mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 01:24:03 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into HMDMode
This commit is contained in:
commit
333f323856
38 changed files with 1558 additions and 302 deletions
|
@ -96,6 +96,7 @@ function printVector(string, vector) {
|
|||
|
||||
function shootBullet(position, velocity) {
|
||||
var BULLET_SIZE = 0.01;
|
||||
var BULLET_LIFETIME = 20.0;
|
||||
var BULLET_GRAVITY = -0.02;
|
||||
Entities.addEntity(
|
||||
{ type: "Sphere",
|
||||
|
@ -103,6 +104,7 @@ function shootBullet(position, velocity) {
|
|||
dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
|
||||
color: { red: 10, green: 10, blue: 10 },
|
||||
velocity: velocity,
|
||||
lifetime: BULLET_LIFETIME,
|
||||
gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
|
||||
damping: 0 });
|
||||
|
||||
|
@ -118,6 +120,7 @@ function shootBullet(position, velocity) {
|
|||
function shootTarget() {
|
||||
var TARGET_SIZE = 0.25;
|
||||
var TARGET_GRAVITY = -0.6;
|
||||
var TARGET_LIFETIME = 300.0;
|
||||
var TARGET_UP_VELOCITY = 3.0;
|
||||
var TARGET_FWD_VELOCITY = 5.0;
|
||||
var DISTANCE_TO_LAUNCH_FROM = 3.0;
|
||||
|
@ -140,7 +143,7 @@ function shootTarget() {
|
|||
color: { red: 0, green: 200, blue: 200 },
|
||||
velocity: velocity,
|
||||
gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
|
||||
lifetime: 1000.0,
|
||||
lifetime: TARGET_LIFETIME,
|
||||
damping: 0.99 });
|
||||
|
||||
// Record start time
|
||||
|
|
|
@ -205,7 +205,7 @@ SelectionDisplay = (function () {
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|||
|
||||
var MINIMUM_DIMENSION = 0.001;
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||||
|
||||
var GRABBER_DISTANCE_TO_SIZE_RATIO = 0.015;
|
||||
var GRABBER_DISTANCE_TO_SIZE_RATIO = 0.0075;
|
||||
|
||||
var spaceMode = SPACE_LOCAL;
|
||||
var mode = "UNKNOWN";
|
||||
|
@ -260,6 +260,7 @@ SelectionDisplay = (function () {
|
|||
var grabberColorFace = { red: 120, green: 120, blue: 120 };
|
||||
var grabberLineWidth = 0.5;
|
||||
var grabberSolid = true;
|
||||
var grabberMoveUpPosition = { x: 0, y: 0, z: 0 };
|
||||
|
||||
var grabberPropertiesCorner = {
|
||||
position: { x:0, y: 0, z: 0},
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||||
|
@ -1093,7 +1094,8 @@ SelectionDisplay = (function () {
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|||
Overlays.editOverlay(grabberEdgeFL, { visible: stretchHandlesVisible, rotation: rotation, position: EdgeFL });
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||||
|
||||
var grabberMoveUpOffset = 0.1;
|
||||
Overlays.editOverlay(grabberMoveUp, { visible: activeTool == null || mode == "TRANSLATE_UP_DOWN", position: { x: position.x, y: position.y + worldTop + grabberMoveUpOffset, z: position.z } });
|
||||
grabberMoveUpPosition = { x: position.x, y: position.y + worldTop + grabberMoveUpOffset, z: position.z }
|
||||
Overlays.editOverlay(grabberMoveUp, { visible: activeTool == null || mode == "TRANSLATE_UP_DOWN" });
|
||||
};
|
||||
|
||||
that.setOverlaysVisible = function(isVisible) {
|
||||
|
@ -2297,8 +2299,10 @@ SelectionDisplay = (function () {
|
|||
Overlays.editOverlay(rollHandle, {
|
||||
scale: handleSize,
|
||||
});
|
||||
var pos = Vec3.sum(grabberMoveUpPosition, { x: 0, y: Vec3.length(diff) * GRABBER_DISTANCE_TO_SIZE_RATIO * 3, z: 0 });
|
||||
Overlays.editOverlay(grabberMoveUp, {
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||||
scale: handleSize,
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||||
position: pos,
|
||||
scale: handleSize / 2,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
377
examples/notifications.js
Normal file
377
examples/notifications.js
Normal file
|
@ -0,0 +1,377 @@
|
|||
//
|
||||
// notifications.js
|
||||
// Created by Adrian
|
||||
//
|
||||
// Adrian McCarlie 8-10-14
|
||||
// This script demonstrates on-screen overlay type notifications.
|
||||
// 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
|
||||
|
||||
// This script demonstrates notifications created via a number of ways, such as:
|
||||
// Simple key press alerts, which only depend on a key being pressed,
|
||||
// dummy examples of this are "q", "w", "e", "r", and "SPACEBAR".
|
||||
// actual working examples are "a" for left turn, "d" for right turn and Ctrl/s for snapshot.
|
||||
|
||||
// System generated alerts such as users joining and leaving and chat messages which mention this user.
|
||||
// System generated alerts which originate with a user interface event such as Window Resize, and Mic Mute/Unmute.
|
||||
// Mic Mute/Unmute may appear to be a key press alert, but it actually gets the call from the system as mic is muted and unmuted,
|
||||
// so the mic mute/unmute will also trigger the notification by clicking the Mic Mute button at the top of the screen.
|
||||
|
||||
|
||||
// To add a new System notification type:
|
||||
//
|
||||
// 1. Set the Event Connector at the bottom of the script.
|
||||
// example:
|
||||
// GlobalServices.incomingMessage.connect(onIncomingMessage);
|
||||
//
|
||||
// 2. Create a new function to produce a text string, do not include new line returns.
|
||||
// example:
|
||||
// function onIncomingMessage(user, message) {
|
||||
// //do stuff here;
|
||||
// var text = "This is a notification";
|
||||
// wordWrap(text);
|
||||
// }
|
||||
//
|
||||
// This new function must call wordWrap(text) if the length of message is longer than 42 chars or unknown.
|
||||
// wordWrap() will format the text to fit the notifications overlay and send it to createNotification(text).
|
||||
// If the message is 42 chars or less you should bypass wordWrap() and call createNotification() directly.
|
||||
|
||||
|
||||
// To add a keypress driven notification:
|
||||
//
|
||||
// 1. Add a key to the keyPressEvent(key).
|
||||
// 2. Declare a text string.
|
||||
// 3. Call createNotifications(text) parsing the text.
|
||||
// example:
|
||||
// if (key.text == "a") {
|
||||
// var noteString = "Turning to the Left";
|
||||
// createNotification(noteString);
|
||||
// }
|
||||
|
||||
|
||||
var width = 340.0; //width of notification overlay
|
||||
var height = 40.0; // height of a single line notification overlay
|
||||
var windowDimensions = Controller.getViewportDimensions(); // get the size of the interface window
|
||||
var overlayLocationX = (windowDimensions.x - (width + 60.0));// positions window 60px from the right of the interface window
|
||||
var buttonLocationX = overlayLocationX + (width - 28.0);
|
||||
var locationY = 20.0; // position down from top of interface window
|
||||
var topMargin = 13.0;
|
||||
var leftMargin = 10.0;
|
||||
var textColor = { red: 228, green: 228, blue: 228}; // text color
|
||||
var backColor = { red: 38, green: 38, blue: 38}; // background color
|
||||
var backgroundAlpha = 0;
|
||||
var fontSize = 12.0;
|
||||
var persistTime = 10.0; // time in seconds before notification fades
|
||||
var clickedText = false;
|
||||
var frame = 0;
|
||||
var ourWidth = Window.innerWidth;
|
||||
var ourHeight = Window.innerHeight;
|
||||
var text = "placeholder";
|
||||
var last_users = GlobalServices.onlineUsers;
|
||||
var users = [];
|
||||
var ctrlIsPressed = false;
|
||||
var ready = true;
|
||||
|
||||
// When our script shuts down, we should clean up all of our overlays
|
||||
function scriptEnding() {
|
||||
for (i = 0; i < notifications.length; i++) {
|
||||
Overlays.deleteOverlay(notifications[i]);
|
||||
Overlays.deleteOverlay(buttons[i]);
|
||||
}
|
||||
}
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
|
||||
var notifications = [];
|
||||
var buttons = [];
|
||||
var times = [];
|
||||
var heights = [];
|
||||
var myAlpha = [];
|
||||
var arrays = [];
|
||||
|
||||
// This function creates and sizes the overlays
|
||||
function createNotification(text) {
|
||||
var count = (text.match(/\n/g) || []).length;
|
||||
var breakPoint = 43.0; // length when new line is added
|
||||
var extraLine = 0;
|
||||
var breaks = 0;
|
||||
var height = 40.0;
|
||||
var stack = 0;
|
||||
if (text.length >= breakPoint) {
|
||||
breaks = count;
|
||||
}
|
||||
var extraLine = breaks * 16.0;
|
||||
for (i = 0; i < heights.length; i++) {
|
||||
stack = stack + heights[i];
|
||||
}
|
||||
var level = (stack + 20.0);
|
||||
height = height + extraLine;
|
||||
var overlayProperties = {
|
||||
x: overlayLocationX,
|
||||
y: level,
|
||||
width: width,
|
||||
height: height,
|
||||
color: textColor,
|
||||
backgroundColor: backColor,
|
||||
alpha: backgroundAlpha,
|
||||
topMargin: topMargin,
|
||||
leftMargin: leftMargin,
|
||||
font: {size: fontSize},
|
||||
text: text,
|
||||
};
|
||||
var bLevel = level + 12.0;
|
||||
var buttonProperties = {
|
||||
x: buttonLocationX,
|
||||
y: bLevel,
|
||||
width: 15.0,
|
||||
height: 15.0,
|
||||
subImage: { x: 0, y: 0, width: 10, height: 10 },
|
||||
imageURL: "http://hifi-public.s3.amazonaws.com/images/close-small-light.svg",
|
||||
color: { red: 255, green: 255, blue: 255},
|
||||
visible: true,
|
||||
alpha: backgroundAlpha,
|
||||
};
|
||||
|
||||
Notify(overlayProperties, buttonProperties, height);
|
||||
|
||||
}
|
||||
|
||||
// Pushes data to each array and sets up data for 2nd dimension array
|
||||
// to handle auxiliary data not carried by the overlay class
|
||||
// specifically notification "heights", "times" of creation, and .
|
||||
function Notify(notice, button, height){
|
||||
|
||||
notifications.push((Overlays.addOverlay("text", notice)));
|
||||
buttons.push((Overlays.addOverlay("image",button)));
|
||||
times.push(new Date().getTime() / 1000);
|
||||
height = height + 1.0;
|
||||
heights.push(height);
|
||||
myAlpha.push(0);
|
||||
var last = notifications.length - 1;
|
||||
createArrays(notifications[last], buttons[last], times[last], heights[last], myAlpha[last]);
|
||||
fadeIn(notifications[last], buttons[last])
|
||||
}
|
||||
|
||||
function fadeIn(noticeIn, buttonIn) {
|
||||
var myLength = arrays.length;
|
||||
var q = 0;
|
||||
var pauseTimer = null;
|
||||
pauseTimer = Script.setInterval(function() {
|
||||
q++;
|
||||
qFade = q / 10.0;
|
||||
Overlays.editOverlay(noticeIn, {alpha: qFade});
|
||||
Overlays.editOverlay(buttonIn, {alpha: qFade});
|
||||
if (q >= 9.0) {
|
||||
Script.clearInterval(pauseTimer);
|
||||
}
|
||||
}, 10);
|
||||
}
|
||||
|
||||
|
||||
// push data from above to the 2 dimensional array
|
||||
function createArrays(notice, button, createTime, height, myAlpha) {
|
||||
arrays.push([notice, button, createTime, height, myAlpha]);
|
||||
}
|
||||
// handles mouse clicks on buttons
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y}); //identify which overlay was clicked
|
||||
for (i = 0; i < buttons.length; i++) { //if user clicked a button
|
||||
if(clickedOverlay == buttons[i]) {
|
||||
Overlays.deleteOverlay(notifications[i]);
|
||||
Overlays.deleteOverlay(buttons[i]);
|
||||
notifications.splice(i, 1);
|
||||
buttons.splice(i, 1);
|
||||
times.splice(i, 1);
|
||||
heights.splice(i, 1);
|
||||
myAlpha.splice(i, 1);
|
||||
arrays.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Control key remains active only while key is held down
|
||||
function keyReleaseEvent(key) {
|
||||
if (key.key == 16777249) {
|
||||
ctrlIsPressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Triggers notification on specific key driven events
|
||||
function keyPressEvent(key) {
|
||||
if (key.key == 16777249) {
|
||||
ctrlIsPressed = true;
|
||||
}
|
||||
if (key.text == "a") {
|
||||
var noteString = "Turning to the Left";
|
||||
createNotification(noteString);
|
||||
}
|
||||
if (key.text == "d") {
|
||||
var noteString = "Turning to the Right";
|
||||
createNotification(noteString);
|
||||
}
|
||||
if (key.text == "s") {
|
||||
if (ctrlIsPressed == true){
|
||||
var noteString = "You have taken a snapshot";
|
||||
createNotification(noteString);
|
||||
}
|
||||
}
|
||||
if (key.text == "q") {
|
||||
var noteString = "Enable Scripted Motor control is now on.";
|
||||
wordWrap(noteString);
|
||||
}
|
||||
if (key.text == "w") {
|
||||
var noteString = "This notification spans 2 lines. The overlay will resize to fit new lines.";
|
||||
var noteString = "editVoxels.js stopped, editModels.js stopped, selectAudioDevice.js stopped.";
|
||||
wordWrap(noteString);
|
||||
}
|
||||
if (key.text == "e") {
|
||||
var noteString = "This is an example of a multiple line notification. This notification will span 3 lines."
|
||||
wordWrap(noteString);
|
||||
}
|
||||
if (key.text == "r") {
|
||||
var noteString = "This is a very long line of text that we are going to use in this example to divide it into rows of maximum 43 chars and see how many lines we use.";
|
||||
wordWrap(noteString);
|
||||
}
|
||||
if (key.text == "SPACE") {
|
||||
var noteString = "You have pressed the Spacebar, This is an example of a multiple line notification. Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam.";
|
||||
wordWrap(noteString);
|
||||
}
|
||||
}
|
||||
|
||||
// formats string to add newline every 43 chars
|
||||
function wordWrap(str) {
|
||||
var result = stringDivider(str, 43.0, "\n");
|
||||
createNotification(result);
|
||||
}
|
||||
// wraps whole word to newline
|
||||
function stringDivider(str, slotWidth, spaceReplacer) {
|
||||
if (str.length > slotWidth) {
|
||||
var p = slotWidth;
|
||||
for (; p > 0 && str[p] != ' '; p--) {
|
||||
}
|
||||
if (p > 0) {
|
||||
var left = str.substring(0, p);
|
||||
var right = str.substring(p + 1);
|
||||
return left + spaceReplacer + stringDivider(right, slotWidth, spaceReplacer);
|
||||
}
|
||||
}
|
||||
return str;
|
||||
}
|
||||
|
||||
// This fires a notification on window resize
|
||||
function checkSize(){
|
||||
if((Window.innerWidth != ourWidth)||(Window.innerHeight != ourHeight)) {
|
||||
var windowResize = "Window has been resized";
|
||||
ourWidth = Window.innerWidth;
|
||||
ourHeight = Window.innerHeight;
|
||||
windowDimensions = Controller.getViewportDimensions();
|
||||
overlayLocationX = (windowDimensions.x - (width + 60.0));
|
||||
buttonLocationX = overlayLocationX + (width - 35.0);
|
||||
createNotification(windowResize)
|
||||
}
|
||||
}
|
||||
|
||||
// Triggers notification if a user logs on or off
|
||||
function onOnlineUsersChanged(users) {
|
||||
var joiners = [];
|
||||
var leavers = [];
|
||||
for (user in users) {
|
||||
if (last_users.indexOf(users[user]) == -1.0) {
|
||||
joiners.push(users[user]);
|
||||
createNotification(users[user] + " Has joined");
|
||||
}
|
||||
}
|
||||
for (user in last_users) {
|
||||
if (users.indexOf(last_users[user]) == -1.0) {
|
||||
leavers.push(last_users[user]);
|
||||
createNotification(last_users[user] + " Has left");
|
||||
}
|
||||
}
|
||||
last_users = users;
|
||||
}
|
||||
|
||||
// Triggers notification if @MyUserName is mentioned in chat and returns the message to the notification.
|
||||
function onIncomingMessage(user, message) {
|
||||
var myMessage = message;
|
||||
var alertMe = "@" + GlobalServices.myUsername;
|
||||
var thisAlert = user + ": " + myMessage;
|
||||
if (myMessage.indexOf(alertMe) > -1.0) {
|
||||
wordWrap(thisAlert);
|
||||
}
|
||||
}
|
||||
// Triggers mic mute notification
|
||||
function onMuteStateChanged() {
|
||||
var muteState = AudioDevice.getMuted() ? "Muted" : "Unmuted";
|
||||
var muteString = "Microphone is set to " + muteState;
|
||||
createNotification(muteString);
|
||||
}
|
||||
|
||||
function update(){
|
||||
frame++;
|
||||
if ((frame % 60.0) == 0) { // only update once a second
|
||||
checkSize(); // checks for size change to trigger windowResize notification
|
||||
locationY = 20.0;
|
||||
for (var i = 0; i < arrays.length; i++) { //repositions overlays as others fade
|
||||
var nextOverlay = Overlays.getOverlayAtPoint({x: overlayLocationX, y: locationY});
|
||||
Overlays.editOverlay(notifications[i], { x:overlayLocationX, y:locationY});
|
||||
Overlays.editOverlay(buttons[i], { x:buttonLocationX, y:locationY + 12.0});
|
||||
locationY = locationY + arrays[i][3];
|
||||
}
|
||||
}
|
||||
|
||||
// This checks the age of the notification and prepares to fade it after 9.0 seconds (var persistTime - 1)
|
||||
for (var i = 0; i < arrays.length; i++) {
|
||||
if (ready){
|
||||
var j = arrays[i][2];
|
||||
var k = j + persistTime;
|
||||
if (k < (new Date().getTime() / 1000)) {
|
||||
ready = false;
|
||||
noticeOut = arrays[i][0];
|
||||
buttonOut = arrays[i][1];
|
||||
var arraysOut = i;
|
||||
fadeOut(noticeOut, buttonOut, arraysOut);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// this fades the notification ready for dismissal, and removes it from the arrays
|
||||
function fadeOut(noticeOut, buttonOut, arraysOut) {
|
||||
var myLength = arrays.length;
|
||||
var r = 9.0;
|
||||
var pauseTimer = null;
|
||||
pauseTimer = Script.setInterval(function() {
|
||||
r--;
|
||||
rFade = r / 10.0;
|
||||
Overlays.editOverlay(noticeOut, {alpha: rFade});
|
||||
Overlays.editOverlay(buttonOut, {alpha: rFade});
|
||||
if (r < 0) {
|
||||
dismiss(noticeOut, buttonOut, arraysOut);
|
||||
arrays.splice(arraysOut, 1);
|
||||
ready = true;
|
||||
Script.clearInterval(pauseTimer);
|
||||
}
|
||||
}, 20);
|
||||
}
|
||||
|
||||
// This handles the final dismissal of a notification after fading
|
||||
function dismiss(firstNoteOut, firstButOut, firstOut) {
|
||||
var working = firstOut
|
||||
Overlays.deleteOverlay(firstNoteOut);
|
||||
Overlays.deleteOverlay(firstButOut);
|
||||
notifications.splice(firstOut, 1);
|
||||
buttons.splice(firstOut, 1);
|
||||
times.splice(firstOut, 1);
|
||||
heights.splice(firstOut, 1);
|
||||
myAlpha.splice(firstOut,1);
|
||||
}
|
||||
|
||||
onMuteStateChanged();
|
||||
AudioDevice.muteToggled.connect(onMuteStateChanged);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
GlobalServices.onlineUsersChanged.connect(onOnlineUsersChanged);
|
||||
GlobalServices.incomingMessage.connect(onIncomingMessage);
|
||||
Controller.keyReleaseEvent.connect(keyReleaseEvent);
|
||||
Script.update.connect(update);
|
|
@ -11,6 +11,10 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
|
@ -22,7 +26,7 @@ void main(void) {
|
|||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
|
|
37
interface/resources/shaders/model_lightmap.frag
Normal file
37
interface/resources/shaders/model_lightmap.frag
Normal file
|
@ -0,0 +1,37 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Samuel Gateau on 11/19/14.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the emissive map texture and parameters
|
||||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the alpha threshold
|
||||
uniform float alphaThreshold;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
|
||||
}
|
40
interface/resources/shaders/model_lightmap.vert
Normal file
40
interface/resources/shaders/model_lightmap.vert
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 11/21/14.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec2 texcoord1;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal for interpolation
|
||||
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
|
50
interface/resources/shaders/model_lightmap_normal_map.frag
Normal file
50
interface/resources/shaders/model_lightmap_normal_map.frag
Normal file
|
@ -0,0 +1,50 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap_normal_map.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Samuel Gateau on 11/19/14.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the normal map texture
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// the emissive map texture and parameters
|
||||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the alpha threshold
|
||||
uniform float alphaThreshold;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
|
||||
}
|
46
interface/resources/shaders/model_lightmap_normal_map.vert
Normal file
46
interface/resources/shaders/model_lightmap_normal_map.vert
Normal file
|
@ -0,0 +1,46 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap_normal_map.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 11/21/14.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
attribute vec2 texcoord1;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal and tangent for interpolation
|
||||
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
|
||||
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap_normal_specular_map.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Samuel Gateau on 11/19/14.
|
||||
// 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
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the emissive map texture and parameters
|
||||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the normal map texture
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// the specular map texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the alpha threshold
|
||||
uniform float alphaThreshold;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated tangent
|
||||
varying vec4 interpolatedTangent;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// compute the view normal from the various bits
|
||||
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
|
||||
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
|
||||
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
|
||||
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
|
||||
gl_FrontMaterial.shininess / 128.0);
|
||||
}
|
40
interface/resources/shaders/model_lightmap_specular_map.frag
Normal file
40
interface/resources/shaders/model_lightmap_specular_map.frag
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 120
|
||||
|
||||
//
|
||||
// model_lightmap_specular_map.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Samuel Gateau on 11/19/14.
|
||||
// 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
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the emissive map texture and parameters
|
||||
uniform sampler2D emissiveMap;
|
||||
uniform vec2 emissiveParams;
|
||||
|
||||
// the specular texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the alpha threshold
|
||||
uniform float alphaThreshold;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
void main(void) {
|
||||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb,
|
||||
gl_FrontMaterial.shininess / 128.0);
|
||||
}
|
|
@ -4,7 +4,7 @@
|
|||
// model_normal_map.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/29/13.
|
||||
// Created by Andrzej Kapolka on 10/14/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
|
|
|
@ -11,6 +11,10 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
||||
|
@ -29,7 +33,7 @@ void main(void) {
|
|||
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
// use standard pipeline transform
|
||||
gl_Position = ftransform();
|
||||
|
|
|
@ -11,10 +11,12 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
attribute vec4 clusterIndices;
|
||||
attribute vec4 clusterWeights;
|
||||
|
@ -38,7 +40,7 @@ void main(void) {
|
|||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||
}
|
||||
|
|
|
@ -11,10 +11,12 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the tangent vector
|
||||
attribute vec3 tangent;
|
||||
|
@ -46,7 +48,7 @@ void main(void) {
|
|||
gl_FrontColor = gl_FrontMaterial.diffuse;
|
||||
|
||||
// and the texture coordinates
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * interpolatedPosition;
|
||||
}
|
||||
|
|
|
@ -2845,7 +2845,12 @@ void Application::updateShadowMap() {
|
|||
// render JS/scriptable overlays
|
||||
{
|
||||
PerformanceTimer perfTimer("3dOverlays");
|
||||
_overlays.render3D(RenderArgs::SHADOW_RENDER_MODE);
|
||||
_overlays.render3D(false, RenderArgs::SHADOW_RENDER_MODE);
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("3dOverlaysFront");
|
||||
_overlays.render3D(true, RenderArgs::SHADOW_RENDER_MODE);
|
||||
}
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
@ -3060,7 +3065,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
|
|||
// render JS/scriptable overlays
|
||||
{
|
||||
PerformanceTimer perfTimer("3dOverlays");
|
||||
_overlays.render3D();
|
||||
_overlays.render3D(false);
|
||||
}
|
||||
|
||||
// render the ambient occlusion effect if enabled
|
||||
|
@ -3144,6 +3149,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
|
|||
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
// Render 3D overlays that should be drawn in front
|
||||
{
|
||||
PerformanceTimer perfTimer("3dOverlaysFront");
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
_overlays.render3D(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation) {
|
||||
|
|
|
@ -989,7 +989,8 @@ void Audio::processReceivedSamples(const QByteArray& inputBuffer, QByteArray& ou
|
|||
QByteArray buffer = inputBuffer;
|
||||
|
||||
// Accumulate direct transmission of audio from sender to receiver
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)) {
|
||||
bool includeOriginal = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)
|
||||
if (includeOriginal) {
|
||||
emit preProcessOriginalInboundAudio(sampleTime, buffer, _desiredOutputFormat);
|
||||
addSpatialAudioToBuffer(sampleTime, buffer, numNetworkOutputSamples);
|
||||
}
|
||||
|
@ -1264,7 +1265,8 @@ void Audio::selectAudioSourceSine440() {
|
|||
}
|
||||
|
||||
void Audio::toggleAudioSpatialProcessing() {
|
||||
_processSpatialAudio = !_processSpatialAudio;
|
||||
// spatial audio disabled for now
|
||||
_processSpatialAudio = false; //!_processSpatialAudio;
|
||||
if (_processSpatialAudio) {
|
||||
_spatialAudioStart = 0;
|
||||
_spatialAudioFinish = 0;
|
||||
|
|
|
@ -66,10 +66,15 @@ AudioReflector::AudioReflector(QObject* parent) :
|
|||
}
|
||||
|
||||
bool AudioReflector::haveAttributesChanged() {
|
||||
bool withDiffusion = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
bool dontDistanceAttenuate = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
bool alternateDistanceAttenuate = Menu::getInstance()->isOptionChecked(
|
||||
MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
|
||||
// Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
bool withDiffusion = true;
|
||||
|
||||
// Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
bool dontDistanceAttenuate = false;
|
||||
|
||||
//Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
bool alternateDistanceAttenuate = false;
|
||||
|
||||
bool attributesChange = (_withDiffusion != withDiffusion
|
||||
|| _lastPreDelay != _preDelay
|
||||
|
@ -107,7 +112,8 @@ void AudioReflector::render() {
|
|||
calculateAllReflections();
|
||||
|
||||
// only render if we've been asked to do so
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingRenderPaths)) {
|
||||
bool renderPaths = false; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingRenderPaths)
|
||||
if (renderPaths) {
|
||||
drawRays();
|
||||
}
|
||||
}
|
||||
|
@ -116,7 +122,8 @@ void AudioReflector::render() {
|
|||
// = 3ms per meter
|
||||
float AudioReflector::getDelayFromDistance(float distance) {
|
||||
float delay = (_soundMsPerMeter * distance);
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)) {
|
||||
bool includePreDelay = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)
|
||||
if (includePreDelay) {
|
||||
delay += _preDelay;
|
||||
}
|
||||
return delay;
|
||||
|
@ -126,12 +133,11 @@ float AudioReflector::getDelayFromDistance(float distance) {
|
|||
float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
|
||||
|
||||
|
||||
bool doDistanceAttenuation = !Menu::getInstance()->isOptionChecked(
|
||||
MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
//!Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
bool doDistanceAttenuation = true;
|
||||
|
||||
bool originalFormula = !Menu::getInstance()->isOptionChecked(
|
||||
MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
|
||||
//!Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
bool originalFormula = true;
|
||||
|
||||
float distanceCoefficient = 1.0f;
|
||||
|
||||
|
@ -170,7 +176,8 @@ float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
|
|||
}
|
||||
|
||||
glm::vec3 AudioReflector::getFaceNormal(BoxFace face) {
|
||||
bool wantSlightRandomness = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces);
|
||||
// Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces);
|
||||
bool wantSlightRandomness = true;
|
||||
glm::vec3 faceNormal;
|
||||
const float MIN_RANDOM_LENGTH = 0.99f;
|
||||
const float MAX_RANDOM_LENGTH = 1.0f;
|
||||
|
@ -202,8 +209,8 @@ const int NUMBER_OF_CHANNELS = 2;
|
|||
void AudioReflector::injectAudiblePoint(AudioSource source, const AudiblePoint& audiblePoint,
|
||||
const QByteArray& samples, unsigned int sampleTime, int sampleRate) {
|
||||
|
||||
bool wantEarSeparation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars);
|
||||
bool wantStereo = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource);
|
||||
bool wantEarSeparation = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars);
|
||||
bool wantStereo = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource);
|
||||
glm::vec3 rightEarPosition = wantEarSeparation ? _myAvatar->getHead()->getRightEarPosition() :
|
||||
_myAvatar->getHead()->getPosition();
|
||||
glm::vec3 leftEarPosition = wantEarSeparation ? _myAvatar->getHead()->getLeftEarPosition() :
|
||||
|
@ -316,7 +323,8 @@ void AudioReflector::preProcessOriginalInboundAudio(unsigned int sampleTime,
|
|||
}
|
||||
|
||||
void AudioReflector::processLocalAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
|
||||
bool processLocalAudio = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)
|
||||
if (processLocalAudio) {
|
||||
const int NUM_CHANNELS_INPUT = 1;
|
||||
const int NUM_CHANNELS_OUTPUT = 2;
|
||||
const int EXPECTED_SAMPLE_RATE = 24000;
|
||||
|
@ -458,7 +466,7 @@ void AudioReflector::identifyAudioSources() {
|
|||
void AudioReflector::calculateAllReflections() {
|
||||
// only recalculate when we've moved, or if the attributes have changed
|
||||
// TODO: what about case where new voxels are added in front of us???
|
||||
bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
|
||||
bool wantHeadOrientation = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
|
||||
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientationInWorldFrame() : _myAvatar->getOrientation();
|
||||
glm::vec3 origin = _myAvatar->getHead()->getPosition();
|
||||
glm::vec3 listenerPosition = _myAvatar->getHead()->getPosition();
|
||||
|
@ -505,7 +513,8 @@ void AudioReflector::drawRays() {
|
|||
}
|
||||
}
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
|
||||
bool processLocalAudio = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)
|
||||
if (processLocalAudio) {
|
||||
// draw the paths for local audio
|
||||
foreach(AudioPath* const& path, _localAudioPaths) {
|
||||
// if this is an original reflection, draw it in RED
|
||||
|
@ -575,7 +584,8 @@ void AudioReflector::analyzePaths() {
|
|||
|
||||
float initialAttenuation = 1.0f;
|
||||
|
||||
float preDelay = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay) ? _preDelay : 0.0f;
|
||||
bool wantPreDelay = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)
|
||||
float preDelay = wantPreDelay ? _preDelay : 0.0f;
|
||||
|
||||
// NOTE: we're still calculating our initial paths based on the listeners position. But the analysis code has been
|
||||
// updated to support individual sound sources (which is how we support diffusion), we can use this new paradigm to
|
||||
|
@ -701,7 +711,7 @@ void AudioReflector::handlePathPoint(AudioPath* path, float distance, OctreeElem
|
|||
float reflectiveAttenuation = currentReflectiveAttenuation * material.reflectiveRatio;
|
||||
float totalDiffusionAttenuation = currentReflectiveAttenuation * material.diffusionRatio;
|
||||
|
||||
bool wantDiffusions = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
bool wantDiffusions = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
int fanout = wantDiffusions ? _diffusionFanout : 0;
|
||||
|
||||
float partialDiffusionAttenuation = fanout < 1 ? 0.0f : totalDiffusionAttenuation / (float)fanout;
|
||||
|
|
|
@ -622,58 +622,6 @@ Menu::Menu() :
|
|||
audioScopeFramesGroup->addAction(fiftyFrames);
|
||||
}
|
||||
|
||||
QMenu* spatialAudioMenu = audioDebugMenu->addMenu("Spatial Audio");
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessing,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_M,
|
||||
false,
|
||||
appInstance->getAudio(),
|
||||
SLOT(toggleAudioSpatialProcessing()));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingIncludeOriginal,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_O,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingSeparateEars,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_E,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingPreDelay,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_D,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingStereoSource,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_S,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingHeadOriented,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_H,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingWithDiffusions,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_W,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingRenderPaths,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_R,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_X,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingProcessLocalAudio,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_A,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingDontDistanceAttenuate,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_Y,
|
||||
false);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(spatialAudioMenu, MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_U,
|
||||
false);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioStats,
|
||||
Qt::CTRL | Qt::Key_A,
|
||||
false,
|
||||
|
|
|
@ -346,18 +346,6 @@ namespace MenuOption {
|
|||
const QString AudioScopeTwentyFrames = "Twenty";
|
||||
const QString AudioStats = "Audio Stats";
|
||||
const QString AudioStatsShowInjectedStreams = "Audio Stats Show Injected Streams";
|
||||
const QString AudioSpatialProcessingAlternateDistanceAttenuate = "Alternate distance attenuation";
|
||||
const QString AudioSpatialProcessing = "Audio Spatial Processing";
|
||||
const QString AudioSpatialProcessingDontDistanceAttenuate = "Don't calculate distance attenuation";
|
||||
const QString AudioSpatialProcessingHeadOriented = "Head Oriented";
|
||||
const QString AudioSpatialProcessingIncludeOriginal = "Includes Network Original";
|
||||
const QString AudioSpatialProcessingPreDelay = "Add Pre-Delay";
|
||||
const QString AudioSpatialProcessingProcessLocalAudio = "Process Local Audio";
|
||||
const QString AudioSpatialProcessingRenderPaths = "Render Paths";
|
||||
const QString AudioSpatialProcessingSeparateEars = "Separate Ears";
|
||||
const QString AudioSpatialProcessingSlightlyRandomSurfaces = "Slightly Random Surfaces";
|
||||
const QString AudioSpatialProcessingStereoSource = "Stereo Source";
|
||||
const QString AudioSpatialProcessingWithDiffusions = "With Diffusions";
|
||||
const QString AudioSourceInject = "Generated Audio";
|
||||
const QString AudioSourcePinkNoise = "Pink Noise";
|
||||
const QString AudioSourceSine440 = "Sine 440hz";
|
||||
|
|
|
@ -522,6 +522,14 @@ bool ModelUploader::addTextures(const QString& texdir, const FBXGeometry& geomet
|
|||
}
|
||||
_textureFilenames.insert(part.specularTexture.filename);
|
||||
}
|
||||
if (!part.emissiveTexture.filename.isEmpty() && part.emissiveTexture.content.isEmpty() &&
|
||||
!_textureFilenames.contains(part.emissiveTexture.filename)) {
|
||||
if (!addPart(texdir + "/" + part.emissiveTexture.filename,
|
||||
QString("texture%1").arg(++_texturesCount), true)) {
|
||||
return false;
|
||||
}
|
||||
_textureFilenames.insert(part.emissiveTexture.filename);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -116,6 +116,7 @@ public:
|
|||
|
||||
void _glUseProgram(GLuint program);
|
||||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glMatrixMode(GLenum mode);
|
||||
|
@ -185,6 +186,7 @@ public:
|
|||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniform2f,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glMatrixMode,
|
||||
|
|
|
@ -53,6 +53,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
|
||||
(&::gpu::GLBackend::do_glUseProgram),
|
||||
(&::gpu::GLBackend::do_glUniform1f),
|
||||
(&::gpu::GLBackend::do_glUniform2f),
|
||||
(&::gpu::GLBackend::do_glUniformMatrix4fv),
|
||||
|
||||
(&::gpu::GLBackend::do_glMatrixMode),
|
||||
|
@ -691,6 +692,23 @@ void GLBackend::do_glUniform1f(Batch& batch, uint32 paramOffset) {
|
|||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUniform2f(GLint location, GLfloat v0, GLfloat v1) {
|
||||
ADD_COMMAND_GL(glUniform2f);
|
||||
|
||||
_params.push_back(v1);
|
||||
_params.push_back(v0);
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glUniform2f, 1);
|
||||
}
|
||||
void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
|
||||
glUniform2f(
|
||||
batch._params[paramOffset + 2]._int,
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
ADD_COMMAND_GL(glUniformMatrix4fv);
|
||||
|
||||
|
|
|
@ -147,6 +147,7 @@ protected:
|
|||
|
||||
void do_glUseProgram(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform1f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform2f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glMatrixMode(Batch& batch, uint32 paramOffset);
|
||||
|
|
|
@ -34,6 +34,7 @@ public:
|
|||
TANGENT,
|
||||
SKIN_CLUSTER_INDEX,
|
||||
SKIN_CLUSTER_WEIGHT,
|
||||
TEXCOORD1,
|
||||
|
||||
NUM_INPUT_SLOTS,
|
||||
};
|
||||
|
|
|
@ -575,7 +575,8 @@ bool NetworkGeometry::isLoadedWithTextures() const {
|
|||
foreach (const NetworkMeshPart& part, mesh.parts) {
|
||||
if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
|
||||
(part.normalTexture && !part.normalTexture->isLoaded()) ||
|
||||
(part.specularTexture && !part.specularTexture->isLoaded())) {
|
||||
(part.specularTexture && !part.specularTexture->isLoaded()) ||
|
||||
(part.emissiveTexture && !part.emissiveTexture->isLoaded())) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -668,6 +669,9 @@ void NetworkGeometry::setLoadPriority(const QPointer<QObject>& owner, float prio
|
|||
if (part.specularTexture) {
|
||||
part.specularTexture->setLoadPriority(owner, priority);
|
||||
}
|
||||
if (part.emissiveTexture) {
|
||||
part.emissiveTexture->setLoadPriority(owner, priority);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -688,6 +692,9 @@ void NetworkGeometry::setLoadPriorities(const QHash<QPointer<QObject>, float>& p
|
|||
if (part.specularTexture) {
|
||||
part.specularTexture->setLoadPriorities(priorities);
|
||||
}
|
||||
if (part.emissiveTexture) {
|
||||
part.emissiveTexture->setLoadPriorities(priorities);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -708,6 +715,9 @@ void NetworkGeometry::clearLoadPriority(const QPointer<QObject>& owner) {
|
|||
if (part.specularTexture) {
|
||||
part.specularTexture->clearLoadPriority(owner);
|
||||
}
|
||||
if (part.emissiveTexture) {
|
||||
part.emissiveTexture->clearLoadPriority(owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -733,6 +743,10 @@ void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& u
|
|||
part.specularTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
|
||||
false, QByteArray());
|
||||
part.specularTexture->setLoadPriorities(_loadPriorities);
|
||||
} else if (part.emissiveTextureName == name) {
|
||||
part.emissiveTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
|
||||
false, QByteArray());
|
||||
part.emissiveTexture->setLoadPriorities(_loadPriorities);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -764,6 +778,11 @@ QStringList NetworkGeometry::getTextureNames() const {
|
|||
QString textureURL = part.specularTexture->getURL().toString();
|
||||
result << part.specularTextureName + ":" + textureURL;
|
||||
}
|
||||
|
||||
if (!part.emissiveTextureName.isEmpty()) {
|
||||
QString textureURL = part.emissiveTexture->getURL().toString();
|
||||
result << part.emissiveTextureName + ":" + textureURL;
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
|
@ -811,6 +830,8 @@ void GeometryReader::run() {
|
|||
}
|
||||
try {
|
||||
QMetaObject::invokeMethod(geometry.data(), "setGeometry", Q_ARG(const FBXGeometry&,
|
||||
|
||||
|
||||
_url.path().toLower().endsWith(".svo") ? readSVO(_reply->readAll()) : readFBX(_reply->readAll(), _mapping)));
|
||||
|
||||
} catch (const QString& error) {
|
||||
|
@ -911,6 +932,13 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
networkPart.specularTextureName = part.specularTexture.name;
|
||||
networkPart.specularTexture->setLoadPriorities(_loadPriorities);
|
||||
}
|
||||
if (!part.emissiveTexture.filename.isEmpty()) {
|
||||
networkPart.emissiveTexture = Application::getInstance()->getTextureCache()->getTexture(
|
||||
_textureBase.resolved(QUrl(part.emissiveTexture.filename)), EMISSIVE_TEXTURE,
|
||||
false, part.emissiveTexture.content);
|
||||
networkPart.emissiveTextureName = part.emissiveTexture.name;
|
||||
networkPart.emissiveTexture->setLoadPriorities(_loadPriorities);
|
||||
}
|
||||
networkMesh.parts.append(networkPart);
|
||||
|
||||
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
|
||||
|
@ -938,11 +966,11 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
|
||||
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int texCoords1Offset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterIndicesOffset = texCoords1Offset + mesh.texCoords1.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
|
||||
networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
//networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
|
||||
networkMesh._vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.vertices.constData());
|
||||
networkMesh._vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.normals.constData());
|
||||
|
@ -951,6 +979,8 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.colors.constData());
|
||||
networkMesh._vertexBuffer->setSubData(texCoordsOffset,
|
||||
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords.constData());
|
||||
networkMesh._vertexBuffer->setSubData(texCoords1Offset,
|
||||
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords1.constData());
|
||||
networkMesh._vertexBuffer->setSubData(clusterIndicesOffset,
|
||||
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterIndices.constData());
|
||||
networkMesh._vertexBuffer->setSubData(clusterWeightsOffset,
|
||||
|
@ -963,6 +993,7 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, tangentsOffset, sizeof(glm::vec3));
|
||||
if (mesh.colors.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, colorsOffset, sizeof(glm::vec3));
|
||||
if (mesh.texCoords.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
|
||||
if (mesh.texCoords1.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoords1Offset, sizeof(glm::vec2));
|
||||
if (mesh.clusterIndices.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
|
||||
if (mesh.clusterWeights.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
|
||||
|
||||
|
@ -973,6 +1004,7 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
|
|||
if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
|
||||
if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
if (mesh.texCoords1.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
|
||||
if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
|
||||
}
|
||||
|
|
|
@ -155,7 +155,9 @@ public:
|
|||
QSharedPointer<NetworkTexture> normalTexture;
|
||||
QString specularTextureName;
|
||||
QSharedPointer<NetworkTexture> specularTexture;
|
||||
|
||||
QString emissiveTextureName;
|
||||
QSharedPointer<NetworkTexture> emissiveTexture;
|
||||
|
||||
bool isTranslucent() const;
|
||||
};
|
||||
|
||||
|
|
|
@ -70,6 +70,11 @@ ProgramObject Model::_specularMapProgram;
|
|||
ProgramObject Model::_normalSpecularMapProgram;
|
||||
ProgramObject Model::_translucentProgram;
|
||||
|
||||
ProgramObject Model::_lightmapProgram;
|
||||
ProgramObject Model::_lightmapNormalMapProgram;
|
||||
ProgramObject Model::_lightmapSpecularMapProgram;
|
||||
ProgramObject Model::_lightmapNormalSpecularMapProgram;
|
||||
|
||||
ProgramObject Model::_shadowProgram;
|
||||
|
||||
ProgramObject Model::_skinProgram;
|
||||
|
@ -86,6 +91,11 @@ Model::Locations Model::_specularMapLocations;
|
|||
Model::Locations Model::_normalSpecularMapLocations;
|
||||
Model::Locations Model::_translucentLocations;
|
||||
|
||||
Model::Locations Model::_lightmapLocations;
|
||||
Model::Locations Model::_lightmapNormalMapLocations;
|
||||
Model::Locations Model::_lightmapSpecularMapLocations;
|
||||
Model::Locations Model::_lightmapNormalSpecularMapLocations;
|
||||
|
||||
Model::SkinLocations Model::_skinLocations;
|
||||
Model::SkinLocations Model::_skinNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinSpecularMapLocations;
|
||||
|
@ -140,17 +150,42 @@ void Model::initProgram(ProgramObject& program, Model::Locations& locations, int
|
|||
|
||||
glBindAttribLocation(program.programId(), gpu::Stream::TANGENT, "tangent");
|
||||
|
||||
glBindAttribLocation(program.programId(), gpu::Stream::TEXCOORD1, "texcoord1");
|
||||
|
||||
glLinkProgram(program.programId());
|
||||
|
||||
locations.tangent = program.attributeLocation("tangent");
|
||||
|
||||
locations.alphaThreshold = program.uniformLocation("alphaThreshold");
|
||||
|
||||
locations.texcoordMatrices = program.uniformLocation("texcoordMatrices");
|
||||
|
||||
locations.emissiveParams = program.uniformLocation("emissiveParams");
|
||||
|
||||
|
||||
program.setUniformValue("diffuseMap", 0);
|
||||
|
||||
program.setUniformValue("normalMap", 1);
|
||||
|
||||
program.setUniformValue("specularMap", specularTextureUnit);
|
||||
int loc = program.uniformLocation("specularMap");
|
||||
if (loc >= 0) {
|
||||
program.setUniformValue("specularMap", 2);
|
||||
locations.specularTextureUnit = 2;
|
||||
} else {
|
||||
locations.specularTextureUnit = -1;
|
||||
}
|
||||
|
||||
loc = program.uniformLocation("emissiveMap");
|
||||
if (loc >= 0) {
|
||||
program.setUniformValue("emissiveMap", 3);
|
||||
locations.emissiveTextureUnit = 3;
|
||||
} else {
|
||||
locations.emissiveTextureUnit = -1;
|
||||
}
|
||||
|
||||
if (!program.isLinked()) {
|
||||
program.release();
|
||||
}
|
||||
|
||||
program.release();
|
||||
|
||||
|
@ -268,6 +303,39 @@ void Model::init() {
|
|||
_translucentProgram.link();
|
||||
|
||||
initProgram(_translucentProgram, _translucentLocations);
|
||||
|
||||
// Lightmap
|
||||
_lightmapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_lightmap.vert");
|
||||
_lightmapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model_lightmap.frag");
|
||||
_lightmapProgram.link();
|
||||
|
||||
initProgram(_lightmapProgram, _lightmapLocations);
|
||||
|
||||
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
|
||||
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_lightmap_normal_map.frag");
|
||||
_lightmapNormalMapProgram.link();
|
||||
|
||||
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
|
||||
|
||||
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/model_lightmap.vert");
|
||||
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_lightmap_specular_map.frag");
|
||||
_lightmapSpecularMapProgram.link();
|
||||
|
||||
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
|
||||
|
||||
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
|
||||
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_lightmap_normal_specular_map.frag");
|
||||
_lightmapNormalSpecularMapProgram.link();
|
||||
|
||||
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations, 2);
|
||||
// end lightmap
|
||||
|
||||
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
|
@ -621,14 +689,19 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
|
||||
//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
|
@ -642,14 +715,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
|
||||
int translucentMeshPartsRendered = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
GLBATCH(glEnable)(GL_BLEND);
|
||||
|
@ -666,14 +739,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
|
@ -1562,15 +1635,20 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
int opaqueMeshPartsRendered = 0;
|
||||
|
||||
// now, for each model in the scene, render the mesh portions
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, args);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
|
@ -1583,15 +1661,15 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
|
||||
int translucentParts = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, true, args);
|
||||
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
|
@ -1607,14 +1685,14 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
|
@ -1689,7 +1767,12 @@ void Model::segregateMeshGroups() {
|
|||
_meshesOpaqueSkinned.clear();
|
||||
_meshesOpaqueTangentsSpecularSkinned.clear();
|
||||
_meshesOpaqueSpecularSkinned.clear();
|
||||
|
||||
|
||||
_meshesOpaqueLightmapTangents.clear();
|
||||
_meshesOpaqueLightmap.clear();
|
||||
_meshesOpaqueLightmapTangentsSpecular.clear();
|
||||
_meshesOpaqueLightmapSpecular.clear();
|
||||
|
||||
_unsortedMeshesTranslucentTangents.clear();
|
||||
_unsortedMeshesTranslucent.clear();
|
||||
_unsortedMeshesTranslucentTangentsSpecular.clear();
|
||||
|
@ -1710,6 +1793,11 @@ void Model::segregateMeshGroups() {
|
|||
_unsortedMeshesOpaqueTangentsSpecularSkinned.clear();
|
||||
_unsortedMeshesOpaqueSpecularSkinned.clear();
|
||||
|
||||
_unsortedMeshesOpaqueLightmapTangents.clear();
|
||||
_unsortedMeshesOpaqueLightmap.clear();
|
||||
_unsortedMeshesOpaqueLightmapTangentsSpecular.clear();
|
||||
_unsortedMeshesOpaqueLightmapSpecular.clear();
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
|
@ -1723,6 +1811,7 @@ void Model::segregateMeshGroups() {
|
|||
bool translucentMesh = networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
|
||||
bool hasTangents = !mesh.tangents.isEmpty();
|
||||
bool hasSpecular = mesh.hasSpecularTexture();
|
||||
bool hasLightmap = mesh.hasEmissiveTexture();
|
||||
bool isSkinned = state.clusterMatrices.size() > 1;
|
||||
QString materialID;
|
||||
|
||||
|
@ -1741,71 +1830,93 @@ void Model::segregateMeshGroups() {
|
|||
qDebug() << "materialID:" << materialID << "parts:" << mesh.parts.size();
|
||||
}
|
||||
|
||||
if (translucentMesh && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
if (!hasLightmap) {
|
||||
if (translucentMesh && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucent.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucent.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && hasTangents && !hasSpecular && !isSkinned) {
|
||||
} else if (translucentMesh && hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentTangents.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentTangents.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (translucentMesh && hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentTangentsSpecular.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentTangentsSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && !hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (translucentMesh && !hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentSpecular.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (translucentMesh && hasTangents && !hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentTangentsSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentTangentsSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && !hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (translucentMesh && !hasTangents && !hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (translucentMesh && hasTangents && hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentTangentsSpecularSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentTangentsSpecularSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (translucentMesh && !hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (translucentMesh && !hasTangents && hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesTranslucentSpecularSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesTranslucentSpecularSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
} else if (!translucentMesh && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaque.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaque.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && !hasSpecular && !isSkinned) {
|
||||
} else if (!translucentMesh && hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueTangents.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueTangents.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (!translucentMesh && hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueTangentsSpecular.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueTangentsSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && !hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (!translucentMesh && !hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueSpecular.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (!translucentMesh && hasTangents && !hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueTangentsSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueTangentsSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && !hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (!translucentMesh && !hasTangents && !hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (!translucentMesh && hasTangents && hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueTangentsSpecularSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueTangentsSpecularSkinned.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && !hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (!translucentMesh && !hasTangents && hasSpecular && isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueSpecularSkinned.insertMulti(materialID, i);
|
||||
_unsortedMeshesOpaqueSpecularSkinned.insertMulti(materialID, i);
|
||||
} else {
|
||||
qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
|
||||
}
|
||||
} else {
|
||||
qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
|
||||
if (!translucentMesh && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueLightmap.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueLightmapTangents.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueLightmapTangentsSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else if (!translucentMesh && !hasTangents && hasSpecular && !isSkinned) {
|
||||
|
||||
_unsortedMeshesOpaqueLightmapSpecular.insertMulti(materialID, i);
|
||||
|
||||
} else {
|
||||
qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1873,6 +1984,22 @@ void Model::segregateMeshGroups() {
|
|||
_meshesOpaqueSpecularSkinned.append(i);
|
||||
}
|
||||
|
||||
foreach(int i, _unsortedMeshesOpaqueLightmap) {
|
||||
_meshesOpaqueLightmap.append(i);
|
||||
}
|
||||
|
||||
foreach(int i, _unsortedMeshesOpaqueLightmapTangents) {
|
||||
_meshesOpaqueLightmapTangents.append(i);
|
||||
}
|
||||
|
||||
foreach(int i, _unsortedMeshesOpaqueLightmapTangentsSpecular) {
|
||||
_meshesOpaqueLightmapTangentsSpecular.append(i);
|
||||
}
|
||||
|
||||
foreach(int i, _unsortedMeshesOpaqueLightmapSpecular) {
|
||||
_meshesOpaqueLightmapSpecular.append(i);
|
||||
}
|
||||
|
||||
_unsortedMeshesTranslucentTangents.clear();
|
||||
_unsortedMeshesTranslucent.clear();
|
||||
_unsortedMeshesTranslucentTangentsSpecular.clear();
|
||||
|
@ -1893,10 +2020,15 @@ void Model::segregateMeshGroups() {
|
|||
_unsortedMeshesOpaqueTangentsSpecularSkinned.clear();
|
||||
_unsortedMeshesOpaqueSpecularSkinned.clear();
|
||||
|
||||
_unsortedMeshesOpaqueLightmapTangents.clear();
|
||||
_unsortedMeshesOpaqueLightmap.clear();
|
||||
_unsortedMeshesOpaqueLightmapTangentsSpecular.clear();
|
||||
_unsortedMeshesOpaqueLightmapSpecular.clear();
|
||||
|
||||
_meshGroupsKnown = true;
|
||||
}
|
||||
|
||||
QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, bool isSkinned) {
|
||||
QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// depending on which parameters we were called with, pick the correct mesh group to render
|
||||
|
@ -1917,22 +2049,33 @@ QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool h
|
|||
whichList = &_meshesTranslucentTangentsSpecularSkinned;
|
||||
} else if (translucent && !hasTangents && hasSpecular && isSkinned) {
|
||||
whichList = &_meshesTranslucentSpecularSkinned;
|
||||
} else if (!translucent && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
|
||||
} else if (!translucent && !hasLightmap && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaque;
|
||||
} else if (!translucent && hasTangents && !hasSpecular && !isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && hasTangents && !hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueTangents;
|
||||
} else if (!translucent && hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && hasTangents && hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueTangentsSpecular;
|
||||
} else if (!translucent && !hasTangents && hasSpecular && !isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && !hasTangents && hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueSpecular;
|
||||
} else if (!translucent && hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && hasTangents && !hasSpecular && isSkinned) {
|
||||
whichList = &_meshesOpaqueTangentsSkinned;
|
||||
} else if (!translucent && !hasTangents && !hasSpecular && isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && !hasTangents && !hasSpecular && isSkinned) {
|
||||
whichList = &_meshesOpaqueSkinned;
|
||||
} else if (!translucent && hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && hasTangents && hasSpecular && isSkinned) {
|
||||
whichList = &_meshesOpaqueTangentsSpecularSkinned;
|
||||
} else if (!translucent && !hasTangents && hasSpecular && isSkinned) {
|
||||
} else if (!translucent && !hasLightmap && !hasTangents && hasSpecular && isSkinned) {
|
||||
whichList = &_meshesOpaqueSpecularSkinned;
|
||||
|
||||
} else if (!translucent && hasLightmap && !hasTangents && !hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueLightmap;
|
||||
} else if (!translucent && hasLightmap && hasTangents && !hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueLightmapTangents;
|
||||
} else if (!translucent && hasLightmap && hasTangents && hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueLightmapTangentsSpecular;
|
||||
} else if (!translucent && hasLightmap && !hasTangents && hasSpecular && !isSkinned) {
|
||||
whichList = &_meshesOpaqueLightmapSpecular;
|
||||
|
||||
} else {
|
||||
qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
|
||||
}
|
||||
|
@ -1940,14 +2083,13 @@ QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool h
|
|||
}
|
||||
|
||||
void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
|
||||
SkinLocations*& skinLocations, GLenum& specularTextureUnit) {
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
|
||||
Locations*& locations, SkinLocations*& skinLocations) {
|
||||
|
||||
ProgramObject* program = &_program;
|
||||
Locations* locations = &_locations;
|
||||
locations = &_locations;
|
||||
ProgramObject* skinProgram = &_skinProgram;
|
||||
skinLocations = &_skinLocations;
|
||||
specularTextureUnit = 0;
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
program = &_shadowProgram;
|
||||
skinProgram = &_skinShadowProgram;
|
||||
|
@ -1958,33 +2100,58 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
skinProgram = &_skinTranslucentProgram;
|
||||
skinLocations = &_skinTranslucentLocations;
|
||||
|
||||
} else if (hasTangents) {
|
||||
if (hasSpecular) {
|
||||
program = &_normalSpecularMapProgram;
|
||||
locations = &_normalSpecularMapLocations;
|
||||
skinProgram = &_skinNormalSpecularMapProgram;
|
||||
skinLocations = &_skinNormalSpecularMapLocations;
|
||||
specularTextureUnit = GL_TEXTURE2;
|
||||
} else if (hasLightmap) {
|
||||
if (hasTangents) {
|
||||
if (hasSpecular) {
|
||||
program = &_lightmapNormalSpecularMapProgram;
|
||||
locations = &_lightmapNormalSpecularMapLocations;
|
||||
skinProgram = NULL;
|
||||
skinLocations = NULL;
|
||||
} else {
|
||||
program = &_lightmapNormalMapProgram;
|
||||
locations = &_lightmapNormalMapLocations;
|
||||
skinProgram = NULL;
|
||||
skinLocations = NULL;
|
||||
}
|
||||
} else if (hasSpecular) {
|
||||
program = &_lightmapSpecularMapProgram;
|
||||
locations = &_lightmapSpecularMapLocations;
|
||||
skinProgram = NULL;
|
||||
skinLocations = NULL;
|
||||
} else {
|
||||
program = &_normalMapProgram;
|
||||
locations = &_normalMapLocations;
|
||||
skinProgram = &_skinNormalMapProgram;
|
||||
skinLocations = &_skinNormalMapLocations;
|
||||
program = &_lightmapProgram;
|
||||
locations = &_lightmapLocations;
|
||||
skinProgram = NULL;
|
||||
skinLocations = NULL;
|
||||
}
|
||||
} else if (hasSpecular) {
|
||||
program = &_specularMapProgram;
|
||||
locations = &_specularMapLocations;
|
||||
skinProgram = &_skinSpecularMapProgram;
|
||||
skinLocations = &_skinSpecularMapLocations;
|
||||
specularTextureUnit = GL_TEXTURE1;
|
||||
}
|
||||
|
||||
} else {
|
||||
if (hasTangents) {
|
||||
if (hasSpecular) {
|
||||
program = &_normalSpecularMapProgram;
|
||||
locations = &_normalSpecularMapLocations;
|
||||
skinProgram = &_skinNormalSpecularMapProgram;
|
||||
skinLocations = &_skinNormalSpecularMapLocations;
|
||||
} else {
|
||||
program = &_normalMapProgram;
|
||||
locations = &_normalMapLocations;
|
||||
skinProgram = &_skinNormalMapProgram;
|
||||
skinLocations = &_skinNormalMapLocations;
|
||||
}
|
||||
} else if (hasSpecular) {
|
||||
program = &_specularMapProgram;
|
||||
locations = &_specularMapLocations;
|
||||
skinProgram = &_skinSpecularMapProgram;
|
||||
skinLocations = &_skinSpecularMapLocations;
|
||||
}
|
||||
}
|
||||
|
||||
ProgramObject* activeProgram = program;
|
||||
Locations* activeLocations = locations;
|
||||
|
||||
if (isSkinned) {
|
||||
activeProgram = skinProgram;
|
||||
activeLocations = skinLocations;
|
||||
locations = skinLocations;
|
||||
}
|
||||
// This code replace the "bind()" on the QGLProgram
|
||||
if (!activeProgram->isLinked()) {
|
||||
|
@ -1996,26 +2163,26 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
}
|
||||
|
||||
int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
int meshPartsRendered = 0;
|
||||
|
||||
bool pickProgramsNeeded = true;
|
||||
Locations* locations;
|
||||
SkinLocations* skinLocations;
|
||||
GLenum specularTextureUnit;
|
||||
|
||||
foreach(Model* model, _modelsInScene) {
|
||||
QVector<int>* whichList = model->pickMeshList(translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned);
|
||||
QVector<int>* whichList = model->pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned);
|
||||
if (whichList) {
|
||||
QVector<int>& list = *whichList;
|
||||
if (list.size() > 0) {
|
||||
if (pickProgramsNeeded) {
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, skinLocations, specularTextureUnit);
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
|
||||
pickProgramsNeeded = false;
|
||||
}
|
||||
model->setupBatchTransform(batch);
|
||||
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, skinLocations, specularTextureUnit);
|
||||
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
|
||||
GLBATCH(glPopMatrix)();
|
||||
}
|
||||
}
|
||||
|
@ -2028,12 +2195,12 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
|
|||
}
|
||||
|
||||
int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
int meshPartsRendered = 0;
|
||||
|
||||
QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned);
|
||||
QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned);
|
||||
|
||||
if (!whichList) {
|
||||
qDebug() << "unexpected!!! we don't know which list of meshes to render...";
|
||||
|
@ -2046,10 +2213,10 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
|
|||
return 0;
|
||||
}
|
||||
|
||||
Locations* locations;
|
||||
SkinLocations* skinLocations;
|
||||
GLenum specularTextureUnit;
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, skinLocations, specularTextureUnit);
|
||||
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, skinLocations, specularTextureUnit);
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
|
||||
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
|
||||
GLBATCH(glUseProgram)(0);
|
||||
|
||||
return meshPartsRendered;
|
||||
|
@ -2057,7 +2224,7 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
|
|||
|
||||
|
||||
int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
|
||||
SkinLocations* skinLocations, GLenum specularTextureUnit) {
|
||||
Locations* locations, SkinLocations* skinLocations) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
bool dontCullOutOfViewMeshParts = Menu::getInstance()->isOptionChecked(MenuOption::DontCullOutOfViewMeshParts);
|
||||
bool cullTooSmallMeshParts = !Menu::getInstance()->isOptionChecked(MenuOption::DontCullTooSmallMeshParts);
|
||||
|
@ -2174,7 +2341,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
GLBATCH(glMaterialfv)(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
GLBATCH(glMaterialf)(GL_FRONT, GL_SHININESS, (part.shininess > 128.0f ? 128.0f: part.shininess));
|
||||
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
|
@ -2182,7 +2349,18 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
}
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !diffuseMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
glm::mat4 texcoordTransform[2];
|
||||
if (!part.diffuseTexture.transform.isIdentity()) {
|
||||
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
if (!part.emissiveTexture.transform.isIdentity()) {
|
||||
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
|
@ -2191,13 +2369,25 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->specularTextureUnit);
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !specularMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
|
||||
GLBATCH(glUniform2f)(locations->emissiveParams, 0.1f, 4.0f);
|
||||
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->emissiveTextureUnit);
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !emissiveMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : emissiveMap->getID());
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
args->_materialSwitches++;
|
||||
}
|
||||
|
@ -2232,8 +2422,14 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->specularTextureUnit);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + locations->emissiveTextureUnit);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
|
|
@ -303,7 +303,12 @@ private:
|
|||
static ProgramObject _specularMapProgram;
|
||||
static ProgramObject _normalSpecularMapProgram;
|
||||
static ProgramObject _translucentProgram;
|
||||
|
||||
|
||||
static ProgramObject _lightmapProgram;
|
||||
static ProgramObject _lightmapNormalMapProgram;
|
||||
static ProgramObject _lightmapSpecularMapProgram;
|
||||
static ProgramObject _lightmapNormalSpecularMapProgram;
|
||||
|
||||
static ProgramObject _shadowProgram;
|
||||
|
||||
static ProgramObject _skinProgram;
|
||||
|
@ -311,7 +316,7 @@ private:
|
|||
static ProgramObject _skinSpecularMapProgram;
|
||||
static ProgramObject _skinNormalSpecularMapProgram;
|
||||
static ProgramObject _skinTranslucentProgram;
|
||||
|
||||
|
||||
static ProgramObject _skinShadowProgram;
|
||||
|
||||
static int _normalMapTangentLocation;
|
||||
|
@ -321,6 +326,10 @@ private:
|
|||
public:
|
||||
int tangent;
|
||||
int alphaThreshold;
|
||||
int texcoordMatrices;
|
||||
int specularTextureUnit;
|
||||
int emissiveTextureUnit;
|
||||
int emissiveParams;
|
||||
};
|
||||
|
||||
static Locations _locations;
|
||||
|
@ -328,6 +337,11 @@ private:
|
|||
static Locations _specularMapLocations;
|
||||
static Locations _normalSpecularMapLocations;
|
||||
static Locations _translucentLocations;
|
||||
|
||||
static Locations _lightmapLocations;
|
||||
static Locations _lightmapNormalMapLocations;
|
||||
static Locations _lightmapSpecularMapLocations;
|
||||
static Locations _lightmapNormalSpecularMapLocations;
|
||||
|
||||
static void initProgram(ProgramObject& program, Locations& locations, int specularTextureUnit = 1);
|
||||
|
||||
|
@ -335,7 +349,7 @@ private:
|
|||
public:
|
||||
int clusterMatrices;
|
||||
int clusterIndices;
|
||||
int clusterWeights;
|
||||
int clusterWeights;
|
||||
};
|
||||
|
||||
static SkinLocations _skinLocations;
|
||||
|
@ -344,7 +358,7 @@ private:
|
|||
static SkinLocations _skinNormalSpecularMapLocations;
|
||||
static SkinLocations _skinShadowLocations;
|
||||
static SkinLocations _skinTranslucentLocations;
|
||||
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
|
||||
|
||||
QVector<AABox> _calculatedMeshBoxes;
|
||||
|
@ -376,6 +390,11 @@ private:
|
|||
QMap<QString, int> _unsortedMeshesOpaqueTangentsSpecularSkinned;
|
||||
QMap<QString, int> _unsortedMeshesOpaqueSpecularSkinned;
|
||||
|
||||
QMap<QString, int> _unsortedMeshesOpaqueLightmap;
|
||||
QMap<QString, int> _unsortedMeshesOpaqueLightmapTangents;
|
||||
QMap<QString, int> _unsortedMeshesOpaqueLightmapTangentsSpecular;
|
||||
QMap<QString, int> _unsortedMeshesOpaqueLightmapSpecular;
|
||||
|
||||
QVector<int> _meshesTranslucent;
|
||||
QVector<int> _meshesTranslucentTangents;
|
||||
QVector<int> _meshesTranslucentTangentsSpecular;
|
||||
|
@ -396,6 +415,12 @@ private:
|
|||
QVector<int> _meshesOpaqueTangentsSpecularSkinned;
|
||||
QVector<int> _meshesOpaqueSpecularSkinned;
|
||||
|
||||
QVector<int> _meshesOpaqueLightmap;
|
||||
QVector<int> _meshesOpaqueLightmapTangents;
|
||||
QVector<int> _meshesOpaqueLightmapTangentsSpecular;
|
||||
QVector<int> _meshesOpaqueLightmapSpecular;
|
||||
|
||||
|
||||
// Scene rendering support
|
||||
static QVector<Model*> _modelsInScene;
|
||||
static gpu::Batch _sceneRenderBatch;
|
||||
|
@ -407,19 +432,19 @@ private:
|
|||
void renderSetup(RenderArgs* args);
|
||||
bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
|
||||
int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
|
||||
void setupBatchTransform(gpu::Batch& batch);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, bool isSkinned);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
|
||||
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
RenderArgs* args, SkinLocations* skinLocations, GLenum specularTextureUnit);
|
||||
RenderArgs* args, Locations* locations, SkinLocations* skinLocations);
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
|
||||
SkinLocations*& skinLocations, GLenum& specularTextureUnit);
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
|
||||
Locations*& locations, SkinLocations*& skinLocations);
|
||||
|
||||
static int renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args);
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args);
|
||||
|
||||
|
||||
};
|
||||
|
|
|
@ -25,7 +25,7 @@ class NetworkTexture;
|
|||
|
||||
typedef QSharedPointer<NetworkTexture> NetworkTexturePointer;
|
||||
|
||||
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, SPLAT_TEXTURE };
|
||||
enum TextureType { DEFAULT_TEXTURE, NORMAL_TEXTURE, SPECULAR_TEXTURE, EMISSIVE_TEXTURE, SPLAT_TEXTURE };
|
||||
|
||||
/// Stores cached textures, including render-to-texture targets.
|
||||
class TextureCache : public ResourceCache {
|
||||
|
@ -67,7 +67,7 @@ public:
|
|||
|
||||
/// Returns the ID of the primary framebuffer object's specular texture.
|
||||
GLuint getPrimarySpecularTextureID();
|
||||
|
||||
|
||||
/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
|
||||
void setPrimaryDrawBuffers(bool color, bool normal = false, bool specular = false);
|
||||
|
||||
|
|
|
@ -460,7 +460,8 @@ void Stats::display(
|
|||
VoxelSystem* voxels = Application::getInstance()->getVoxels();
|
||||
|
||||
lines = _expanded ? 14 : 3;
|
||||
if (_expanded && Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessing)) {
|
||||
bool wantSpatialProcessing = false; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessing)
|
||||
if (_expanded && wantSpatialProcessing) {
|
||||
lines += 10; // spatial audio processing adds 1 spacing line and 8 extra lines of info
|
||||
}
|
||||
|
||||
|
@ -652,7 +653,7 @@ void Stats::display(
|
|||
drawText(horizontalOffset, verticalOffset, scale, rotation, font, (char*)voxelStats.str().c_str(), color);
|
||||
}
|
||||
|
||||
if (_expanded && Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessing)) {
|
||||
if (_expanded && wantSpatialProcessing) {
|
||||
verticalOffset += STATS_PELS_PER_LINE; // space one line...
|
||||
|
||||
const AudioReflector* audioReflector = Application::getInstance()->getAudioReflector();
|
||||
|
@ -660,23 +661,24 @@ void Stats::display(
|
|||
// add some reflection stats
|
||||
char reflectionsStatus[128];
|
||||
|
||||
bool includeOriginal = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)
|
||||
bool separateEars = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars)
|
||||
bool stereoSource = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource)
|
||||
bool randomSurfaces = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces)
|
||||
|
||||
sprintf(reflectionsStatus, "Reflections: %d, Original: %s, Ears: %s, Source: %s, Normals: %s",
|
||||
audioReflector->getReflections(),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncludeOriginal)
|
||||
? "included" : "silent"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars)
|
||||
? "two" : "one"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource)
|
||||
? "stereo" : "mono"),
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces)
|
||||
? "random" : "regular")
|
||||
(includeOriginal ? "included" : "silent"),
|
||||
(separateEars ? "two" : "one"),
|
||||
(stereoSource ? "stereo" : "mono"),
|
||||
(randomSurfaces ? "random" : "regular")
|
||||
);
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, scale, rotation, font, reflectionsStatus, color);
|
||||
|
||||
float preDelay = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay) ?
|
||||
audioReflector->getPreDelay() : 0.0f;
|
||||
bool wantPreDelay = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)
|
||||
float preDelay = wantPreDelay ? audioReflector->getPreDelay() : 0.0f;
|
||||
|
||||
sprintf(reflectionsStatus, "Delay: pre: %6.3f, average %6.3f, max %6.3f, min %6.3f, speed: %6.3f",
|
||||
preDelay,
|
||||
|
@ -688,12 +690,12 @@ void Stats::display(
|
|||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
|
||||
drawText(horizontalOffset, verticalOffset, scale, rotation, font, reflectionsStatus, color);
|
||||
|
||||
bool distanceAttenuationDisabled = Menu::getInstance()->isOptionChecked(
|
||||
MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
|
||||
bool alternateDistanceAttenuationEnabled = Menu::getInstance()->isOptionChecked(
|
||||
MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
//Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingDontDistanceAttenuate);
|
||||
bool distanceAttenuationDisabled = false;
|
||||
|
||||
// Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingAlternateDistanceAttenuate);
|
||||
bool alternateDistanceAttenuationEnabled = false;
|
||||
|
||||
sprintf(reflectionsStatus, "Attenuation: average %5.3f, max %5.3f, min %5.3f, %s: %5.3f",
|
||||
audioReflector->getAverageAttenuation(),
|
||||
|
@ -706,15 +708,14 @@ void Stats::display(
|
|||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, scale, rotation, font, reflectionsStatus, color);
|
||||
|
||||
sprintf(reflectionsStatus, "Local Audio: %s Attenuation: %5.3f",
|
||||
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)
|
||||
? "yes" : "no"),
|
||||
bool localAudio = true; // Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio);
|
||||
sprintf(reflectionsStatus, "Local Audio: %s Attenuation: %5.3f", (localAudio ? "yes" : "no"),
|
||||
audioReflector->getLocalAudioAttenuationFactor());
|
||||
|
||||
verticalOffset += STATS_PELS_PER_LINE;
|
||||
drawText(horizontalOffset, verticalOffset, scale, rotation, font, reflectionsStatus, color);
|
||||
|
||||
bool diffusionEnabled = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
bool diffusionEnabled = true; //Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
|
||||
int fanout = diffusionEnabled ? audioReflector->getDiffusionFanout() : 0;
|
||||
int diffusionPaths = diffusionEnabled ? audioReflector->getDiffusionPathCount() : 0;
|
||||
sprintf(reflectionsStatus, "Diffusion: %s, Fanout: %d, Paths: %d",
|
||||
|
|
|
@ -27,7 +27,8 @@ Base3DOverlay::Base3DOverlay() :
|
|||
_rotation(),
|
||||
_isSolid(DEFAULT_IS_SOLID),
|
||||
_isDashedLine(DEFAULT_IS_DASHED_LINE),
|
||||
_ignoreRayIntersection(false)
|
||||
_ignoreRayIntersection(false),
|
||||
_drawInFront(false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -48,6 +49,13 @@ Base3DOverlay::~Base3DOverlay() {
|
|||
void Base3DOverlay::setProperties(const QScriptValue& properties) {
|
||||
Overlay::setProperties(properties);
|
||||
|
||||
QScriptValue drawInFront = properties.property("drawInFront");
|
||||
|
||||
if (drawInFront.isValid()) {
|
||||
bool value = drawInFront.toVariant().toBool();
|
||||
setDrawInFront(value);
|
||||
}
|
||||
|
||||
QScriptValue position = properties.property("position");
|
||||
|
||||
// if "position" property was not there, check to see if they included aliases: start, point, p1
|
||||
|
@ -151,6 +159,9 @@ QScriptValue Base3DOverlay::getProperty(const QString& property) {
|
|||
if (property == "ignoreRayIntersection") {
|
||||
return _ignoreRayIntersection;
|
||||
}
|
||||
if (property == "drawInFront") {
|
||||
return _drawInFront;
|
||||
}
|
||||
|
||||
return Overlay::getProperty(property);
|
||||
}
|
||||
|
|
|
@ -36,6 +36,7 @@ public:
|
|||
bool getIsSolidLine() const { return !_isDashedLine; }
|
||||
const glm::quat& getRotation() const { return _rotation; }
|
||||
bool getIgnoreRayIntersection() const { return _ignoreRayIntersection; }
|
||||
bool getDrawInFront() const { return _drawInFront; }
|
||||
|
||||
// setters
|
||||
void setPosition(const glm::vec3& position) { _position = position; }
|
||||
|
@ -44,6 +45,7 @@ public:
|
|||
void setIsDashedLine(bool isDashedLine) { _isDashedLine = isDashedLine; }
|
||||
void setRotation(const glm::quat& value) { _rotation = value; }
|
||||
void setIgnoreRayIntersection(bool value) { _ignoreRayIntersection = value; }
|
||||
void setDrawInFront(bool value) { _drawInFront = value; }
|
||||
|
||||
virtual void setProperties(const QScriptValue& properties);
|
||||
virtual QScriptValue getProperty(const QString& property);
|
||||
|
@ -64,6 +66,7 @@ protected:
|
|||
bool _isSolid;
|
||||
bool _isDashedLine;
|
||||
bool _ignoreRayIntersection;
|
||||
bool _drawInFront;
|
||||
};
|
||||
|
||||
#endif // hifi_Base3DOverlay_h
|
||||
|
|
|
@ -93,7 +93,7 @@ void Overlays::render2D() {
|
|||
}
|
||||
}
|
||||
|
||||
void Overlays::render3D(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
|
||||
void Overlays::render3D(bool drawFront, RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
|
||||
QReadLocker lock(&_lock);
|
||||
if (_overlays3D.size() == 0) {
|
||||
return;
|
||||
|
@ -112,6 +112,10 @@ void Overlays::render3D(RenderArgs::RenderMode renderMode, RenderArgs::RenderSid
|
|||
|
||||
|
||||
foreach(Overlay* thisOverlay, _overlays3D) {
|
||||
Base3DOverlay* overlay3D = static_cast<Base3DOverlay*>(thisOverlay);
|
||||
if (overlay3D->getDrawInFront() != drawFront) {
|
||||
continue;
|
||||
}
|
||||
glPushMatrix();
|
||||
switch (thisOverlay->getAnchor()) {
|
||||
case Overlay::MY_AVATAR:
|
||||
|
@ -301,6 +305,7 @@ void OverlayPropertyResultFromScriptValue(const QScriptValue& value, OverlayProp
|
|||
|
||||
RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray) {
|
||||
float bestDistance = std::numeric_limits<float>::max();
|
||||
bool bestIsFront = false;
|
||||
RayToOverlayIntersectionResult result;
|
||||
QMapIterator<unsigned int, Overlay*> i(_overlays3D);
|
||||
i.toBack();
|
||||
|
@ -313,7 +318,9 @@ RayToOverlayIntersectionResult Overlays::findRayIntersection(const PickRay& ray)
|
|||
BoxFace thisFace;
|
||||
QString thisExtraInfo;
|
||||
if (thisOverlay->findRayIntersectionExtraInfo(ray.origin, ray.direction, thisDistance, thisFace, thisExtraInfo)) {
|
||||
if (thisDistance < bestDistance) {
|
||||
bool isDrawInFront = thisOverlay->getDrawInFront();
|
||||
if (thisDistance < bestDistance && (!bestIsFront || isDrawInFront)) {
|
||||
bestIsFront = isDrawInFront;
|
||||
bestDistance = thisDistance;
|
||||
result.intersects = true;
|
||||
result.distance = thisDistance;
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <QString>
|
||||
#include <QScriptValue>
|
||||
#include <QSignalMapper>
|
||||
|
||||
#include "Overlay.h"
|
||||
|
||||
|
@ -51,7 +52,7 @@ public:
|
|||
~Overlays();
|
||||
void init(QGLWidget* parent);
|
||||
void update(float deltatime);
|
||||
void render3D(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE,
|
||||
void render3D(bool drawFront, RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE,
|
||||
RenderArgs::RenderSide renderSide = RenderArgs::MONO);
|
||||
void render2D();
|
||||
|
||||
|
|
|
@ -653,7 +653,6 @@ void EntityTree::update() {
|
|||
}
|
||||
|
||||
void EntityTree::updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
|
||||
// TODO: switch these to iterators so we can remove items that get deleted
|
||||
foreach (EntityItem* thisEntity, _changedEntities) {
|
||||
// check to see if the lifetime has expired, for immortal entities this is always false
|
||||
if (thisEntity->lifetimeHasExpired()) {
|
||||
|
@ -675,15 +674,17 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
|
|||
{
|
||||
PerformanceTimer perfTimer("_movingEntities");
|
||||
|
||||
// TODO: switch these to iterators so we can remove items that get deleted
|
||||
for (int i = 0; i < _movingEntities.size(); i++) {
|
||||
EntityItem* thisEntity = _movingEntities[i];
|
||||
QList<EntityItem*>::iterator item_itr = _movingEntities.begin();
|
||||
while (item_itr != _movingEntities.end()) {
|
||||
EntityItem* thisEntity = *item_itr;
|
||||
|
||||
// always check to see if the lifetime has expired, for immortal entities this is always false
|
||||
if (thisEntity->lifetimeHasExpired()) {
|
||||
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
|
||||
entitiesToDelete << thisEntity->getEntityItemID();
|
||||
clearEntityState(thisEntity);
|
||||
// remove thisEntity from the list
|
||||
item_itr = _movingEntities.erase(item_itr);
|
||||
thisEntity->setSimulationState(EntityItem::Static);
|
||||
} else {
|
||||
AACube oldCube = thisEntity->getMaximumAACube();
|
||||
thisEntity->update(now);
|
||||
|
@ -694,10 +695,22 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
|
|||
if (!domainBounds.touches(newCube)) {
|
||||
qDebug() << "Entity " << thisEntity->getEntityItemID() << " moved out of domain bounds.";
|
||||
entitiesToDelete << thisEntity->getEntityItemID();
|
||||
clearEntityState(thisEntity);
|
||||
// remove thisEntity from the list
|
||||
item_itr = _movingEntities.erase(item_itr);
|
||||
thisEntity->setSimulationState(EntityItem::Static);
|
||||
} else {
|
||||
moveOperator.addEntityToMoveList(thisEntity, oldCube, newCube);
|
||||
updateEntityState(thisEntity);
|
||||
EntityItem::SimulationState newState = thisEntity->computeSimulationState();
|
||||
if (newState != EntityItem::Moving) {
|
||||
if (newState == EntityItem::Mortal) {
|
||||
_mortalEntities.push_back(thisEntity);
|
||||
}
|
||||
// remove thisEntity from the list
|
||||
item_itr = _movingEntities.erase(item_itr);
|
||||
thisEntity->setSimulationState(newState);
|
||||
} else {
|
||||
++item_itr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -710,18 +723,30 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
|
|||
}
|
||||
|
||||
void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
|
||||
// TODO: switch these to iterators so we can remove items that get deleted
|
||||
for (int i = 0; i < _mortalEntities.size(); i++) {
|
||||
EntityItem* thisEntity = _mortalEntities[i];
|
||||
QList<EntityItem*>::iterator item_itr = _mortalEntities.begin();
|
||||
while (item_itr != _mortalEntities.end()) {
|
||||
EntityItem* thisEntity = *item_itr;
|
||||
thisEntity->update(now);
|
||||
// always check to see if the lifetime has expired, for immortal entities this is always false
|
||||
if (thisEntity->lifetimeHasExpired()) {
|
||||
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
|
||||
entitiesToDelete << thisEntity->getEntityItemID();
|
||||
clearEntityState(thisEntity);
|
||||
// remove thisEntity from the list
|
||||
item_itr = _mortalEntities.erase(item_itr);
|
||||
thisEntity->setSimulationState(EntityItem::Static);
|
||||
} else {
|
||||
// check to see if this entity is no longer moving
|
||||
updateEntityState(thisEntity);
|
||||
EntityItem::SimulationState newState = thisEntity->computeSimulationState();
|
||||
if (newState != EntityItem::Mortal) {
|
||||
if (newState == EntityItem::Moving) {
|
||||
_movingEntities.push_back(thisEntity);
|
||||
}
|
||||
// remove thisEntity from the list
|
||||
item_itr = _mortalEntities.erase(item_itr);
|
||||
thisEntity->setSimulationState(newState);
|
||||
} else {
|
||||
++item_itr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,8 +30,54 @@
|
|||
|
||||
#include "FBXReader.h"
|
||||
|
||||
|
||||
// TOOL: Uncomment the following line to enable the filtering of all the unkwnon fields of a node so we can break point easily while loading a model with problems...
|
||||
//#define DEBUG_FBXREADER
|
||||
|
||||
using namespace std;
|
||||
|
||||
struct TextureParam {
|
||||
glm::vec2 UVTranslation;
|
||||
glm::vec2 UVScaling;
|
||||
glm::vec4 cropping;
|
||||
std::string UVSet;
|
||||
|
||||
glm::vec3 translation;
|
||||
glm::vec3 rotation;
|
||||
glm::vec3 scaling;
|
||||
uint8_t alphaSource;
|
||||
uint8_t currentTextureBlendMode;
|
||||
bool useMaterial;
|
||||
|
||||
template <typename T>
|
||||
bool assign(T& ref, const T& v) {
|
||||
if (ref == v) {
|
||||
return false;
|
||||
} else {
|
||||
ref = v;
|
||||
isDefault = false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool isDefault;
|
||||
|
||||
TextureParam() :
|
||||
UVTranslation(0.0f),
|
||||
UVScaling(1.0f),
|
||||
cropping(0.0f),
|
||||
UVSet("map1"),
|
||||
translation(0.0f),
|
||||
rotation(0.0f),
|
||||
scaling(1.0f),
|
||||
alphaSource(0),
|
||||
currentTextureBlendMode(0),
|
||||
useMaterial(true),
|
||||
isDefault(true)
|
||||
{}
|
||||
};
|
||||
|
||||
|
||||
bool FBXMesh::hasSpecularTexture() const {
|
||||
foreach (const FBXMeshPart& part, parts) {
|
||||
if (!part.specularTexture.filename.isEmpty()) {
|
||||
|
@ -41,6 +87,15 @@ bool FBXMesh::hasSpecularTexture() const {
|
|||
return false;
|
||||
}
|
||||
|
||||
bool FBXMesh::hasEmissiveTexture() const {
|
||||
foreach (const FBXMeshPart& part, parts) {
|
||||
if (!part.emissiveTexture.filename.isEmpty()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
QStringList FBXGeometry::getJointNames() const {
|
||||
QStringList names;
|
||||
foreach (const FBXJoint& joint, joints) {
|
||||
|
@ -709,6 +764,7 @@ class Vertex {
|
|||
public:
|
||||
int originalIndex;
|
||||
glm::vec2 texCoord;
|
||||
glm::vec2 texCoord1;
|
||||
};
|
||||
|
||||
uint qHash(const Vertex& vertex, uint seed = 0) {
|
||||
|
@ -716,7 +772,7 @@ uint qHash(const Vertex& vertex, uint seed = 0) {
|
|||
}
|
||||
|
||||
bool operator==(const Vertex& v1, const Vertex& v2) {
|
||||
return v1.originalIndex == v2.originalIndex && v1.texCoord == v2.texCoord;
|
||||
return v1.originalIndex == v2.originalIndex && v1.texCoord == v2.texCoord && v1.texCoord1 == v2.texCoord1;
|
||||
}
|
||||
|
||||
class ExtractedMesh {
|
||||
|
@ -725,6 +781,16 @@ public:
|
|||
QMultiHash<int, int> newIndices;
|
||||
QVector<QHash<int, int> > blendshapeIndexMaps;
|
||||
QVector<QPair<int, int> > partMaterialTextures;
|
||||
QHash<QString, int> texcoordSetMap;
|
||||
std::map<std::string, int> texcoordSetMap2;
|
||||
};
|
||||
|
||||
class AttributeData {
|
||||
public:
|
||||
QVector<glm::vec2> texCoords;
|
||||
QVector<int> texCoordIndices;
|
||||
std::string name;
|
||||
int index;
|
||||
};
|
||||
|
||||
class MeshData {
|
||||
|
@ -739,6 +805,8 @@ public:
|
|||
QVector<int> texCoordIndices;
|
||||
|
||||
QHash<Vertex, int> indices;
|
||||
|
||||
std::vector<AttributeData> attributes;
|
||||
};
|
||||
|
||||
void appendIndex(MeshData& data, QVector<int>& indices, int index) {
|
||||
|
@ -780,6 +848,20 @@ void appendIndex(MeshData& data, QVector<int>& indices, int index) {
|
|||
vertex.texCoord = data.texCoords.at(texCoordIndex);
|
||||
}
|
||||
}
|
||||
|
||||
bool hasMoreTexcoords = (data.attributes.size() > 1);
|
||||
if (hasMoreTexcoords) {
|
||||
if (data.attributes[1].texCoordIndices.empty()) {
|
||||
if (index < data.attributes[1].texCoords.size()) {
|
||||
vertex.texCoord1 = data.attributes[1].texCoords.at(index);
|
||||
}
|
||||
} else if (index < data.attributes[1].texCoordIndices.size()) {
|
||||
int texCoordIndex = data.attributes[1].texCoordIndices.at(index);
|
||||
if (texCoordIndex >= 0 && texCoordIndex < data.attributes[1].texCoords.size()) {
|
||||
vertex.texCoord1 = data.attributes[1].texCoords.at(texCoordIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
QHash<Vertex, int>::const_iterator it = data.indices.find(vertex);
|
||||
if (it == data.indices.constEnd()) {
|
||||
|
@ -790,7 +872,9 @@ void appendIndex(MeshData& data, QVector<int>& indices, int index) {
|
|||
data.extracted.mesh.vertices.append(position);
|
||||
data.extracted.mesh.normals.append(normal);
|
||||
data.extracted.mesh.texCoords.append(vertex.texCoord);
|
||||
|
||||
if (hasMoreTexcoords) {
|
||||
data.extracted.mesh.texCoords1.append(vertex.texCoord1);
|
||||
}
|
||||
} else {
|
||||
indices.append(*it);
|
||||
data.extracted.mesh.normals[*it] += normal;
|
||||
|
@ -829,13 +913,67 @@ ExtractedMesh extractMesh(const FBXNode& object) {
|
|||
// hack to work around wacky Makehuman exports
|
||||
data.normalsByVertex = true;
|
||||
}
|
||||
} else if (child.name == "LayerElementUV" && child.properties.at(0).toInt() == 0) {
|
||||
foreach (const FBXNode& subdata, child.children) {
|
||||
if (subdata.name == "UV") {
|
||||
data.texCoords = createVec2Vector(getDoubleVector(subdata));
|
||||
} else if (child.name == "LayerElementUV") {
|
||||
if (child.properties.at(0).toInt() == 0) {
|
||||
AttributeData attrib;
|
||||
attrib.index = child.properties.at(0).toInt();
|
||||
foreach (const FBXNode& subdata, child.children) {
|
||||
if (subdata.name == "UV") {
|
||||
data.texCoords = createVec2Vector(getDoubleVector(subdata));
|
||||
attrib.texCoords = createVec2Vector(getDoubleVector(subdata));
|
||||
} else if (subdata.name == "UVIndex") {
|
||||
data.texCoordIndices = getIntVector(subdata);
|
||||
attrib.texCoordIndices = getIntVector(subdata);
|
||||
} else if (subdata.name == "Name") {
|
||||
attrib.name = subdata.properties.at(0).toString().toStdString();
|
||||
}
|
||||
#if defined(DEBUG_FBXREADER)
|
||||
else {
|
||||
int unknown = 0;
|
||||
std::string subname = subdata.name.data();
|
||||
if ( (subdata.name == "Version")
|
||||
|| (subdata.name == "MappingInformationType")
|
||||
|| (subdata.name == "ReferenceInformationType") ) {
|
||||
} else {
|
||||
unknown++;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
data.extracted.texcoordSetMap.insert(QString(attrib.name.c_str()), data.attributes.size());
|
||||
data.attributes.push_back(attrib);
|
||||
} else {
|
||||
AttributeData attrib;
|
||||
attrib.index = child.properties.at(0).toInt();
|
||||
foreach (const FBXNode& subdata, child.children) {
|
||||
if (subdata.name == "UV") {
|
||||
attrib.texCoords = createVec2Vector(getDoubleVector(subdata));
|
||||
} else if (subdata.name == "UVIndex") {
|
||||
attrib.texCoordIndices = getIntVector(subdata);
|
||||
} else if (subdata.name == "Name") {
|
||||
attrib.name = subdata.properties.at(0).toString().toStdString();
|
||||
}
|
||||
#if defined(DEBUG_FBXREADER)
|
||||
else {
|
||||
int unknown = 0;
|
||||
std::string subname = subdata.name.data();
|
||||
if ( (subdata.name == "Version")
|
||||
|| (subdata.name == "MappingInformationType")
|
||||
|| (subdata.name == "ReferenceInformationType") ) {
|
||||
} else {
|
||||
unknown++;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
} else if (subdata.name == "UVIndex") {
|
||||
data.texCoordIndices = getIntVector(subdata);
|
||||
QHash<QString, int>::iterator it = data.extracted.texcoordSetMap.find(QString(attrib.name.c_str()));
|
||||
if (it == data.extracted.texcoordSetMap.end()) {
|
||||
data.extracted.texcoordSetMap.insert(QString(attrib.name.c_str()), data.attributes.size());
|
||||
data.attributes.push_back(attrib);
|
||||
} else {
|
||||
// WTF same names for different UVs?
|
||||
qDebug() << "LayerElementUV #" << attrib.index << " is reusing the same name as #" << (*it) << ". Skip this texcoord attribute.";
|
||||
}
|
||||
}
|
||||
} else if (child.name == "LayerElementMaterial") {
|
||||
|
@ -1005,11 +1143,25 @@ public:
|
|||
FBXTexture getTexture(const QString& textureID,
|
||||
const QHash<QString, QString>& textureNames,
|
||||
const QHash<QString, QByteArray>& textureFilenames,
|
||||
const QHash<QByteArray, QByteArray>& textureContent) {
|
||||
const QHash<QByteArray, QByteArray>& textureContent,
|
||||
const QHash<QString, TextureParam>& textureParams) {
|
||||
FBXTexture texture;
|
||||
texture.filename = textureFilenames.value(textureID);
|
||||
texture.name = textureNames.value(textureID);
|
||||
texture.content = textureContent.value(texture.filename);
|
||||
texture.transform.setIdentity();
|
||||
texture.texcoordSet = 0;
|
||||
QHash<QString, TextureParam>::const_iterator it = textureParams.constFind(textureID);
|
||||
if (it != textureParams.end()) {
|
||||
const TextureParam& p = (*it);
|
||||
texture.transform.setTranslation(p.translation);
|
||||
texture.transform.setRotation(glm::quat(glm::radians(p.rotation)));
|
||||
texture.transform.setScale(p.scaling);
|
||||
if ((p.UVSet != "map1") || (p.UVSet != "UVSet0")) {
|
||||
texture.texcoordSet = 1;
|
||||
}
|
||||
texture.texcoordSetName = p.UVSet;
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
@ -1025,6 +1177,23 @@ bool checkMaterialsHaveTextures(const QHash<QString, Material>& materials,
|
|||
return false;
|
||||
}
|
||||
|
||||
int matchTextureUVSetToAttributeChannel(const std::string& texUVSetName, const QHash<QString, int>& texcoordChannels) {
|
||||
if (texUVSetName.empty()) {
|
||||
return 0;
|
||||
} else {
|
||||
QHash<QString, int>::const_iterator tcUnit = texcoordChannels.find(QString(texUVSetName.c_str()));
|
||||
if (tcUnit != texcoordChannels.end()) {
|
||||
int channel = (*tcUnit);
|
||||
if (channel >= 2) {
|
||||
channel = 0;
|
||||
}
|
||||
return channel;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
|
||||
QHash<QString, ExtractedMesh> meshes;
|
||||
QHash<QString, QString> modelIDsToNames;
|
||||
|
@ -1039,12 +1208,14 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QHash<QString, AnimationCurve> animationCurves;
|
||||
QHash<QString, QString> textureNames;
|
||||
QHash<QString, QByteArray> textureFilenames;
|
||||
QHash<QString, TextureParam> textureParams;
|
||||
QHash<QByteArray, QByteArray> textureContent;
|
||||
QHash<QString, Material> materials;
|
||||
QHash<QString, QString> typeFlags;
|
||||
QHash<QString, QString> diffuseTextures;
|
||||
QHash<QString, QString> bumpTextures;
|
||||
QHash<QString, QString> specularTextures;
|
||||
QHash<QString, QString> emissiveTextures;
|
||||
QHash<QString, QString> localRotations;
|
||||
QHash<QString, QString> xComponents;
|
||||
QHash<QString, QString> yComponents;
|
||||
|
@ -1099,7 +1270,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
}
|
||||
}
|
||||
QMultiHash<QString, WeightedIndex> blendshapeChannelIndices;
|
||||
|
||||
#if defined(DEBUG_FBXREADER)
|
||||
int unknown = 0;
|
||||
#endif
|
||||
FBXGeometry geometry;
|
||||
float unitScaleFactor = 1.0f;
|
||||
foreach (const FBXNode& child, node.children) {
|
||||
|
@ -1302,6 +1475,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
models.insert(getID(object.properties), model);
|
||||
|
||||
} else if (object.name == "Texture") {
|
||||
TextureParam tex;
|
||||
bool texparam = false;
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
// trim off any path information
|
||||
|
@ -1313,7 +1488,65 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QString name = QString(subobject.properties.at(0).toByteArray());
|
||||
name = name.left(name.indexOf('['));
|
||||
textureNames.insert(getID(object.properties), name);
|
||||
} else if (subobject.name == "Texture_Alpha_Source") {
|
||||
tex.assign<uint8_t>(tex.alphaSource, subobject.properties.at(0).value<int>());
|
||||
} else if (subobject.name == "ModelUVTranslation") {
|
||||
tex.assign(tex.UVTranslation, glm::vec2(subobject.properties.at(0).value<double>(),
|
||||
subobject.properties.at(1).value<double>()));
|
||||
} else if (subobject.name == "ModelUVScaling") {
|
||||
tex.assign(tex.UVScaling, glm::vec2(subobject.properties.at(0).value<double>(),
|
||||
subobject.properties.at(1).value<double>()));
|
||||
} else if (subobject.name == "Cropping") {
|
||||
tex.assign(tex.cropping, glm::vec4(subobject.properties.at(0).value<int>(),
|
||||
subobject.properties.at(1).value<int>(),
|
||||
subobject.properties.at(2).value<int>(),
|
||||
subobject.properties.at(3).value<int>()));
|
||||
} else if (subobject.name == "Properties70") {
|
||||
QByteArray propertyName;
|
||||
int index;
|
||||
propertyName = "P";
|
||||
index = 4;
|
||||
foreach (const FBXNode& property, subobject.children) {
|
||||
if (property.name == propertyName) {
|
||||
QString v = property.properties.at(0).toString();
|
||||
if (property.properties.at(0) == "UVSet") {
|
||||
tex.assign(tex.UVSet, property.properties.at(index).toString().toStdString());
|
||||
} else if (property.properties.at(0) == "CurrentTextureBlendMode") {
|
||||
tex.assign<uint8_t>(tex.currentTextureBlendMode, property.properties.at(index).value<int>());
|
||||
} else if (property.properties.at(0) == "UseMaterial") {
|
||||
tex.assign<bool>(tex.useMaterial, property.properties.at(index).value<int>());
|
||||
} else if (property.properties.at(0) == "Translation") {
|
||||
tex.assign(tex.translation, getVec3(property.properties, index));
|
||||
} else if (property.properties.at(0) == "Rotation") {
|
||||
tex.assign(tex.rotation, getVec3(property.properties, index));
|
||||
} else if (property.properties.at(0) == "Scaling") {
|
||||
tex.assign(tex.scaling, getVec3(property.properties, index));
|
||||
}
|
||||
#if defined(DEBUG_FBXREADER)
|
||||
else {
|
||||
std::string propName = v.toStdString();
|
||||
unknown++;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#if defined(DEBUG_FBXREADER)
|
||||
else {
|
||||
if (subobject.name == "Type") {
|
||||
} else if (subobject.name == "Version") {
|
||||
} else if (subobject.name == "FileName") {
|
||||
} else if (subobject.name == "Media") {
|
||||
} else {
|
||||
std::string subname = subobject.name.data();
|
||||
unknown++;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (!tex.isDefault) {
|
||||
textureParams.insert(getID(object.properties), tex);
|
||||
}
|
||||
} else if (object.name == "Video") {
|
||||
QByteArray filename;
|
||||
|
@ -1425,6 +1658,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
ooChildToParent.insert(childID, parentID);
|
||||
}
|
||||
if (connection.properties.at(0) == "OP") {
|
||||
int counter = 0;
|
||||
QByteArray type = connection.properties.at(3).toByteArray().toLower();
|
||||
if (type.contains("diffuse")) {
|
||||
diffuseTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
@ -1446,6 +1680,15 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
|
||||
} else if (type == "d|z") {
|
||||
zComponents.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type.contains("shininess")) {
|
||||
counter++;
|
||||
|
||||
} else if (type.contains("emissive")) {
|
||||
emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else {
|
||||
counter++;
|
||||
}
|
||||
}
|
||||
parentMap.insert(getID(connection.properties, 1), getID(connection.properties, 2));
|
||||
|
@ -1650,33 +1893,63 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
const QString& childID = children.at(i);
|
||||
if (materials.contains(childID)) {
|
||||
Material material = materials.value(childID);
|
||||
|
||||
bool detectDifferentUVs = false;
|
||||
FBXTexture diffuseTexture;
|
||||
QString diffuseTextureID = diffuseTextures.value(childID);
|
||||
if (!diffuseTextureID.isNull()) {
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureNames, textureFilenames, textureContent);
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
|
||||
// FBX files generated by 3DSMax have an intermediate texture parent, apparently
|
||||
foreach (const QString& childTextureID, childMap.values(diffuseTextureID)) {
|
||||
if (textureFilenames.contains(childTextureID)) {
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureNames, textureFilenames, textureContent);
|
||||
diffuseTexture = getTexture(diffuseTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
}
|
||||
}
|
||||
diffuseTexture.texcoordSet = matchTextureUVSetToAttributeChannel(diffuseTexture.texcoordSetName, extracted.texcoordSetMap);
|
||||
|
||||
detectDifferentUVs = (diffuseTexture.texcoordSet != 0) || (!diffuseTexture.transform.isIdentity());
|
||||
}
|
||||
|
||||
FBXTexture normalTexture;
|
||||
QString bumpTextureID = bumpTextures.value(childID);
|
||||
if (!bumpTextureID.isNull()) {
|
||||
normalTexture = getTexture(bumpTextureID, textureNames, textureFilenames, textureContent);
|
||||
normalTexture = getTexture(bumpTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
generateTangents = true;
|
||||
|
||||
normalTexture.texcoordSet = matchTextureUVSetToAttributeChannel(normalTexture.texcoordSetName, extracted.texcoordSetMap);
|
||||
|
||||
detectDifferentUVs |= (normalTexture.texcoordSet != 0) || (!normalTexture.transform.isIdentity());
|
||||
}
|
||||
|
||||
FBXTexture specularTexture;
|
||||
QString specularTextureID = specularTextures.value(childID);
|
||||
if (!specularTextureID.isNull()) {
|
||||
specularTexture = getTexture(specularTextureID, textureNames, textureFilenames, textureContent);
|
||||
specularTexture = getTexture(specularTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
specularTexture.texcoordSet = matchTextureUVSetToAttributeChannel(specularTexture.texcoordSetName, extracted.texcoordSetMap);
|
||||
detectDifferentUVs |= (specularTexture.texcoordSet != 0) || (!specularTexture.transform.isIdentity());
|
||||
}
|
||||
|
||||
FBXTexture emissiveTexture;
|
||||
QString emissiveTextureID = emissiveTextures.value(childID);
|
||||
if (!emissiveTextureID.isNull()) {
|
||||
emissiveTexture = getTexture(emissiveTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
|
||||
// FBX files generated by 3DSMax have an intermediate texture parent, apparently
|
||||
foreach (const QString& childTextureID, childMap.values(diffuseTextureID)) {
|
||||
if (textureFilenames.contains(childTextureID)) {
|
||||
emissiveTexture = getTexture(emissiveTextureID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
}
|
||||
}
|
||||
|
||||
emissiveTexture.texcoordSet = matchTextureUVSetToAttributeChannel(emissiveTexture.texcoordSetName, extracted.texcoordSetMap);
|
||||
|
||||
detectDifferentUVs |= (emissiveTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
|
||||
}
|
||||
|
||||
if (detectDifferentUVs) {
|
||||
detectDifferentUVs = false;
|
||||
}
|
||||
|
||||
for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
|
||||
if (extracted.partMaterialTextures.at(j).first == materialIndex) {
|
||||
FBXMeshPart& part = extracted.mesh.parts[j];
|
||||
|
@ -1694,13 +1967,16 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
if (!specularTexture.filename.isNull()) {
|
||||
part.specularTexture = specularTexture;
|
||||
}
|
||||
if (!emissiveTexture.filename.isNull()) {
|
||||
part.emissiveTexture = emissiveTexture;
|
||||
}
|
||||
part.materialID = material.id;
|
||||
}
|
||||
}
|
||||
materialIndex++;
|
||||
|
||||
} else if (textureFilenames.contains(childID)) {
|
||||
FBXTexture texture = getTexture(childID, textureNames, textureFilenames, textureContent);
|
||||
FBXTexture texture = getTexture(childID, textureNames, textureFilenames, textureContent, textureParams);
|
||||
for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
|
||||
int partTexture = extracted.partMaterialTextures.at(j).second;
|
||||
if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include <QVector>
|
||||
|
||||
#include <Extents.h>
|
||||
#include <Transform.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
@ -102,6 +103,10 @@ public:
|
|||
QString name;
|
||||
QByteArray filename;
|
||||
QByteArray content;
|
||||
|
||||
Transform transform;
|
||||
int texcoordSet;
|
||||
std::string texcoordSetName;
|
||||
};
|
||||
|
||||
/// A single part of a mesh (with the same material).
|
||||
|
@ -120,6 +125,7 @@ public:
|
|||
FBXTexture diffuseTexture;
|
||||
FBXTexture normalTexture;
|
||||
FBXTexture specularTexture;
|
||||
FBXTexture emissiveTexture;
|
||||
|
||||
QString materialID;
|
||||
};
|
||||
|
@ -135,18 +141,20 @@ public:
|
|||
QVector<glm::vec3> tangents;
|
||||
QVector<glm::vec3> colors;
|
||||
QVector<glm::vec2> texCoords;
|
||||
QVector<glm::vec2> texCoords1;
|
||||
QVector<glm::vec4> clusterIndices;
|
||||
QVector<glm::vec4> clusterWeights;
|
||||
|
||||
QVector<FBXCluster> clusters;
|
||||
|
||||
Extents meshExtents;
|
||||
|
||||
|
||||
bool isEye;
|
||||
|
||||
QVector<FBXBlendshape> blendshapes;
|
||||
|
||||
bool hasSpecularTexture() const;
|
||||
bool hasEmissiveTexture() const;
|
||||
};
|
||||
|
||||
/// A single animation frame extracted from an FBX document.
|
||||
|
|
|
@ -136,7 +136,10 @@ protected:
|
|||
void invalidCache() const { _flags.set(FLAG_CACHE_INVALID, true); }
|
||||
|
||||
void flagTranslation() { _flags.set(FLAG_TRANSLATION, true); }
|
||||
void unflagTranslation() { _flags.set(FLAG_TRANSLATION, false); }
|
||||
|
||||
void flagRotation() { _flags.set(FLAG_ROTATION, true); }
|
||||
void unflagRotation() { _flags.set(FLAG_ROTATION, false); }
|
||||
|
||||
void flagScaling() { _flags.set(FLAG_SCALING, true); }
|
||||
void unflagScaling() { _flags.set(FLAG_SCALING, false); }
|
||||
|
@ -162,17 +165,23 @@ inline const Transform::Vec3& Transform::getTranslation() const {
|
|||
|
||||
inline void Transform::setTranslation(const Vec3& translation) {
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
if (translation == Vec3()) {
|
||||
unflagTranslation();
|
||||
} else {
|
||||
flagTranslation();
|
||||
}
|
||||
_translation = translation;
|
||||
}
|
||||
|
||||
inline void Transform::preTranslate(const Vec3& translation) {
|
||||
if (translation == Vec3() ) return;
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
_translation += translation;
|
||||
}
|
||||
|
||||
inline void Transform::postTranslate(const Vec3& translation) {
|
||||
if (translation == Vec3() ) return;
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
|
||||
|
@ -192,11 +201,16 @@ inline const Transform::Quat& Transform::getRotation() const {
|
|||
|
||||
inline void Transform::setRotation(const Quat& rotation) {
|
||||
invalidCache();
|
||||
flagRotation();
|
||||
if (rotation == Quat()) {
|
||||
unflagRotation();
|
||||
} else {
|
||||
flagRotation();
|
||||
}
|
||||
_rotation = rotation;
|
||||
}
|
||||
|
||||
inline void Transform::preRotate(const Quat& rotation) {
|
||||
if (rotation == Quat()) return;
|
||||
invalidCache();
|
||||
if (isRotating()) {
|
||||
_rotation = rotation * _rotation;
|
||||
|
@ -204,10 +218,12 @@ inline void Transform::preRotate(const Quat& rotation) {
|
|||
_rotation = rotation;
|
||||
}
|
||||
flagRotation();
|
||||
|
||||
_translation = glm::rotate(rotation, _translation);
|
||||
}
|
||||
|
||||
inline void Transform::postRotate(const Quat& rotation) {
|
||||
if (rotation == Quat()) return;
|
||||
invalidCache();
|
||||
|
||||
if (isNonUniform()) {
|
||||
|
|
Loading…
Reference in a new issue