mirror of
https://github.com/overte-org/overte.git
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resolve conflicts on merge with upstream/master
This commit is contained in:
commit
264f39fa59
85 changed files with 2415 additions and 1023 deletions
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@ -17,8 +17,7 @@ EntityActionPointer assignmentActionFactory(EntityActionType type, const QUuid&
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}
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EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulation,
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EntityActionType type,
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EntityActionPointer AssignmentActionFactory::factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments) {
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@ -33,9 +32,7 @@ EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulatio
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}
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EntityActionPointer AssignmentActionFactory::factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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QByteArray data) {
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EntityActionPointer AssignmentActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
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QDataStream serializedActionDataStream(data);
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EntityActionType type;
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QUuid id;
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@ -19,14 +19,11 @@ class AssignmentActionFactory : public EntityActionFactoryInterface {
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public:
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AssignmentActionFactory() : EntityActionFactoryInterface() { }
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virtual ~AssignmentActionFactory() { }
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virtual EntityActionPointer factory(EntitySimulation* simulation,
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EntityActionType type,
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virtual EntityActionPointer factory(EntityActionType type,
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const QUuid& id,
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EntityItemPointer ownerEntity,
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QVariantMap arguments);
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virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
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EntityItemPointer ownerEntity,
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QByteArray data);
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virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data);
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};
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#endif // hifi_AssignmentActionFactory_h
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@ -9,9 +9,7 @@
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var NUM_MOONS = 20;
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// 1 = 60Hz, 2 = 30Hz, 3 = 20Hz, etc
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var UPDATE_FREQUENCY_DIVISOR = 2;
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var MAX_RANGE = 75.0;
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var LIFETIME = 600;
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var SCALE = 0.1;
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var center = Vec3.sum(MyAvatar.position,
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@ -22,44 +20,47 @@ var PARTICLE_MIN_SIZE = 2.50;
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var PARTICLE_MAX_SIZE = 2.50;
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var planet = Entities.addEntity({
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type: "Sphere",
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position: center,
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dimensions: { x: 10 * SCALE, y: 10 * SCALE, z: 10 * SCALE },
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color: { red: 0, green: 0, blue: 255 },
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ignoreCollisions: true,
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collisionsWillMove: false,
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lifetime: LIFETIME
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});
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function deleteAnimationTestEntitites() {
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var ids = Entities.findEntities(MyAvatar.position, 50);
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for (var i = 0; i < ids.length; i++) {
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var id = ids[i];
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var properties = Entities.getEntityProperties(id);
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if (properties.name == "AnimationTest") {
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Entities.deleteEntity(id);
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}
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}
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}
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deleteAnimationTestEntitites();
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var moons = [];
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// Create initial test particles that will move according to gravity from the planets
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for (var i = 0; i < NUM_MOONS; i++) {
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var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE;
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radius *= SCALE;
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var gray = Math.random() * 155;
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var position = { x: 10 , y: i * 3, z: 0 };
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var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
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if (i == 0) {
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color = { red: 255, green: 0, blue: 0 };
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radius = 6 * SCALE
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}
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moons.push(Entities.addEntity({
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type: "Sphere",
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position: Vec3.sum(center, position),
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dimensions: { x: radius, y: radius, z: radius },
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color: color,
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ignoreCollisions: true,
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lifetime: LIFETIME,
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collisionsWillMove: false
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}));
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var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE;
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radius *= SCALE;
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var gray = Math.random() * 155;
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var position = { x: 10 , y: i * 3, z: 0 };
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var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
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if (i == 0) {
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color = { red: 255, green: 0, blue: 0 };
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radius = 6 * SCALE
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}
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moons.push(Entities.addEntity({
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type: "Sphere",
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name: "AnimationTest",
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position: Vec3.sum(center, position),
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dimensions: { x: radius, y: radius, z: radius },
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color: color,
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ignoreCollisions: true,
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collisionsWillMove: false
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}));
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}
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Script.update.connect(update);
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function scriptEnding() {
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Entities.deleteEntity(planet);
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for (var i = 0; i < moons.length; i++) {
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Entities.deleteEntity(moons[i]);
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}
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@ -70,22 +71,20 @@ var updateCount = 0;
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function update(deltaTime) {
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// Apply gravitational force from planets
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totalTime += deltaTime;
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updateCount++;
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if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) {
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return;
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}
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var planetProperties = Entities.getEntityProperties(planet);
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var center = planetProperties.position;
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updateCount++;
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if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) {
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return;
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}
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var particlePos = Entities.getEntityProperties(moons[0]).position;
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var relativePos = Vec3.subtract(particlePos.position, center);
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for (var t = 0; t < moons.length; t++) {
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var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t;
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var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE;
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var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE;
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var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t;
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var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE;
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var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE;
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var newBasePos = Vec3.sum({ x: 0, y: y, z: x }, center);
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Entities.editEntity(moons[t], { position: newBasePos});
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}
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}
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Script.scriptEnding.connect(scriptEnding);
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Script.scriptEnding.connect(deleteAnimationTestEntitites);
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58
examples/cubePerfTest.js
Normal file
58
examples/cubePerfTest.js
Normal file
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@ -0,0 +1,58 @@
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//
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// Created by Bradley Austin Davis on 2015/07/01
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// Copyright 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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var SIDE_SIZE = 10;
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var center = { x: 0, y: 0, z: 0 };
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var DEGREES_TO_RADIANS = Math.PI / 180.0;
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var PARTICLE_MIN_SIZE = 2.50;
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var PARTICLE_MAX_SIZE = 2.50;
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var LIFETIME = 600;
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var boxes = [];
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var ids = Entities.findEntities({ x: 512, y: 512, z: 512 }, 50);
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for (var i = 0; i < ids.length; i++) {
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var id = ids[i];
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var properties = Entities.getEntityProperties(id);
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if (properties.name == "PerfTest") {
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Entities.deleteEntity(id);
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}
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}
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// Create initial test particles that will move according to gravity from the planets
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for (var x = 0; x < SIDE_SIZE; x++) {
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for (var y = 0; y < SIDE_SIZE; y++) {
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for (var z = 0; z < SIDE_SIZE; z++) {
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var gray = Math.random() * 155;
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var cube = Math.random() > 0.5;
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var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray };
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var position = { x: 512 + x * 0.2, y: 512 + y * 0.2, z: 512 + z * 0.2};
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var radius = Math.random() * 0.1;
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boxes.push(Entities.addEntity({
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type: cube ? "Box" : "Sphere",
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name: "PerfTest",
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position: position,
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dimensions: { x: radius, y: radius, z: radius },
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color: color,
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ignoreCollisions: true,
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collisionsWillMove: false,
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lifetime: LIFETIME
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}));
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}
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}
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}
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function scriptEnding() {
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for (var i = 0; i < boxes.length; i++) {
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//Entities.deleteEntity(boxes[i]);
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}
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}
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Script.scriptEnding.connect(scriptEnding);
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@ -11,24 +11,26 @@
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//
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"use strict";
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/*jslint vars: true*/
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var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar; // Referenced globals provided by High Fidelity.
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Script.include(["../../libraries/toolBars.js"]);
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var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
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Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
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var hand = "right";
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var hand = Settings.getValue("highfidelity.sword.hand", "right");
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var nullActionID = "00000000-0000-0000-0000-000000000000";
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var controllerID;
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var controllerActive;
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var stickID = null;
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var actionID = nullActionID;
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var targetIDs = [];
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var dimensions = { x: 0.3, y: 0.1, z: 2.0 };
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var AWAY_ORIENTATION = Quat.fromPitchYawRollDegrees(-90, 0, 0);
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var dimensions = { x: 0.3, y: 0.15, z: 2.0 };
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var BUTTON_SIZE = 32;
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var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
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var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
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var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
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var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
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var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav";
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var whichModel = "sword";
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var attachmentOffset, MOUSE_CONTROLLER_OFFSET = {x: 0.5, y: 0.4, z: 0.0}; // A fudge when using mouse rather than hand-controller, to hit yourself less often.
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var originalAvatarCollisionSound;
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var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () {
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return {x: 100, y: 380};
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@ -37,6 +39,7 @@ var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar",
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var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary)
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var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy
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var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
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var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings.
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var swordButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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@ -49,6 +52,12 @@ var targetButton = toolBar.addOverlay("image", {
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imageURL: TARGET_IMAGE,
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alpha: 1
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});
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var switchHandsButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: SWITCH_HANDS_IMAGE,
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alpha: 1
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});
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var cleanupButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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@ -77,53 +86,51 @@ function flash(color) {
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flasher.timer = Script.setTimeout(clearFlash, 500);
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}
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var health = 100;
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var display;
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var isAway = false;
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var display2d, display3d;
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function trackAvatarWithText() {
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Entities.editEntity(display3d, {
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position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}),
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rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
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});
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}
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function updateDisplay() {
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var text = health.toString();
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if (!display) {
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if (!display2d) {
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health = 100;
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display = Overlays.addOverlay("text", {
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display2d = Overlays.addOverlay("text", {
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text: text,
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font: { size: 20 },
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color: {red: 0, green: 255, blue: 0},
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backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
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backgroundAlpha: 0.9,
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x: Window.innerWidth - 50,
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y: 50
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x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
|
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y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
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});
|
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display3d = Entities.addEntity({
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name: MyAvatar.displayName + " score",
|
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textColor: {red: 255, green: 255, blue: 255},
|
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type: "Text",
|
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text: text,
|
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lineHeight: 0.14,
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backgroundColor: {red: 64, green: 64, blue: 64},
|
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dimensions: {x: 0.3, y: 0.2, z: 0.01},
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});
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Script.update.connect(trackAvatarWithText);
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} else {
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Overlays.editOverlay(display, {text: text});
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Overlays.editOverlay(display2d, {text: text});
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Entities.editEntity(display3d, {text: text});
|
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}
|
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}
|
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function removeDisplay() {
|
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if (display) {
|
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Overlays.deleteOverlay(display);
|
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display = null;
|
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if (display2d) {
|
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Overlays.deleteOverlay(display2d);
|
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display2d = null;
|
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Script.update.disconnect(trackAvatarWithText);
|
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Entities.deleteEntity(display3d);
|
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display3d = null;
|
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}
|
||||
}
|
||||
|
||||
function cleanUp(leaveButtons) {
|
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attachmentOffset = {x: 0, y: 0, z: 0};
|
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if (stickID) {
|
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Entities.deleteAction(stickID, actionID);
|
||||
Entities.deleteEntity(stickID);
|
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stickID = null;
|
||||
actionID = null;
|
||||
}
|
||||
targetIDs.forEach(function (id) {
|
||||
Entities.deleteAction(id.entity, id.action);
|
||||
Entities.deleteEntity(id.entity);
|
||||
});
|
||||
targetIDs = [];
|
||||
removeDisplay();
|
||||
if (!leaveButtons) {
|
||||
toolBar.cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
function computeEnergy(collision, entityID) {
|
||||
var id = entityID || collision.idA || collision.idB;
|
||||
var entity = id && Entities.getEntityProperties(id);
|
||||
|
@ -133,31 +140,67 @@ function computeEnergy(collision, entityID) {
|
|||
return Math.min(Math.max(1.0, Math.round(energy)), 20);
|
||||
}
|
||||
function gotHit(collision) {
|
||||
if (isAway) { return; }
|
||||
var energy = computeEnergy(collision);
|
||||
print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB);
|
||||
health -= energy;
|
||||
flash({red: 255, green: 0, blue: 0});
|
||||
updateDisplay();
|
||||
}
|
||||
function scoreHit(idA, idB, collision) {
|
||||
if (isAway) { return; }
|
||||
var energy = computeEnergy(collision, idA);
|
||||
print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB));
|
||||
health += energy;
|
||||
flash({red: 0, green: 255, blue: 0});
|
||||
updateDisplay();
|
||||
}
|
||||
|
||||
function positionStick(stickOrientation) {
|
||||
var baseOffset = Vec3.sum(attachmentOffset, {x: 0.0, y: 0.0, z: -dimensions.z / 2});
|
||||
var offset = Vec3.multiplyQbyV(stickOrientation, baseOffset);
|
||||
Entities.updateAction(stickID, actionID, {relativePosition: offset,
|
||||
relativeRotation: stickOrientation});
|
||||
function isFighting() {
|
||||
return stickID && (actionID !== nullActionID);
|
||||
}
|
||||
|
||||
|
||||
function initControls() {
|
||||
print("Sword hand is " + hand);
|
||||
if (hand === "right") {
|
||||
controllerID = 3; // right handed
|
||||
} else {
|
||||
controllerID = 4; // left handed
|
||||
}
|
||||
}
|
||||
var inHand = false;
|
||||
function positionStick(stickOrientation) {
|
||||
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
|
||||
var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0};
|
||||
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
|
||||
stickOrientation = Quat.multiply(reorient, stickOrientation);
|
||||
inHand = false;
|
||||
Entities.updateAction(stickID, actionID, {
|
||||
relativePosition: offset,
|
||||
relativeRotation: stickOrientation
|
||||
});
|
||||
}
|
||||
function resetToHand() { // Maybe coordinate with positionStick?
|
||||
if (inHand) { // Optimization: bail if we're already inHand.
|
||||
return;
|
||||
}
|
||||
print('Reset to hand');
|
||||
Entities.updateAction(stickID, actionID, {
|
||||
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
|
||||
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
|
||||
hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that
|
||||
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
|
||||
});
|
||||
inHand = true;
|
||||
}
|
||||
function mouseMoveEvent(event) {
|
||||
attachmentOffset = MOUSE_CONTROLLER_OFFSET;
|
||||
if (!stickID || actionID === nullActionID || isAway) {
|
||||
if (event.deviceID) { // Not a MOUSE mouse event, but a (e.g., hydra) mouse event, with x/y that is not meaningful for us.
|
||||
resetToHand(); // Can only happen when controller is uncradled, so let's drive with that, resetting our attachement.
|
||||
return;
|
||||
}
|
||||
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(controllerID)) > 0);
|
||||
//print("Mouse move with hand controller " + (controllerActive ? "active" : "inactive") + JSON.stringify(event));
|
||||
if (controllerActive || !isFighting()) {
|
||||
print('Attempting attachment reset');
|
||||
resetToHand();
|
||||
return;
|
||||
}
|
||||
var windowCenterX = Window.innerWidth / 2;
|
||||
|
@ -167,73 +210,80 @@ function mouseMoveEvent(event) {
|
|||
var mouseXRatio = mouseXCenterOffset / windowCenterX;
|
||||
var mouseYRatio = mouseYCenterOffset / windowCenterY;
|
||||
|
||||
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * -90, mouseXRatio * -90, 0);
|
||||
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
|
||||
function initControls() {
|
||||
if (hand === "right") {
|
||||
controllerID = 3; // right handed
|
||||
} else {
|
||||
controllerID = 4; // left handed
|
||||
function removeSword() {
|
||||
if (stickID) {
|
||||
print('deleting action ' + actionID + ' and entity ' + stickID);
|
||||
Entities.deleteAction(stickID, actionID);
|
||||
Entities.deleteEntity(stickID);
|
||||
stickID = null;
|
||||
actionID = nullActionID;
|
||||
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
|
||||
MyAvatar.collisionWithEntity.disconnect(gotHit);
|
||||
// removeEventhHandler happens automatically when the entity is deleted.
|
||||
}
|
||||
inHand = false;
|
||||
if (originalAvatarCollisionSound !== undefined) {
|
||||
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
|
||||
}
|
||||
removeDisplay();
|
||||
}
|
||||
function cleanUp(leaveButtons) {
|
||||
removeSword();
|
||||
targetIDs.forEach(function (id) {
|
||||
Entities.deleteAction(id.entity, id.action);
|
||||
Entities.deleteEntity(id.entity);
|
||||
});
|
||||
targetIDs = [];
|
||||
if (!leaveButtons) {
|
||||
toolBar.cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function update() {
|
||||
var palmPosition = Controller.getSpatialControlPosition(controllerID);
|
||||
controllerActive = (Vec3.length(palmPosition) > 0);
|
||||
if (!controllerActive) {
|
||||
return;
|
||||
function makeSword() {
|
||||
initControls();
|
||||
stickID = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: swordModel,
|
||||
compoundShapeURL: swordCollisionShape,
|
||||
dimensions: dimensions,
|
||||
position: (hand === 'right') ? MyAvatar.getRightPalmPosition() : MyAvatar.getLeftPalmPosition(), // initial position doesn't matter, as long as it's close
|
||||
rotation: MyAvatar.orientation,
|
||||
damping: 0.1,
|
||||
collisionSoundURL: swordCollisionSoundURL,
|
||||
restitution: 0.01,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
actionID = Entities.addAction("hold", stickID, {
|
||||
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
|
||||
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
|
||||
hand: hand,
|
||||
timeScale: 0.05
|
||||
});
|
||||
if (actionID === nullActionID) {
|
||||
print('*** FAILED TO MAKE SWORD ACTION ***');
|
||||
cleanUp();
|
||||
}
|
||||
|
||||
var stickOrientation = Controller.getSpatialControlRawRotation(controllerID);
|
||||
var adjustment = Quat.fromPitchYawRollDegrees(180, 0, 0);
|
||||
stickOrientation = Quat.multiply(stickOrientation, adjustment);
|
||||
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
function toggleAway() {
|
||||
isAway = !isAway;
|
||||
if (isAway) {
|
||||
positionStick(AWAY_ORIENTATION);
|
||||
removeDisplay();
|
||||
} else {
|
||||
updateDisplay();
|
||||
if (originalAvatarCollisionSound === undefined) {
|
||||
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
|
||||
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
|
||||
}
|
||||
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
MyAvatar.collisionWithEntity.connect(gotHit);
|
||||
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
|
||||
updateDisplay();
|
||||
}
|
||||
|
||||
function onClick(event) {
|
||||
switch (Overlays.getOverlayAtPoint(event)) {
|
||||
case swordButton:
|
||||
if (!stickID) {
|
||||
initControls();
|
||||
stickID = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: (whichModel === "sword") ? swordModel : stickModel,
|
||||
//compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
|
||||
shapeType: "box",
|
||||
dimensions: dimensions,
|
||||
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
|
||||
rotation: MyAvatar.orientation,
|
||||
damping: 0.1,
|
||||
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav",
|
||||
restitution: 0.01,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z / 2},
|
||||
hand: hand,
|
||||
timeScale: 0.15});
|
||||
if (actionID === nullActionID) {
|
||||
print('*** FAILED TO MAKE SWORD ACTION ***');
|
||||
cleanUp();
|
||||
}
|
||||
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
|
||||
updateDisplay();
|
||||
makeSword();
|
||||
} else {
|
||||
toggleAway();
|
||||
removeSword();
|
||||
}
|
||||
break;
|
||||
case targetButton:
|
||||
|
@ -256,6 +306,12 @@ function onClick(event) {
|
|||
});
|
||||
targetIDs.push({entity: boxId, action: action});
|
||||
break;
|
||||
case switchHandsButton:
|
||||
cleanUp('leaveButtons');
|
||||
hand = hand === "right" ? "left" : "right";
|
||||
Settings.setValue("highfidelity.sword.hand", hand);
|
||||
makeSword();
|
||||
break;
|
||||
case cleanupButton:
|
||||
cleanUp('leaveButtons');
|
||||
break;
|
||||
|
@ -263,7 +319,4 @@ function onClick(event) {
|
|||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanUp);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(onClick);
|
||||
Script.update.connect(update);
|
||||
MyAvatar.collisionWithEntity.connect(gotHit);
|
||||
|
|
73
examples/stick-hydra.js
Normal file
73
examples/stick-hydra.js
Normal file
|
@ -0,0 +1,73 @@
|
|||
// stick-hydra.js
|
||||
// examples
|
||||
//
|
||||
// Created by Seth Alves on 2015-7-9
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Allow avatar to hold a stick and control it with a hand-tracker
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var hand = "left";
|
||||
var nullActionID = "00000000-0000-0000-0000-000000000000";
|
||||
var controllerID;
|
||||
var controllerActive;
|
||||
var stickID = null;
|
||||
var actionID = nullActionID;
|
||||
var makingNewStick = false;
|
||||
|
||||
function makeNewStick() {
|
||||
if (makingNewStick) {
|
||||
return;
|
||||
}
|
||||
makingNewStick = true;
|
||||
cleanUp();
|
||||
// sometimes if this is run immediately the stick doesn't get created? use a timer.
|
||||
Script.setTimeout(function() {
|
||||
stickID = Entities.addEntity({
|
||||
type: "Model",
|
||||
name: "stick",
|
||||
modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
|
||||
compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
|
||||
dimensions: {x: .11, y: .11, z: 1.0},
|
||||
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
|
||||
rotation: MyAvatar.orientation,
|
||||
damping: .1,
|
||||
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/67LCollision07.wav",
|
||||
restitution: 0.01,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
actionID = Entities.addAction("hold", stickID,
|
||||
{relativePosition: {x: 0.0, y: 0.0, z: -0.5},
|
||||
relativeRotation: Quat.fromVec3Degrees({x: 0.0, y: 90.0, z: 0.0}),
|
||||
hand: hand,
|
||||
timeScale: 0.15});
|
||||
if (actionID == nullActionID) {
|
||||
cleanUp();
|
||||
}
|
||||
makingNewStick = false;
|
||||
}, 3000);
|
||||
}
|
||||
|
||||
|
||||
function cleanUp() {
|
||||
if (stickID) {
|
||||
Entities.deleteEntity(stickID);
|
||||
stickID = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function initControls(){
|
||||
if (hand == "right") {
|
||||
controllerID = 3; // right handed
|
||||
} else {
|
||||
controllerID = 4; // left handed
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Script.scriptEnding.connect(cleanUp);
|
||||
makeNewStick();
|
|
@ -2,6 +2,32 @@ var controlHeld = false;
|
|||
var shiftHeld = false;
|
||||
|
||||
|
||||
function attemptVoxelChange(intersection) {
|
||||
var ids = Entities.findEntities(intersection.intersection, 10);
|
||||
var success = false;
|
||||
for (var i = 0; i < ids.length; i++) {
|
||||
var id = ids[i];
|
||||
if (controlHeld) {
|
||||
// hold control to erase a sphere
|
||||
if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0)) {
|
||||
success = true;
|
||||
}
|
||||
} else if (shiftHeld) {
|
||||
// hold shift to set all voxels to 255
|
||||
if (Entities.setAllVoxels(id, 255)) {
|
||||
success = true;
|
||||
}
|
||||
} else {
|
||||
// no modifier key means to add a sphere
|
||||
if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255)) {
|
||||
success = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
|
||||
function mousePressEvent(event) {
|
||||
if (!event.isLeftButton) {
|
||||
return;
|
||||
|
@ -9,20 +35,21 @@ function mousePressEvent(event) {
|
|||
|
||||
var pickRay = Camera.computePickRay(event.x, event.y);
|
||||
var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
|
||||
// var props = Entities.getEntityProperties(intersection.entityID);
|
||||
|
||||
// we've used a picking ray to decide where to add the new sphere of voxels. If we pick nothing
|
||||
// or if we pick a non-PolyVox entity, we fall through to the next picking attempt.
|
||||
if (intersection.intersects) {
|
||||
var ids = Entities.findEntities(intersection.intersection, 10);
|
||||
for (var i = 0; i < ids.length; i++) {
|
||||
var id = ids[i];
|
||||
if (controlHeld) {
|
||||
Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0);
|
||||
} else if (shiftHeld) {
|
||||
Entities.setAllVoxels(id, 255);
|
||||
} else {
|
||||
Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255);
|
||||
}
|
||||
if (attemptVoxelChange(intersection)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// if the PolyVox entity is empty, we can't pick against its voxel. try picking against its
|
||||
// bounding box, instead.
|
||||
intersection = Entities.findRayIntersection(pickRay, false); // bounding box picking
|
||||
if (intersection.intersects) {
|
||||
attemptVoxelChange(intersection);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -391,6 +391,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
|
|||
static_cast<NodeList*>(dependency)->deleteLater();
|
||||
});
|
||||
|
||||
// setup a timer for domain-server check ins
|
||||
QTimer* domainCheckInTimer = new QTimer(nodeList.data());
|
||||
connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn);
|
||||
domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS);
|
||||
|
||||
// put the NodeList and datagram processing on the node thread
|
||||
nodeList->moveToThread(nodeThread);
|
||||
|
||||
|
@ -896,12 +901,6 @@ void Application::paintGL() {
|
|||
|
||||
{
|
||||
PerformanceTimer perfTimer("renderOverlay");
|
||||
/*
|
||||
gpu::Context context(new gpu::GLBackend());
|
||||
RenderArgs renderArgs(&context, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(),
|
||||
lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
|
||||
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
|
||||
*/
|
||||
_applicationOverlay.renderOverlay(&renderArgs);
|
||||
}
|
||||
|
||||
|
@ -977,6 +976,8 @@ void Application::paintGL() {
|
|||
} else if (TV3DManager::isConnected()) {
|
||||
TV3DManager::display(&renderArgs, _myCamera);
|
||||
} else {
|
||||
PROFILE_RANGE(__FUNCTION__ "/mainRender");
|
||||
|
||||
DependencyManager::get<GlowEffect>()->prepare(&renderArgs);
|
||||
|
||||
// Viewport is assigned to the size of the framebuffer
|
||||
|
@ -1011,6 +1012,7 @@ void Application::paintGL() {
|
|||
|
||||
|
||||
if (!OculusManager::isConnected() || OculusManager::allowSwap()) {
|
||||
PROFILE_RANGE(__FUNCTION__ "/bufferSwap");
|
||||
_glWidget->swapBuffers();
|
||||
}
|
||||
|
||||
|
@ -1060,6 +1062,7 @@ void Application::resetCameras(Camera& camera, const glm::uvec2& size) {
|
|||
}
|
||||
|
||||
void Application::resizeGL() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
|
||||
// Otherwise, it must rebuild the FBOs
|
||||
QSize renderSize;
|
||||
|
@ -1528,6 +1531,7 @@ void Application::focusOutEvent(QFocusEvent* event) {
|
|||
}
|
||||
|
||||
void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
// Used by application overlay to determine how to draw cursor(s)
|
||||
_lastMouseMoveWasSimulated = deviceID > 0;
|
||||
if (!_lastMouseMoveWasSimulated) {
|
||||
|
@ -1794,9 +1798,6 @@ void Application::checkFPS() {
|
|||
_frameCount = 0;
|
||||
//_datagramProcessor->resetCounters();
|
||||
_timerStart.start();
|
||||
|
||||
// ask the node list to check in with the domain server
|
||||
DependencyManager::get<NodeList>()->sendDomainServerCheckIn();
|
||||
}
|
||||
|
||||
void Application::idle() {
|
||||
|
@ -1842,6 +1843,7 @@ void Application::idle() {
|
|||
PerformanceTimer perfTimer("update");
|
||||
PerformanceWarning warn(showWarnings, "Application::idle()... update()");
|
||||
const float BIGGEST_DELTA_TIME_SECS = 0.25f;
|
||||
PROFILE_RANGE(__FUNCTION__ "/idleUpdate");
|
||||
update(glm::clamp((float)timeSinceLastUpdate / 1000.0f, 0.0f, BIGGEST_DELTA_TIME_SECS));
|
||||
}
|
||||
{
|
||||
|
@ -2943,6 +2945,7 @@ QRect Application::getDesirableApplicationGeometry() {
|
|||
// or the "myCamera".
|
||||
//
|
||||
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
// We will use these below, from either the camera or head vectors calculated above
|
||||
viewFrustum.setProjection(camera.getProjection());
|
||||
|
||||
|
@ -3447,9 +3450,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
|
|||
// Assuming nothing get's rendered through that
|
||||
|
||||
if (!selfAvatarOnly) {
|
||||
|
||||
// render models...
|
||||
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
|
||||
// render models...
|
||||
PerformanceTimer perfTimer("entities");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::displaySide() ... entities...");
|
||||
|
@ -3457,11 +3459,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
|
|||
RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls)) {
|
||||
renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_HULLS);
|
||||
renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_HULLS);
|
||||
}
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned)) {
|
||||
renderDebugFlags =
|
||||
(RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP);
|
||||
(RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP);
|
||||
}
|
||||
renderArgs->_debugFlags = renderDebugFlags;
|
||||
_entities.render(renderArgs);
|
||||
|
@ -4828,7 +4830,7 @@ mat4 Application::getEyeProjection(int eye) const {
|
|||
if (isHMDMode()) {
|
||||
return OculusManager::getEyeProjection(eye);
|
||||
}
|
||||
|
||||
|
||||
return _viewFrustum.getProjection();
|
||||
}
|
||||
|
||||
|
|
|
@ -35,8 +35,7 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& i
|
|||
}
|
||||
|
||||
|
||||
EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
EntityActionPointer InterfaceActionFactory::factory(EntityActionType type,
|
||||
const QUuid& id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) {
|
||||
|
@ -51,9 +50,7 @@ EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation
|
|||
}
|
||||
|
||||
|
||||
EntityActionPointer InterfaceActionFactory::factoryBA(EntitySimulation* simulation,
|
||||
EntityItemPointer ownerEntity,
|
||||
QByteArray data) {
|
||||
EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) {
|
||||
QDataStream serializedArgumentStream(data);
|
||||
EntityActionType type;
|
||||
QUuid id;
|
||||
|
|
|
@ -18,13 +18,11 @@ class InterfaceActionFactory : public EntityActionFactoryInterface {
|
|||
public:
|
||||
InterfaceActionFactory() : EntityActionFactoryInterface() { }
|
||||
virtual ~InterfaceActionFactory() { }
|
||||
virtual EntityActionPointer factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
virtual EntityActionPointer factory(EntityActionType type,
|
||||
const QUuid& id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments);
|
||||
virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
|
||||
EntityItemPointer ownerEntity,
|
||||
virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
|
||||
QByteArray data);
|
||||
};
|
||||
|
||||
|
|
|
@ -16,6 +16,9 @@
|
|||
#include <AudioClient.h>
|
||||
#include <AudioConstants.h>
|
||||
#include <GeometryCache.h>
|
||||
#include <TextureCache.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
#include "AudioScope.h"
|
||||
|
||||
|
@ -104,7 +107,7 @@ void AudioScope::freeScope() {
|
|||
}
|
||||
}
|
||||
|
||||
void AudioScope::render(int width, int height) {
|
||||
void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
|
||||
|
||||
if (!_isEnabled) {
|
||||
return;
|
||||
|
@ -122,24 +125,26 @@ void AudioScope::render(int width, int height) {
|
|||
int y = (height - (int)SCOPE_HEIGHT) / 2;
|
||||
int w = (int)SCOPE_WIDTH;
|
||||
int h = (int)SCOPE_HEIGHT;
|
||||
|
||||
renderBackground(backgroundColor, x, y, w, h);
|
||||
renderGrid(gridColor, x, y, w, h, gridRows, gridCols);
|
||||
|
||||
renderLineStrip(_inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
|
||||
renderLineStrip(_outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
|
||||
renderLineStrip(_outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
|
||||
|
||||
gpu::Batch batch;
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
batch.setResourceTexture(0, textureCache->getWhiteTexture());
|
||||
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
|
||||
batch.setProjectionTransform(legacyProjection);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setViewTransform(Transform());
|
||||
geometryCache->renderQuad(batch, x, y, w, h, backgroundColor);
|
||||
geometryCache->renderGrid(batch, x, y, w, h, gridRows, gridCols, gridColor, _audioScopeGrid);
|
||||
renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
|
||||
renderLineStrip(batch, _outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
|
||||
renderLineStrip(batch, _outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
|
||||
renderArgs->_context->syncCache();
|
||||
renderArgs->_context->render(batch);
|
||||
}
|
||||
|
||||
void AudioScope::renderBackground(const glm::vec4& color, int x, int y, int width, int height) {
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(x, y, width, height, color);
|
||||
}
|
||||
|
||||
void AudioScope::renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols) {
|
||||
DependencyManager::get<GeometryCache>()->renderGrid(x, y, width, height, rows, cols, color, _audioScopeGrid);
|
||||
}
|
||||
|
||||
void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) {
|
||||
void AudioScope::renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) {
|
||||
|
||||
int16_t sample;
|
||||
int16_t* samples = ((int16_t*) byteArray->data()) + offset;
|
||||
|
@ -194,7 +199,7 @@ void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, i
|
|||
|
||||
|
||||
geometryCache->updateVertices(id, points, color);
|
||||
geometryCache->renderVertices(gpu::LINE_STRIP, id);
|
||||
geometryCache->renderVertices(batch, gpu::LINE_STRIP, id);
|
||||
}
|
||||
|
||||
int AudioScope::addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamplesPerChannel,
|
||||
|
|
|
@ -14,11 +14,14 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <DependencyManager.h>
|
||||
|
||||
#include <QByteArray>
|
||||
#include <QObject>
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <RenderArgs.h>
|
||||
|
||||
|
||||
class AudioScope : public QObject, public Dependency {
|
||||
Q_OBJECT
|
||||
SINGLETON_DEPENDENCY
|
||||
|
@ -28,7 +31,7 @@ public:
|
|||
void freeScope();
|
||||
void reallocateScope(int frames);
|
||||
|
||||
void render(int width, int height);
|
||||
void render(RenderArgs* renderArgs, int width, int height);
|
||||
|
||||
public slots:
|
||||
void toggle();
|
||||
|
@ -48,9 +51,7 @@ private slots:
|
|||
|
||||
private:
|
||||
// Audio scope methods for rendering
|
||||
static void renderBackground(const glm::vec4& color, int x, int y, int width, int height);
|
||||
void renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols);
|
||||
void renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray);
|
||||
void renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray);
|
||||
|
||||
// Audio scope methods for data acquisition
|
||||
int addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamples,
|
||||
|
|
|
@ -644,7 +644,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
|
|||
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
|
||||
|
||||
gpu::Batch& batch = *renderArgs->_batch;
|
||||
batch.setUniformTexture(0, _billboardTexture->getGPUTexture());
|
||||
batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
|
||||
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
|
|
|
@ -52,39 +52,32 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
|
|||
}
|
||||
|
||||
glm::vec3 palmPosition;
|
||||
glm::quat palmRotation;
|
||||
if (_hand == "right") {
|
||||
palmPosition = myAvatar->getRightPalmPosition();
|
||||
palmRotation = myAvatar->getRightPalmRotation();
|
||||
} else {
|
||||
palmPosition = myAvatar->getLeftPalmPosition();
|
||||
palmRotation = myAvatar->getLeftPalmRotation();
|
||||
}
|
||||
|
||||
auto rotation = myAvatar->getWorldAlignedOrientation();
|
||||
auto rotation = palmRotation * _relativeRotation;
|
||||
auto offset = rotation * _relativePosition;
|
||||
auto position = palmPosition + offset;
|
||||
rotation *= _relativeRotation;
|
||||
unlock();
|
||||
|
||||
if (!tryLockForWrite()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// check for NaNs
|
||||
if (position.x != position.x ||
|
||||
position.y != position.y ||
|
||||
position.z != position.z) {
|
||||
qDebug() << "AvatarActionHold::updateActionWorker -- target position includes NaN";
|
||||
return;
|
||||
if (_positionalTarget != position || _rotationalTarget != rotation) {
|
||||
auto ownerEntity = _ownerEntity.lock();
|
||||
if (ownerEntity) {
|
||||
ownerEntity->setActionDataDirty(true);
|
||||
}
|
||||
_positionalTarget = position;
|
||||
_rotationalTarget = rotation;
|
||||
}
|
||||
if (rotation.x != rotation.x ||
|
||||
rotation.y != rotation.y ||
|
||||
rotation.z != rotation.z ||
|
||||
rotation.w != rotation.w) {
|
||||
qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN";
|
||||
return;
|
||||
}
|
||||
|
||||
_positionalTarget = position;
|
||||
_rotationalTarget = rotation;
|
||||
unlock();
|
||||
|
||||
ObjectActionSpring::updateActionWorker(deltaTimeStep);
|
||||
|
@ -92,59 +85,51 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) {
|
|||
|
||||
|
||||
bool AvatarActionHold::updateArguments(QVariantMap arguments) {
|
||||
bool rPOk = true;
|
||||
bool ok = true;
|
||||
glm::vec3 relativePosition =
|
||||
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false);
|
||||
bool rROk = true;
|
||||
EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", ok, false);
|
||||
if (!ok) {
|
||||
relativePosition = _relativePosition;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
glm::quat relativeRotation =
|
||||
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false);
|
||||
bool tSOk = true;
|
||||
EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", ok, false);
|
||||
if (!ok) {
|
||||
relativeRotation = _relativeRotation;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
float timeScale =
|
||||
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false);
|
||||
bool hOk = true;
|
||||
EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", ok, false);
|
||||
if (!ok) {
|
||||
timeScale = _linearTimeScale;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
QString hand =
|
||||
EntityActionInterface::extractStringArgument("hold", arguments, "hand", hOk, false);
|
||||
EntityActionInterface::extractStringArgument("hold", arguments, "hand", ok, false);
|
||||
if (!ok || !(hand == "left" || hand == "right")) {
|
||||
hand = _hand;
|
||||
}
|
||||
|
||||
lockForWrite();
|
||||
if (rPOk) {
|
||||
if (relativePosition != _relativePosition
|
||||
|| relativeRotation != _relativeRotation
|
||||
|| timeScale != _linearTimeScale
|
||||
|| hand != _hand) {
|
||||
lockForWrite();
|
||||
_relativePosition = relativePosition;
|
||||
} else {
|
||||
_relativePosition = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (rROk) {
|
||||
_relativeRotation = relativeRotation;
|
||||
} else {
|
||||
_relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
const float MIN_TIMESCALE = 0.1f;
|
||||
_linearTimeScale = glm::min(MIN_TIMESCALE, timeScale);
|
||||
_angularTimeScale = _linearTimeScale;
|
||||
_hand = hand;
|
||||
|
||||
if (tSOk) {
|
||||
_linearTimeScale = timeScale;
|
||||
_angularTimeScale = timeScale;
|
||||
} else {
|
||||
_linearTimeScale = 0.2f;
|
||||
_angularTimeScale = 0.2f;
|
||||
_mine = true;
|
||||
_active = true;
|
||||
activateBody();
|
||||
unlock();
|
||||
}
|
||||
|
||||
if (hOk) {
|
||||
hand = hand.toLower();
|
||||
if (hand == "left") {
|
||||
_hand = "left";
|
||||
} else if (hand == "right") {
|
||||
_hand = "right";
|
||||
} else {
|
||||
qDebug() << "hold action -- invalid hand argument:" << hand;
|
||||
_hand = "right";
|
||||
}
|
||||
} else {
|
||||
_hand = "right";
|
||||
}
|
||||
|
||||
_mine = true;
|
||||
_positionalTargetSet = true;
|
||||
_rotationalTargetSet = true;
|
||||
_active = true;
|
||||
unlock();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -371,6 +371,12 @@ glm::vec3 MyAvatar::getLeftPalmPosition() {
|
|||
return leftHandPosition;
|
||||
}
|
||||
|
||||
glm::quat MyAvatar::getLeftPalmRotation() {
|
||||
glm::quat leftRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation);
|
||||
return leftRotation;
|
||||
}
|
||||
|
||||
glm::vec3 MyAvatar::getRightPalmPosition() {
|
||||
glm::vec3 rightHandPosition;
|
||||
getSkeletonModel().getRightHandPosition(rightHandPosition);
|
||||
|
@ -380,6 +386,12 @@ glm::vec3 MyAvatar::getRightPalmPosition() {
|
|||
return rightHandPosition;
|
||||
}
|
||||
|
||||
glm::quat MyAvatar::getRightPalmRotation() {
|
||||
glm::quat rightRotation;
|
||||
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation);
|
||||
return rightRotation;
|
||||
}
|
||||
|
||||
void MyAvatar::clearReferential() {
|
||||
changeReferential(NULL);
|
||||
}
|
||||
|
|
|
@ -195,10 +195,12 @@ public slots:
|
|||
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
|
||||
|
||||
void updateMotionBehavior();
|
||||
|
||||
|
||||
glm::vec3 getLeftPalmPosition();
|
||||
glm::quat getLeftPalmRotation();
|
||||
glm::vec3 getRightPalmPosition();
|
||||
|
||||
glm::quat getRightPalmRotation();
|
||||
|
||||
void clearReferential();
|
||||
bool setModelReferential(const QUuid& id);
|
||||
bool setJointReferential(const QUuid& id, int jointIndex);
|
||||
|
|
|
@ -179,11 +179,12 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI
|
|||
_cursors[iconId] = DependencyManager::get<TextureCache>()->
|
||||
getImageTexture(iconPath);
|
||||
}
|
||||
batch.setUniformTexture(0, _cursors[iconId]);
|
||||
batch.setResourceTexture(0, _cursors[iconId]);
|
||||
}
|
||||
|
||||
// Draws the FBO texture for the screen
|
||||
void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
if (_alpha == 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
@ -252,6 +253,7 @@ vec2 getPolarCoordinates(const PalmData& palm) {
|
|||
|
||||
// Draws the FBO texture for Oculus rift.
|
||||
void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int eye) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
if (_alpha == 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -74,6 +74,7 @@ ApplicationOverlay::~ApplicationOverlay() {
|
|||
|
||||
// Renders the overlays either to a texture or to the screen
|
||||
void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
CHECK_GL_ERROR();
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
|
||||
|
||||
|
@ -98,6 +99,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
|||
}
|
||||
|
||||
void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
if (_uiTexture) {
|
||||
gpu::Batch batch;
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
@ -112,6 +114,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
|
|||
}
|
||||
|
||||
void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
glm::vec2 size = qApp->getCanvasSize();
|
||||
|
||||
mat4 legacyProjection = glm::ortho<float>(0, size.x, size.y, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
|
||||
|
@ -129,11 +132,12 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
|
|||
emit qApp->renderingOverlay();
|
||||
qApp->getOverlays().renderHUD(renderArgs);
|
||||
|
||||
DependencyManager::get<AudioScope>()->render(renderArgs, _overlayFramebuffer->size().width(), _overlayFramebuffer->size().height());
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
renderArgs->_context->syncCache();
|
||||
fboViewport(_overlayFramebuffer);
|
||||
}
|
||||
|
||||
|
@ -196,7 +200,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
|
|||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
batch.setProjectionTransform(mat4());
|
||||
batch.setModelTransform(mat4());
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH);
|
||||
|
||||
// TODO animate the disconnect border for some excitement while not connected?
|
||||
|
@ -219,6 +223,7 @@ GLuint ApplicationOverlay::getOverlayTexture() {
|
|||
}
|
||||
|
||||
void ApplicationOverlay::buildFramebufferObject() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
QSize fboSize = qApp->getDeviceSize();
|
||||
if (_overlayFramebuffer && fboSize == _overlayFramebuffer->size()) {
|
||||
// Already built
|
||||
|
|
|
@ -87,12 +87,12 @@ void BillboardOverlay::render(RenderArgs* args) {
|
|||
transform.postScale(glm::vec3(getDimensions(), 1.0f));
|
||||
|
||||
batch->setModelTransform(transform);
|
||||
batch->setUniformTexture(0, _texture->getGPUTexture());
|
||||
batch->setResourceTexture(0, _texture->getGPUTexture());
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
|
||||
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
|
||||
|
||||
batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
|
||||
batch->setResourceTexture(0, args->_whiteTexture); // restore default white color after me
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -75,44 +75,44 @@ void ImageOverlay::render(RenderArgs* args) {
|
|||
glm::vec2 topLeft(left, top);
|
||||
glm::vec2 bottomRight(right, bottom);
|
||||
|
||||
float imageWidth = _texture->getWidth();
|
||||
float imageHeight = _texture->getHeight();
|
||||
|
||||
// if for some reason our image is not over 0 width or height, don't attempt to render the image
|
||||
if (_renderImage && imageWidth > 0 && imageHeight > 0) {
|
||||
if (_renderImage) {
|
||||
float imageWidth = _texture->getWidth();
|
||||
float imageHeight = _texture->getHeight();
|
||||
if (imageWidth > 0 && imageHeight > 0) {
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
float scaleX = imageWidth / _texture->getOriginalWidth();
|
||||
float scaleY = imageHeight / _texture->getOriginalHeight();
|
||||
|
||||
QRect fromImage;
|
||||
if (_wantClipFromImage) {
|
||||
float scaleX = imageWidth / _texture->getOriginalWidth();
|
||||
float scaleY = imageHeight / _texture->getOriginalHeight();
|
||||
fromImage.setX(scaleX * _fromImage.x());
|
||||
fromImage.setY(scaleY * _fromImage.y());
|
||||
fromImage.setWidth(scaleX * _fromImage.width());
|
||||
fromImage.setHeight(scaleY * _fromImage.height());
|
||||
}
|
||||
else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
}
|
||||
|
||||
fromImage.setX(scaleX * _fromImage.x());
|
||||
fromImage.setY(scaleY * _fromImage.y());
|
||||
fromImage.setWidth(scaleX * _fromImage.width());
|
||||
fromImage.setHeight(scaleY * _fromImage.height());
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
glm::vec2 texCoordTopLeft(x, y);
|
||||
glm::vec2 texCoordBottomRight(x + w, y + h);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor);
|
||||
} else {
|
||||
fromImage.setX(0);
|
||||
fromImage.setY(0);
|
||||
fromImage.setWidth(imageWidth);
|
||||
fromImage.setHeight(imageHeight);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
|
||||
}
|
||||
|
||||
float x = fromImage.x() / imageWidth;
|
||||
float y = fromImage.y() / imageHeight;
|
||||
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
|
||||
float h = fromImage.height() / imageHeight;
|
||||
|
||||
glm::vec2 texCoordTopLeft(x, y);
|
||||
glm::vec2 texCoordBottomRight(x + w, y + h);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
} else {
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, quadColor);
|
||||
}
|
||||
|
||||
if (_renderImage) {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
}
|
||||
|
||||
void ImageOverlay::setProperties(const QScriptValue& properties) {
|
||||
|
|
|
@ -96,6 +96,7 @@ void Overlays::cleanupOverlaysToDelete() {
|
|||
}
|
||||
|
||||
void Overlays::renderHUD(RenderArgs* renderArgs) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
QReadLocker lock(&_lock);
|
||||
gpu::Batch batch;
|
||||
renderArgs->_batch = &batch;
|
||||
|
|
|
@ -84,14 +84,14 @@ void AnimationLoop::setStartAutomatically(bool startAutomatically) {
|
|||
}
|
||||
|
||||
void AnimationLoop::setRunning(bool running) {
|
||||
if (_running == running) {
|
||||
// don't do anything if the new value is the same as the value we already have
|
||||
if (_running != running) {
|
||||
_running = running;
|
||||
|
||||
// If we just set running to true, then also reset the frame to the first frame
|
||||
if (running) {
|
||||
// move back to the beginning
|
||||
_frameIndex = _firstFrame;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if ((_running = running)) {
|
||||
_frameIndex = _firstFrame;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -802,6 +802,8 @@ void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityS
|
|||
connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity);
|
||||
connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity);
|
||||
connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity);
|
||||
|
||||
connect(&(*DependencyManager::get<SceneScriptingInterface>()), &SceneScriptingInterface::shouldRenderEntitiesChanged, this, &EntityTreeRenderer::updateEntityRenderStatus, Qt::QueuedConnection);
|
||||
}
|
||||
|
||||
QScriptValueList EntityTreeRenderer::createMouseEventArgs(const EntityItemID& entityID, QMouseEvent* event, unsigned int deviceID) {
|
||||
|
@ -1152,3 +1154,17 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
|
|||
entityScriptB.property("collisionWithEntity").call(entityScriptA, args);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::updateEntityRenderStatus(bool shouldRenderEntities) {
|
||||
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
|
||||
for (auto entityID : _entityIDsLastInScene) {
|
||||
addingEntity(entityID);
|
||||
}
|
||||
_entityIDsLastInScene.clear();
|
||||
} else {
|
||||
_entityIDsLastInScene = _entitiesInScene.keys();
|
||||
for (auto entityID : _entityIDsLastInScene) {
|
||||
deletingEntity(entityID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -90,6 +90,9 @@ public:
|
|||
virtual void scriptContentsAvailable(const QUrl& url, const QString& scriptContents);
|
||||
virtual void errorInLoadingScript(const QUrl& url);
|
||||
|
||||
// For Scene.shouldRenderEntities
|
||||
QList<EntityItemID>& getEntitiesLastInScene() { return _entityIDsLastInScene; }
|
||||
|
||||
signals:
|
||||
void mousePressOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId);
|
||||
void mouseMoveOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId);
|
||||
|
@ -112,6 +115,7 @@ public slots:
|
|||
void deletingEntity(const EntityItemID& entityID);
|
||||
void entitySciptChanging(const EntityItemID& entityID, const bool reload);
|
||||
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
|
||||
void updateEntityRenderStatus(bool shouldRenderEntities);
|
||||
|
||||
// optional slots that can be wired to menu items
|
||||
void setDisplayElementChildProxies(bool value) { _displayElementChildProxies = value; }
|
||||
|
@ -188,6 +192,8 @@ private:
|
|||
int _previousStageDay;
|
||||
|
||||
QHash<EntityItemID, EntityItemPointer> _entitiesInScene;
|
||||
// For Scene.shouldRenderEntities
|
||||
QList<EntityItemID> _entityIDsLastInScene;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -50,7 +50,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
|
|||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
if (textured) {
|
||||
batch.setUniformTexture(0, _texture->getGPUTexture());
|
||||
batch.setResourceTexture(0, _texture->getGPUTexture());
|
||||
}
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);
|
||||
|
|
|
@ -23,13 +23,11 @@ class EntityActionFactoryInterface : public QObject, public Dependency {
|
|||
public:
|
||||
EntityActionFactoryInterface() { }
|
||||
virtual ~EntityActionFactoryInterface() { }
|
||||
virtual EntityActionPointer factory(EntitySimulation* simulation,
|
||||
EntityActionType type,
|
||||
virtual EntityActionPointer factory(EntityActionType type,
|
||||
const QUuid& id,
|
||||
EntityItemPointer ownerEntity,
|
||||
QVariantMap arguments) { assert(false); return nullptr; }
|
||||
virtual EntityActionPointer factoryBA(EntitySimulation* simulation,
|
||||
EntityItemPointer ownerEntity,
|
||||
virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity,
|
||||
QByteArray data) { assert(false); return nullptr; }
|
||||
};
|
||||
|
||||
|
|
|
@ -127,21 +127,21 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
|
|||
qDebug() << objectName << "requires argument:" << argumentName;
|
||||
}
|
||||
ok = false;
|
||||
return glm::vec3();
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
QVariant resultV = arguments[argumentName];
|
||||
if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map";
|
||||
ok = false;
|
||||
return glm::vec3();
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
QVariantMap resultVM = resultV.toMap();
|
||||
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z";
|
||||
ok = false;
|
||||
return glm::vec3();
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
QVariant xV = resultVM["x"];
|
||||
|
@ -155,9 +155,15 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian
|
|||
float y = yV.toFloat(&yOk);
|
||||
float z = zV.toFloat(&zOk);
|
||||
if (!xOk || !yOk || !zOk) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z and values of type float.";
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, and z of type float.";
|
||||
ok = false;
|
||||
return glm::vec3();
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
if (x != x || y != y || z != z) {
|
||||
// at least one of the values is NaN
|
||||
ok = false;
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
|
||||
return glm::vec3(x, y, z);
|
||||
|
@ -181,8 +187,8 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian
|
|||
}
|
||||
|
||||
QVariantMap resultVM = resultV.toMap();
|
||||
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z";
|
||||
if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z") || !resultVM.contains("w")) {
|
||||
qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z, and w";
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
@ -202,12 +208,18 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian
|
|||
float w = wV.toFloat(&wOk);
|
||||
if (!xOk || !yOk || !zOk || !wOk) {
|
||||
qDebug() << objectName << "argument" << argumentName
|
||||
<< "must be a map with keys of x, y, z, w and values of type float.";
|
||||
<< "must be a map with keys: x, y, z, and w of type float.";
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
return glm::quat(w, x, y, z);
|
||||
if (x != x || y != y || z != z || w != w) {
|
||||
// at least one of the components is NaN!
|
||||
ok = false;
|
||||
return glm::quat();
|
||||
}
|
||||
|
||||
return glm::normalize(glm::quat(w, x, y, z));
|
||||
}
|
||||
|
||||
float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMap arguments,
|
||||
|
@ -224,7 +236,7 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa
|
|||
bool vOk = true;
|
||||
float v = vV.toFloat(&vOk);
|
||||
|
||||
if (!vOk) {
|
||||
if (!vOk || v != v) {
|
||||
ok = false;
|
||||
return 0.0f;
|
||||
}
|
||||
|
|
|
@ -1489,20 +1489,22 @@ void EntityItem::clearSimulationOwnership() {
|
|||
|
||||
}
|
||||
|
||||
|
||||
bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) {
|
||||
lockForWrite();
|
||||
checkWaitingToRemove(simulation);
|
||||
if (!checkWaitingActionData(simulation)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool result = addActionInternal(simulation, action);
|
||||
if (!result) {
|
||||
removeAction(simulation, action->getID());
|
||||
removeActionInternal(action->getID());
|
||||
}
|
||||
|
||||
unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) {
|
||||
assertLocked();
|
||||
assert(action);
|
||||
assert(simulation);
|
||||
auto actionOwnerEntity = action->getOwnerEntity().lock();
|
||||
|
@ -1518,41 +1520,44 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi
|
|||
QByteArray newDataCache = serializeActions(success);
|
||||
if (success) {
|
||||
_allActionsDataCache = newDataCache;
|
||||
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) {
|
||||
lockForWrite();
|
||||
checkWaitingToRemove(simulation);
|
||||
if (!checkWaitingActionData(simulation)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_objectActions.contains(actionID)) {
|
||||
unlock();
|
||||
return false;
|
||||
}
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
bool success = action->updateArguments(arguments);
|
||||
|
||||
bool success = action->updateArguments(arguments);
|
||||
if (success) {
|
||||
_allActionsDataCache = serializeActions(success);
|
||||
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
|
||||
} else {
|
||||
qDebug() << "EntityItem::updateAction failed";
|
||||
}
|
||||
|
||||
unlock();
|
||||
return success;
|
||||
}
|
||||
|
||||
bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) {
|
||||
lockForWrite();
|
||||
checkWaitingToRemove(simulation);
|
||||
if (!checkWaitingActionData(simulation)) {
|
||||
return false;;
|
||||
}
|
||||
|
||||
return removeActionInternal(actionID);
|
||||
bool success = removeActionInternal(actionID);
|
||||
unlock();
|
||||
return success;
|
||||
}
|
||||
|
||||
bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) {
|
||||
assertWriteLocked();
|
||||
if (_objectActions.contains(actionID)) {
|
||||
if (!simulation) {
|
||||
EntityTree* entityTree = _element ? _element->getTree() : nullptr;
|
||||
|
@ -1569,13 +1574,14 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s
|
|||
|
||||
bool success = true;
|
||||
_allActionsDataCache = serializeActions(success);
|
||||
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
|
||||
return success;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool EntityItem::clearActions(EntitySimulation* simulation) {
|
||||
_waitingActionData.clear();
|
||||
lockForWrite();
|
||||
QHash<QUuid, EntityActionPointer>::iterator i = _objectActions.begin();
|
||||
while (i != _objectActions.end()) {
|
||||
const QUuid id = i.key();
|
||||
|
@ -1584,85 +1590,85 @@ bool EntityItem::clearActions(EntitySimulation* simulation) {
|
|||
action->setOwnerEntity(nullptr);
|
||||
action->removeFromSimulation(simulation);
|
||||
}
|
||||
// empty _serializedActions means no actions for the EntityItem
|
||||
_actionsToRemove.clear();
|
||||
_allActionsDataCache.clear();
|
||||
_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
|
||||
unlock();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool EntityItem::deserializeActions(QByteArray allActionsData, EntitySimulation* simulation) const {
|
||||
bool success = true;
|
||||
QVector<QByteArray> serializedActions;
|
||||
if (allActionsData.size() > 0) {
|
||||
QDataStream serializedActionsStream(allActionsData);
|
||||
serializedActionsStream >> serializedActions;
|
||||
|
||||
void EntityItem::deserializeActions() {
|
||||
assertUnlocked();
|
||||
lockForWrite();
|
||||
deserializeActionsInternal();
|
||||
unlock();
|
||||
}
|
||||
|
||||
|
||||
void EntityItem::deserializeActionsInternal() {
|
||||
assertWriteLocked();
|
||||
|
||||
if (!_element) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Keep track of which actions got added or updated by the new actionData
|
||||
QSet<QUuid> updated;
|
||||
|
||||
EntityTree* entityTree = _element ? _element->getTree() : nullptr;
|
||||
if (!simulation) {
|
||||
simulation = entityTree ? entityTree->getSimulation() : nullptr;
|
||||
assert(entityTree);
|
||||
EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr;
|
||||
assert(simulation);
|
||||
|
||||
QVector<QByteArray> serializedActions;
|
||||
if (_allActionsDataCache.size() > 0) {
|
||||
QDataStream serializedActionsStream(_allActionsDataCache);
|
||||
serializedActionsStream >> serializedActions;
|
||||
}
|
||||
|
||||
if (simulation && entityTree) {
|
||||
foreach(QByteArray serializedAction, serializedActions) {
|
||||
QDataStream serializedActionStream(serializedAction);
|
||||
EntityActionType actionType;
|
||||
QUuid actionID;
|
||||
serializedActionStream >> actionType;
|
||||
serializedActionStream >> actionID;
|
||||
updated << actionID;
|
||||
QSet<QUuid> updated;
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
// TODO: make sure types match? there isn't currently a way to
|
||||
// change the type of an existing action.
|
||||
action->deserialize(serializedAction);
|
||||
} else {
|
||||
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
|
||||
if (simulation) {
|
||||
EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id);
|
||||
EntityActionPointer action = actionFactory->factoryBA(simulation, entity, serializedAction);
|
||||
if (action) {
|
||||
entity->addActionInternal(simulation, action);
|
||||
}
|
||||
} else {
|
||||
// we can't yet add the action. This method will be called later.
|
||||
success = false;
|
||||
}
|
||||
foreach(QByteArray serializedAction, serializedActions) {
|
||||
QDataStream serializedActionStream(serializedAction);
|
||||
EntityActionType actionType;
|
||||
QUuid actionID;
|
||||
serializedActionStream >> actionType;
|
||||
serializedActionStream >> actionID;
|
||||
updated << actionID;
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
// TODO: make sure types match? there isn't currently a way to
|
||||
// change the type of an existing action.
|
||||
action->deserialize(serializedAction);
|
||||
} else {
|
||||
auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();
|
||||
|
||||
// EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id, false);
|
||||
EntityItemPointer entity = shared_from_this();
|
||||
EntityActionPointer action = actionFactory->factoryBA(entity, serializedAction);
|
||||
if (action) {
|
||||
entity->addActionInternal(simulation, action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// remove any actions that weren't included in the new data.
|
||||
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
|
||||
while (i != _objectActions.end()) {
|
||||
const QUuid id = i.key();
|
||||
if (!updated.contains(id)) {
|
||||
_actionsToRemove << id;
|
||||
}
|
||||
i++;
|
||||
// remove any actions that weren't included in the new data.
|
||||
QHash<QUuid, EntityActionPointer>::const_iterator i = _objectActions.begin();
|
||||
while (i != _objectActions.end()) {
|
||||
QUuid id = i.key();
|
||||
if (!updated.contains(id)) {
|
||||
_actionsToRemove << id;
|
||||
}
|
||||
} else {
|
||||
// no simulation
|
||||
success = false;
|
||||
i++;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
bool EntityItem::checkWaitingActionData(EntitySimulation* simulation) const {
|
||||
if (_waitingActionData.size() == 0) {
|
||||
return true;
|
||||
}
|
||||
bool success = deserializeActions(_waitingActionData, simulation);
|
||||
if (success) {
|
||||
_waitingActionData.clear();
|
||||
}
|
||||
return success;
|
||||
return;
|
||||
}
|
||||
|
||||
void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
|
||||
assertLocked();
|
||||
foreach(QUuid actionID, _actionsToRemove) {
|
||||
removeActionInternal(actionID, simulation);
|
||||
}
|
||||
|
@ -1670,21 +1676,22 @@ void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) {
|
|||
}
|
||||
|
||||
void EntityItem::setActionData(QByteArray actionData) {
|
||||
assertUnlocked();
|
||||
lockForWrite();
|
||||
setActionDataInternal(actionData);
|
||||
unlock();
|
||||
}
|
||||
|
||||
void EntityItem::setActionDataInternal(QByteArray actionData) {
|
||||
assertWriteLocked();
|
||||
checkWaitingToRemove();
|
||||
bool success = deserializeActions(actionData);
|
||||
_allActionsDataCache = actionData;
|
||||
if (success) {
|
||||
_waitingActionData.clear();
|
||||
} else {
|
||||
_waitingActionData = actionData;
|
||||
}
|
||||
deserializeActionsInternal();
|
||||
}
|
||||
|
||||
QByteArray EntityItem::serializeActions(bool& success) const {
|
||||
assertLocked();
|
||||
QByteArray result;
|
||||
if (!checkWaitingActionData()) {
|
||||
return _waitingActionData;
|
||||
}
|
||||
|
||||
if (_objectActions.size() == 0) {
|
||||
success = true;
|
||||
|
@ -1713,21 +1720,132 @@ QByteArray EntityItem::serializeActions(bool& success) const {
|
|||
return result;
|
||||
}
|
||||
|
||||
const QByteArray EntityItem::getActionData() const {
|
||||
const QByteArray EntityItem::getActionDataInternal() const {
|
||||
if (_actionDataDirty) {
|
||||
bool success;
|
||||
QByteArray newDataCache = serializeActions(success);
|
||||
if (success) {
|
||||
_allActionsDataCache = newDataCache;
|
||||
}
|
||||
_actionDataDirty = false;
|
||||
}
|
||||
return _allActionsDataCache;
|
||||
}
|
||||
|
||||
const QByteArray EntityItem::getActionData() const {
|
||||
assertUnlocked();
|
||||
lockForRead();
|
||||
auto result = getActionDataInternal();
|
||||
unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
QVariantMap EntityItem::getActionArguments(const QUuid& actionID) const {
|
||||
QVariantMap result;
|
||||
|
||||
if (!checkWaitingActionData()) {
|
||||
return result;
|
||||
}
|
||||
lockForRead();
|
||||
|
||||
if (_objectActions.contains(actionID)) {
|
||||
EntityActionPointer action = _objectActions[actionID];
|
||||
result = action->getArguments();
|
||||
result["type"] = EntityActionInterface::actionTypeToString(action->getType());
|
||||
}
|
||||
unlock();
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#define ENABLE_LOCKING 1
|
||||
|
||||
#ifdef ENABLE_LOCKING
|
||||
void EntityItem::lockForRead() const {
|
||||
_lock.lockForRead();
|
||||
}
|
||||
|
||||
bool EntityItem::tryLockForRead() const {
|
||||
return _lock.tryLockForRead();
|
||||
}
|
||||
|
||||
void EntityItem::lockForWrite() const {
|
||||
_lock.lockForWrite();
|
||||
}
|
||||
|
||||
bool EntityItem::tryLockForWrite() const {
|
||||
return _lock.tryLockForWrite();
|
||||
}
|
||||
|
||||
void EntityItem::unlock() const {
|
||||
_lock.unlock();
|
||||
}
|
||||
|
||||
bool EntityItem::isLocked() const {
|
||||
bool readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
}
|
||||
bool writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
}
|
||||
if (readSuccess && writeSuccess) {
|
||||
return false; // if we can take both kinds of lock, there was no previous lock
|
||||
}
|
||||
return true; // either read or write failed, so there is some lock in place.
|
||||
}
|
||||
|
||||
|
||||
bool EntityItem::isWriteLocked() const {
|
||||
bool readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
return false;
|
||||
}
|
||||
bool writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
return false;
|
||||
}
|
||||
return true; // either read or write failed, so there is some lock in place.
|
||||
}
|
||||
|
||||
|
||||
bool EntityItem::isUnlocked() const {
|
||||
// this can't be sure -- this may get unlucky and hit locks from other threads. what we're actually trying
|
||||
// to discover is if *this* thread hasn't locked the EntityItem. Try repeatedly to take both kinds of lock.
|
||||
bool readSuccess = false;
|
||||
for (int i=0; i<80; i++) {
|
||||
readSuccess = tryLockForRead();
|
||||
if (readSuccess) {
|
||||
unlock();
|
||||
break;
|
||||
}
|
||||
QThread::usleep(200);
|
||||
}
|
||||
|
||||
bool writeSuccess = false;
|
||||
if (readSuccess) {
|
||||
for (int i=0; i<80; i++) {
|
||||
writeSuccess = tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
unlock();
|
||||
break;
|
||||
}
|
||||
QThread::usleep(300);
|
||||
}
|
||||
}
|
||||
|
||||
if (readSuccess && writeSuccess) {
|
||||
return true; // if we can take both kinds of lock, there was no previous lock
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
void EntityItem::lockForRead() const { }
|
||||
bool EntityItem::tryLockForRead() const { return true; }
|
||||
void EntityItem::lockForWrite() const { }
|
||||
bool EntityItem::tryLockForWrite() const { return true; }
|
||||
void EntityItem::unlock() const { }
|
||||
bool EntityItem::isLocked() const { return true; }
|
||||
bool EntityItem::isWriteLocked() const { return true; }
|
||||
bool EntityItem::isUnlocked() const { return true; }
|
||||
#endif
|
||||
|
|
|
@ -68,10 +68,28 @@ const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.03f;
|
|||
#define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10))
|
||||
#define debugTreeVector(V) V << "[" << V << " in meters ]"
|
||||
|
||||
#if DEBUG
|
||||
#define assertLocked() assert(isLocked())
|
||||
#else
|
||||
#define assertLocked()
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
#define assertWriteLocked() assert(isWriteLocked())
|
||||
#else
|
||||
#define assertWriteLocked()
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
#define assertUnlocked() assert(isUnlocked())
|
||||
#else
|
||||
#define assertUnlocked()
|
||||
#endif
|
||||
|
||||
/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
|
||||
/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
|
||||
/// one directly, instead you must only construct one of it's derived classes with additional features.
|
||||
class EntityItem {
|
||||
class EntityItem : public std::enable_shared_from_this<EntityItem> {
|
||||
// These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted.
|
||||
// To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by
|
||||
// the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to
|
||||
|
@ -395,9 +413,14 @@ public:
|
|||
bool hasActions() { return !_objectActions.empty(); }
|
||||
QList<QUuid> getActionIDs() { return _objectActions.keys(); }
|
||||
QVariantMap getActionArguments(const QUuid& actionID) const;
|
||||
void deserializeActions();
|
||||
void setActionDataDirty(bool value) const { _actionDataDirty = value; }
|
||||
|
||||
protected:
|
||||
|
||||
const QByteArray getActionDataInternal() const;
|
||||
void setActionDataInternal(QByteArray actionData);
|
||||
|
||||
static bool _sendPhysicsUpdates;
|
||||
EntityTypes::EntityType _type;
|
||||
QUuid _id;
|
||||
|
@ -470,18 +493,28 @@ protected:
|
|||
|
||||
bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action);
|
||||
bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr);
|
||||
bool deserializeActions(QByteArray allActionsData, EntitySimulation* simulation = nullptr) const;
|
||||
void deserializeActionsInternal();
|
||||
QByteArray serializeActions(bool& success) const;
|
||||
QHash<QUuid, EntityActionPointer> _objectActions;
|
||||
|
||||
static int _maxActionsDataSize;
|
||||
mutable QByteArray _allActionsDataCache;
|
||||
// when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is
|
||||
// ready. This means we can't find our EntityItemPointer or add the action to the simulation. These
|
||||
// are used to keep track of and work around this situation.
|
||||
bool checkWaitingActionData(EntitySimulation* simulation = nullptr) const;
|
||||
void checkWaitingToRemove(EntitySimulation* simulation = nullptr);
|
||||
mutable QByteArray _waitingActionData;
|
||||
mutable QSet<QUuid> _actionsToRemove;
|
||||
mutable bool _actionDataDirty = false;
|
||||
|
||||
mutable QReadWriteLock _lock;
|
||||
void lockForRead() const;
|
||||
bool tryLockForRead() const;
|
||||
void lockForWrite() const;
|
||||
bool tryLockForWrite() const;
|
||||
void unlock() const;
|
||||
bool isLocked() const;
|
||||
bool isWriteLocked() const;
|
||||
bool isUnlocked() const;
|
||||
};
|
||||
|
||||
#endif // hifi_EntityItem_h
|
||||
|
|
|
@ -128,6 +128,10 @@ void EntityItemProperties::setSittingPoints(const QVector<SittingPoint>& sitting
|
|||
}
|
||||
}
|
||||
|
||||
bool EntityItemProperties::animationSettingsChanged() const {
|
||||
return _animationSettingsChanged;
|
||||
}
|
||||
|
||||
void EntityItemProperties::setAnimationSettings(const QString& value) {
|
||||
// the animations setting is a JSON string that may contain various animation settings.
|
||||
// if it includes fps, frameIndex, or running, those values will be parsed out and
|
||||
|
|
|
@ -543,6 +543,9 @@ bool EntityScriptingInterface::actionWorker(const QUuid& entityID,
|
|||
}
|
||||
|
||||
bool success = actor(simulation, entity);
|
||||
if (success) {
|
||||
_entityTree->entityChanged(entity);
|
||||
}
|
||||
_entityTree->unlock();
|
||||
|
||||
// transmit the change
|
||||
|
@ -574,7 +577,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString,
|
|||
if (actionType == ACTION_TYPE_NONE) {
|
||||
return false;
|
||||
}
|
||||
EntityActionPointer action = actionFactory->factory(simulation, actionType, actionID, entity, arguments);
|
||||
EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);
|
||||
if (action) {
|
||||
entity->addAction(simulation, action);
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
|
|
|
@ -146,6 +146,7 @@ void EntitySimulation::sortEntitiesThatMoved() {
|
|||
|
||||
void EntitySimulation::addEntity(EntityItemPointer entity) {
|
||||
assert(entity);
|
||||
entity->deserializeActions();
|
||||
if (entity->isMortal()) {
|
||||
_mortalEntities.insert(entity);
|
||||
quint64 expiry = entity->getExpiry();
|
||||
|
|
|
@ -114,6 +114,23 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa
|
|||
_params.push_back(targets);
|
||||
}
|
||||
|
||||
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) {
|
||||
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0);
|
||||
}
|
||||
|
||||
void Batch::clearDepthFramebuffer(float depth) {
|
||||
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0);
|
||||
}
|
||||
|
||||
void Batch::clearStencilFramebuffer(int stencil) {
|
||||
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil);
|
||||
}
|
||||
|
||||
void Batch::clearDepthStencilFramebuffer(float depth, int stencil) {
|
||||
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil);
|
||||
}
|
||||
|
||||
|
||||
void Batch::setInputFormat(const Stream::FormatPointer& format) {
|
||||
ADD_COMMAND(setInputFormat);
|
||||
|
||||
|
@ -152,6 +169,10 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
|
|||
_params.push_back(type);
|
||||
}
|
||||
|
||||
void Batch::setIndexBuffer(const BufferView& buffer) {
|
||||
setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
|
||||
}
|
||||
|
||||
void Batch::setModelTransform(const Transform& model) {
|
||||
ADD_COMMAND(setModelTransform);
|
||||
|
||||
|
@ -170,10 +191,10 @@ void Batch::setProjectionTransform(const Mat4& proj) {
|
|||
_params.push_back(cacheData(sizeof(Mat4), &proj));
|
||||
}
|
||||
|
||||
void Batch::setViewportTransform(const Vec4i& viewport) {
|
||||
ADD_COMMAND(setViewportTransform);
|
||||
|
||||
_params.push_back(cacheData(sizeof(Vec4i), &viewport));
|
||||
void Batch::setViewportTransform(const Vec4i& viewport) {
|
||||
ADD_COMMAND(setViewportTransform);
|
||||
|
||||
_params.push_back(cacheData(sizeof(Vec4i), &viewport));
|
||||
}
|
||||
|
||||
void Batch::setPipeline(const PipelinePointer& pipeline) {
|
||||
|
@ -206,21 +227,38 @@ void Batch::setUniformBuffer(uint32 slot, const BufferView& view) {
|
|||
}
|
||||
|
||||
|
||||
void Batch::setUniformTexture(uint32 slot, const TexturePointer& texture) {
|
||||
ADD_COMMAND(setUniformTexture);
|
||||
void Batch::setResourceTexture(uint32 slot, const TexturePointer& texture) {
|
||||
ADD_COMMAND(setResourceTexture);
|
||||
|
||||
_params.push_back(_textures.cache(texture));
|
||||
_params.push_back(slot);
|
||||
}
|
||||
|
||||
void Batch::setUniformTexture(uint32 slot, const TextureView& view) {
|
||||
setUniformTexture(slot, view._texture);
|
||||
void Batch::setResourceTexture(uint32 slot, const TextureView& view) {
|
||||
setResourceTexture(slot, view._texture);
|
||||
}
|
||||
|
||||
void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
|
||||
ADD_COMMAND(setUniformTexture);
|
||||
ADD_COMMAND(setFramebuffer);
|
||||
|
||||
_params.push_back(_framebuffers.cache(framebuffer));
|
||||
|
||||
}
|
||||
|
||||
void Batch::beginQuery(const QueryPointer& query) {
|
||||
ADD_COMMAND(beginQuery);
|
||||
|
||||
_params.push_back(_queries.cache(query));
|
||||
}
|
||||
|
||||
void Batch::endQuery(const QueryPointer& query) {
|
||||
ADD_COMMAND(endQuery);
|
||||
|
||||
_params.push_back(_queries.cache(query));
|
||||
}
|
||||
|
||||
void Batch::getQuery(const QueryPointer& query) {
|
||||
ADD_COMMAND(getQuery);
|
||||
|
||||
_params.push_back(_queries.cache(query));
|
||||
}
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
|
||||
#include <vector>
|
||||
|
||||
#include "Query.h"
|
||||
#include "Stream.h"
|
||||
#include "Texture.h"
|
||||
|
||||
|
@ -38,19 +39,6 @@
|
|||
|
||||
namespace gpu {
|
||||
|
||||
enum Primitive {
|
||||
POINTS = 0,
|
||||
LINES,
|
||||
LINE_STRIP,
|
||||
TRIANGLES,
|
||||
TRIANGLE_STRIP,
|
||||
TRIANGLE_FAN,
|
||||
QUADS,
|
||||
QUAD_STRIP,
|
||||
|
||||
NUM_PRIMITIVES,
|
||||
};
|
||||
|
||||
enum ReservedSlot {
|
||||
/* TRANSFORM_OBJECT_SLOT = 6,
|
||||
TRANSFORM_CAMERA_SLOT = 7,
|
||||
|
@ -76,7 +64,12 @@ public:
|
|||
void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
|
||||
|
||||
// Clear framebuffer layers
|
||||
// Targets can be any of the render buffers contained in the Framebuffer
|
||||
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil);
|
||||
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
|
||||
void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
|
||||
void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
|
||||
void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
|
||||
|
||||
// Input Stage
|
||||
// InputFormat
|
||||
|
@ -89,6 +82,7 @@ public:
|
|||
void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
|
||||
|
||||
void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
|
||||
void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
|
||||
|
||||
// Transform Stage
|
||||
// Vertex position is transformed by ModelTransform from object space to world space
|
||||
|
@ -109,12 +103,17 @@ public:
|
|||
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
|
||||
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
|
||||
|
||||
void setUniformTexture(uint32 slot, const TexturePointer& view);
|
||||
void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
|
||||
void setResourceTexture(uint32 slot, const TexturePointer& view);
|
||||
void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
|
||||
|
||||
// Framebuffer Stage
|
||||
void setFramebuffer(const FramebufferPointer& framebuffer);
|
||||
|
||||
// Query Section
|
||||
void beginQuery(const QueryPointer& query);
|
||||
void endQuery(const QueryPointer& query);
|
||||
void getQuery(const QueryPointer& query);
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
@ -179,10 +178,14 @@ public:
|
|||
COMMAND_setStateBlendFactor,
|
||||
|
||||
COMMAND_setUniformBuffer,
|
||||
COMMAND_setUniformTexture,
|
||||
COMMAND_setResourceTexture,
|
||||
|
||||
COMMAND_setFramebuffer,
|
||||
|
||||
COMMAND_beginQuery,
|
||||
COMMAND_endQuery,
|
||||
COMMAND_getQuery,
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
@ -286,6 +289,7 @@ public:
|
|||
typedef Cache<Transform>::Vector TransformCaches;
|
||||
typedef Cache<PipelinePointer>::Vector PipelineCaches;
|
||||
typedef Cache<FramebufferPointer>::Vector FramebufferCaches;
|
||||
typedef Cache<QueryPointer>::Vector QueryCaches;
|
||||
|
||||
// Cache Data in a byte array if too big to fit in Param
|
||||
// FOr example Mat4s are going there
|
||||
|
@ -310,6 +314,7 @@ public:
|
|||
TransformCaches _transforms;
|
||||
PipelineCaches _pipelines;
|
||||
FramebufferCaches _framebuffers;
|
||||
QueryCaches _queries;
|
||||
|
||||
protected:
|
||||
};
|
||||
|
|
|
@ -42,7 +42,7 @@ public:
|
|||
Mat4 _projectionViewUntranslated;
|
||||
Mat4 _projection;
|
||||
Mat4 _projectionInverse;
|
||||
Vec4 _viewport;
|
||||
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
|
||||
};
|
||||
|
||||
template< typename T >
|
||||
|
@ -99,6 +99,15 @@ public:
|
|||
return reinterpret_cast<T*>(framebuffer.getGPUObject());
|
||||
}
|
||||
|
||||
template< typename T >
|
||||
static void setGPUObject(const Query& query, T* object) {
|
||||
query.setGPUObject(object);
|
||||
}
|
||||
template< typename T >
|
||||
static T* getGPUObject(const Query& query) {
|
||||
return reinterpret_cast<T*>(query.getGPUObject());
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
};
|
||||
|
|
21
libraries/gpu/src/gpu/DrawTexture.slf
Executable file
21
libraries/gpu/src/gpu/DrawTexture.slf
Executable file
|
@ -0,0 +1,21 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Draw texture 0 fetched at texcoord.xy
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = texture2D(colorMap, varTexcoord);
|
||||
}
|
36
libraries/gpu/src/gpu/DrawTransformUnitQuad.slv
Executable file
36
libraries/gpu/src/gpu/DrawTransformUnitQuad.slv
Executable file
|
@ -0,0 +1,36 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Draw and transform the unit quad [-1,-1 -> 1,1]
|
||||
// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
void main(void) {
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 0.0, 1.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, 1.0, 0.0, 1.0)
|
||||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
|
||||
|
||||
varTexcoord = (pos.xy + 1) * 0.5;
|
||||
}
|
38
libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv
Executable file
38
libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv
Executable file
|
@ -0,0 +1,38 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Draw the unit quad [-1,-1 -> 1,1] filling in
|
||||
// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
void main(void) {
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 0.0, 1.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, 1.0, 0.0, 1.0)
|
||||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform but applied to the Texcoord
|
||||
vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw);
|
||||
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToWorldPos(obj, tc, tc)$>
|
||||
|
||||
gl_Position = pos;
|
||||
varTexcoord = tc.xy;
|
||||
}
|
|
@ -182,6 +182,9 @@ public:
|
|||
}
|
||||
|
||||
static const Element COLOR_RGBA_32;
|
||||
static const Element VEC3F_XYZ;
|
||||
static const Element INDEX_UINT16;
|
||||
static const Element PART_DRAWCALL;
|
||||
|
||||
protected:
|
||||
uint8 _semantic;
|
||||
|
@ -203,6 +206,19 @@ enum ComparisonFunction {
|
|||
NUM_COMPARISON_FUNCS,
|
||||
};
|
||||
|
||||
enum Primitive {
|
||||
POINTS = 0,
|
||||
LINES,
|
||||
LINE_STRIP,
|
||||
TRIANGLES,
|
||||
TRIANGLE_STRIP,
|
||||
TRIANGLE_FAN,
|
||||
QUADS,
|
||||
QUAD_STRIP,
|
||||
|
||||
NUM_PRIMITIVES,
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -35,10 +35,13 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_setStateBlendFactor),
|
||||
|
||||
(&::gpu::GLBackend::do_setUniformBuffer),
|
||||
(&::gpu::GLBackend::do_setUniformTexture),
|
||||
(&::gpu::GLBackend::do_setResourceTexture),
|
||||
|
||||
(&::gpu::GLBackend::do_setFramebuffer),
|
||||
|
||||
(&::gpu::GLBackend::do_beginQuery),
|
||||
(&::gpu::GLBackend::do_endQuery),
|
||||
(&::gpu::GLBackend::do_getQuery),
|
||||
|
||||
(&::gpu::GLBackend::do_glEnable),
|
||||
(&::gpu::GLBackend::do_glDisable),
|
||||
|
@ -233,17 +236,34 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
glmask |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
std::vector<GLenum> drawBuffers;
|
||||
if (masks & Framebuffer::BUFFER_COLORS) {
|
||||
glClearColor(color.x, color.y, color.z, color.w);
|
||||
glmask |= GL_COLOR_BUFFER_BIT;
|
||||
for (int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
|
||||
if (masks & (1 << i)) {
|
||||
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
|
||||
}
|
||||
}
|
||||
|
||||
if (!drawBuffers.empty()) {
|
||||
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
|
||||
glClearColor(color.x, color.y, color.z, color.w);
|
||||
glmask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
}
|
||||
|
||||
glClear(glmask);
|
||||
|
||||
// Restore the color draw buffers only if a frmaebuffer is bound
|
||||
if (_output._framebuffer && !drawBuffers.empty()) {
|
||||
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
|
||||
if (glFramebuffer) {
|
||||
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
|
||||
}
|
||||
}
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
@ -598,10 +618,11 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
|
|||
return;
|
||||
}
|
||||
updatePipeline();
|
||||
glUniform4fv(
|
||||
batch._params[paramOffset + 2]._int,
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
|
||||
|
||||
GLint location = batch._params[paramOffset + 2]._int;
|
||||
GLsizei count = batch._params[paramOffset + 1]._uint;
|
||||
const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint);
|
||||
glUniform4fv(location, count, value);
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
|
|
@ -181,6 +181,7 @@ public:
|
|||
class GLFramebuffer : public GPUObject {
|
||||
public:
|
||||
GLuint _fbo = 0;
|
||||
std::vector<GLenum> _colorBuffers;
|
||||
|
||||
GLFramebuffer();
|
||||
~GLFramebuffer();
|
||||
|
@ -188,6 +189,18 @@ public:
|
|||
static GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer);
|
||||
static GLuint getFramebufferID(const FramebufferPointer& framebuffer);
|
||||
|
||||
class GLQuery : public GPUObject {
|
||||
public:
|
||||
GLuint _qo = 0;
|
||||
GLuint64 _result = 0;
|
||||
|
||||
GLQuery();
|
||||
~GLQuery();
|
||||
};
|
||||
static GLQuery* syncGPUObject(const Query& query);
|
||||
static GLuint getQueryID(const QueryPointer& query);
|
||||
|
||||
|
||||
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
|
||||
static const int MAX_NUM_INPUT_BUFFERS = 16;
|
||||
|
||||
|
@ -198,7 +211,7 @@ public:
|
|||
void do_setStateFillMode(int32 mode);
|
||||
void do_setStateCullMode(int32 mode);
|
||||
void do_setStateFrontFaceClockwise(bool isClockwise);
|
||||
void do_setStateDepthClipEnable(bool enable);
|
||||
void do_setStateDepthClampEnable(bool enable);
|
||||
void do_setStateScissorEnable(bool enable);
|
||||
void do_setStateMultisampleEnable(bool enable);
|
||||
void do_setStateAntialiasedLineEnable(bool enable);
|
||||
|
@ -298,6 +311,7 @@ protected:
|
|||
_model(),
|
||||
_view(),
|
||||
_projection(),
|
||||
_viewport(0,0,1,1),
|
||||
_invalidModel(true),
|
||||
_invalidView(true),
|
||||
_invalidProj(false),
|
||||
|
@ -307,7 +321,7 @@ protected:
|
|||
|
||||
// Uniform Stage
|
||||
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_setUniformTexture(Batch& batch, uint32 paramOffset);
|
||||
void do_setResourceTexture(Batch& batch, uint32 paramOffset);
|
||||
|
||||
struct UniformStageState {
|
||||
|
||||
|
@ -367,6 +381,11 @@ protected:
|
|||
OutputStageState() {}
|
||||
} _output;
|
||||
|
||||
// Query section
|
||||
void do_beginQuery(Batch& batch, uint32 paramOffset);
|
||||
void do_endQuery(Batch& batch, uint32 paramOffset);
|
||||
void do_getQuery(Batch& batch, uint32 paramOffset);
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
|
|
@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
|
||||
unsigned int nbColorBuffers = 0;
|
||||
GLenum colorBuffers[16];
|
||||
std::vector<GLenum> colorBuffers;
|
||||
if (framebuffer.hasColor()) {
|
||||
static const GLenum colorAttachments[] = {
|
||||
GL_COLOR_ATTACHMENT0,
|
||||
|
@ -69,8 +68,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
if (gltexture) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0);
|
||||
}
|
||||
colorBuffers[nbColorBuffers] = colorAttachments[unit];
|
||||
nbColorBuffers++;
|
||||
colorBuffers.push_back(colorAttachments[unit]);
|
||||
unit++;
|
||||
}
|
||||
}
|
||||
|
@ -100,8 +98,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
}
|
||||
|
||||
// Last but not least, define where we draw
|
||||
if (nbColorBuffers > 0) {
|
||||
glDrawBuffers(nbColorBuffers, colorBuffers);
|
||||
if (!colorBuffers.empty()) {
|
||||
glDrawBuffers(colorBuffers.size(), colorBuffers.data());
|
||||
} else {
|
||||
glDrawBuffer( GL_NONE );
|
||||
}
|
||||
|
@ -139,6 +137,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe
|
|||
// All is green, assign the gpuobject to the Framebuffer
|
||||
object = new GLFramebuffer();
|
||||
object->_fbo = fbo;
|
||||
object->_colorBuffers = colorBuffers;
|
||||
Backend::setGPUObject(framebuffer, object);
|
||||
}
|
||||
|
||||
|
@ -167,4 +166,3 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
_output._framebuffer = framebuffer;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -147,9 +147,9 @@ void GLBackend::updatePipeline() {
|
|||
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
#else
|
||||
// If shader program needs the model we need to provide it
|
||||
if (_pipeline._program_transformObject_model >= 0) {
|
||||
glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
|
||||
// If shader program needs the model we need to provide it
|
||||
if (_pipeline._program_transformObject_model >= 0) {
|
||||
glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
|
||||
}
|
||||
|
||||
// If shader program needs the inverseView we need to provide it
|
||||
|
@ -188,7 +188,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
|
||||
void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 1]._uint;
|
||||
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
|
|
106
libraries/gpu/src/gpu/GLBackendQuery.cpp
Normal file
106
libraries/gpu/src/gpu/GLBackendQuery.cpp
Normal file
|
@ -0,0 +1,106 @@
|
|||
//
|
||||
// GLBackendQuery.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 7/7/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
GLBackend::GLQuery::GLQuery() {}
|
||||
|
||||
GLBackend::GLQuery::~GLQuery() {
|
||||
if (_qo != 0) {
|
||||
glDeleteQueries(1, &_qo);
|
||||
}
|
||||
}
|
||||
|
||||
GLBackend::GLQuery* GLBackend::syncGPUObject(const Query& query) {
|
||||
GLQuery* object = Backend::getGPUObject<GLBackend::GLQuery>(query);
|
||||
|
||||
// If GPU object already created and in sync
|
||||
if (object) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// need to have a gpu object?
|
||||
if (!object) {
|
||||
GLuint qo;
|
||||
glGenQueries(1, &qo);
|
||||
(void) CHECK_GL_ERROR();
|
||||
GLuint64 result = -1;
|
||||
|
||||
// All is green, assign the gpuobject to the Query
|
||||
object = new GLQuery();
|
||||
object->_qo = qo;
|
||||
object->_result = result;
|
||||
Backend::setGPUObject(query, object);
|
||||
}
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint GLBackend::getQueryID(const QueryPointer& query) {
|
||||
if (!query) {
|
||||
return 0;
|
||||
}
|
||||
GLQuery* object = GLBackend::syncGPUObject(*query);
|
||||
if (object) {
|
||||
return object->_qo;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_beginQuery(Batch& batch, uint32 paramOffset) {
|
||||
auto query = batch._queries.get(batch._params[paramOffset]._uint);
|
||||
GLQuery* glquery = syncGPUObject(*query);
|
||||
if (glquery) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
// (EXT_TIMER_QUERY)
|
||||
glBeginQuery(GL_TIME_ELAPSED_EXT, glquery->_qo);
|
||||
#else
|
||||
glBeginQuery(GL_TIME_ELAPSED, glquery->_qo);
|
||||
#endif
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_endQuery(Batch& batch, uint32 paramOffset) {
|
||||
auto query = batch._queries.get(batch._params[paramOffset]._uint);
|
||||
GLQuery* glquery = syncGPUObject(*query);
|
||||
if (glquery) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
// (EXT_TIMER_QUERY)
|
||||
glEndQuery(GL_TIME_ELAPSED_EXT);
|
||||
#else
|
||||
glEndQuery(GL_TIME_ELAPSED);
|
||||
#endif
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_getQuery(Batch& batch, uint32 paramOffset) {
|
||||
auto query = batch._queries.get(batch._params[paramOffset]._uint);
|
||||
GLQuery* glquery = syncGPUObject(*query);
|
||||
if (glquery) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
// (EXT_TIMER_QUERY)
|
||||
#if !defined(Q_OS_LINUX)
|
||||
glGetQueryObjectui64vEXT(glquery->_qo, GL_QUERY_RESULT, &glquery->_result);
|
||||
#endif
|
||||
#else
|
||||
glGetQueryObjectui64v(glquery->_qo, GL_QUERY_RESULT, &glquery->_result);
|
||||
#endif
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
|
@ -111,10 +111,10 @@ void makeBindings(GLBackend::GLShader* shader) {
|
|||
shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
|
||||
}
|
||||
#else
|
||||
loc = glGetUniformLocation(glprogram, "transformObject_model");
|
||||
if (loc >= 0) {
|
||||
shader->_transformObject_model = loc;
|
||||
}
|
||||
loc = glGetUniformLocation(glprogram, "transformObject_model");
|
||||
if (loc >= 0) {
|
||||
shader->_transformObject_model = loc;
|
||||
}
|
||||
|
||||
loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse");
|
||||
if (loc >= 0) {
|
||||
|
|
|
@ -51,7 +51,7 @@ const GLBackend::GLState::Commands makeResetStateCommands() {
|
|||
CommandPointer(new Command1I(&GLBackend::do_setStateFillMode, DEFAULT.fillMode)),
|
||||
CommandPointer(new Command1I(&GLBackend::do_setStateCullMode, DEFAULT.cullMode)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, DEFAULT.frontFaceClockwise)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, DEFAULT.depthClipEnable)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, DEFAULT.depthClampEnable)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateScissorEnable, DEFAULT.scissorEnable)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateMultisampleEnable, DEFAULT.multisampleEnable)),
|
||||
CommandPointer(new Command1B(&GLBackend::do_setStateAntialiasedLineEnable, DEFAULT.antialisedLineEnable)),
|
||||
|
@ -89,8 +89,8 @@ void generateFrontFaceClockwise(GLBackend::GLState::Commands& commands, bool isC
|
|||
commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, isClockwise)));
|
||||
}
|
||||
|
||||
void generateDepthClipEnable(GLBackend::GLState::Commands& commands, bool enable) {
|
||||
commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, enable)));
|
||||
void generateDepthClampEnable(GLBackend::GLState::Commands& commands, bool enable) {
|
||||
commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, enable)));
|
||||
}
|
||||
|
||||
void generateScissorEnable(GLBackend::GLState::Commands& commands, bool enable) {
|
||||
|
@ -176,8 +176,8 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) {
|
|||
generateFrontFaceClockwise(object->_commands, state.isFrontFaceClockwise());
|
||||
break;
|
||||
}
|
||||
case State::DEPTH_CLIP_ENABLE: {
|
||||
generateDepthClipEnable(object->_commands, state.isDepthClipEnable());
|
||||
case State::DEPTH_CLAMP_ENABLE: {
|
||||
generateDepthClampEnable(object->_commands, state.isDepthClampEnable());
|
||||
break;
|
||||
}
|
||||
case State::SCISSOR_ENABLE: {
|
||||
|
@ -373,7 +373,7 @@ void GLBackend::getCurrentGLState(State::Data& state) {
|
|||
GLint winding;
|
||||
glGetIntegerv(GL_FRONT_FACE, &winding);
|
||||
state.frontFaceClockwise = (winding == GL_CW);
|
||||
state.depthClipEnable = glIsEnabled(GL_DEPTH_CLAMP);
|
||||
state.depthClampEnable = glIsEnabled(GL_DEPTH_CLAMP);
|
||||
state.scissorEnable = glIsEnabled(GL_SCISSOR_TEST);
|
||||
state.multisampleEnable = glIsEnabled(GL_MULTISAMPLE);
|
||||
state.antialisedLineEnable = glIsEnabled(GL_LINE_SMOOTH);
|
||||
|
@ -533,8 +533,8 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setStateDepthClipEnable(bool enable) {
|
||||
if (_pipeline._stateCache.depthClipEnable != enable) {
|
||||
void GLBackend::do_setStateDepthClampEnable(bool enable) {
|
||||
if (_pipeline._stateCache.depthClampEnable != enable) {
|
||||
if (enable) {
|
||||
glEnable(GL_DEPTH_CLAMP);
|
||||
} else {
|
||||
|
@ -542,7 +542,7 @@ void GLBackend::do_setStateDepthClipEnable(bool enable) {
|
|||
}
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
_pipeline._stateCache.depthClipEnable = enable;
|
||||
_pipeline._stateCache.depthClampEnable = enable;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -15,7 +15,6 @@
|
|||
using namespace gpu;
|
||||
|
||||
// Transform Stage
|
||||
|
||||
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
|
||||
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
|
||||
_transform._invalidModel = true;
|
||||
|
@ -31,11 +30,10 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
|
|||
_transform._invalidProj = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
_transform._invalidViewport = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
|
||||
_transform._invalidViewport = true;
|
||||
}
|
||||
|
||||
void GLBackend::initTransform() {
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
|
@ -68,7 +66,7 @@ void GLBackend::syncTransformStateCache() {
|
|||
_transform._invalidView = true;
|
||||
_transform._invalidModel = true;
|
||||
|
||||
glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
|
||||
glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
|
||||
|
||||
GLint currentMode;
|
||||
glGetIntegerv(GL_MATRIX_MODE, ¤tMode);
|
||||
|
@ -87,11 +85,11 @@ void GLBackend::updateTransform() {
|
|||
GLint originalMatrixMode;
|
||||
glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
|
||||
// Check all the dirty flags and update the state accordingly
|
||||
if (_transform._invalidViewport) {
|
||||
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
|
||||
|
||||
// Where we assign the GL viewport
|
||||
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
|
||||
if (_transform._invalidViewport) {
|
||||
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
|
||||
|
||||
// Where we assign the GL viewport
|
||||
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
|
||||
}
|
||||
|
||||
if (_transform._invalidProj) {
|
||||
|
@ -116,18 +114,18 @@ void GLBackend::updateTransform() {
|
|||
}
|
||||
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
||||
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformCamera), (const void*)&_transform._transformCamera);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformObject), (const void*) &_transform._transformObject);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
|
27
libraries/gpu/src/gpu/Query.cpp
Normal file
27
libraries/gpu/src/gpu/Query.cpp
Normal file
|
@ -0,0 +1,27 @@
|
|||
//
|
||||
// Query.cpp
|
||||
// interface/src/gpu
|
||||
//
|
||||
// Created by Niraj Venkat on 7/7/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "Query.h"
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
Query::Query()
|
||||
{
|
||||
}
|
||||
|
||||
Query::~Query()
|
||||
{
|
||||
}
|
||||
|
||||
double Query::getElapsedTime() {
|
||||
return 0.0;
|
||||
}
|
45
libraries/gpu/src/gpu/Query.h
Normal file
45
libraries/gpu/src/gpu/Query.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
//
|
||||
// Query.h
|
||||
// interface/src/gpu
|
||||
//
|
||||
// Created by Niraj Venkat on 7/7/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#ifndef hifi_gpu_Query_h
|
||||
#define hifi_gpu_Query_h
|
||||
|
||||
#include <assert.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include "GPUConfig.h"
|
||||
|
||||
#include "Format.h"
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Query {
|
||||
public:
|
||||
Query();
|
||||
~Query();
|
||||
|
||||
uint32 queryResult;
|
||||
|
||||
double getElapsedTime();
|
||||
|
||||
protected:
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Query> QueryPointer;
|
||||
typedef std::vector< QueryPointer > Queries;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -15,6 +15,9 @@
|
|||
using namespace gpu;
|
||||
|
||||
const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA);
|
||||
const Element Element::VEC3F_XYZ = Element(VEC3, FLOAT, XYZ);
|
||||
const Element Element::INDEX_UINT16 = Element(SCALAR, UINT16, INDEX);
|
||||
const Element Element::PART_DRAWCALL = Element(VEC4, UINT32, PART);
|
||||
|
||||
Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) {
|
||||
if ( !dataAllocated ) {
|
||||
|
|
44
libraries/gpu/src/gpu/StandardShaderLib.cpp
Executable file
44
libraries/gpu/src/gpu/StandardShaderLib.cpp
Executable file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// StandardShaderLib.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Collection of standard shaders that can be used all over the place
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "StandardShaderLib.h"
|
||||
|
||||
#include "DrawTransformUnitQuad_vert.h"
|
||||
#include "DrawViewportQuadTransformTexcoord_vert.h"
|
||||
#include "DrawTexture_frag.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS;
|
||||
ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS;
|
||||
ShaderPointer StandardShaderLib::_drawTexturePS;
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
|
||||
if (!_drawTransformUnitQuadVS) {
|
||||
_drawTransformUnitQuadVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert)));
|
||||
}
|
||||
return _drawTransformUnitQuadVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
|
||||
if (!_drawViewportQuadTransformTexcoordVS) {
|
||||
_drawViewportQuadTransformTexcoordVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert)));
|
||||
}
|
||||
return _drawViewportQuadTransformTexcoordVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
||||
if (!_drawTexturePS) {
|
||||
_drawTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTexture_frag)));
|
||||
}
|
||||
return _drawTexturePS;
|
||||
}
|
44
libraries/gpu/src/gpu/StandardShaderLib.h
Executable file
44
libraries/gpu/src/gpu/StandardShaderLib.h
Executable file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// StandardShaderLib.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Collection of standard shaders that can be used all over the place
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#ifndef hifi_gpu_StandardShaderLib_h
|
||||
#define hifi_gpu_StandardShaderLib_h
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "Shader.h"
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class StandardShaderLib {
|
||||
public:
|
||||
|
||||
// Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj).
|
||||
// A texcoord attribute is also generated texcoord = [(0,0),(1,1)]
|
||||
static ShaderPointer getDrawTransformUnitQuadVS();
|
||||
|
||||
// Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform.
|
||||
static ShaderPointer getDrawViewportQuadTransformTexcoordVS();
|
||||
|
||||
static ShaderPointer getDrawTexturePS();
|
||||
|
||||
protected:
|
||||
|
||||
static ShaderPointer _drawTransformUnitQuadVS;
|
||||
static ShaderPointer _drawViewportQuadTransformTexcoordVS;
|
||||
static ShaderPointer _drawTexturePS;
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -24,20 +24,20 @@ State::~State() {
|
|||
// Please make sure to go check makeResetStateCommands() before modifying this value
|
||||
const State::Data State::DEFAULT = State::Data();
|
||||
|
||||
State::Signature State::evalSignature(const Data& state) {
|
||||
State::Signature State::evalSignature(const Data& state) {
|
||||
Signature signature(0);
|
||||
|
||||
if (state.fillMode != State::DEFAULT.fillMode) {
|
||||
signature.set(State::FILL_MODE);
|
||||
}
|
||||
}
|
||||
if (state.cullMode != State::DEFAULT.cullMode) {
|
||||
signature.set(State::CULL_MODE);
|
||||
}
|
||||
if (state.frontFaceClockwise != State::DEFAULT.frontFaceClockwise) {
|
||||
signature.set(State::FRONT_FACE_CLOCKWISE);
|
||||
}
|
||||
if (state.depthClipEnable != State::DEFAULT.depthClipEnable) {
|
||||
signature.set(State::DEPTH_CLIP_ENABLE);
|
||||
if (state.depthClampEnable != State::DEFAULT.depthClampEnable) {
|
||||
signature.set(State::DEPTH_CLAMP_ENABLE);
|
||||
}
|
||||
if (state.scissorEnable != State::DEFAULT.scissorEnable) {
|
||||
signature.set(State::SCISSOR_ENABLE);
|
||||
|
@ -47,16 +47,16 @@ State::Signature State::evalSignature(const Data& state) {
|
|||
}
|
||||
if (state.antialisedLineEnable != State::DEFAULT.antialisedLineEnable) {
|
||||
signature.set(State::ANTIALISED_LINE_ENABLE);
|
||||
}
|
||||
}
|
||||
if (state.depthBias != State::DEFAULT.depthBias) {
|
||||
signature.set(State::DEPTH_BIAS);
|
||||
}
|
||||
if (state.depthBiasSlopeScale != State::DEFAULT.depthBiasSlopeScale) {
|
||||
signature.set(State::DEPTH_BIAS_SLOPE_SCALE);
|
||||
}
|
||||
}
|
||||
if (state.depthTest != State::DEFAULT.depthTest) {
|
||||
signature.set(State::DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
if (state.stencilActivation != State::DEFAULT.stencilActivation) {
|
||||
signature.set(State::STENCIL_ACTIVATION);
|
||||
}
|
||||
|
@ -68,21 +68,21 @@ State::Signature State::evalSignature(const Data& state) {
|
|||
}
|
||||
if (state.sampleMask != State::DEFAULT.sampleMask) {
|
||||
signature.set(State::SAMPLE_MASK);
|
||||
}
|
||||
if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) {
|
||||
signature.set(State::ALPHA_TO_COVERAGE_ENABLE);
|
||||
}
|
||||
if (state.blendFunction != State::DEFAULT.blendFunction) {
|
||||
signature.set(State::BLEND_FUNCTION);
|
||||
}
|
||||
if (state.colorWriteMask != State::DEFAULT.colorWriteMask) {
|
||||
signature.set(State::COLOR_WRITE_MASK);
|
||||
}
|
||||
|
||||
return signature;
|
||||
}
|
||||
|
||||
State::State(const Data& values) :
|
||||
_values(values) {
|
||||
_signature = evalSignature(_values);
|
||||
}
|
||||
}
|
||||
if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) {
|
||||
signature.set(State::ALPHA_TO_COVERAGE_ENABLE);
|
||||
}
|
||||
if (state.blendFunction != State::DEFAULT.blendFunction) {
|
||||
signature.set(State::BLEND_FUNCTION);
|
||||
}
|
||||
if (state.colorWriteMask != State::DEFAULT.colorWriteMask) {
|
||||
signature.set(State::COLOR_WRITE_MASK);
|
||||
}
|
||||
|
||||
return signature;
|
||||
}
|
||||
|
||||
State::State(const Data& values) :
|
||||
_values(values) {
|
||||
_signature = evalSignature(_values);
|
||||
}
|
||||
|
|
|
@ -249,7 +249,7 @@ public:
|
|||
uint8 colorWriteMask = WRITE_ALL;
|
||||
|
||||
bool frontFaceClockwise : 1;
|
||||
bool depthClipEnable : 1;
|
||||
bool depthClampEnable : 1;
|
||||
bool scissorEnable : 1;
|
||||
bool multisampleEnable : 1;
|
||||
bool antialisedLineEnable : 1;
|
||||
|
@ -257,7 +257,7 @@ public:
|
|||
|
||||
Data() :
|
||||
frontFaceClockwise(false),
|
||||
depthClipEnable(false),
|
||||
depthClampEnable(false),
|
||||
scissorEnable(false),
|
||||
multisampleEnable(false),
|
||||
antialisedLineEnable(false),
|
||||
|
@ -276,8 +276,8 @@ public:
|
|||
void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); }
|
||||
bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; }
|
||||
|
||||
void setDepthClipEnable(bool enable) { SET_FIELD(DEPTH_CLIP_ENABLE, DEFAULT.depthClipEnable, enable, _values.depthClipEnable); }
|
||||
bool isDepthClipEnable() const { return _values.depthClipEnable; }
|
||||
void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); }
|
||||
bool isDepthClampEnable() const { return _values.depthClampEnable; }
|
||||
|
||||
void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); }
|
||||
bool isScissorEnable() const { return _values.scissorEnable; }
|
||||
|
@ -341,6 +341,7 @@ public:
|
|||
|
||||
// Color write mask
|
||||
void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); }
|
||||
void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); }
|
||||
uint8 getColorWriteMask() const { return _values.colorWriteMask; }
|
||||
|
||||
// All the possible fields
|
||||
|
@ -348,7 +349,7 @@ public:
|
|||
FILL_MODE,
|
||||
CULL_MODE,
|
||||
FRONT_FACE_CLOCKWISE,
|
||||
DEPTH_CLIP_ENABLE,
|
||||
DEPTH_CLAMP_ENABLE,
|
||||
SCISSOR_ENABLE,
|
||||
MULTISAMPLE_ENABLE,
|
||||
ANTIALISED_LINE_ENABLE,
|
||||
|
|
|
@ -86,6 +86,7 @@ TransformCamera getTransformCamera() {
|
|||
return camera;
|
||||
}
|
||||
|
||||
uniform mat4 transformObject_model;
|
||||
uniform mat4 transformCamera_viewInverse;
|
||||
uniform vec4 transformCamera_viewport;
|
||||
|
||||
|
@ -130,6 +131,16 @@ uniform vec4 transformCamera_viewport;
|
|||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
{ // transformModelToWorldPos
|
||||
<$worldPos$> = (<$objectTransform$>._model * <$modelPos$>);
|
||||
}
|
||||
<@else@>
|
||||
<$worldPos$> = (transformObject_model * <$modelPos$>);
|
||||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
{ // transformModelToEyeDir
|
||||
|
|
|
@ -113,6 +113,8 @@ public:
|
|||
// Generate a BufferStream on the mesh vertices and attributes
|
||||
const gpu::BufferStream makeBufferStream() const;
|
||||
|
||||
static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
|
||||
|
||||
protected:
|
||||
|
||||
gpu::Stream::FormatPointer _vertexFormat;
|
||||
|
|
|
@ -77,18 +77,27 @@ void Light::setMaximumRadius(float radius) {
|
|||
editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius);
|
||||
}
|
||||
|
||||
#include <math.h>
|
||||
|
||||
void Light::setSpotAngle(float angle) {
|
||||
if (angle <= 0.f) {
|
||||
angle = 0.0f;
|
||||
double dangle = angle;
|
||||
if (dangle <= 0.0) {
|
||||
dangle = 0.0;
|
||||
}
|
||||
editSchema()._spot.x = cos(angle);
|
||||
editSchema()._spot.y = sin(angle);
|
||||
editSchema()._spot.z = angle;
|
||||
if (dangle > glm::half_pi<double>()) {
|
||||
dangle = glm::half_pi<double>();
|
||||
}
|
||||
|
||||
auto cosAngle = cos(dangle);
|
||||
auto sinAngle = sin(dangle);
|
||||
editSchema()._spot.x = (float) std::abs(cosAngle);
|
||||
editSchema()._spot.y = (float) std::abs(sinAngle);
|
||||
editSchema()._spot.z = (float) angle;
|
||||
}
|
||||
|
||||
void Light::setSpotExponent(float exponent) {
|
||||
if (exponent <= 0.f) {
|
||||
exponent = 1.0f;
|
||||
exponent = 0.0f;
|
||||
}
|
||||
editSchema()._spot.w = exponent;
|
||||
}
|
||||
|
|
|
@ -81,6 +81,7 @@ public:
|
|||
bool isSpot() const { return getType() == SPOT; }
|
||||
void setSpotAngle(float angle);
|
||||
float getSpotAngle() const { return getSchema()._spot.z; }
|
||||
glm::vec2 getSpotAngleCosSin() const { return glm::vec2(getSchema()._spot.x, getSchema()._spot.y); }
|
||||
void setSpotExponent(float exponent);
|
||||
float getSpotExponent() const { return getSchema()._spot.w; }
|
||||
|
||||
|
@ -107,7 +108,7 @@ public:
|
|||
Color _color{1.0f};
|
||||
float _intensity{1.0f};
|
||||
Vec4 _attenuation{1.0f};
|
||||
Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f};
|
||||
Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
Vec4 _shadow{0.0f};
|
||||
|
||||
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
|
|
@ -51,7 +51,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
static gpu::BufferPointer theBuffer;
|
||||
static gpu::Stream::FormatPointer theFormat;
|
||||
static gpu::BufferPointer theConstants;
|
||||
int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader
|
||||
if (!thePipeline) {
|
||||
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
|
||||
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
|
||||
|
@ -103,7 +103,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
|
||||
batch.setInputFormat(theFormat);
|
||||
batch.setUniformTexture(0, skybox.getCubemap());
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
|
|
|
@ -287,6 +287,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
}
|
||||
|
||||
if (_serverActionData != _entity->getActionData()) {
|
||||
setOutgoingPriority(SCRIPT_EDIT_SIMULATION_PRIORITY);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -129,3 +129,10 @@ void ObjectAction::setAngularVelocity(glm::vec3 angularVelocity) {
|
|||
rigidBody->activate();
|
||||
}
|
||||
|
||||
void ObjectAction::activateBody() {
|
||||
auto rigidBody = getRigidBody();
|
||||
if (rigidBody) {
|
||||
rigidBody->activate();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,6 +55,7 @@ protected:
|
|||
virtual void setLinearVelocity(glm::vec3 linearVelocity);
|
||||
virtual glm::vec3 getAngularVelocity();
|
||||
virtual void setAngularVelocity(glm::vec3 angularVelocity);
|
||||
virtual void activateBody();
|
||||
|
||||
void lockForRead() { _lock.lockForRead(); }
|
||||
bool tryLockForRead() { return _lock.tryLockForRead(); }
|
||||
|
|
|
@ -59,10 +59,6 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) {
|
|||
|
||||
const float MAX_LINEAR_TIMESCALE = 600.0f; // 10 minutes is a long time
|
||||
if (_positionalTargetSet && _linearTimeScale < MAX_LINEAR_TIMESCALE) {
|
||||
if (_needsActivation) {
|
||||
rigidBody->activate();
|
||||
_needsActivation = false;
|
||||
}
|
||||
glm::vec3 objectPosition = bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
glm::vec3 springAxis = objectPosition - _pointToOffsetFrom; // from anchor to object
|
||||
float distance = glm::length(springAxis);
|
||||
|
@ -95,26 +91,21 @@ bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
|
|||
glm::vec3 pointToOffsetFrom =
|
||||
EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", ok, true);
|
||||
if (!ok) {
|
||||
return false;
|
||||
pointToOffsetFrom = _pointToOffsetFrom;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
float linearTimeScale =
|
||||
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", ok, false);
|
||||
if (ok) {
|
||||
if (linearTimeScale <= 0.0f) {
|
||||
qDebug() << "offset action -- linearTimeScale must be greater than zero.";
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
linearTimeScale = 0.1f;
|
||||
if (!ok) {
|
||||
linearTimeScale = _linearTimeScale;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
float linearDistance =
|
||||
EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", ok, false);
|
||||
if (!ok) {
|
||||
linearDistance = 0.0f;
|
||||
linearDistance = _linearDistance;
|
||||
}
|
||||
|
||||
// only change stuff if something actually changed
|
||||
|
@ -127,7 +118,7 @@ bool ObjectActionOffset::updateArguments(QVariantMap arguments) {
|
|||
_linearDistance = linearDistance;
|
||||
_positionalTargetSet = true;
|
||||
_active = true;
|
||||
_needsActivation = true;
|
||||
activateBody();
|
||||
unlock();
|
||||
}
|
||||
return true;
|
||||
|
|
|
@ -36,7 +36,6 @@ public:
|
|||
float _linearDistance;
|
||||
float _linearTimeScale;
|
||||
bool _positionalTargetSet;
|
||||
bool _needsActivation = true;
|
||||
};
|
||||
|
||||
#endif // hifi_ObjectActionOffset_h
|
||||
|
|
|
@ -17,14 +17,15 @@ const float SPRING_MAX_SPEED = 10.0f;
|
|||
|
||||
const uint16_t ObjectActionSpring::springVersion = 1;
|
||||
|
||||
|
||||
ObjectActionSpring::ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity) :
|
||||
ObjectAction(ACTION_TYPE_SPRING, id, ownerEntity),
|
||||
_positionalTarget(glm::vec3(0.0f)),
|
||||
_linearTimeScale(0.2f),
|
||||
_positionalTargetSet(false),
|
||||
_linearTimeScale(FLT_MAX),
|
||||
_positionalTargetSet(true),
|
||||
_rotationalTarget(glm::quat()),
|
||||
_angularTimeScale(0.2f),
|
||||
_rotationalTargetSet(false) {
|
||||
_angularTimeScale(FLT_MAX),
|
||||
_rotationalTargetSet(true) {
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "ObjectActionSpring::ObjectActionSpring";
|
||||
#endif
|
||||
|
@ -61,130 +62,92 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
|
|||
return;
|
||||
}
|
||||
|
||||
// handle the linear part
|
||||
if (_positionalTargetSet) {
|
||||
// check for NaN
|
||||
if (_positionalTarget.x != _positionalTarget.x ||
|
||||
_positionalTarget.y != _positionalTarget.y ||
|
||||
_positionalTarget.z != _positionalTarget.z) {
|
||||
qDebug() << "ObjectActionSpring::updateActionWorker -- target position includes NaN";
|
||||
unlock();
|
||||
lockForWrite();
|
||||
_active = false;
|
||||
unlock();
|
||||
return;
|
||||
}
|
||||
glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition());
|
||||
float offsetLength = glm::length(offset);
|
||||
float speed = offsetLength / _linearTimeScale;
|
||||
const float MAX_TIMESCALE = 600.0f; // 10 min is a long time
|
||||
if (_linearTimeScale < MAX_TIMESCALE) {
|
||||
btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget);
|
||||
float offsetLength = offset.length();
|
||||
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
|
||||
|
||||
// cap speed
|
||||
if (speed > SPRING_MAX_SPEED) {
|
||||
speed = SPRING_MAX_SPEED;
|
||||
}
|
||||
|
||||
if (offsetLength > IGNORE_POSITION_DELTA) {
|
||||
glm::vec3 newVelocity = glm::normalize(offset) * speed;
|
||||
rigidBody->setLinearVelocity(glmToBullet(newVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f)));
|
||||
}
|
||||
// this action is aggresively critically damped and defeats the current velocity
|
||||
rigidBody->setLinearVelocity((- speed / offsetLength) * offset);
|
||||
}
|
||||
|
||||
// handle rotation
|
||||
if (_rotationalTargetSet) {
|
||||
if (_rotationalTarget.x != _rotationalTarget.x ||
|
||||
_rotationalTarget.y != _rotationalTarget.y ||
|
||||
_rotationalTarget.z != _rotationalTarget.z ||
|
||||
_rotationalTarget.w != _rotationalTarget.w) {
|
||||
qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN";
|
||||
unlock();
|
||||
lockForWrite();
|
||||
_active = false;
|
||||
unlock();
|
||||
return;
|
||||
}
|
||||
if (_angularTimeScale < MAX_TIMESCALE) {
|
||||
btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
|
||||
|
||||
glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation());
|
||||
// if qZero and qOne are too close to each other, we can get NaN for angle.
|
||||
auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget);
|
||||
const float almostOne = 0.99999f;
|
||||
if (glm::abs(alignmentDot) < almostOne) {
|
||||
glm::quat target = _rotationalTarget;
|
||||
if (alignmentDot < 0) {
|
||||
btQuaternion bodyRotation = rigidBody->getOrientation();
|
||||
auto alignmentDot = bodyRotation.dot(glmToBullet(_rotationalTarget));
|
||||
const float ALMOST_ONE = 0.99999f;
|
||||
if (glm::abs(alignmentDot) < ALMOST_ONE) {
|
||||
btQuaternion target = glmToBullet(_rotationalTarget);
|
||||
if (alignmentDot < 0.0f) {
|
||||
target = -target;
|
||||
}
|
||||
glm::quat qZeroInverse = glm::inverse(bodyRotation);
|
||||
glm::quat deltaQ = target * qZeroInverse;
|
||||
glm::vec3 axis = glm::axis(deltaQ);
|
||||
float angle = glm::angle(deltaQ);
|
||||
assert(!isNaN(angle));
|
||||
glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis);
|
||||
rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity));
|
||||
rigidBody->activate();
|
||||
} else {
|
||||
rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f)));
|
||||
// if dQ is the incremental rotation that gets an object from Q0 to Q1 then:
|
||||
//
|
||||
// Q1 = dQ * Q0
|
||||
//
|
||||
// solving for dQ gives:
|
||||
//
|
||||
// dQ = Q1 * Q0^
|
||||
btQuaternion deltaQ = target * bodyRotation.inverse();
|
||||
float angle = deltaQ.getAngle();
|
||||
const float MIN_ANGLE = 1.0e-4;
|
||||
if (angle > MIN_ANGLE) {
|
||||
targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis();
|
||||
}
|
||||
}
|
||||
// this action is aggresively critically damped and defeats the current velocity
|
||||
rigidBody->setAngularVelocity(targetVelocity);
|
||||
}
|
||||
|
||||
unlock();
|
||||
}
|
||||
|
||||
const float MIN_TIMESCALE = 0.1f;
|
||||
|
||||
bool ObjectActionSpring::updateArguments(QVariantMap arguments) {
|
||||
// targets are required, spring-constants are optional
|
||||
bool ptOk = true;
|
||||
bool ok = true;
|
||||
glm::vec3 positionalTarget =
|
||||
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false);
|
||||
bool pscOk = true;
|
||||
EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ok, false);
|
||||
if (!ok) {
|
||||
positionalTarget = _positionalTarget;
|
||||
}
|
||||
ok = true;
|
||||
float linearTimeScale =
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false);
|
||||
if (ptOk && pscOk && linearTimeScale <= 0.0f) {
|
||||
qDebug() << "spring action -- linearTimeScale must be greater than zero.";
|
||||
return false;
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", ok, false);
|
||||
if (!ok || linearTimeScale <= 0.0f) {
|
||||
linearTimeScale = _linearTimeScale;
|
||||
}
|
||||
|
||||
bool rtOk = true;
|
||||
ok = true;
|
||||
glm::quat rotationalTarget =
|
||||
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false);
|
||||
bool rscOk = true;
|
||||
EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", ok, false);
|
||||
if (!ok) {
|
||||
rotationalTarget = _rotationalTarget;
|
||||
}
|
||||
|
||||
ok = true;
|
||||
float angularTimeScale =
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false);
|
||||
|
||||
if (!ptOk && !rtOk) {
|
||||
qDebug() << "spring action requires at least one of targetPosition or targetRotation argument";
|
||||
return false;
|
||||
EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", ok, false);
|
||||
if (!ok) {
|
||||
angularTimeScale = _angularTimeScale;
|
||||
}
|
||||
|
||||
lockForWrite();
|
||||
|
||||
_positionalTargetSet = _rotationalTargetSet = false;
|
||||
|
||||
if (ptOk) {
|
||||
if (positionalTarget != _positionalTarget
|
||||
|| linearTimeScale != _linearTimeScale
|
||||
|| rotationalTarget != _rotationalTarget
|
||||
|| angularTimeScale != _angularTimeScale) {
|
||||
// something changed
|
||||
lockForWrite();
|
||||
_positionalTarget = positionalTarget;
|
||||
_positionalTargetSet = true;
|
||||
|
||||
if (pscOk) {
|
||||
_linearTimeScale = linearTimeScale;
|
||||
} else {
|
||||
_linearTimeScale = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
if (rtOk) {
|
||||
_linearTimeScale = glm::max(MIN_TIMESCALE, glm::abs(linearTimeScale));
|
||||
_rotationalTarget = rotationalTarget;
|
||||
_rotationalTargetSet = true;
|
||||
|
||||
if (rscOk) {
|
||||
_angularTimeScale = angularTimeScale;
|
||||
} else {
|
||||
_angularTimeScale = 0.1f;
|
||||
}
|
||||
_angularTimeScale = glm::max(MIN_TIMESCALE, glm::abs(angularTimeScale));
|
||||
_active = true;
|
||||
activateBody();
|
||||
unlock();
|
||||
}
|
||||
|
||||
_active = true;
|
||||
unlock();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -192,15 +155,11 @@ QVariantMap ObjectActionSpring::getArguments() {
|
|||
QVariantMap arguments;
|
||||
lockForRead();
|
||||
|
||||
if (_positionalTargetSet) {
|
||||
arguments["linearTimeScale"] = _linearTimeScale;
|
||||
arguments["targetPosition"] = glmToQMap(_positionalTarget);
|
||||
}
|
||||
arguments["linearTimeScale"] = _linearTimeScale;
|
||||
arguments["targetPosition"] = glmToQMap(_positionalTarget);
|
||||
|
||||
if (_rotationalTargetSet) {
|
||||
arguments["targetRotation"] = glmToQMap(_rotationalTarget);
|
||||
arguments["angularTimeScale"] = _angularTimeScale;
|
||||
}
|
||||
arguments["targetRotation"] = glmToQMap(_rotationalTarget);
|
||||
arguments["angularTimeScale"] = _angularTimeScale;
|
||||
|
||||
unlock();
|
||||
return arguments;
|
||||
|
@ -210,7 +169,7 @@ QByteArray ObjectActionSpring::serialize() const {
|
|||
QByteArray serializedActionArguments;
|
||||
QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly);
|
||||
|
||||
dataStream << getType();
|
||||
dataStream << ACTION_TYPE_SPRING;
|
||||
dataStream << getID();
|
||||
dataStream << ObjectActionSpring::springVersion;
|
||||
|
||||
|
@ -230,7 +189,7 @@ void ObjectActionSpring::deserialize(QByteArray serializedArguments) {
|
|||
|
||||
EntityActionType type;
|
||||
dataStream >> type;
|
||||
assert(type == getType());
|
||||
assert(type == ACTION_TYPE_SPRING);
|
||||
|
||||
QUuid id;
|
||||
dataStream >> id;
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
|
@ -24,7 +23,8 @@
|
|||
#include "TextureCache.h"
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#include "gpu/GLBackend.h"
|
||||
#include "gpu/Context.h"
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_textured_frag.h"
|
||||
|
@ -32,6 +32,7 @@
|
|||
|
||||
#include "deferred_light_vert.h"
|
||||
#include "deferred_light_limited_vert.h"
|
||||
#include "deferred_light_spot_vert.h"
|
||||
|
||||
#include "directional_light_frag.h"
|
||||
#include "directional_light_shadow_map_frag.h"
|
||||
|
@ -90,26 +91,40 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
|
||||
_viewState = viewState;
|
||||
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
|
||||
_directionalLightShadowMapLocations);
|
||||
loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
|
||||
_directionalLightCascadedShadowMapLocations);
|
||||
|
||||
loadLightProgram(directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||
loadLightProgram(directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
|
||||
_directionalAmbientSphereLightShadowMapLocations);
|
||||
loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
|
||||
_directionalAmbientSphereLightCascadedShadowMapLocations);
|
||||
|
||||
loadLightProgram(directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
loadLightProgram(directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
|
||||
_directionalSkyboxLightShadowMapLocations);
|
||||
loadLightProgram(directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
|
||||
_directionalSkyboxLightCascadedShadowMapLocations);
|
||||
|
||||
loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations);
|
||||
loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
|
||||
|
||||
loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
|
||||
loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
|
||||
|
||||
{
|
||||
auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
|
||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(VSFS, PSBlit));
|
||||
gpu::Shader::makeProgram(*blitProgram);
|
||||
gpu::StatePointer blitState = gpu::StatePointer(new gpu::State());
|
||||
blitState->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
blitState->setColorWriteMask(true, true, true, false);
|
||||
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
|
||||
}
|
||||
|
||||
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
|
||||
_globalLights.push_back(0);
|
||||
|
@ -131,7 +146,7 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured,
|
|||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -201,51 +216,40 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::prepare(RenderArgs* args) {
|
||||
// clear the normal and specular buffers
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
textureCache->setPrimaryDrawBuffers(false, true, false);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
textureCache->setPrimaryDrawBuffers(false, false, true);
|
||||
// clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead
|
||||
gpu::Batch batch;
|
||||
|
||||
// clear the normal and specular buffers
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
const float MAX_SPECULAR_EXPONENT = 128.0f;
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
textureCache->setPrimaryDrawBuffers(true, false, false);
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT));
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::render(RenderArgs* args) {
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glDepthMask(false);
|
||||
gpu::Batch batch;
|
||||
|
||||
// perform deferred lighting, rendering to free fbo
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0 );
|
||||
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
|
||||
// binding the first framebuffer
|
||||
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO));
|
||||
batch.setFramebuffer(freeFBO);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
// glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
|
||||
batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
|
||||
|
||||
// glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
|
||||
batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID());
|
||||
batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID());
|
||||
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID());
|
||||
batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
|
||||
|
||||
// get the viewport side (left, right, both)
|
||||
int viewport[4];
|
||||
|
@ -264,55 +268,53 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
|
||||
// Fetch the ViewMatrix;
|
||||
glm::mat4 invViewMat;
|
||||
_viewState->getViewTransform().getMatrix(invViewMat);
|
||||
invViewMat = args->_viewFrustum->getView();
|
||||
|
||||
ProgramObject* program = &_directionalLight;
|
||||
auto& program = _directionalLight;
|
||||
const LightLocations* locations = &_directionalLightLocations;
|
||||
bool shadowsEnabled = _viewState->getShadowsEnabled();
|
||||
if (shadowsEnabled) {
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID());
|
||||
batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
|
||||
program = &_directionalLightShadowMap;
|
||||
program = _directionalLightShadowMap;
|
||||
locations = &_directionalLightShadowMapLocations;
|
||||
if (_viewState->getCascadeShadowsEnabled()) {
|
||||
program = &_directionalLightCascadedShadowMap;
|
||||
program = _directionalLightCascadedShadowMap;
|
||||
locations = &_directionalLightCascadedShadowMapLocations;
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLightCascadedShadowMap;
|
||||
program = _directionalSkyboxLightCascadedShadowMap;
|
||||
locations = &_directionalSkyboxLightCascadedShadowMapLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLightCascadedShadowMap;
|
||||
program = _directionalAmbientSphereLightCascadedShadowMap;
|
||||
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
}
|
||||
program->bind();
|
||||
program->setUniform(locations->shadowDistances, _viewState->getShadowDistances());
|
||||
batch.setPipeline(program);
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLightShadowMap;
|
||||
program = _directionalSkyboxLightShadowMap;
|
||||
locations = &_directionalSkyboxLightShadowMapLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLightShadowMap;
|
||||
program = _directionalAmbientSphereLightShadowMap;
|
||||
locations = &_directionalAmbientSphereLightShadowMapLocations;
|
||||
}
|
||||
program->bind();
|
||||
batch.setPipeline(program);
|
||||
}
|
||||
program->setUniformValue(locations->shadowScale,
|
||||
1.0f / textureCache->getShadowFramebuffer()->getWidth());
|
||||
batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
program = &_directionalSkyboxLight;
|
||||
program = _directionalSkyboxLight;
|
||||
locations = &_directionalSkyboxLightLocations;
|
||||
} else if (_ambientLightMode > -1) {
|
||||
program = &_directionalAmbientSphereLight;
|
||||
program = _directionalAmbientSphereLight;
|
||||
locations = &_directionalAmbientSphereLightLocations;
|
||||
}
|
||||
program->bind();
|
||||
batch.setPipeline(program);
|
||||
}
|
||||
|
||||
{
|
||||
{ // Setup the global lighting
|
||||
auto globalLight = _allocatedLights[_globalLights.front()];
|
||||
|
||||
if (locations->ambientSphere >= 0) {
|
||||
|
@ -321,220 +323,239 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
sh = (*_skybox->getCubemap()->getIrradiance());
|
||||
}
|
||||
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
glActiveTexture(GL_TEXTURE5);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap()));
|
||||
batch.setResourceTexture(5, _skybox->getCubemap());
|
||||
}
|
||||
|
||||
if (locations->lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
}
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
_viewState->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
program->setUniformValue(locations->nearLocation, nearVal);
|
||||
args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
|
||||
batch._glUniform1f(locations->nearLocation, nearVal);
|
||||
|
||||
float depthScale = (farVal - nearVal) / farVal;
|
||||
program->setUniformValue(locations->depthScale, depthScale);
|
||||
batch._glUniform1f(locations->depthScale, depthScale);
|
||||
|
||||
float nearScale = -1.0f / nearVal;
|
||||
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
|
||||
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
|
||||
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
|
||||
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
|
||||
program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
|
||||
|
||||
program->release();
|
||||
{
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
if (!shadowsEnabled) {
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
}
|
||||
batch.setResourceTexture(5, nullptr);
|
||||
}
|
||||
|
||||
if (shadowsEnabled) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
batch.setResourceTexture(4, nullptr);
|
||||
}
|
||||
|
||||
// additive blending
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
|
||||
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
|
||||
glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
|
||||
glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients);
|
||||
glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients);
|
||||
|
||||
auto texcoordMat = glm::mat4();
|
||||
texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
|
||||
texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f);
|
||||
texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// enlarge the scales slightly to account for tesselation
|
||||
const float SCALE_EXPANSION = 0.05f;
|
||||
|
||||
const glm::vec3& eyePoint = _viewState->getCurrentViewFrustum()->getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, _viewState->getCurrentViewFrustum()->getNearTopLeft());
|
||||
|
||||
auto eyePoint = args->_viewFrustum->getPosition();
|
||||
float nearRadius = glm::distance(eyePoint, args->_viewFrustum->getNearTopLeft());
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
if (!_pointLights.empty()) {
|
||||
_pointLight.bind();
|
||||
_pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal);
|
||||
_pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale);
|
||||
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
_pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
batch.setPipeline(_pointLight);
|
||||
batch._glUniform1f(_pointLightLocations.nearLocation, nearVal);
|
||||
batch._glUniform1f(_pointLightLocations.depthScale, depthScale);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _pointLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
||||
auto& light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
if (_pointLightLocations.lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.0f, 0.0f, -1.0f);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
renderFullscreenQuad();
|
||||
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
batch.setModelTransform(model);
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
} else {
|
||||
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
|
||||
geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
|
||||
batch.setModelTransform(model);
|
||||
geometryCache->renderSphere(batch, expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
_pointLights.clear();
|
||||
|
||||
_pointLight.release();
|
||||
}
|
||||
|
||||
if (!_spotLights.empty()) {
|
||||
_spotLight.bind();
|
||||
_spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal);
|
||||
_spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale);
|
||||
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
_spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
batch.setPipeline(_spotLight);
|
||||
batch._glUniform1f(_spotLightLocations.nearLocation, nearVal);
|
||||
batch._glUniform1f(_spotLightLocations.depthScale, depthScale);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
// IN DEBUG: light->setShowContour(true);
|
||||
|
||||
if (_spotLightLocations.lightBufferUnit >= 0) {
|
||||
gpu::Batch batch;
|
||||
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
|
||||
glPushMatrix();
|
||||
batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
|
||||
|
||||
auto eyeLightPos = eyePoint - light->getPosition();
|
||||
auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
|
||||
|
||||
const float TANGENT_LENGTH_SCALE = 0.666f;
|
||||
glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f);
|
||||
|
||||
float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
|
||||
float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
|
||||
if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
|
||||
glLoadIdentity();
|
||||
glTranslatef(0.0f, 0.0f, -1.0f);
|
||||
// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
|
||||
// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
|
||||
if ((eyeHalfPlaneDistance > -nearRadius) && (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
|
||||
coneParam.w = 0.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
batch.setModelTransform(model);
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
renderFullscreenQuad();
|
||||
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
} else {
|
||||
glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z);
|
||||
glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
|
||||
glm::vec3 axis = glm::axis(spotRotation);
|
||||
glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z);
|
||||
glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f));
|
||||
geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()),
|
||||
expandedRadius, 32, 1);
|
||||
coneParam.w = 1.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(light->getPosition());
|
||||
model.postRotate(light->getOrientation());
|
||||
model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius));
|
||||
|
||||
batch.setModelTransform(model);
|
||||
auto mesh = getSpotLightMesh();
|
||||
|
||||
|
||||
batch.setIndexBuffer(mesh->getIndexBuffer());
|
||||
batch.setInputBuffer(0, mesh->getVertexBuffer());
|
||||
batch.setInputFormat(mesh->getVertexFormat());
|
||||
|
||||
auto& part = mesh->getPartBuffer().get<model::Mesh::Part>();
|
||||
|
||||
batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
_spotLights.clear();
|
||||
|
||||
_spotLight.release();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
|
||||
batch.setResourceTexture(0, nullptr);
|
||||
batch.setResourceTexture(1, nullptr);
|
||||
batch.setResourceTexture(2, nullptr);
|
||||
batch.setResourceTexture(3, nullptr);
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
|
||||
// End of the Lighting pass
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
||||
gpu::Batch batch;
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
QSize framebufferSize = textureCache->getFrameBufferSize();
|
||||
|
||||
auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();
|
||||
|
||||
//freeFBO->release();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
|
||||
batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
|
||||
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
// now transfer the lit region to the primary fbo
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glColorMask(true, true, true, false);
|
||||
|
||||
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
//primaryFBO->bind();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
int viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
const int VIEWPORT_X_INDEX = 0;
|
||||
|
@ -547,21 +568,19 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
|
||||
float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();
|
||||
|
||||
renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glColorMask(true, true, true, true);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
|
||||
|
||||
batch.setViewportTransform(glm::ivec4(viewport[0], viewport[1], viewport[2], viewport[3]));
|
||||
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
|
||||
|
@ -569,67 +588,62 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU
|
|||
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations) {
|
||||
program.addShaderFromSourceCode(QGLShader::Vertex, (limited ? deferred_light_limited_vert : deferred_light_vert));
|
||||
program.addShaderFromSourceCode(QGLShader::Fragment, fragSource);
|
||||
program.link();
|
||||
void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
|
||||
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
|
||||
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
|
||||
|
||||
program.bind();
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
program.setUniformValue("normalMap", 1);
|
||||
program.setUniformValue("specularMap", 2);
|
||||
program.setUniformValue("depthMap", 3);
|
||||
program.setUniformValue("shadowMap", 4);
|
||||
program.setUniformValue("skyboxMap", 5);
|
||||
locations.shadowDistances = program.uniformLocation("shadowDistances");
|
||||
locations.shadowScale = program.uniformLocation("shadowScale");
|
||||
locations.nearLocation = program.uniformLocation("near");
|
||||
locations.depthScale = program.uniformLocation("depthScale");
|
||||
locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset");
|
||||
locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale");
|
||||
locations.radius = program.uniformLocation("radius");
|
||||
locations.ambientSphere = program.uniformLocation("ambientSphere.L00");
|
||||
locations.invViewMat = program.uniformLocation("invViewMat");
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
||||
|
||||
GLint loc = -1;
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
const GLint LIGHT_GPU_SLOT = 3;
|
||||
loc = glGetUniformBlockIndex(program.programId(), "lightBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT);
|
||||
locations.lightBufferUnit = LIGHT_GPU_SLOT;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#else
|
||||
loc = program.uniformLocation("lightBuffer");
|
||||
if (loc >= 0) {
|
||||
locations.lightBufferUnit = loc;
|
||||
} else {
|
||||
locations.lightBufferUnit = -1;
|
||||
}
|
||||
#endif
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
locations.shadowDistances = program->getUniforms().findLocation("shadowDistances");
|
||||
locations.shadowScale = program->getUniforms().findLocation("shadowScale");
|
||||
locations.nearLocation = program->getUniforms().findLocation("near");
|
||||
locations.depthScale = program->getUniforms().findLocation("depthScale");
|
||||
locations.depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset");
|
||||
locations.depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale");
|
||||
locations.radius = program->getUniforms().findLocation("radius");
|
||||
locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
|
||||
locations.invViewMat = program->getUniforms().findLocation("invViewMat");
|
||||
locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
|
||||
locations.coneParam = program->getUniforms().findLocation("coneParam");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT);
|
||||
locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT;
|
||||
} else {
|
||||
locations.atmosphereBufferUnit = -1;
|
||||
}
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
|
||||
#else
|
||||
loc = program.uniformLocation("atmosphereBufferUnit");
|
||||
if (loc >= 0) {
|
||||
locations.atmosphereBufferUnit = loc;
|
||||
} else {
|
||||
locations.atmosphereBufferUnit = -1;
|
||||
}
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
|
||||
#endif
|
||||
|
||||
program.release();
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
if (lightVolume) {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
|
||||
// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
// TODO: We should bind the true depth buffer both as RT and texture for the depth test
|
||||
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
|
||||
state->setDepthClampEnable(true);
|
||||
|
||||
// additive blending
|
||||
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
}
|
||||
pipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setAmbientLightMode(int preset) {
|
||||
|
@ -654,3 +668,100 @@ void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const gl
|
|||
void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) {
|
||||
_skybox = skybox;
|
||||
}
|
||||
|
||||
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
||||
if (!_spotLightMesh) {
|
||||
_spotLightMesh.reset(new model::Mesh());
|
||||
|
||||
int slices = 32;
|
||||
int rings = 3;
|
||||
int vertices = 2 + rings * slices;
|
||||
int originVertex = vertices - 2;
|
||||
int capVertex = vertices - 1;
|
||||
int verticesSize = vertices * 3 * sizeof(float);
|
||||
int indices = 3 * slices * (1 + 1 + 2 * (rings -1));
|
||||
int ringFloatOffset = slices * 3;
|
||||
|
||||
|
||||
GLfloat* vertexData = new GLfloat[verticesSize];
|
||||
GLfloat* vertexRing0 = vertexData;
|
||||
GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
|
||||
for (int i = 0; i < slices; i++) {
|
||||
float theta = TWO_PI * i / slices;
|
||||
auto cosin = glm::vec2(cosf(theta), sinf(theta));
|
||||
|
||||
*(vertexRing0++) = cosin.x;
|
||||
*(vertexRing0++) = cosin.y;
|
||||
*(vertexRing0++) = 0.0f;
|
||||
|
||||
*(vertexRing1++) = cosin.x;
|
||||
*(vertexRing1++) = cosin.y;
|
||||
*(vertexRing1++) = 0.33f;
|
||||
|
||||
*(vertexRing2++) = cosin.x;
|
||||
*(vertexRing2++) = cosin.y;
|
||||
*(vertexRing2++) = 0.66f;
|
||||
}
|
||||
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = -1.0f;
|
||||
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 0.0f;
|
||||
*(vertexRing2++) = 1.0f;
|
||||
|
||||
_spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ));
|
||||
delete[] vertexData;
|
||||
|
||||
gpu::uint16* indexData = new gpu::uint16[indices];
|
||||
gpu::uint16* index = indexData;
|
||||
for (int i = 0; i < slices; i++) {
|
||||
*(index++) = originVertex;
|
||||
|
||||
int s0 = i;
|
||||
int s1 = ((i + 1) % slices);
|
||||
*(index++) = s0;
|
||||
*(index++) = s1;
|
||||
|
||||
int s2 = s0 + slices;
|
||||
int s3 = s1 + slices;
|
||||
*(index++) = s1;
|
||||
*(index++) = s0;
|
||||
*(index++) = s2;
|
||||
|
||||
*(index++) = s1;
|
||||
*(index++) = s2;
|
||||
*(index++) = s3;
|
||||
|
||||
int s4 = s2 + slices;
|
||||
int s5 = s3 + slices;
|
||||
*(index++) = s3;
|
||||
*(index++) = s2;
|
||||
*(index++) = s4;
|
||||
|
||||
*(index++) = s3;
|
||||
*(index++) = s4;
|
||||
*(index++) = s5;
|
||||
|
||||
|
||||
*(index++) = s5;
|
||||
*(index++) = s4;
|
||||
*(index++) = capVertex;
|
||||
}
|
||||
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
delete[] indexData;
|
||||
|
||||
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
|
||||
//DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
|
||||
|
||||
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
|
||||
|
||||
_spotLightMesh->makeBufferStream();
|
||||
}
|
||||
return _spotLightMesh;
|
||||
}
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
|
||||
#include "model/Light.h"
|
||||
#include "model/Stage.h"
|
||||
#include "model/Geometry.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class RenderArgs;
|
||||
|
@ -94,41 +95,49 @@ private:
|
|||
int lightBufferUnit;
|
||||
int atmosphereBufferUnit;
|
||||
int invViewMat;
|
||||
int texcoordMat;
|
||||
int coneParam;
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
|
||||
|
||||
model::MeshPointer _spotLightMesh;
|
||||
model::MeshPointer getSpotLightMesh();
|
||||
|
||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
|
||||
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
ProgramObject _directionalSkyboxLight;
|
||||
gpu::PipelinePointer _blitLightBuffer;
|
||||
|
||||
gpu::PipelinePointer _directionalSkyboxLight;
|
||||
LightLocations _directionalSkyboxLightLocations;
|
||||
ProgramObject _directionalSkyboxLightShadowMap;
|
||||
gpu::PipelinePointer _directionalSkyboxLightShadowMap;
|
||||
LightLocations _directionalSkyboxLightShadowMapLocations;
|
||||
ProgramObject _directionalSkyboxLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap;
|
||||
LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _directionalAmbientSphereLight;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLight;
|
||||
LightLocations _directionalAmbientSphereLightLocations;
|
||||
ProgramObject _directionalAmbientSphereLightShadowMap;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLightShadowMap;
|
||||
LightLocations _directionalAmbientSphereLightShadowMapLocations;
|
||||
ProgramObject _directionalAmbientSphereLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap;
|
||||
LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _directionalLight;
|
||||
gpu::PipelinePointer _directionalLight;
|
||||
LightLocations _directionalLightLocations;
|
||||
ProgramObject _directionalLightShadowMap;
|
||||
gpu::PipelinePointer _directionalLightShadowMap;
|
||||
LightLocations _directionalLightShadowMapLocations;
|
||||
ProgramObject _directionalLightCascadedShadowMap;
|
||||
gpu::PipelinePointer _directionalLightCascadedShadowMap;
|
||||
LightLocations _directionalLightCascadedShadowMapLocations;
|
||||
|
||||
ProgramObject _pointLight;
|
||||
gpu::PipelinePointer _pointLight;
|
||||
LightLocations _pointLightLocations;
|
||||
ProgramObject _spotLight;
|
||||
gpu::PipelinePointer _spotLight;
|
||||
LightLocations _spotLightLocations;
|
||||
|
||||
|
||||
class PointLight {
|
||||
public:
|
||||
glm::vec4 position;
|
||||
|
|
|
@ -279,14 +279,21 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in
|
|||
const int VERTICES_SLOT = 0;
|
||||
const int NORMALS_SLOT = 1;
|
||||
const int COLOR_SLOT = 2;
|
||||
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
static gpu::Stream::FormatPointer streamFormat;
|
||||
static gpu::Element positionElement, normalElement, colorElement;
|
||||
if (!streamFormat) {
|
||||
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
|
||||
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
|
||||
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
|
||||
}
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
|
||||
gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
|
||||
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
|
||||
gpu::BufferView verticesView(verticesBuffer, positionElement);
|
||||
gpu::BufferView normalsView(verticesBuffer, normalElement);
|
||||
gpu::BufferView colorView(colorBuffer, colorElement);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, verticesView);
|
||||
|
@ -401,7 +408,6 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks)
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
|
||||
gpu::Batch batch;
|
||||
renderGrid(batch, xDivisions, yDivisions, color);
|
||||
|
@ -900,14 +906,21 @@ void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::ve
|
|||
const int VERTICES_SLOT = 0;
|
||||
const int NORMALS_SLOT = 1;
|
||||
const int COLOR_SLOT = 2;
|
||||
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
|
||||
static gpu::Stream::FormatPointer streamFormat;
|
||||
static gpu::Element positionElement, normalElement, colorElement;
|
||||
if (!streamFormat) {
|
||||
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
|
||||
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
|
||||
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
|
||||
}
|
||||
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
|
||||
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, positionElement);
|
||||
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, normalElement);
|
||||
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
|
@ -987,12 +1000,18 @@ void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec
|
|||
|
||||
const int VERTICES_SLOT = 0;
|
||||
const int COLOR_SLOT = 1;
|
||||
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
|
||||
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
|
||||
static gpu::Stream::FormatPointer streamFormat;
|
||||
static gpu::Element positionElement, colorElement;
|
||||
if (!streamFormat) {
|
||||
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
|
||||
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
|
||||
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
|
||||
}
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, positionElement);
|
||||
gpu::BufferView colorView(colorBuffer, colorElement);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, verticesView);
|
||||
|
|
|
@ -301,6 +301,7 @@ private:
|
|||
};
|
||||
|
||||
QHash<IntPair, VerticesIndices> _coneVBOs;
|
||||
|
||||
int _nextID;
|
||||
|
||||
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;
|
||||
|
|
|
@ -2031,10 +2031,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
}
|
||||
static bool showDiffuse = true;
|
||||
if (showDiffuse && diffuseMap) {
|
||||
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
|
||||
batch.setResourceTexture(0, diffuseMap->getGPUTexture());
|
||||
|
||||
} else {
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
batch.setResourceTexture(0, textureCache->getWhiteTexture());
|
||||
}
|
||||
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
|
@ -2050,14 +2050,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setUniformTexture(1, !normalMap ?
|
||||
batch.setResourceTexture(1, !normalMap ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
|
||||
}
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
batch.setResourceTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
@ -2074,7 +2074,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
batch.setResourceTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
|
|
@ -40,8 +40,9 @@ void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderC
|
|||
}
|
||||
|
||||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
|
||||
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
|
||||
FetchItems(
|
||||
[] (const RenderContextPointer& context, int count) {
|
||||
|
@ -75,6 +76,12 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
|
||||
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
|
||||
_jobs.push_back(Job(new ResetGLState::JobModel()));
|
||||
|
||||
// Give ourselves 3 frmaes of timer queries
|
||||
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
|
||||
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
|
||||
_timerQueries.push_back(gpu::QueryPointer(new gpu::Query()));
|
||||
_currentTimerQueryIndex = 0;
|
||||
}
|
||||
|
||||
RenderDeferredTask::~RenderDeferredTask() {
|
||||
|
@ -101,6 +108,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
for (auto job : _jobs) {
|
||||
job.run(sceneContext, renderContext);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
|
||||
|
@ -235,7 +243,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
batch.setViewTransform(viewMat);
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setUniformTexture(0, args->_whiteTexture);
|
||||
batch.setResourceTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
|
|
|
@ -77,6 +77,9 @@ public:
|
|||
|
||||
virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
gpu::Queries _timerQueries;
|
||||
int _currentTimerQueryIndex = 0;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -343,7 +343,7 @@ void Font3D::setupGPU() {
|
|||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
state->setBlendFunction(false,
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
|
@ -423,7 +423,7 @@ void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str,
|
|||
|
||||
setupGPU();
|
||||
batch.setPipeline(_pipeline);
|
||||
batch.setUniformTexture(_fontLoc, _texture);
|
||||
batch.setResourceTexture(_fontLoc, _texture);
|
||||
batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
|
||||
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);
|
||||
|
||||
|
|
|
@ -12,9 +12,19 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = ftransform();
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
|
||||
dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
||||
|
|
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
|
@ -0,0 +1,47 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// deferred_light_spot.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 7/8/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
uniform vec4 coneParam;
|
||||
|
||||
void main(void) {
|
||||
vec4 coneVertex = gl_Vertex;
|
||||
if (coneParam.w != 0.0) {
|
||||
if(coneVertex.z >= 0.0) {
|
||||
// Evaluate the true position of the spot volume
|
||||
vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy
|
||||
+ vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f))
|
||||
+ float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0)
|
||||
+ vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f));
|
||||
|
||||
coneVertex.xy *= dir.y;
|
||||
coneVertex.z = -dir.x;
|
||||
} else {
|
||||
coneVertex.z = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
|
@ -18,7 +18,7 @@ uniform vec4 Color;
|
|||
varying vec4 interpolatedNormal;
|
||||
|
||||
const float gamma = 2.2;
|
||||
const float smoothing = 64.0;
|
||||
const float smoothing = 256.0;
|
||||
const float interiorCutoff = 0.8;
|
||||
const float outlineExpansion = 0.2;
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@ void main(void) {
|
|||
// Grab the fragment data from the uv
|
||||
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
|
||||
DeferredFragment frag = unpackDeferredFragment(texCoord);
|
||||
|
||||
|
||||
// Kill if in front of the light volume
|
||||
float depth = frag.depthVal;
|
||||
if (depth < gl_FragCoord.z) {
|
||||
|
|
|
@ -710,7 +710,13 @@ void ScriptEngine::run() {
|
|||
|
||||
// since we're in non-threaded mode, call process so that the packets are sent
|
||||
if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) {
|
||||
entityScriptingInterface->getEntityPacketSender()->process();
|
||||
// wait here till the edit packet sender is completely done sending
|
||||
while (entityScriptingInterface->getEntityPacketSender()->hasPacketsToSend()) {
|
||||
entityScriptingInterface->getEntityPacketSender()->process();
|
||||
QCoreApplication::processEvents();
|
||||
}
|
||||
} else {
|
||||
// FIXME - do we need to have a similar "wait here" loop for non-threaded packet senders?
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -44,10 +44,7 @@ public:
|
|||
|
||||
template <typename T>
|
||||
inline void readFlags(PropertyFlags<T>& result) {
|
||||
// FIXME doing heap allocation
|
||||
QByteArray encoded((const char*)(_data + _offset), remaining());
|
||||
result.decode(encoded);
|
||||
_offset += result.getEncodedLength();
|
||||
_offset += result.decode(_data + _offset, remaining());
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#include <QBitArray>
|
||||
#include <QByteArray>
|
||||
|
||||
#include "ByteCountCoding.h"
|
||||
#include <SharedUtil.h>
|
||||
|
||||
template<typename Enum>class PropertyFlags {
|
||||
|
@ -51,7 +52,8 @@ public:
|
|||
void setHasProperty(Enum flag, bool value = true);
|
||||
bool getHasProperty(Enum flag) const;
|
||||
QByteArray encode();
|
||||
void decode(const QByteArray& fromEncoded);
|
||||
size_t decode(const uint8_t* data, size_t length);
|
||||
size_t decode(const QByteArray& fromEncoded);
|
||||
|
||||
operator QByteArray() { return encode(); };
|
||||
|
||||
|
@ -193,51 +195,62 @@ template<typename Enum> inline QByteArray PropertyFlags<Enum>::encode() {
|
|||
return output;
|
||||
}
|
||||
|
||||
template<typename Enum> inline void PropertyFlags<Enum>::decode(const QByteArray& fromEncodedBytes) {
|
||||
|
||||
template<typename Enum>
|
||||
inline size_t PropertyFlags<Enum>::decode(const uint8_t* data, size_t size) {
|
||||
clear(); // we are cleared out!
|
||||
|
||||
// first convert the ByteArray into a BitArray...
|
||||
QBitArray encodedBits;
|
||||
int bitCount = BITS_PER_BYTE * fromEncodedBytes.count();
|
||||
encodedBits.resize(bitCount);
|
||||
|
||||
for(int byte = 0; byte < fromEncodedBytes.count(); byte++) {
|
||||
char originalByte = fromEncodedBytes.at(byte);
|
||||
for(int bit = 0; bit < BITS_PER_BYTE; bit++) {
|
||||
int shiftBy = BITS_PER_BYTE - (bit + 1);
|
||||
char maskBit = ( 1 << shiftBy);
|
||||
bool bitValue = originalByte & maskBit;
|
||||
encodedBits.setBit(byte * BITS_PER_BYTE + bit, bitValue);
|
||||
size_t bytesConsumed = 0;
|
||||
int bitCount = BITS_IN_BYTE * size;
|
||||
|
||||
int encodedByteCount = 1; // there is at least 1 byte (after the leadBits)
|
||||
int leadBits = 1; // there is always at least 1 lead bit
|
||||
bool inLeadBits = true;
|
||||
int bitAt = 0;
|
||||
int expectedBitCount; // unknown at this point
|
||||
int lastValueBit;
|
||||
for (int byte = 0; byte < size; byte++) {
|
||||
char originalByte = data[byte];
|
||||
bytesConsumed++;
|
||||
unsigned char maskBit = 0x80; // LEFT MOST BIT set
|
||||
for (int bit = 0; bit < BITS_IN_BYTE; bit++) {
|
||||
bool bitIsSet = originalByte & maskBit;
|
||||
// Processing of the lead bits
|
||||
if (inLeadBits) {
|
||||
if (bitIsSet) {
|
||||
encodedByteCount++;
|
||||
leadBits++;
|
||||
} else {
|
||||
inLeadBits = false; // once we hit our first 0, we know we're out of the lead bits
|
||||
expectedBitCount = (encodedByteCount * BITS_IN_BYTE) - leadBits;
|
||||
lastValueBit = expectedBitCount + bitAt;
|
||||
|
||||
// check to see if the remainder of our buffer is sufficient
|
||||
if (expectedBitCount > (bitCount - leadBits)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (bitAt > lastValueBit) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (bitIsSet) {
|
||||
setHasProperty(static_cast<Enum>(bitAt - leadBits), true);
|
||||
}
|
||||
}
|
||||
bitAt++;
|
||||
maskBit >>= 1;
|
||||
}
|
||||
}
|
||||
|
||||
// next, read the leading bits to determine the correct number of bytes to decode (may not match the QByteArray)
|
||||
int encodedByteCount = 0;
|
||||
int leadBits = 1;
|
||||
int bitAt;
|
||||
for (bitAt = 0; bitAt < bitCount; bitAt++) {
|
||||
if (encodedBits.at(bitAt)) {
|
||||
encodedByteCount++;
|
||||
leadBits++;
|
||||
} else {
|
||||
if (!inLeadBits && bitAt > lastValueBit) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
encodedByteCount++; // always at least one byte
|
||||
_encodedLength = encodedByteCount;
|
||||
_encodedLength = bytesConsumed;
|
||||
return bytesConsumed;
|
||||
}
|
||||
|
||||
int expectedBitCount = encodedByteCount * BITS_PER_BYTE;
|
||||
|
||||
// Now, keep reading...
|
||||
if (expectedBitCount <= (encodedBits.size() - leadBits)) {
|
||||
int flagsStartAt = bitAt + 1;
|
||||
for (bitAt = flagsStartAt; bitAt < expectedBitCount; bitAt++) {
|
||||
if (encodedBits.at(bitAt)) {
|
||||
setHasProperty((Enum)(bitAt - flagsStartAt));
|
||||
}
|
||||
}
|
||||
}
|
||||
template<typename Enum> inline size_t PropertyFlags<Enum>::decode(const QByteArray& fromEncodedBytes) {
|
||||
return decode(reinterpret_cast<const uint8_t*>(fromEncodedBytes.data()), fromEncodedBytes.size());
|
||||
}
|
||||
|
||||
template<typename Enum> inline void PropertyFlags<Enum>::debugDumpBits() {
|
||||
|
|
12
tests/entities/CMakeLists.txt
Normal file
12
tests/entities/CMakeLists.txt
Normal file
|
@ -0,0 +1,12 @@
|
|||
|
||||
set(TARGET_NAME "entities-test")
|
||||
|
||||
# This is not a testcase -- just set it up as a regular hifi project
|
||||
setup_hifi_project(Network Script)
|
||||
|
||||
set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/")
|
||||
|
||||
# link in the shared libraries
|
||||
link_hifi_libraries(entities avatars shared octree gpu model fbx networking animation environment)
|
||||
|
||||
copy_dlls_beside_windows_executable()
|
BIN
tests/entities/packet.bin
Normal file
BIN
tests/entities/packet.bin
Normal file
Binary file not shown.
165
tests/entities/src/main.cpp
Normal file
165
tests/entities/src/main.cpp
Normal file
|
@ -0,0 +1,165 @@
|
|||
//
|
||||
// main.cpp
|
||||
// tests/render-utils/src
|
||||
//
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <QCoreApplication>
|
||||
#include <QFile>
|
||||
#include <QTimer>
|
||||
#include <QElapsedTimer>
|
||||
#include <QLoggingCategory>
|
||||
#include <QDir>
|
||||
#include <ByteCountCoding.h>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <BoxEntityItem.h>
|
||||
#include <Octree.h>
|
||||
|
||||
const QString& getTestResourceDir() {
|
||||
static QString dir;
|
||||
if (dir.isEmpty()) {
|
||||
QDir path(__FILE__);
|
||||
path.cdUp();
|
||||
dir = path.cleanPath(path.absoluteFilePath("../")) + "/";
|
||||
qDebug() << "Qml Test Path: " << dir;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
class StopWatch {
|
||||
public:
|
||||
void start() {
|
||||
Q_ASSERT(_start == 0);
|
||||
_start = usecTimestampNow();
|
||||
}
|
||||
|
||||
void stop() {
|
||||
Q_ASSERT(_start != 0);
|
||||
_last = usecTimestampNow() - _start;
|
||||
_start = 0;
|
||||
_total += _last;
|
||||
_count++;
|
||||
}
|
||||
|
||||
quint64 getLast() {
|
||||
return _last;
|
||||
}
|
||||
|
||||
quint64 getTotal() {
|
||||
return _total;
|
||||
}
|
||||
|
||||
float getAverage() {
|
||||
return (float)_total / (float)_count;
|
||||
}
|
||||
|
||||
void reset() {
|
||||
_last = _start = _total = _count = 0;
|
||||
}
|
||||
|
||||
private:
|
||||
size_t _count{ 0 };
|
||||
quint64 _total{ 0 };
|
||||
quint64 _start{ 0 };
|
||||
quint64 _last{ 0 };
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
void testByteCountCodedStable(const T& value) {
|
||||
ByteCountCoded<T> coder((T)value);
|
||||
auto encoded = coder.encode();
|
||||
auto originalEncodedSize = encoded.size();
|
||||
for (int i = 0; i < 10; ++i) {
|
||||
encoded.append(qrand());
|
||||
}
|
||||
ByteCountCoded<T> decoder;
|
||||
decoder.decode(encoded);
|
||||
Q_ASSERT(decoder.data == coder.data);
|
||||
auto consumed = decoder.decode(encoded.data(), encoded.size());
|
||||
Q_ASSERT(consumed == originalEncodedSize);
|
||||
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void testByteCountCoded() {
|
||||
testByteCountCodedStable<T>(0);
|
||||
testByteCountCodedStable<T>(1);
|
||||
testByteCountCodedStable<T>(1 << 16);
|
||||
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 16);
|
||||
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 8);
|
||||
testByteCountCodedStable<T>(std::numeric_limits<T>::max() >> 1);
|
||||
testByteCountCodedStable<T>(std::numeric_limits<T>::max());
|
||||
}
|
||||
|
||||
void testPropertyFlags(uint32_t value) {
|
||||
EntityPropertyFlags original;
|
||||
original.clear();
|
||||
auto enumSize = sizeof(EntityPropertyList);
|
||||
for (size_t i = 0; i < sizeof(EntityPropertyList) * 8; ++i) {
|
||||
original.setHasProperty((EntityPropertyList)i);
|
||||
}
|
||||
QByteArray encoded = original.encode();
|
||||
auto originalSize = encoded.size();
|
||||
for (size_t i = 0; i < sizeof(EntityPropertyList); ++i) {
|
||||
encoded.append(qrand());
|
||||
}
|
||||
|
||||
EntityPropertyFlags decodeOld, decodeNew;
|
||||
{
|
||||
decodeOld.decode(encoded);
|
||||
Q_ASSERT(decodeOld == original);
|
||||
}
|
||||
|
||||
{
|
||||
auto decodeSize = decodeNew.decode((const uint8_t*)encoded.data(), encoded.size());
|
||||
Q_ASSERT(originalSize == decodeSize);
|
||||
Q_ASSERT(decodeNew == original);
|
||||
}
|
||||
}
|
||||
|
||||
void testPropertyFlags() {
|
||||
testPropertyFlags(0);
|
||||
testPropertyFlags(1);
|
||||
testPropertyFlags(1 << 16);
|
||||
testPropertyFlags(0xFFFF);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
QCoreApplication app(argc, argv);
|
||||
{
|
||||
auto start = usecTimestampNow();
|
||||
for (int i = 0; i < 1000; ++i) {
|
||||
testPropertyFlags();
|
||||
testByteCountCoded<quint8>();
|
||||
testByteCountCoded<quint16>();
|
||||
testByteCountCoded<quint32>();
|
||||
testByteCountCoded<quint64>();
|
||||
}
|
||||
auto duration = usecTimestampNow() - start;
|
||||
qDebug() << duration;
|
||||
|
||||
}
|
||||
DependencyManager::set<NodeList>(NodeType::Unassigned);
|
||||
|
||||
QFile file(getTestResourceDir() + "packet.bin");
|
||||
if (!file.open(QIODevice::ReadOnly)) return -1;
|
||||
QByteArray packet = file.readAll();
|
||||
EntityItemPointer item = BoxEntityItem::factory(EntityItemID(), EntityItemProperties());
|
||||
ReadBitstreamToTreeParams params;
|
||||
params.bitstreamVersion = 33;
|
||||
|
||||
auto start = usecTimestampNow();
|
||||
for (int i = 0; i < 1000; ++i) {
|
||||
item->readEntityDataFromBuffer(reinterpret_cast<const unsigned char*>(packet.constData()), packet.size(), params);
|
||||
}
|
||||
float duration = (usecTimestampNow() - start);
|
||||
qDebug() << (duration / 1000.0f);
|
||||
return 0;
|
||||
}
|
||||
|
||||
#include "main.moc"
|
84
tests/shared/src/TransformTests.cpp
Normal file
84
tests/shared/src/TransformTests.cpp
Normal file
|
@ -0,0 +1,84 @@
|
|||
//
|
||||
// TransformTests.cpp
|
||||
// tests/shared/src
|
||||
//
|
||||
// Copyright 2013-2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <Transform.h>
|
||||
|
||||
#include "TransformTests.h"
|
||||
#include "SharedLogging.h"
|
||||
|
||||
using namespace glm;
|
||||
|
||||
const vec3 xAxis(1.0f, 0.0f, 0.0f);
|
||||
const vec3 yAxis(0.0f, 1.0f, 0.0f);
|
||||
const vec3 zAxis(0.0f, 0.0f, 1.0f);
|
||||
const quat rot90 = angleAxis((float)M_PI / 2.0f, yAxis);
|
||||
|
||||
QTEST_MAIN(TransformTests)
|
||||
|
||||
const float EPSILON = 0.001f;
|
||||
|
||||
void TransformTests::getMatrix() {
|
||||
|
||||
const vec3 t(0.0f, 0.0f, 10.0f);
|
||||
|
||||
// create a matrix that is composed of a PI/2 rotation followed by a small z translation
|
||||
const mat4 m(vec4(rot90 * xAxis, 0.0f),
|
||||
vec4(rot90 * yAxis, 0.0f),
|
||||
vec4(rot90 * zAxis, 0.0f),
|
||||
vec4(vec4(t, 1.0f)));
|
||||
|
||||
// postScale by a mirror about the x axis.
|
||||
const mat4 mirrorX(vec4(-1.0f, 0.0f, 0.0f, 0.0f),
|
||||
vec4( 0.0f, 1.0f, 0.0f, 0.0f),
|
||||
vec4( 0.0f, 0.0f, 1.0f, 0.0f),
|
||||
vec4( 0.0f, 0.0f, 0.0f, 1.0f));
|
||||
const mat4 result_a = m * mirrorX;
|
||||
|
||||
Transform xform;
|
||||
xform.setRotation(rot90);
|
||||
xform.setTranslation(t);
|
||||
xform.postScale(vec3(-1.0f, 1.0f, 1.0f));
|
||||
mat4 result_b;
|
||||
xform.getMatrix(result_b);
|
||||
|
||||
QCOMPARE_WITH_ABS_ERROR(result_a, result_b, EPSILON);
|
||||
}
|
||||
|
||||
void TransformTests::getInverseMatrix() {
|
||||
|
||||
const vec3 t(0.0f, 0.0f, 10.0f);
|
||||
|
||||
// create a matrix that is composed of a PI/2 rotation followed by a small z translation
|
||||
const mat4 m(vec4(rot90 * xAxis, 0.0f),
|
||||
vec4(rot90 * yAxis, 0.0f),
|
||||
vec4(rot90 * zAxis, 0.0f),
|
||||
vec4(vec4(t, 1.0f)));
|
||||
|
||||
// mirror about the x axis.
|
||||
const mat4 mirrorX(vec4(-1.0f, 0.0f, 0.0f, 0.0f),
|
||||
vec4( 0.0f, 1.0f, 0.0f, 0.0f),
|
||||
vec4( 0.0f, 0.0f, 1.0f, 0.0f),
|
||||
vec4( 0.0f, 0.0f, 0.0f, 1.0f));
|
||||
const mat4 result_a = inverse(m * mirrorX);
|
||||
|
||||
Transform xform;
|
||||
xform.setTranslation(t);
|
||||
xform.setRotation(rot90);
|
||||
|
||||
//
|
||||
// change postScale to preScale and the test will pass...
|
||||
//
|
||||
|
||||
xform.postScale(vec3(-1.0f, 1.0f, 1.0f));
|
||||
mat4 result_b;
|
||||
xform.getInverseMatrix(result_b);
|
||||
|
||||
QCOMPARE_WITH_ABS_ERROR(result_a, result_b, EPSILON);
|
||||
}
|
52
tests/shared/src/TransformTests.h
Normal file
52
tests/shared/src/TransformTests.h
Normal file
|
@ -0,0 +1,52 @@
|
|||
//
|
||||
// TransformTests.h
|
||||
// tests/shared/src
|
||||
//
|
||||
// Copyright 2013-2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_TransformTests_h
|
||||
#define hifi_TransformTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <glm/glm.hpp>
|
||||
#include <algorithm>
|
||||
|
||||
inline float getErrorDifference(const glm::mat4& a, const glm::mat4& b) {
|
||||
float maxDiff = 0;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
for (int j = 0; j < 4; ++j) {
|
||||
float diff = fabs(a[i][j] - b[i][j]);
|
||||
maxDiff = std::max(diff, maxDiff);
|
||||
}
|
||||
}
|
||||
return maxDiff;
|
||||
}
|
||||
|
||||
inline QTextStream& operator<< (QTextStream& stream, const glm::mat4& matrix) {
|
||||
stream << "[\n\t\t";
|
||||
stream.setFieldWidth(15);
|
||||
for (int r = 0; r < 4; ++r) {
|
||||
for (int c = 0; c < 4; ++c) {
|
||||
stream << matrix[c][r];
|
||||
}
|
||||
stream << "\n\t\t";
|
||||
}
|
||||
stream.setFieldWidth(0);
|
||||
stream << "]\n\t"; // hacky as hell, but this should work...
|
||||
return stream;
|
||||
}
|
||||
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
class TransformTests : public QObject {
|
||||
Q_OBJECT
|
||||
private slots:
|
||||
void getMatrix();
|
||||
void getInverseMatrix();
|
||||
};
|
||||
|
||||
#endif // hifi_TransformTests_h
|
Loading…
Reference in a new issue