mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into acceleration-and-owner-in-wire-protocol
This commit is contained in:
commit
2448051c75
8 changed files with 67 additions and 54 deletions
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@ -338,7 +338,7 @@ var toolBar = (function () {
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}
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if (newCubeButton === toolBar.clicked(clickedOverlay)) {
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
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var position = getPositionToCreateEntity();
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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@ -355,7 +355,7 @@ var toolBar = (function () {
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}
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if (newSphereButton === toolBar.clicked(clickedOverlay)) {
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
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var position = getPositionToCreateEntity();
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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@ -371,7 +371,7 @@ var toolBar = (function () {
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}
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if (newLightButton === toolBar.clicked(clickedOverlay)) {
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
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var position = getPositionToCreateEntity();
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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@ -395,7 +395,7 @@ var toolBar = (function () {
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if (newTextButton === toolBar.clicked(clickedOverlay)) {
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
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var position = getPositionToCreateEntity();
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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@ -947,6 +947,19 @@ function handeMenuEvent(menuItem) {
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tooltip.show(false);
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}
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function getPositionToCreateEntity() {
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var distance = cameraManager.enabled ? cameraManager.zoomDistance : DEFAULT_ENTITY_DRAG_DROP_DISTANCE;
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var direction = Quat.getFront(Camera.orientation);
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var offset = Vec3.multiply(distance, direction);
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var position = Vec3.sum(Camera.position, offset);
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position.x = Math.max(0, position.x);
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position.y = Math.max(0, position.y);
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position.z = Math.max(0, position.z);
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return position;
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}
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function importSVO(importURL) {
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Overlays.editOverlay(importingSVOTextOverlay, { visible: true });
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Overlays.editOverlay(importingSVOImageOverlay, { visible: true });
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@ -954,14 +967,7 @@ function importSVO(importURL) {
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var success = Clipboard.importEntities(importURL);
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if (success) {
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var distance = cameraManager.enabled ? cameraManager.zoomDistance : DEFAULT_ENTITY_DRAG_DROP_DISTANCE;
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var direction = Quat.getFront(Camera.orientation);
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var offset = Vec3.multiply(distance, direction);
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var position = Vec3.sum(Camera.position, offset);
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position.x = Math.max(0, position.x);
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position.y = Math.max(0, position.y);
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position.z = Math.max(0, position.z);
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var position = getPositionToCreateEntity();
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var pastedEntityIDs = Clipboard.pasteEntities(position);
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@ -531,17 +531,17 @@
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</div>
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</div>
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<div class="property">
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<div class="label">Locked</div>
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<div class="value">
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<span class="label">Locked</span>
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<span class="value">
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<input type='checkbox' id="property-locked">
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</div>
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</span>
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</div>
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<div class="property">
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<div class="label">Visible</div>
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<div class="value">
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<span class="label">Visible</span>
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<span class="value">
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<input type='checkbox' id="property-visible">
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</div>
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</span>
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</div>
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<div class="property">
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@ -648,17 +648,17 @@
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</div>
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<div class="property">
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<div class="label">Ignore For Collisions</div>
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<div class="value">
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<span class="label">Ignore For Collisions</span>
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<span class="value">
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<input type='checkbox' id="property-ignore-for-collisions"></input>
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</div>
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</span>
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</div>
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<div class="property">
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<div class="label">Collisions Will Move</div>
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<div class="value">
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<span class="label">Collisions Will Move</span>
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<span class="value">
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<input type='checkbox' id="property-collisions-will-move"></input>
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</div>
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</span>
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</div>
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<div class="property">
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@ -713,10 +713,10 @@
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</div>
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</div>
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<div class="model-section property">
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<div class="label">Animation Playing</div>
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<div class="value">
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<span class="label">Animation Playing</span>
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<span class="value">
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<input type='checkbox' id="property-model-animation-playing">
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</div>
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</span>
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</div>
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<div class="model-section property">
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<div class="label">Animation FPS</div>
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@ -791,10 +791,10 @@
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</div>
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<div class="light-section property">
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<div class="label">Spot Light</div>
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<div class="value">
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<span class="label">Spot Light</span>
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<span class="value">
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<input type='checkbox' id="property-light-spot-light">
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</div>
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</span>
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</div>
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<div class="light-section property">
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<div class="label">Color</div>
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@ -194,6 +194,10 @@ input:disabled, textarea:disabled {
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color: rgb(160, 160, 160);
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}
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#properties-list input[type=checkbox] {
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vertical-align: bottom;
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}
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#properties-list input[type=button] {
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cursor: pointer;
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background-color: rgb(51, 102, 102);
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@ -210,8 +214,8 @@ input:disabled, textarea:disabled {
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}
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#properties-list .property {
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padding: 6pt 6pt;
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border-top: 0.75pt solid rgb(63, 63, 63);
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padding: 4pt;
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border-bottom: 0.75pt solid rgb(63, 63, 63);
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min-height: 1em;
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}
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@ -225,10 +229,6 @@ table#properties-list {
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table-layout: fixed;
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}
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#properties-list > div {
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margin: 3pt 0;
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}
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#properties-list {
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border-bottom: 0.75pt solid #e5e5e5;
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}
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@ -95,35 +95,36 @@ void GLBackend::renderBatch(Batch& batch) {
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backend.render(batch);
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}
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void GLBackend::checkGLError() {
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bool GLBackend::checkGLError(const char* name) {
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GLenum error = glGetError();
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if (!error) {
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return;
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return false;
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}
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else {
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switch (error) {
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case GL_INVALID_ENUM:
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qCDebug(gpulogging) << "An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
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qCDebug(gpulogging) << "GLBackend::" << name << ": An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
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break;
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case GL_INVALID_VALUE:
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qCDebug(gpulogging) << "A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
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qCDebug(gpulogging) << "GLBackend" << name << ": A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
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break;
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case GL_INVALID_OPERATION:
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qCDebug(gpulogging) << "The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
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qCDebug(gpulogging) << "GLBackend" << name << ": The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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qCDebug(gpulogging) << "The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
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qCDebug(gpulogging) << "GLBackend" << name << ": The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
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break;
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case GL_OUT_OF_MEMORY:
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qCDebug(gpulogging) << "There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
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qCDebug(gpulogging) << "GLBackend" << name << ": There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
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break;
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case GL_STACK_UNDERFLOW:
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qCDebug(gpulogging) << "An attempt has been made to perform an operation that would cause an internal stack to underflow.";
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qCDebug(gpulogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to underflow.";
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break;
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case GL_STACK_OVERFLOW:
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qCDebug(gpulogging) << "An attempt has been made to perform an operation that would cause an internal stack to overflow.";
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qCDebug(gpulogging) << "GLBackend" << name << ": An attempt has been made to perform an operation that would cause an internal stack to overflow.";
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break;
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}
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return true;
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}
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}
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@ -31,7 +31,7 @@ public:
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static void renderBatch(Batch& batch);
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static void checkGLError();
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static bool checkGLError(const char* name = nullptr);
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static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
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@ -50,9 +50,9 @@ static const GLenum _elementTypeToGLType[NUM_TYPES]= {
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};
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#if _DEBUG
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#define CHECK_GL_ERROR() ::gpu::GLBackend::checkGLError()
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#define CHECK_GL_ERROR() ::gpu::GLBackend::checkGLError(__FUNCTION__)
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#else
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#define CHECK_GL_ERROR()
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#define CHECK_GL_ERROR() false
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#endif
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#endif
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@ -597,9 +597,14 @@ void GLBackend::do_setStateDepthTest(State::DepthTest test) {
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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CHECK_GL_ERROR();
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if (CHECK_GL_ERROR()) {
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qDebug() << "DepthTest" << (test.isEnabled() ? "Enabled" : "Disabled")
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<< "Mask=" << (test.getWriteMask() ? "Write" : "no Write")
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<< "Func=" << test.getFunction()
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<< "Raw=" << test.getRaw();
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}
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_pipeline._stateCache.depthTest = test;
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_pipeline._stateCache.depthTest = test;
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}
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}
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@ -711,7 +716,7 @@ void GLBackend::do_setStateBlend(State::BlendFunction function) {
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}
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void GLBackend::do_setStateColorWriteMask(uint32 mask) {
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if (_pipeline._stateCache.colorWriteMask = mask) {
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if (_pipeline._stateCache.colorWriteMask != mask) {
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glColorMask(mask & State::ColorMask::WRITE_RED,
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mask & State::ColorMask::WRITE_GREEN,
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mask & State::ColorMask::WRITE_BLUE,
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@ -127,10 +127,11 @@ public:
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class DepthTest {
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uint8 _function = LESS;
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bool _writeMask = true;
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bool _enabled = false;
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uint8 _writeMask = true;
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uint8 _enabled = false;
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uint8 _spare;
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public:
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DepthTest(bool enabled, bool writeMask, ComparisonFunction func) :
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DepthTest(bool enabled = false, bool writeMask = true, ComparisonFunction func = LESS) :
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_function(func), _writeMask(writeMask), _enabled(enabled) {}
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bool isEnabled() const { return _enabled; }
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