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https://github.com/lubosz/overte.git
synced 2025-04-24 03:53:52 +02:00
Cleaning up the pipeline and checking that it is working for all cases
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parent
9f16024616
commit
e41b8f06e1
17 changed files with 28 additions and 111 deletions
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@ -315,7 +315,7 @@ static QTimer pingTimer;
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static bool DISABLE_WATCHDOG = true;
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#else
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static const QString DISABLE_WATCHDOG_FLAG{ "HIFI_DISABLE_WATCHDOG" };
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static bool DISABLE_WATCHDOG = nsightActive() || QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
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static bool DISABLE_WATCHDOG = true || nsightActive() || QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
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#endif
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#if defined(USE_GLES)
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@ -14,12 +14,13 @@
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<@include gpu/Color.slh@>
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<@include gpu/Transform.slh@>
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<@include graphics/MaterialTextures.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareStandardTransform()$>
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<$declareMaterialTexMapArrayBuffer()$>
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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@ -20,7 +20,6 @@
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<$declareMaterialTexMapArrayBuffer()$>
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layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
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@ -16,9 +16,14 @@
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<$declareStandardTransform()$>
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
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}
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@ -1,28 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// <$_SCRIBE_FILENAME$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Olivier Prat on 06/05/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Transform.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareStandardTransform()$>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
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}
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@ -1 +1,2 @@
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VERTEX skin_model
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FRAGMENT model
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@ -1 +1,2 @@
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VERTEX skin_model_dq
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FRAGMENT model
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@ -1 +1,2 @@
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VERTEX skin_model_normal_map
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FRAGMENT model_normal_map
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@ -1 +1,2 @@
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VERTEX skin_model_normal_map_dq
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FRAGMENT model_normal_map
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@ -1 +1,2 @@
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VERTEX skin_model_shadow
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FRAGMENT model_shadow
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@ -1 +1,2 @@
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VERTEX skin_model_shadow_dq
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FRAGMENT model_shadow
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@ -19,7 +19,7 @@
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<$declareMaterialTexMapArrayBuffer()$>
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<@include MeshDeformer.slh@>
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<$declareMeshDeformer(1, _SCRIBE_NULL, 1, 0, 1)$>
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<$declareMeshDeformer(1, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$>
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<$declareMeshDeformerActivation(1, 1)$>
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<@include LightingModel.slh@>
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@ -20,6 +20,8 @@
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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evalMeshDeformer(inPosition, deformedPosition,
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@ -30,5 +32,6 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, deformedPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, deformedPosition, _positionWS)$>
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}
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@ -20,6 +20,8 @@
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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evalMeshDeformer(inPosition, deformedPosition,
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@ -30,4 +32,5 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, deformedPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, deformedPosition, _positionWS)$>
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}
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@ -1,39 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// <$_SCRIBE_FILENAME$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Hifi Engine Team.
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// Created by Olivier Prat on 06/045/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Transform.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareStandardTransform()$>
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<@include MeshDeformer.slh@>
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<$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, _SCRIBE_NULL, 1)$>
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<$declareMeshDeformerActivation(1, 1)$>
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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evalMeshDeformer(inPosition, deformedPosition,
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meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
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meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, deformedPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, deformedPosition, _positionWS)$>
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}
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@ -1,39 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// <$_SCRIBE_FILENAME$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Hifi Engine Team.
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// Created by Olivier Prat on 06/045/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Transform.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareStandardTransform()$>
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<@include MeshDeformer.slh@>
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<$declareMeshDeformer(_SCRIBE_NULL, _SCRIBE_NULL, 1, 1, 1)$>
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<$declareMeshDeformerActivation(1, 1)$>
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<@include render-utils/ShaderConstants.h@>
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layout(location=RENDER_UTILS_ATTR_POSITION_WS) out vec4 _positionWS;
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void main(void) {
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vec4 deformedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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evalMeshDeformer(inPosition, deformedPosition,
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meshDeformer_doSkinning(_drawCallInfo.y), inSkinClusterIndex, inSkinClusterWeight,
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meshDeformer_doBlendshape(_drawCallInfo.y), gl_VertexID);
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, deformedPosition, gl_Position)$>
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<$transformModelToWorldPos(obj, deformedPosition, _positionWS)$>
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}
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@ -86,8 +86,10 @@ void render::renderStateSortShapes(const RenderContextPointer& renderContext,
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RenderArgs* args = renderContext->args;
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int numItemsToDraw = (int)inItems.size();
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int lastItemToDraw = -1;
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if (maxDrawnItems != -1) {
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numItemsToDraw = glm::min(numItemsToDraw, maxDrawnItems);
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lastItemToDraw = numItemsToDraw - 1;
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}
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using SortedPipelines = std::vector<render::ShapeKey>;
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@ -98,7 +100,11 @@ void render::renderStateSortShapes(const RenderContextPointer& renderContext,
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for (auto i = 0; i < numItemsToDraw; ++i) {
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auto& item = scene->getItem(inItems[i].id);
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if (lastItemToDraw == i) {
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if (!item.getKey().isShape()) {
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qDebug() << "Item explored";
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}
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}
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{
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assert(item.getKey().isShape());
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auto key = item.getShapeKey() | globalKey;
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