Merge pull request #7546 from zzmp/fix/release-skyboxes

Release skybox textures when rendering stars
This commit is contained in:
Seth Alves 2016-04-04 09:23:54 -07:00
commit 278fe93f2b
5 changed files with 46 additions and 15 deletions

View file

@ -297,7 +297,14 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
auto sceneLocation = sceneStage->getLocation();
auto sceneTime = sceneStage->getTime();
// Skybox and procedural skybox data
auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
static QString userData;
if (!zone) {
userData = QString();
skybox->clear();
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
@ -373,9 +380,7 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
switch (zone->getBackgroundMode()) {
case BACKGROUND_MODE_SKYBOX: {
auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
skybox->setColor(zone->getSkyboxProperties().getColorVec3());
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
skybox->parse(userData);
@ -414,9 +419,15 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
case BACKGROUND_MODE_INHERIT:
default:
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application background through
_pendingSkyboxTexture = false;
// Clear the skybox to release its textures
userData = QString();
skybox->clear();
_skyboxTexture.clear();
_pendingSkyboxTexture = false;
// Let the application background through
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
break;
}

View file

@ -35,6 +35,8 @@ public:
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
virtual void clear() { setCubemap(nullptr); }
void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const;
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;

View file

@ -96,6 +96,7 @@ bool Procedural::parseVersion(const QJsonValue& version) {
bool Procedural::parseUrl(const QUrl& shaderUrl) {
if (!shaderUrl.isValid()) {
qWarning() << "Invalid shader URL: " << shaderUrl;
_networkShader.reset();
return false;
}
@ -110,6 +111,7 @@ bool Procedural::parseUrl(const QUrl& shaderUrl) {
_shaderPath = _shaderUrl.toLocalFile();
qDebug() << "Shader path: " << _shaderPath;
if (!QFile(_shaderPath).exists()) {
_networkShader.reset();
return false;;
}
} else {
@ -135,9 +137,14 @@ bool Procedural::parseTextures(const QJsonArray& channels) {
auto textureCache = DependencyManager::get<TextureCache>();
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
for (size_t i = 0; i < channelCount; ++i) {
QString url = _parsedChannels.at((int)i).toString();
_channels[i] = textureCache->getTexture(QUrl(url));
size_t channel = 0;
for (; channel < channelCount; ++channel) {
QString url = _parsedChannels.at((int)channel).toString();
_channels[channel] = textureCache->getTexture(QUrl(url));
}
for (; channel < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++channel) {
// Release those textures no longer in use
_channels[channel] = textureCache->getTexture(QUrl());
}
_channelsDirty = true;
@ -149,20 +156,21 @@ bool Procedural::parseTextures(const QJsonArray& channels) {
void Procedural::parse(const QJsonObject& proceduralData) {
_enabled = false;
if (proceduralData.isEmpty()) {
return;
}
auto version = proceduralData[VERSION_KEY];
auto shaderUrl = proceduralData[URL_KEY].toString();
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
auto uniforms = proceduralData[UNIFORMS_KEY].toObject();
auto channels = proceduralData[CHANNELS_KEY].toArray();
if (parseVersion(version) &&
parseUrl(shaderUrl) &&
parseUniforms(uniforms) &&
parseTextures(channels)) {
bool isValid = true;
// Run through parsing regardless of validity to clear old cached resources
isValid = parseVersion(version) && isValid;
isValid = parseUrl(shaderUrl) && isValid;
isValid = parseUniforms(uniforms) && isValid;
isValid = parseTextures(channels) && isValid;
if (!proceduralData.isEmpty() && isValid) {
_enabled = true;
}
}

View file

@ -25,6 +25,14 @@ ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
_procedural._state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void ProceduralSkybox::clear() {
// Parse and prepare a procedural with no shaders to release textures
parse(QString());
_procedural.ready();
Skybox::clear();
}
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
if (_procedural.ready()) {
ProceduralSkybox::render(batch, frustum, (*this));

View file

@ -24,6 +24,8 @@ public:
void parse(const QString& userData) { _procedural.parse(userData); }
virtual void clear() override;
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const ProceduralSkybox& skybox);