mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge remote-tracking branch 'upstream/master' into vive-ui
This commit is contained in:
commit
175dbb8924
25 changed files with 210 additions and 491 deletions
|
@ -1,5 +1,6 @@
|
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import QtQuick 2.3
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import QtQuick.Controls 1.2
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import QtGraphicalEffects 1.0
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|
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import "."
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|
@ -44,6 +45,12 @@ Overlay {
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}
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||||
}
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||||
|
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ColorOverlay {
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id: color
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anchors.fill: image
|
||||
source: image
|
||||
}
|
||||
|
||||
function updateSubImage(subImage) {
|
||||
var keys = Object.keys(subImage);
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for (var i = 0; i < keys.length; ++i) {
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|
@ -70,6 +77,7 @@ Overlay {
|
|||
case "alpha": root.opacity = value; break;
|
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case "imageURL": image.source = value; break;
|
||||
case "subImage": updateSubImage(value); break;
|
||||
case "color": color.color = Qt.rgba(value.red / 255, value.green / 255, value.blue / 255, root.opacity); break;
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||||
default: console.log("OVERLAY Unhandled image property " + key);
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}
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||||
}
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|
|
|
@ -239,11 +239,13 @@ void Avatar::updateAvatarEntities() {
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}
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|
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AvatarEntityIDs recentlyDettachedAvatarEntities = getAndClearRecentlyDetachedIDs();
|
||||
foreach (auto entityID, recentlyDettachedAvatarEntities) {
|
||||
if (!_avatarEntityData.contains(entityID)) {
|
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entityTree->deleteEntity(entityID, true, true);
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_avatarEntitiesLock.withReadLock([&] {
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foreach (auto entityID, recentlyDettachedAvatarEntities) {
|
||||
if (!_avatarEntityData.contains(entityID)) {
|
||||
entityTree->deleteEntity(entityID, true, true);
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||||
}
|
||||
}
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||||
}
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||||
});
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});
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||||
|
||||
if (success) {
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||||
|
|
|
@ -709,12 +709,14 @@ void MyAvatar::saveData() {
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|||
|
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settings.beginWriteArray("avatarEntityData");
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int avatarEntityIndex = 0;
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for (auto entityID : _avatarEntityData.keys()) {
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settings.setArrayIndex(avatarEntityIndex);
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||||
settings.setValue("id", entityID);
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settings.setValue("properties", _avatarEntityData.value(entityID));
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avatarEntityIndex++;
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}
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_avatarEntitiesLock.withReadLock([&] {
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for (auto entityID : _avatarEntityData.keys()) {
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settings.setArrayIndex(avatarEntityIndex);
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settings.setValue("id", entityID);
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settings.setValue("properties", _avatarEntityData.value(entityID));
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avatarEntityIndex++;
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}
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});
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settings.endArray();
|
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|
||||
settings.setValue("displayName", _displayName);
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|
|
|
@ -900,7 +900,11 @@ bool AvatarData::processAvatarIdentity(const Identity& identity) {
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hasIdentityChanged = true;
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}
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|
||||
if (identity.avatarEntityData != _avatarEntityData) {
|
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bool avatarEntityDataChanged = false;
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||||
_avatarEntitiesLock.withReadLock([&] {
|
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avatarEntityDataChanged = (identity.avatarEntityData != _avatarEntityData);
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});
|
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if (avatarEntityDataChanged) {
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setAvatarEntityData(identity.avatarEntityData);
|
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hasIdentityChanged = true;
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}
|
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|
@ -914,7 +918,9 @@ QByteArray AvatarData::identityByteArray() {
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QUrl emptyURL("");
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const QUrl& urlToSend = _skeletonModelURL.scheme() == "file" ? emptyURL : _skeletonModelURL;
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|
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identityStream << getSessionUUID() << urlToSend << _attachmentData << _displayName << _avatarEntityData;
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_avatarEntitiesLock.withReadLock([&] {
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identityStream << getSessionUUID() << urlToSend << _attachmentData << _displayName << _avatarEntityData;
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});
|
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|
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return identityData;
|
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}
|
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|
@ -1306,16 +1312,18 @@ QJsonObject AvatarData::toJson() const {
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|||
root[JSON_AVATAR_ATTACHEMENTS] = attachmentsJson;
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}
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|
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if (!_avatarEntityData.empty()) {
|
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QJsonArray avatarEntityJson;
|
||||
for (auto entityID : _avatarEntityData.keys()) {
|
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QVariantMap entityData;
|
||||
entityData.insert("id", entityID);
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entityData.insert("properties", _avatarEntityData.value(entityID));
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||||
avatarEntityJson.push_back(QVariant(entityData).toJsonObject());
|
||||
_avatarEntitiesLock.withReadLock([&] {
|
||||
if (!_avatarEntityData.empty()) {
|
||||
QJsonArray avatarEntityJson;
|
||||
for (auto entityID : _avatarEntityData.keys()) {
|
||||
QVariantMap entityData;
|
||||
entityData.insert("id", entityID);
|
||||
entityData.insert("properties", _avatarEntityData.value(entityID));
|
||||
avatarEntityJson.push_back(QVariant(entityData).toJsonObject());
|
||||
}
|
||||
root[JSON_AVATAR_ENTITIES] = avatarEntityJson;
|
||||
}
|
||||
root[JSON_AVATAR_ENTITIES] = avatarEntityJson;
|
||||
}
|
||||
});
|
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|
||||
auto recordingBasis = getRecordingBasis();
|
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bool success;
|
||||
|
@ -1604,8 +1612,10 @@ void AvatarData::updateAvatarEntity(const QUuid& entityID, const QByteArray& ent
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|||
QMetaObject::invokeMethod(this, "updateAvatarEntity", Q_ARG(const QUuid&, entityID), Q_ARG(QByteArray, entityData));
|
||||
return;
|
||||
}
|
||||
_avatarEntityData.insert(entityID, entityData);
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_avatarEntityDataLocallyEdited = true;
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_avatarEntitiesLock.withWriteLock([&] {
|
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_avatarEntityData.insert(entityID, entityData);
|
||||
_avatarEntityDataLocallyEdited = true;
|
||||
});
|
||||
}
|
||||
|
||||
void AvatarData::clearAvatarEntity(const QUuid& entityID) {
|
||||
|
@ -1613,18 +1623,25 @@ void AvatarData::clearAvatarEntity(const QUuid& entityID) {
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|||
QMetaObject::invokeMethod(this, "clearAvatarEntity", Q_ARG(const QUuid&, entityID));
|
||||
return;
|
||||
}
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||||
_avatarEntityData.remove(entityID);
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||||
_avatarEntityDataLocallyEdited = true;
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|
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_avatarEntitiesLock.withWriteLock([&] {
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_avatarEntityData.remove(entityID);
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_avatarEntityDataLocallyEdited = true;
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||||
});
|
||||
}
|
||||
|
||||
AvatarEntityMap AvatarData::getAvatarEntityData() const {
|
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AvatarEntityMap result;
|
||||
if (QThread::currentThread() != thread()) {
|
||||
AvatarEntityMap result;
|
||||
QMetaObject::invokeMethod(const_cast<AvatarData*>(this), "getAvatarEntityData", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(AvatarEntityMap, result));
|
||||
return result;
|
||||
}
|
||||
return _avatarEntityData;
|
||||
|
||||
_avatarEntitiesLock.withReadLock([&] {
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||||
result = _avatarEntityData;
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||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
void AvatarData::setAvatarEntityData(const AvatarEntityMap& avatarEntityData) {
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||||
|
@ -1632,29 +1649,33 @@ void AvatarData::setAvatarEntityData(const AvatarEntityMap& avatarEntityData) {
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|||
QMetaObject::invokeMethod(this, "setAvatarEntityData", Q_ARG(const AvatarEntityMap&, avatarEntityData));
|
||||
return;
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}
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if (_avatarEntityData != avatarEntityData) {
|
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// keep track of entities that were attached to this avatar but no longer are
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AvatarEntityIDs previousAvatarEntityIDs = QSet<QUuid>::fromList(_avatarEntityData.keys());
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_avatarEntitiesLock.withWriteLock([&] {
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if (_avatarEntityData != avatarEntityData) {
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// keep track of entities that were attached to this avatar but no longer are
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AvatarEntityIDs previousAvatarEntityIDs = QSet<QUuid>::fromList(_avatarEntityData.keys());
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_avatarEntityData = avatarEntityData;
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setAvatarEntityDataChanged(true);
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_avatarEntityData = avatarEntityData;
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setAvatarEntityDataChanged(true);
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foreach (auto entityID, previousAvatarEntityIDs) {
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if (!_avatarEntityData.contains(entityID)) {
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_avatarEntityDetached.insert(entityID);
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foreach (auto entityID, previousAvatarEntityIDs) {
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if (!_avatarEntityData.contains(entityID)) {
|
||||
_avatarEntityDetached.insert(entityID);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
AvatarEntityIDs AvatarData::getAndClearRecentlyDetachedIDs() {
|
||||
AvatarEntityIDs result;
|
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if (QThread::currentThread() != thread()) {
|
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AvatarEntityIDs result;
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QMetaObject::invokeMethod(const_cast<AvatarData*>(this), "getRecentlyDetachedIDs", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(AvatarEntityIDs, result));
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return result;
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}
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AvatarEntityIDs result = _avatarEntityDetached;
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_avatarEntityDetached.clear();
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_avatarEntitiesLock.withWriteLock([&] {
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result = _avatarEntityDetached;
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_avatarEntityDetached.clear();
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});
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return result;
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}
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|
|
|
@ -418,6 +418,7 @@ protected:
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// updates about one avatar to another.
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glm::vec3 _globalPosition;
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mutable ReadWriteLockable _avatarEntitiesLock;
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AvatarEntityIDs _avatarEntityDetached; // recently detached from this avatar
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AvatarEntityMap _avatarEntityData;
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bool _avatarEntityDataLocallyEdited { false };
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|
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME entities-renderer)
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AUTOSCRIBE_SHADER_LIB(gpu model render render-utils)
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AUTOSCRIBE_SHADER_LIB(gpu model procedural render render-utils)
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setup_hifi_library(Widgets Network Script)
|
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link_hifi_libraries(shared gpu procedural model model-networking script-engine render render-utils)
|
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|
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|
|
|
@ -1,380 +0,0 @@
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//
|
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// Created by Bradley Austin Davis on 2015/09/05
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// Copyright 2013-2015 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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|
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// Shader includes portions of webgl-noise:
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
|
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
|
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|
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|
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const QString SHADER_COMMON = R"SHADER(
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layout(location = 0) out vec4 _fragColor0;
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layout(location = 1) out vec4 _fragColor1;
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layout(location = 2) out vec4 _fragColor2;
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|
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// the alpha threshold
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uniform float alphaThreshold;
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|
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vec2 signNotZero(vec2 v) {
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return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
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}
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vec2 float32x3_to_oct(in vec3 v) {
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vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
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return ((v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p);
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}
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|
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|
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vec3 oct_to_float32x3(in vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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if (v.z < 0) {
|
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v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);
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}
|
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return normalize(v);
|
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}
|
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|
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vec3 snorm12x2_to_unorm8x3(vec2 f) {
|
||||
vec2 u = vec2(round(clamp(f, -1.0, 1.0) * 2047.0 + 2047.0));
|
||||
float t = floor(u.y / 256.0);
|
||||
|
||||
return floor(vec3(
|
||||
u.x / 16.0,
|
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fract(u.x / 16.0) * 256.0 + t,
|
||||
u.y - t * 256.0
|
||||
)) / 255.0;
|
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}
|
||||
|
||||
vec2 unorm8x3_to_snorm12x2(vec3 u) {
|
||||
u *= 255.0;
|
||||
u.y *= (1.0 / 16.0);
|
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vec2 s = vec2( u.x * 16.0 + floor(u.y),
|
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fract(u.y) * (16.0 * 256.0) + u.z);
|
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return clamp(s * (1.0 / 2047.0) - 1.0, vec2(-1.0), vec2(1.0));
|
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}
|
||||
|
||||
float mod289(float x) {
|
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return x - floor(x * (1.0 / 289.0)) * 289.0;
|
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}
|
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|
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vec2 mod289(vec2 x) {
|
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return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
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|
||||
vec3 mod289(vec3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 mod289(vec4 x) {
|
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return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
float permute(float x) {
|
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return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec3 permute(vec3 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 permute(vec4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float taylorInvSqrt(float r) {
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r) {
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
vec4 grad4(float j, vec4 ip) {
|
||||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||
vec4 p, s;
|
||||
|
||||
p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
|
||||
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
|
||||
s = vec4(lessThan(p, vec4(0.0)));
|
||||
p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// (sqrt(5) - 1)/4 = F4, used once below
|
||||
#define F4 0.309016994374947451
|
||||
|
||||
float snoise(vec4 v) {
|
||||
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
|
||||
0.276393202250021, // 2 * G4
|
||||
0.414589803375032, // 3 * G4
|
||||
-0.447213595499958); // -1 + 4 * G4
|
||||
|
||||
// First corner
|
||||
vec4 i = floor(v + dot(v, vec4(F4)));
|
||||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||
|
||||
// Other corners
|
||||
|
||||
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||||
vec4 i0;
|
||||
vec3 isX = step(x0.yzw, x0.xxx);
|
||||
vec3 isYZ = step(x0.zww, x0.yyz);
|
||||
i0.x = isX.x + isX.y + isX.z;
|
||||
i0.yzw = 1.0 - isX;
|
||||
i0.y += isYZ.x + isYZ.y;
|
||||
i0.zw += 1.0 - isYZ.xy;
|
||||
i0.z += isYZ.z;
|
||||
i0.w += 1.0 - isYZ.z;
|
||||
|
||||
// i0 now contains the unique values 0,1,2,3 in each channel
|
||||
vec4 i3 = clamp(i0, 0.0, 1.0);
|
||||
vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
|
||||
vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
|
||||
|
||||
vec4 x1 = x0 - i1 + C.xxxx;
|
||||
vec4 x2 = x0 - i2 + C.yyyy;
|
||||
vec4 x3 = x0 - i3 + C.zzzz;
|
||||
vec4 x4 = x0 + C.wwww;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
|
||||
vec4 j1 = permute(
|
||||
permute(
|
||||
permute(
|
||||
permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
|
||||
+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
|
||||
+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
|
||||
+ vec4(i1.x, i2.x, i3.x, 1.0));
|
||||
|
||||
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||||
vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
|
||||
|
||||
vec4 p0 = grad4(j0, ip);
|
||||
vec4 p1 = grad4(j1.x, ip);
|
||||
vec4 p2 = grad4(j1.y, ip);
|
||||
vec4 p3 = grad4(j1.z, ip);
|
||||
vec4 p4 = grad4(j1.w, ip);
|
||||
|
||||
// Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(
|
||||
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
p4 *= taylorInvSqrt(dot(p4, p4));
|
||||
|
||||
// Mix contributions from the five corners
|
||||
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
|
||||
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
|
||||
m0 = m0 * m0;
|
||||
m1 = m1 * m1;
|
||||
return 49.0
|
||||
* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
|
||||
+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
|
||||
|
||||
}
|
||||
|
||||
float snoise(vec3 v) {
|
||||
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
|
||||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
vec3 i = floor(v + dot(v, C.yyy));
|
||||
vec3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
// Other corners
|
||||
vec3 g = step(x0.yzx, x0.xyz);
|
||||
vec3 l = 1.0 - g;
|
||||
vec3 i1 = min(g.xyz, l.zxy);
|
||||
vec3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
vec3 x1 = x0 - i1 + C.xxx;
|
||||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
vec4 p = permute(
|
||||
permute(
|
||||
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
|
||||
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
|
||||
+ vec4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
vec3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
vec4 x_ = floor(j * ns.z);
|
||||
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
vec4 x = x_ * ns.x + ns.yyyy;
|
||||
vec4 y = y_ * ns.x + ns.yyyy;
|
||||
vec4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
vec4 b0 = vec4(x.xy, y.xy);
|
||||
vec4 b1 = vec4(x.zw, y.zw);
|
||||
|
||||
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||||
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||||
vec4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
vec4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
vec4 sh = -step(h, vec4(0.0));
|
||||
|
||||
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
vec3 p0 = vec3(a0.xy, h.x);
|
||||
vec3 p1 = vec3(a0.zw, h.y);
|
||||
vec3 p2 = vec3(a1.xy, h.z);
|
||||
vec3 p3 = vec3(a1.zw, h.w);
|
||||
|
||||
//Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(
|
||||
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
return 42.0
|
||||
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
|
||||
}
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy));
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute(
|
||||
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
m = m * m;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
// the interpolated normal
|
||||
in vec3 _normal;
|
||||
in vec3 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 _position;
|
||||
|
||||
// TODO add more uniforms
|
||||
uniform float iGlobalTime; // shader playback time (in seconds)
|
||||
uniform vec3 iWorldScale; // the dimensions of the object being rendered
|
||||
|
||||
// TODO add support for textures
|
||||
// TODO document available inputs other than the uniforms
|
||||
// TODO provide world scale in addition to the untransformed position
|
||||
|
||||
const vec3 DEFAULT_SPECULAR = vec3(0.1);
|
||||
const float DEFAULT_SHININESS = 10;
|
||||
|
||||
)SHADER";
|
||||
|
||||
// V1 shaders, only support emissive
|
||||
// vec4 getProceduralColor()
|
||||
const QString SHADER_TEMPLATE_V1 = SHADER_COMMON + R"SCRIBE(
|
||||
|
||||
#line 1001
|
||||
%1
|
||||
#line 317
|
||||
|
||||
void main(void) {
|
||||
vec4 emissive = getProceduralColor();
|
||||
|
||||
float alpha = emissive.a;
|
||||
if (alpha != 1.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
vec4 diffuse = vec4(_color.rgb, alpha);
|
||||
vec4 normal = vec4(packNormal(normalize(_normal)), 0.5);
|
||||
|
||||
_fragColor0 = diffuse;
|
||||
_fragColor1 = normal;
|
||||
_fragColor2 = vec4(emissive.rgb, DEFAULT_SHININESS / 128.0);
|
||||
}
|
||||
|
||||
)SCRIBE";
|
||||
|
||||
// void getProceduralDiffuseAndEmissive(out vec4 diffuse, out vec4 emissive)
|
||||
const QString SHADER_TEMPLATE_V2 = SHADER_COMMON + R"SCRIBE(
|
||||
// FIXME should we be doing the swizzle here?
|
||||
vec3 iResolution = iWorldScale.xzy;
|
||||
|
||||
// FIXME Mouse X,Y coordinates, and Z,W are for the click position if clicked (not supported in High Fidelity at the moment)
|
||||
vec4 iMouse = vec4(0);
|
||||
|
||||
// FIXME We set the seconds (iDate.w) of iDate to iGlobalTime, which contains the current date in seconds
|
||||
vec4 iDate = vec4(0, 0, 0, iGlobalTime);
|
||||
|
||||
|
||||
#line 1001
|
||||
%1
|
||||
#line 351
|
||||
|
||||
void main(void) {
|
||||
vec3 diffuse = _color.rgb;
|
||||
vec3 specular = DEFAULT_SPECULAR;
|
||||
float shininess = DEFAULT_SHININESS;
|
||||
|
||||
float emissiveAmount = getProceduralColors(diffuse, specular, shininess);
|
||||
|
||||
_fragColor0 = vec4(diffuse.rgb, 1.0);
|
||||
_fragColor1 = vec4(packNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0));
|
||||
_fragColor2 = vec4(specular, shininess / 128.0);
|
||||
}
|
||||
)SCRIBE";
|
|
@ -98,7 +98,7 @@ void RenderableShapeEntityItem::render(RenderArgs* args) {
|
|||
}
|
||||
batch.setModelTransform(modelTransform); // use a transform with scale, rotation, registration point and translation
|
||||
if (_procedural->ready()) {
|
||||
_procedural->prepare(batch, getPosition(), getDimensions());
|
||||
_procedural->prepare(batch, getPosition(), getDimensions(), getOrientation());
|
||||
auto outColor = _procedural->getColor(color);
|
||||
batch._glColor4f(outColor.r, outColor.g, outColor.b, outColor.a);
|
||||
DependencyManager::get<GeometryCache>()->renderShape(batch, MAPPING[_shape]);
|
||||
|
|
|
@ -261,7 +261,14 @@ void EntitySimulation::moveSimpleKinematics(const quint64& now) {
|
|||
SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
|
||||
while (itemItr != _simpleKinematicEntities.end()) {
|
||||
EntityItemPointer entity = *itemItr;
|
||||
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
|
||||
|
||||
// The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
|
||||
// children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync.
|
||||
bool ancestryIsKnown;
|
||||
entity->getMaximumAACube(ancestryIsKnown);
|
||||
bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);
|
||||
|
||||
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) {
|
||||
entity->simulate(now);
|
||||
_entitiesToSort.insert(entity);
|
||||
++itemItr;
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
set(TARGET_NAME gpu-gl)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu)
|
||||
setup_hifi_library()
|
||||
link_hifi_libraries(shared gl gpu)
|
||||
GroupSources("src")
|
||||
|
|
|
@ -114,6 +114,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::gl::GLBackend::do_glUniform3fv),
|
||||
(&::gpu::gl::GLBackend::do_glUniform4fv),
|
||||
(&::gpu::gl::GLBackend::do_glUniform4iv),
|
||||
(&::gpu::gl::GLBackend::do_glUniformMatrix3fv),
|
||||
(&::gpu::gl::GLBackend::do_glUniformMatrix4fv),
|
||||
|
||||
(&::gpu::gl::GLBackend::do_glColor4f),
|
||||
|
@ -515,6 +516,22 @@ void GLBackend::do_glUniform4iv(Batch& batch, size_t paramOffset) {
|
|||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_glUniformMatrix3fv(Batch& batch, size_t paramOffset) {
|
||||
if (_pipeline._program == 0) {
|
||||
// We should call updatePipeline() to bind the program but we are not doing that
|
||||
// because these uniform setters are deprecated and we don;t want to create side effect
|
||||
return;
|
||||
}
|
||||
updatePipeline();
|
||||
|
||||
glUniformMatrix3fv(
|
||||
GET_UNIFORM_LOCATION(batch._params[paramOffset + 3]._int),
|
||||
batch._params[paramOffset + 2]._uint,
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_glUniformMatrix4fv(Batch& batch, size_t paramOffset) {
|
||||
if (_pipeline._program == 0) {
|
||||
// We should call updatePipeline() to bind the program but we are not doing that
|
||||
|
|
|
@ -136,6 +136,7 @@ public:
|
|||
virtual void do_glUniform3fv(Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniform4fv(Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniform4iv(Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniformMatrix3fv(Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniformMatrix4fv(Batch& batch, size_t paramOffset) final;
|
||||
|
||||
virtual void do_glColor4f(Batch& batch, size_t paramOffset) final;
|
||||
|
|
|
@ -567,6 +567,16 @@ void Batch::_glUniform4iv(int32 location, int count, const int32* value) {
|
|||
_params.push_back(location);
|
||||
}
|
||||
|
||||
void Batch::_glUniformMatrix3fv(int32 location, int count, uint8 transpose, const float* value) {
|
||||
ADD_COMMAND(glUniformMatrix3fv);
|
||||
|
||||
const int MATRIX3_SIZE = 9 * sizeof(float);
|
||||
_params.push_back(cacheData(count * MATRIX3_SIZE, value));
|
||||
_params.push_back(transpose);
|
||||
_params.push_back(count);
|
||||
_params.push_back(location);
|
||||
}
|
||||
|
||||
void Batch::_glUniformMatrix4fv(int32 location, int count, uint8 transpose, const float* value) {
|
||||
ADD_COMMAND(glUniformMatrix4fv);
|
||||
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <vector>
|
||||
#include <mutex>
|
||||
#include <functional>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <shared/NsightHelpers.h>
|
||||
|
||||
|
@ -269,6 +270,7 @@ public:
|
|||
void _glUniform3fv(int location, int count, const float* value);
|
||||
void _glUniform4fv(int location, int count, const float* value);
|
||||
void _glUniform4iv(int location, int count, const int* value);
|
||||
void _glUniformMatrix3fv(int location, int count, unsigned char transpose, const float* value);
|
||||
void _glUniformMatrix4fv(int location, int count, unsigned char transpose, const float* value);
|
||||
|
||||
void _glUniform(int location, int v0) {
|
||||
|
@ -291,6 +293,10 @@ public:
|
|||
_glUniform4f(location, v.x, v.y, v.z, v.w);
|
||||
}
|
||||
|
||||
void _glUniform(int location, const glm::mat3& v) {
|
||||
_glUniformMatrix3fv(location, 1, false, glm::value_ptr(v));
|
||||
}
|
||||
|
||||
void _glColor4f(float red, float green, float blue, float alpha);
|
||||
|
||||
enum Command {
|
||||
|
@ -348,6 +354,7 @@ public:
|
|||
COMMAND_glUniform3fv,
|
||||
COMMAND_glUniform4fv,
|
||||
COMMAND_glUniform4iv,
|
||||
COMMAND_glUniformMatrix3fv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glColor4f,
|
||||
|
@ -446,7 +453,7 @@ public:
|
|||
Params _params;
|
||||
Bytes _data;
|
||||
|
||||
// SSBO class... layout MUST match the layout in TransformCamera.slh
|
||||
// SSBO class... layout MUST match the layout in Transform.slh
|
||||
class TransformObject {
|
||||
public:
|
||||
Mat4 _model;
|
||||
|
|
|
@ -95,7 +95,7 @@ public:
|
|||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
||||
// UBO class... layout MUST match the layout in TransformCamera.slh
|
||||
// UBO class... layout MUST match the layout in Transform.slh
|
||||
class TransformCamera {
|
||||
public:
|
||||
mutable Mat4 _view;
|
||||
|
|
|
@ -27,6 +27,10 @@ layout(std140) uniform transformCameraBuffer {
|
|||
TransformCamera getTransformCamera() {
|
||||
return _camera;
|
||||
}
|
||||
|
||||
vec3 getEyeWorldPos() {
|
||||
return _camera._viewInverse[3].xyz;
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
|
|
|
@ -85,10 +85,10 @@ void EntityMotionState::updateServerPhysicsVariables() {
|
|||
return;
|
||||
}
|
||||
|
||||
_serverPosition = _entity->getPosition();
|
||||
_serverRotation = _entity->getRotation();
|
||||
_serverVelocity = _entity->getVelocity();
|
||||
_serverAngularVelocity = _entity->getAngularVelocity();
|
||||
Transform localTransform;
|
||||
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
|
||||
_serverPosition = localTransform.getTranslation();
|
||||
_serverRotation = localTransform.getRotation();
|
||||
_serverAcceleration = _entity->getAcceleration();
|
||||
_serverActionData = _entity->getActionData();
|
||||
}
|
||||
|
@ -271,14 +271,25 @@ bool EntityMotionState::isCandidateForOwnership() const {
|
|||
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
||||
// NOTE: we only get here if we think we own the simulation
|
||||
assert(_body);
|
||||
|
||||
bool parentTransformSuccess;
|
||||
Transform localToWorld = _entity->getParentTransform(parentTransformSuccess);
|
||||
Transform worldToLocal;
|
||||
Transform worldVelocityToLocal;
|
||||
if (parentTransformSuccess) {
|
||||
localToWorld.evalInverse(worldToLocal);
|
||||
worldVelocityToLocal = worldToLocal;
|
||||
worldVelocityToLocal.setTranslation(glm::vec3(0.0f));
|
||||
}
|
||||
|
||||
// if we've never checked before, our _lastStep will be 0, and we need to initialize our state
|
||||
if (_lastStep == 0) {
|
||||
btTransform xform = _body->getWorldTransform();
|
||||
_serverPosition = bulletToGLM(xform.getOrigin());
|
||||
_serverRotation = bulletToGLM(xform.getRotation());
|
||||
_serverVelocity = getBodyLinearVelocityGTSigma();
|
||||
_serverPosition = worldToLocal.transform(bulletToGLM(xform.getOrigin()));
|
||||
_serverRotation = worldToLocal.getRotation() * bulletToGLM(xform.getRotation());
|
||||
_serverVelocity = worldVelocityToLocal.transform(getBodyLinearVelocityGTSigma());
|
||||
_serverAcceleration = Vectors::ZERO;
|
||||
_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
|
||||
_serverAngularVelocity = worldVelocityToLocal.transform(bulletToGLM(_body->getAngularVelocity()));
|
||||
_lastStep = simulationStep;
|
||||
_serverActionData = _entity->getActionData();
|
||||
_numInactiveUpdates = 1;
|
||||
|
@ -315,11 +326,21 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
_lastStep = simulationStep;
|
||||
if (glm::length2(_serverVelocity) > 0.0f) {
|
||||
_serverVelocity += _serverAcceleration * dt;
|
||||
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
// NOTE: we ignore the second-order acceleration term when integrating
|
||||
// the position forward because Bullet also does this.
|
||||
_serverPosition += dt * _serverVelocity;
|
||||
// the entity-server doesn't know where avatars are, so it doesn't do simple extrapolation for children of
|
||||
// avatars. We are trying to guess what values the entity server has, so we don't do it here, either. See
|
||||
// related code in EntitySimulation::moveSimpleKinematics.
|
||||
bool ancestryIsKnown;
|
||||
_entity->getMaximumAACube(ancestryIsKnown);
|
||||
bool hasAvatarAncestor = _entity->hasAncestorOfType(NestableType::Avatar);
|
||||
|
||||
if (ancestryIsKnown && !hasAvatarAncestor) {
|
||||
_serverVelocity += _serverAcceleration * dt;
|
||||
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
|
||||
// NOTE: we ignore the second-order acceleration term when integrating
|
||||
// the position forward because Bullet also does this.
|
||||
_serverPosition += dt * _serverVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
if (_entity->actionDataNeedsTransmit()) {
|
||||
|
@ -341,7 +362,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
// compute position error
|
||||
|
||||
btTransform worldTrans = _body->getWorldTransform();
|
||||
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
|
||||
glm::vec3 position = worldToLocal.transform(bulletToGLM(worldTrans.getOrigin()));
|
||||
|
||||
float dx2 = glm::distance2(position, _serverPosition);
|
||||
const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // corresponds to 2mm
|
||||
|
@ -376,7 +397,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
}
|
||||
}
|
||||
const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
|
||||
glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
|
||||
glm::quat actualRotation = worldToLocal.getRotation() * bulletToGLM(worldTrans.getRotation());
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
|
||||
|
@ -481,11 +502,11 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
}
|
||||
|
||||
// remember properties for local server prediction
|
||||
_serverPosition = _entity->getPosition();
|
||||
_serverRotation = _entity->getRotation();
|
||||
_serverVelocity = _entity->getVelocity();
|
||||
Transform localTransform;
|
||||
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
|
||||
_serverPosition = localTransform.getTranslation();
|
||||
_serverRotation = localTransform.getRotation();
|
||||
_serverAcceleration = _entity->getAcceleration();
|
||||
_serverAngularVelocity = _entity->getAngularVelocity();
|
||||
_serverActionData = _entity->getActionData();
|
||||
|
||||
EntityItemProperties properties;
|
||||
|
@ -590,7 +611,7 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
|
|||
if (_body && _entity) {
|
||||
dirtyFlags = _entity->getDirtyFlags();
|
||||
|
||||
if (dirtyFlags | Simulation::DIRTY_SIMULATOR_ID) {
|
||||
if (dirtyFlags & Simulation::DIRTY_SIMULATOR_ID) {
|
||||
// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
|
||||
// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
|
||||
uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
|
||||
|
@ -603,8 +624,12 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
|
|||
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
|
||||
int bodyFlags = _body->getCollisionFlags();
|
||||
bool isMoving = _entity->isMovingRelativeToParent();
|
||||
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
||||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
||||
|
||||
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) // ||
|
||||
// TODO -- there is opportunity for an optimization here, but this currently causes
|
||||
// excessive re-insertion of the rigid body.
|
||||
// (bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)
|
||||
) {
|
||||
dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
#include <NumericalConstants.h>
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
#include "ProceduralShaders.h"
|
||||
#include "ProceduralCommon_frag.h"
|
||||
|
||||
// Userdata parsing constants
|
||||
static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity";
|
||||
|
@ -39,6 +39,7 @@ static const std::string STANDARD_UNIFORM_NAMES[Procedural::NUM_STANDARD_UNIFORM
|
|||
"iFrameCount",
|
||||
"iWorldScale",
|
||||
"iWorldPosition",
|
||||
"iWorldOrientation",
|
||||
"iChannelResolution"
|
||||
};
|
||||
|
||||
|
@ -202,9 +203,10 @@ bool Procedural::ready() {
|
|||
return true;
|
||||
}
|
||||
|
||||
void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size) {
|
||||
void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation) {
|
||||
_entityDimensions = size;
|
||||
_entityPosition = position;
|
||||
_entityOrientation = glm::mat3_cast(orientation);
|
||||
if (_shaderUrl.isLocalFile()) {
|
||||
auto lastModified = (quint64)QFileInfo(_shaderPath).lastModified().toMSecsSinceEpoch();
|
||||
if (lastModified > _shaderModified) {
|
||||
|
@ -227,7 +229,7 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
std::string fragmentShaderSource = _fragmentSource;
|
||||
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
|
||||
if (replaceIndex != std::string::npos) {
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), SHADER_COMMON);
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag);
|
||||
}
|
||||
|
||||
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
|
||||
|
@ -404,10 +406,10 @@ void Procedural::setupUniforms() {
|
|||
});
|
||||
}
|
||||
|
||||
if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[SCALE]) {
|
||||
if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[ORIENTATION]) {
|
||||
// FIXME move into the 'set once' section, since this doesn't change over time
|
||||
_uniforms.push_back([=](gpu::Batch& batch) {
|
||||
batch._glUniform(_standardUniformSlots[SCALE], _entityDimensions);
|
||||
batch._glUniform(_standardUniformSlots[ORIENTATION], _entityOrientation);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -38,7 +38,7 @@ public:
|
|||
void parse(const QString& userDataJson);
|
||||
|
||||
bool ready();
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size, const glm::quat& orientation);
|
||||
const gpu::ShaderPointer& getShader() const { return _shader; }
|
||||
|
||||
glm::vec4 getColor(const glm::vec4& entityColor);
|
||||
|
@ -56,6 +56,7 @@ public:
|
|||
FRAME_COUNT,
|
||||
SCALE,
|
||||
POSITION,
|
||||
ORIENTATION,
|
||||
CHANNEL_RESOLUTION,
|
||||
NUM_STANDARD_UNIFORMS
|
||||
};
|
||||
|
@ -93,6 +94,7 @@ protected:
|
|||
// Entity metadata
|
||||
glm::vec3 _entityDimensions;
|
||||
glm::vec3 _entityPosition;
|
||||
glm::mat3 _entityOrientation;
|
||||
|
||||
private:
|
||||
// This should only be called from the render thread, as it shares data with Procedural::prepare
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
<@include gpu/Config.slh@>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Created by Bradley Austin Davis on 2015/09/05
|
||||
// Copyright 2013-2015 High Fidelity, Inc.
|
||||
|
@ -17,11 +19,11 @@
|
|||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
|
||||
const std::string SHADER_COMMON = R"SHADER(
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
float mod289(float x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec2 mod289(vec2 x) {
|
||||
|
@ -262,11 +264,6 @@ float snoise(vec2 v) {
|
|||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
// shader playback time (in seconds)
|
||||
uniform float iGlobalTime;
|
||||
// the dimensions of the object being rendered
|
||||
uniform vec3 iWorldScale;
|
||||
|
||||
#define PROCEDURAL 1
|
||||
|
||||
//PROCEDURAL_VERSION
|
||||
|
@ -286,15 +283,16 @@ const float iSampleRate = 1.0;
|
|||
const vec4 iChannelTime = vec4(0.0);
|
||||
|
||||
|
||||
uniform float iGlobalTime; // shader playback time (in seconds)
|
||||
uniform vec4 iDate;
|
||||
uniform int iFrameCount;
|
||||
uniform vec3 iWorldPosition;
|
||||
uniform vec3 iWorldPosition; // the position of the object being rendered
|
||||
uniform vec3 iWorldScale; // the dimensions of the object being rendered
|
||||
uniform mat3 iWorldOrientation; // the orientation of the object being rendered
|
||||
uniform vec3 iChannelResolution[4];
|
||||
uniform sampler2D iChannel0;
|
||||
uniform sampler2D iChannel1;
|
||||
uniform sampler2D iChannel2;
|
||||
uniform sampler2D iChannel3;
|
||||
|
||||
#endif
|
||||
|
||||
)SHADER";
|
||||
#endif
|
|
@ -52,7 +52,7 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
|
|||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
auto& procedural = skybox._procedural;
|
||||
procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
procedural.prepare(batch, glm::vec3(0), glm::vec3(1), glm::quat());
|
||||
auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
|
||||
auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer");
|
||||
skybox.prepare(batch, textureSlot, bufferSlot);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME render-utils)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu model render)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu model render procedural)
|
||||
# pull in the resources.qrc file
|
||||
qt5_add_resources(QT_RESOURCES_FILE "${CMAKE_CURRENT_SOURCE_DIR}/res/fonts/fonts.qrc")
|
||||
setup_hifi_library(Widgets OpenGL Network Qml Quick Script)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME render)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu model)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu model procedural)
|
||||
setup_hifi_library()
|
||||
link_hifi_libraries(shared gpu model)
|
||||
|
||||
|
|
|
@ -144,6 +144,15 @@ public:
|
|||
|
||||
bool hasAncestorOfType(NestableType nestableType);
|
||||
|
||||
void getLocalTransformAndVelocities(Transform& localTransform,
|
||||
glm::vec3& localVelocity,
|
||||
glm::vec3& localAngularVelocity) const;
|
||||
|
||||
void setLocalTransformAndVelocities(
|
||||
const Transform& localTransform,
|
||||
const glm::vec3& localVelocity,
|
||||
const glm::vec3& localAngularVelocity);
|
||||
|
||||
protected:
|
||||
const NestableType _nestableType; // EntityItem or an AvatarData
|
||||
QUuid _id;
|
||||
|
@ -151,13 +160,6 @@ protected:
|
|||
quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
|
||||
SpatiallyNestablePointer getParentPointer(bool& success) const;
|
||||
|
||||
void getLocalTransformAndVelocities(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
|
||||
|
||||
void setLocalTransformAndVelocities(
|
||||
const Transform& localTransform,
|
||||
const glm::vec3& localVelocity,
|
||||
const glm::vec3& localAngularVelocity);
|
||||
|
||||
mutable SpatiallyNestableWeakPointer _parent;
|
||||
|
||||
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;
|
||||
|
|
|
@ -546,17 +546,10 @@
|
|||
|
||||
disableProperties();
|
||||
} else {
|
||||
var activeElement = document.activeElement;
|
||||
|
||||
try {
|
||||
var selected = (activeElement
|
||||
&& activeElement.selectionStart == 0
|
||||
&& activeElement.selectionEnd == activeElement.value.length);
|
||||
} catch (e) {
|
||||
var selected = false;
|
||||
}
|
||||
|
||||
|
||||
properties = data.selections[0].properties;
|
||||
|
||||
elID.innerHTML = properties.id;
|
||||
|
||||
elType.innerHTML = properties.type;
|
||||
|
@ -571,7 +564,6 @@
|
|||
} else {
|
||||
enableProperties();
|
||||
}
|
||||
|
||||
|
||||
elName.value = properties.name;
|
||||
|
||||
|
@ -811,11 +803,10 @@
|
|||
elYTextureURL.value = properties.yTextureURL;
|
||||
elZTextureURL.value = properties.zTextureURL;
|
||||
}
|
||||
|
||||
if (selected) {
|
||||
activeElement.focus();
|
||||
activeElement.select();
|
||||
}
|
||||
|
||||
var activeElement = document.activeElement;
|
||||
|
||||
activeElement.select();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
@ -1178,7 +1169,7 @@
|
|||
for (var i = 0; i < els.length; i++) {
|
||||
var clicked = false;
|
||||
var originalText;
|
||||
els[i].onfocus = function() {
|
||||
els[i].onfocus = function(e) {
|
||||
originalText = this.value;
|
||||
this.select();
|
||||
clicked = false;
|
||||
|
|
Loading…
Reference in a new issue