"
using namespace render;
extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
const render::ShapeBounds& inShapes) {
assert(renderContext->args);
@ -108,33 +98,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
modelProgram, state);
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
skinProgram, state);
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
modelFadeProgram, state);
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
auto skinFadePixel = gpu::Shader::createPixel(std::string(skin_model_shadow_fade_frag));
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
shapePlumber->addPipeline(
ShapeKey::Filter::Builder().withSkinned().withFade(),
skinFadeProgram, state);
initZPassPipelines(*shapePlumber, state);
}
const auto cachedMode = task.addJob<RenderShadowSetup>("ShadowSetup");

View file

@ -0,0 +1,20 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Olivier Prat on 08/08/17.
// Copyright 2017 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 depthMap;
out vec4 outFragColor;
void main(void) {
float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
outFragColor = vec4(Zdb, 0.0, 0.0, 1.0);
}

View file

@ -9,6 +9,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <LogHandler.h>
#include "DrawTask.h"
#include "Logging.h"
@ -48,12 +50,14 @@ void renderShape(RenderArgs* args, const ShapePlumberPointer& shapeContext, cons
if (args->_shapePipeline) {
args->_shapePipeline->prepareShapeItem(args, key, item);
item.render(args);
}
}
args->_shapePipeline = nullptr;
} else if (key.hasOwnPipeline()) {
item.render(args);
} else {
qCDebug(renderlogging) << "Item could not be rendered with invalid key" << key;
static QString repeatedCouldNotBeRendered = LogHandler::getInstance().addRepeatedMessageRegex(
"Item could not be rendered with invalid key.*");
}
args->_itemShapeKey = 0;
}
@ -62,7 +66,7 @@ void render::renderShapes(const RenderContextPointer& renderContext,
const ShapePlumberPointer& shapeContext, const ItemBounds& inItems, int maxDrawnItems, const ShapeKey& globalKey) {
auto& scene = renderContext->_scene;
RenderArgs* args = renderContext->args;
int numItemsToDraw = (int)inItems.size();
if (maxDrawnItems != -1) {
numItemsToDraw = glm::min(numItemsToDraw, maxDrawnItems);
@ -104,6 +108,8 @@ void render::renderStateSortShapes(const RenderContextPointer& renderContext,
} else if (key.hasOwnPipeline()) {
ownPipelineBucket.push_back( std::make_tuple(item, key) );
} else {
static QString repeatedCouldNotBeRendered = LogHandler::getInstance().addRepeatedMessageRegex(
"Item could not be rendered with invalid key.*");
qCDebug(renderlogging) << "Item could not be rendered with invalid key" << key;
}
}
@ -113,7 +119,7 @@ void render::renderStateSortShapes(const RenderContextPointer& renderContext,
for (auto& pipelineKey : sortedPipelines) {
auto& bucket = sortedShapes[pipelineKey];
args->_shapePipeline = shapeContext->pickPipeline(args, pipelineKey);
if (!args->_shapePipeline) {
if (!args->_shapePipeline) {
continue;
}
args->_itemShapeKey = pipelineKey._flags.to_ulong();
@ -182,7 +188,7 @@ void DrawBounds::run(const RenderContextPointer& renderContext,
if (!_drawBuffer) {
_drawBuffer = std::make_shared<gpu::Buffer>(sizeOfItemBound);
}
_drawBuffer->setData(numItems * sizeOfItemBound, (const gpu::Byte*) items.data());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {

View file

@ -51,13 +51,20 @@ void SliceItems::run(const RenderContextPointer& renderContext, const ItemBounds
}
void SelectItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
void SelectItems::run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems) {
auto selection = renderContext->_scene->getSelection(_name);
const auto& selectedItems = selection.getItems();
outItems.clear();
const auto& inItems = inputs.get0();
const auto itemsToAppend = inputs[1];
if (itemsToAppend.isNull()) {
outItems.clear();
} else {
outItems = itemsToAppend.get<ItemBounds>();
}
if (!selectedItems.empty()) {
outItems.reserve(selectedItems.size());
outItems.reserve(outItems.size()+selectedItems.size());
for (auto src : inItems) {
if (selection.contains(src.id)) {
@ -111,3 +118,21 @@ void MetaToSubItems::run(const RenderContextPointer& renderContext, const ItemBo
}
}
void IDsToBounds::run(const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemBounds& outItems) {
auto& scene = renderContext->_scene;
// Now we have a selection of items to render
outItems.clear();
if (!_disableAABBs) {
for (auto id : inItems) {
auto& item = scene->getItem(id);
outItems.emplace_back(ItemBound{ id, item.getBound() });
}
} else {
for (auto id : inItems) {
outItems.emplace_back(ItemBound{ id });
}
}
}

View file

@ -113,22 +113,23 @@ namespace render {
// Keep items belonging to the job selection
class SelectItems {
public:
using JobModel = Job::ModelIO<SelectItems, ItemBounds, ItemBounds>;
using Inputs = VaryingSet2<ItemBounds, ItemBounds>;
using JobModel = Job::ModelIO<SelectItems, Inputs, ItemBounds>;
std::string _name;
SelectItems(const Selection::Name& name) : _name(name) {}
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
void run(const RenderContextPointer& renderContext, const Inputs& inputs, ItemBounds& outItems);
};
// Same as SelectItems but reorder the output to match the selection order
class SelectSortItems {
public:
using JobModel = Job::ModelIO<SelectSortItems, ItemBounds, ItemBounds>;
std::string _name;
SelectSortItems(const Selection::Name& name) : _name(name) {}
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
};
@ -142,6 +143,19 @@ namespace render {
void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemIDs& outItems);
};
// From item IDs build item bounds
class IDsToBounds {
public:
using JobModel = Job::ModelIO<IDsToBounds, ItemIDs, ItemBounds>;
IDsToBounds(bool disableAABBs = false) : _disableAABBs(disableAABBs) {}
void run(const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemBounds& outItems);
private:
bool _disableAABBs{ false };
};
}
#endif // hifi_render_FilterTask_h;

View file

@ -238,6 +238,24 @@ public:
const T5& get5() const { return std::get<5>((*this)).template get<T5>(); }
T5& edit5() { return std::get<5>((*this)).template edit<T5>(); }
virtual Varying operator[] (uint8_t index) const {
switch (index) {
default:
return std::get<0>((*this));
case 1:
return std::get<1>((*this));
case 2:
return std::get<2>((*this));
case 3:
return std::get<3>((*this));
case 4:
return std::get<4>((*this));
case 5:
return std::get<5>((*this));
};
}
virtual uint8_t length() const { return 6; }
Varying asVarying() const { return Varying((*this)); }
};

View file

@ -69,7 +69,7 @@ float Interpolate::simpleNonLinearBlend(float fraction) {
}
float Interpolate::calculateFadeRatio(quint64 start) {
const float FADE_TIME = 1.0f;
const float FADE_TIME = 0.5f;
float t = 2.0f * std::min(((float)(usecTimestampNow() - start)) / ((float)(FADE_TIME * USECS_PER_SECOND)), 1.0f);
float fadeRatio = (t < 1.0f) ? 0.5f * powf(2.0f, 10.0f * (t - 1.0f)) : 0.5f * (-powf(2.0f, -10.0f * (t - 1.0f)) + 2.0f);

View file

@ -528,6 +528,12 @@ void OffscreenQmlSurface::create() {
connect(_quickWindow, &QQuickWindow::focusObjectChanged, this, &OffscreenQmlSurface::onFocusObjectChanged);
// acquireEngine interrogates the GL context, so we need to have the context current here
if (!_canvas->makeCurrent()) {
qFatal("Failed to make context current for QML Renderer");
return;
}
// Create a QML engine.
auto qmlEngine = acquireEngine(_quickWindow);
@ -540,11 +546,6 @@ void OffscreenQmlSurface::create() {
// FIXME Compatibility mechanism for existing HTML and JS that uses eventBridgeWrapper
// Find a way to flag older scripts using this mechanism and wanr that this is deprecated
_qmlContext->setContextProperty("eventBridgeWrapper", new EventBridgeWrapper(this, _qmlContext));
if (!_canvas->makeCurrent()) {
qWarning("Failed to make context current for QML Renderer");
return;
}
_renderControl->initialize(_canvas->getContext());
// When Quick says there is a need to render, we will not render immediately. Instead,
@ -639,7 +640,7 @@ void OffscreenQmlSurface::setBaseUrl(const QUrl& baseUrl) {
_qmlContext->setBaseUrl(baseUrl);
}
void OffscreenQmlSurface::load(const QUrl& qmlSource, bool createNewContext, std::function<void(QQmlContext*, QObject*)> f) {
void OffscreenQmlSurface::load(const QUrl& qmlSource, bool createNewContext, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback) {
if (QThread::currentThread() != thread()) {
qCWarning(uiLogging) << "Called load on a non-surface thread";
}
@ -659,28 +660,28 @@ void OffscreenQmlSurface::load(const QUrl& qmlSource, bool createNewContext, std
auto qmlComponent = new QQmlComponent(_qmlContext->engine(), finalQmlSource, QQmlComponent::PreferSynchronous);
if (qmlComponent->isLoading()) {
connect(qmlComponent, &QQmlComponent::statusChanged, this,
[this, qmlComponent, targetContext, f](QQmlComponent::Status) {
finishQmlLoad(qmlComponent, targetContext, f);
[this, qmlComponent, targetContext, onQmlLoadedCallback](QQmlComponent::Status) {
finishQmlLoad(qmlComponent, targetContext, onQmlLoadedCallback);
});
return;
}
finishQmlLoad(qmlComponent, targetContext, f);
finishQmlLoad(qmlComponent, targetContext, onQmlLoadedCallback);
}
void OffscreenQmlSurface::loadInNewContext(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> f) {
load(qmlSource, true, f);
void OffscreenQmlSurface::loadInNewContext(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback) {
load(qmlSource, true, onQmlLoadedCallback);
}
void OffscreenQmlSurface::load(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> f) {
load(qmlSource, false, f);
void OffscreenQmlSurface::load(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback) {
load(qmlSource, false, onQmlLoadedCallback);
}
void OffscreenQmlSurface::clearCache() {
_qmlContext->engine()->clearComponentCache();
}
void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext* qmlContext, std::function<void(QQmlContext*, QObject*)> f) {
void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext* qmlContext, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback) {
disconnect(qmlComponent, &QQmlComponent::statusChanged, this, 0);
if (qmlComponent->isError()) {
for (const auto& error : qmlComponent->errors()) {
@ -690,7 +691,6 @@ void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext
return;
}
QObject* newObject = qmlComponent->beginCreate(qmlContext);
if (qmlComponent->isError()) {
for (const auto& error : qmlComponent->errors()) {
@ -704,7 +704,20 @@ void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext
}
qmlContext->engine()->setObjectOwnership(this, QQmlEngine::CppOwnership);
f(qmlContext, newObject);
// All quick items should be focusable
QQuickItem* newItem = qobject_cast<QQuickItem*>(newObject);
if (newItem) {
// Make sure we make items focusable (critical for
// supporting keyboard shortcuts)
newItem->setFlag(QQuickItem::ItemIsFocusScope, true);
}
// Make sure we will call callback for this codepath
// Call this before qmlComponent->completeCreate() otherwise ghost window appears
if (newItem && _rootItem) {
onQmlLoadedCallback(qmlContext, newObject);
}
QObject* eventBridge = qmlContext->contextProperty("eventBridge").value<QObject*>();
if (qmlContext != _qmlContext && eventBridge && eventBridge != this) {
@ -716,15 +729,6 @@ void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext
qmlComponent->completeCreate();
qmlComponent->deleteLater();
// All quick items should be focusable
QQuickItem* newItem = qobject_cast<QQuickItem*>(newObject);
if (newItem) {
// Make sure we make items focusable (critical for
// supporting keyboard shortcuts)
newItem->setFlag(QQuickItem::ItemIsFocusScope, true);
}
// If we already have a root, just set a couple of flags and the ancestry
if (newItem && _rootItem) {
// Allow child windows to be destroyed from JS
@ -747,6 +751,8 @@ void OffscreenQmlSurface::finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext
_rootItem = newItem;
_rootItem->setParentItem(_quickWindow->contentItem());
_rootItem->setSize(_quickWindow->renderTargetSize());
// Call this callback after rootitem is set, otherwise VrMenu wont work
onQmlLoadedCallback(qmlContext, newObject);
}
void OffscreenQmlSurface::updateQuick() {

View file

@ -50,11 +50,11 @@ public:
void resize(const QSize& size, bool forceResize = false);
QSize size() const;
Q_INVOKABLE void load(const QUrl& qmlSource, bool createNewContext, std::function<void(QQmlContext*, QObject*)> f = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void loadInNewContext(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> f = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void load(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> f = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void load(const QString& qmlSourceFile, std::function<void(QQmlContext*, QObject*)> f = [](QQmlContext*, QObject*) {}) {
return load(QUrl(qmlSourceFile), f);
Q_INVOKABLE void load(const QUrl& qmlSource, bool createNewContext, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void loadInNewContext(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void load(const QUrl& qmlSource, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback = [](QQmlContext*, QObject*) {});
Q_INVOKABLE void load(const QString& qmlSourceFile, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback = [](QQmlContext*, QObject*) {}) {
return load(QUrl(qmlSourceFile), onQmlLoadedCallback);
}
void clearCache();
void setMaxFps(uint8_t maxFps) { _maxFps = maxFps; }
@ -120,7 +120,7 @@ protected:
private:
static QOpenGLContext* getSharedContext();
void finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext* qmlContext, std::function<void(QQmlContext*, QObject*)> f);
void finishQmlLoad(QQmlComponent* qmlComponent, QQmlContext* qmlContext, std::function<void(QQmlContext*, QObject*)> onQmlLoadedCallback);
QPointF mapWindowToUi(const QPointF& sourcePosition, QObject* sourceObject);
void setupFbo();
bool allowNewFrame(uint8_t fps);

View file

@ -54,49 +54,6 @@ SDL_JoystickID SDL2Manager::getInstanceId(SDL_GameController* controller) {
}
void SDL2Manager::init() {
loadSettings();
auto preferences = DependencyManager::get<Preferences>();
static const QString SDL2_PLUGIN { "Game Controller" };
{
auto getter = [this]()->bool { return _isEnabled; };
auto setter = [this](bool value) {
_isEnabled = value;
saveSettings();
};
auto preference = new CheckPreference(SDL2_PLUGIN, "Enabled", getter, setter);
preferences->addPreference(preference);
}
bool initSuccess = (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == 0);
if (initSuccess) {
int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; i++) {
SDL_GameController* controller = SDL_GameControllerOpen(i);
if (controller) {
SDL_JoystickID id = getInstanceId(controller);
if (!_openJoysticks.contains(id)) {
//Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
Joystick::Pointer joystick = std::make_shared<Joystick>(id, controller);
_openJoysticks[id] = joystick;
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(joystick);
auto name = SDL_GameControllerName(controller);
_subdeviceNames << name;
emit joystickAdded(joystick.get());
emit subdeviceConnected(getName(), name);
}
}
}
_isInitialized = true;
}
else {
qDebug() << "Error initializing SDL2 Manager";
}
}
QStringList SDL2Manager::getSubdeviceNames() {
@ -110,8 +67,61 @@ void SDL2Manager::deinit() {
}
bool SDL2Manager::activate() {
// FIXME for some reason calling this code in the `init` function triggers a crash
// on OSX in PR builds, but not on my local debug build. Attempting a workaround by
//
static std::once_flag once;
std::call_once(once, [&]{
loadSettings();
auto preferences = DependencyManager::get<Preferences>();
static const QString SDL2_PLUGIN { "Game Controller" };
{
auto getter = [this]()->bool { return _isEnabled; };
auto setter = [this](bool value) {
_isEnabled = value;
saveSettings();
};
auto preference = new CheckPreference(SDL2_PLUGIN, "Enabled", getter, setter);
preferences->addPreference(preference);
}
bool initSuccess = (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) == 0);
if (initSuccess) {
int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; i++) {
SDL_GameController* controller = SDL_GameControllerOpen(i);
if (controller) {
SDL_JoystickID id = getInstanceId(controller);
if (!_openJoysticks.contains(id)) {
//Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
Joystick::Pointer joystick = std::make_shared<Joystick>(id, controller);
_openJoysticks[id] = joystick;
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
userInputMapper->registerDevice(joystick);
auto name = SDL_GameControllerName(controller);
_subdeviceNames << name;
emit joystickAdded(joystick.get());
emit subdeviceConnected(getName(), name);
}
}
}
_isInitialized = true;
} else {
qDebug() << "Error initializing SDL2 Manager";
}
});
if (!_isInitialized) {
return false;
}
InputPlugin::activate();
auto userInputMapper = DependencyManager::get<controller::UserInputMapper>();
for (auto joystick : _openJoysticks) {
userInputMapper->registerDevice(joystick);

View file

@ -0,0 +1,20 @@
//
// debugOutline.js
// developer/utilities/render
//
// Olivier Prat, created on 08/08/2017.
// Copyright 2017 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
//
// Set up the qml ui
var qml = Script.resolvePath('outline.qml');
var window = new OverlayWindow({
title: 'Outline',
source: qml,
width: 285,
height: 370,
});
window.closed.connect(function() { Script.stop(); });

View file

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//
// outline.qml
// developer/utilities/render
//
// Olivier Prat, created on 08/08/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
//
import QtQuick 2.5
import QtQuick.Controls 1.4
import "configSlider"
Item {
id: root
property var debugConfig: Render.getConfig("RenderMainView.OutlineDebug")
property var drawConfig: Render.getConfig("RenderMainView.OutlineEffect")
Column {
spacing: 8
CheckBox {
text: "View Outlined Depth"
checked: root.debugConfig["viewOutlinedDepth"]
onCheckedChanged: {
root.debugConfig["viewOutlinedDepth"] = checked;
}
}
CheckBox {
text: "Glow"
checked: root.drawConfig["glow"]
onCheckedChanged: {
root.drawConfig["glow"] = checked;
}
}
ConfigSlider {
label: "Width"
integral: false
config: root.drawConfig
property: "width"
max: 15.0
min: 0.0
width: 280
}
ConfigSlider {
label: "Intensity"
integral: false
config: root.drawConfig
property: "intensity"
max: 1.0
min: 0.0
width: 280
}
GroupBox {
title: "Color"
width: 280
Column {
spacing: 8
ConfigSlider {
label: "Red"
integral: false
config: root.drawConfig
property: "colorR"
max: 1.0
min: 0.0
width: 270
}
ConfigSlider {
label: "Green"
integral: false
config: root.drawConfig
property: "colorG"
max: 1.0
min: 0.0
width: 270
}
ConfigSlider {
label: "Blue"
integral: false
config: root.drawConfig
property: "colorB"
max: 1.0
min: 0.0
width: 270
}
}
}
GroupBox {
title: "Fill Opacity"
width: 280
Column {
spacing: 8
ConfigSlider {
label: "Unoccluded"
integral: false
config: root.drawConfig
property: "fillOpacityUnoccluded"
max: 1.0
min: 0.0
width: 270
}
ConfigSlider {
label: "Occluded"
integral: false
config: root.drawConfig
property: "fillOpacityOccluded"
max: 1.0
min: 0.0
width: 270
}
}
}
}
}