mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Merge branch 'master' into plugins
This commit is contained in:
commit
3c6416d6b8
11 changed files with 200 additions and 144 deletions
|
@ -443,36 +443,57 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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// Stack indicator spheres
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float indicatorOffset = 0.0f;
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if (!_displayName.isEmpty() && _displayNameAlpha != 0.0f) {
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const float DISPLAY_NAME_INDICATOR_OFFSET = 0.22f;
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indicatorOffset = DISPLAY_NAME_INDICATOR_OFFSET;
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}
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const float INDICATOR_RADIUS = 0.03f;
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const float INDICATOR_INDICATOR_OFFSET = 3.0f * INDICATOR_RADIUS;
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
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const float INDICATOR_OFFSET = 0.22f;
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const float INDICATOR_RADIUS = 0.03f;
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const glm::vec4 LOOK_AT_INDICATOR_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f };
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glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
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glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + INDICATOR_OFFSET, _position.z);
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Transform transform;
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
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15, 15, LOOK_AT_INDICATOR_COLOR);
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indicatorOffset += INDICATOR_INDICATOR_OFFSET;
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}
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// If the avatar is looking at me, render an indication that they area
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if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) {
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const glm::vec4 LOOKING_AT_ME_COLOR = { 0.8f, 0.65f, 0.0f, 0.1f };
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glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
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Transform transform;
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
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15, 15, LOOKING_AT_ME_COLOR);
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// If the avatar is looking at me, indicate that they are
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if (getHead()->isLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) {
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const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f };
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const float LOOKING_AT_ME_ALPHA_START = 0.8f;
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const float LOOKING_AT_ME_DURATION = 0.5f; // seconds
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quint64 now = usecTimestampNow();
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float alpha = LOOKING_AT_ME_ALPHA_START
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* (1.0f - ((float)(usecTimestampNow() - getHead()->getLookingAtMeStarted()))
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/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND));
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if (alpha > 0.0f) {
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QSharedPointer<NetworkGeometry> geometry = getHead()->getFaceModel().getGeometry();
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if (geometry) {
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const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye
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const float RADIUS_INCREMENT = 0.005f;
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Transform transform;
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glm::vec3 position = getHead()->getLeftEyePosition();
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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float eyeDiameter = geometry->getFBXGeometry().leftEyeSize;
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if (eyeDiameter == 0.0f) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
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eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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position = getHead()->getRightEyePosition();
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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eyeDiameter = geometry->getFBXGeometry().rightEyeSize;
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if (eyeDiameter == 0.0f) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
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eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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}
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}
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}
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// quick check before falling into the code below:
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@ -56,6 +56,8 @@ Head::Head(Avatar* owningAvatar) :
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_deltaLeanForward(0.0f),
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_isCameraMoving(false),
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_isLookingAtMe(false),
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_lookingAtMeStarted(0),
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_wasLastLookingAtMe(0),
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_faceModel(this),
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_leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()),
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_rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID())
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@ -320,7 +322,7 @@ glm::quat Head::getFinalOrientationInLocalFrame() const {
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}
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glm::vec3 Head::getCorrectedLookAtPosition() {
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if (_isLookingAtMe) {
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if (isLookingAtMe()) {
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return _correctedLookAtPosition;
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} else {
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return getLookAtPosition();
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@ -328,10 +330,21 @@ glm::vec3 Head::getCorrectedLookAtPosition() {
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}
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void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
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if (!isLookingAtMe()) {
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_lookingAtMeStarted = usecTimestampNow();
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}
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_isLookingAtMe = true;
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_wasLastLookingAtMe = usecTimestampNow();
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_correctedLookAtPosition = correctedLookAtPosition;
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}
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bool Head::isLookingAtMe() {
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// Allow for outages such as may be encountered during avatar movement
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quint64 now = usecTimestampNow();
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const quint64 LOOKING_AT_ME_GAP_ALLOWED = 1000000; // microseconds
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return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED;
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}
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glm::quat Head::getCameraOrientation() const {
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// NOTE: Head::getCameraOrientation() is not used for orienting the camera "view" while in Oculus mode, so
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// you may wonder why this code is here. This method will be called while in Oculus mode to determine how
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@ -52,8 +52,9 @@ public:
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void setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition);
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glm::vec3 getCorrectedLookAtPosition();
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void clearCorrectedLookAtPosition() { _isLookingAtMe = false; }
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bool getIsLookingAtMe() { return _isLookingAtMe; }
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bool isLookingAtMe();
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quint64 getLookingAtMeStarted() { return _lookingAtMeStarted; }
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float getScale() const { return _scale; }
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glm::vec3 getPosition() const { return _position; }
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const glm::vec3& getEyePosition() const { return _eyePosition; }
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@ -139,6 +140,8 @@ private:
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bool _isCameraMoving;
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bool _isLookingAtMe;
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quint64 _lookingAtMeStarted;
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quint64 _wasLastLookingAtMe;
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FaceModel _faceModel;
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glm::vec3 _correctedLookAtPosition;
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@ -57,7 +57,7 @@ WebWindowClass::WebWindowClass(const QString& title, const QString& url, int wid
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} else {
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auto dialogWidget = new QDialog(Application::getInstance()->getWindow(), Qt::Window);
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dialogWidget->setWindowTitle(title);
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dialogWidget->setMinimumSize(width, height);
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dialogWidget->resize(width, height);
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connect(dialogWidget, &QDialog::finished, this, &WebWindowClass::hasClosed);
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auto layout = new QVBoxLayout(dialogWidget);
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@ -2616,10 +2616,17 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
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buildModelMesh(extracted);
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# endif
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if (extracted.mesh.isEye) {
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if (maxJointIndex == geometry.leftEyeJointIndex) {
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geometry.leftEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale;
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} else {
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geometry.rightEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale;
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}
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}
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geometry.meshes.append(extracted.mesh);
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int meshIndex = geometry.meshes.size() - 1;
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meshIDsToMeshIndices.insert(it.key(), meshIndex);
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}
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// now that all joints have been scanned, compute a collision shape for each joint
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@ -232,7 +232,10 @@ public:
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int rightHandJointIndex = -1;
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int leftToeJointIndex = -1;
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int rightToeJointIndex = -1;
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float leftEyeSize = 0.0f; // Maximum mesh extents dimension
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float rightEyeSize = 0.0f;
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QVector<int> humanIKJointIndices;
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glm::vec3 palmDirection;
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@ -106,36 +106,6 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui
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_params.push_back(nbInstances);
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}
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void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) {
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ADD_COMMAND(clearFramebuffer);
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_params.push_back(enableScissor);
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_params.push_back(stencil);
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_params.push_back(depth);
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_params.push_back(color.w);
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_params.push_back(color.z);
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_params.push_back(color.y);
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_params.push_back(color.x);
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_params.push_back(targets);
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}
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void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) {
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clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor);
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}
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void Batch::clearDepthFramebuffer(float depth, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor);
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}
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void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor);
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}
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void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor);
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}
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void Batch::setInputFormat(const Stream::FormatPointer& format) {
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ADD_COMMAND(setInputFormat);
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@ -255,6 +225,35 @@ void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
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}
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void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) {
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ADD_COMMAND(clearFramebuffer);
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_params.push_back(enableScissor);
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_params.push_back(stencil);
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_params.push_back(depth);
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_params.push_back(color.w);
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_params.push_back(color.z);
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_params.push_back(color.y);
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_params.push_back(color.x);
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_params.push_back(targets);
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}
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void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) {
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clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor);
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}
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void Batch::clearDepthFramebuffer(float depth, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor);
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}
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void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor);
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}
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void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) {
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clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor);
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}
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void Batch::blit(const FramebufferPointer& src, const Vec4i& srcViewport,
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const FramebufferPointer& dst, const Vec4i& dstViewport) {
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ADD_COMMAND(blit);
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|
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@ -54,15 +54,6 @@ public:
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void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0);
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void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
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// Clear framebuffer layers
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// Targets can be any of the render buffers contained in the Framebuffer
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// Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle
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void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false);
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void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
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void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
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void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
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void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
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// Input Stage
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// InputFormat
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// InputBuffers
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@ -105,8 +96,17 @@ public:
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// Framebuffer Stage
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void setFramebuffer(const FramebufferPointer& framebuffer);
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void blit(const FramebufferPointer& src, const Vec4i& srcViewport,
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const FramebufferPointer& dst, const Vec4i& dstViewport);
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|
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// Clear framebuffer layers
|
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// Targets can be any of the render buffers contained in the currnetly bound Framebuffer
|
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// Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle
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void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false);
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void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
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void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
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void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
|
||||
void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
|
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|
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void blit(const FramebufferPointer& src, const Vec4i& srcViewport, const FramebufferPointer& dst, const Vec4i& dstViewport);
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// Query Section
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void beginQuery(const QueryPointer& query);
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|
@ -162,8 +162,6 @@ public:
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COMMAND_drawInstanced,
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COMMAND_drawIndexedInstanced,
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|
||||
COMMAND_clearFramebuffer,
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COMMAND_setInputFormat,
|
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COMMAND_setInputBuffer,
|
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COMMAND_setIndexBuffer,
|
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|
@ -181,6 +179,7 @@ public:
|
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COMMAND_setResourceTexture,
|
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|
||||
COMMAND_setFramebuffer,
|
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COMMAND_clearFramebuffer,
|
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COMMAND_blit,
|
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|
||||
COMMAND_beginQuery,
|
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|
|
|
@ -21,7 +21,6 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
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(&::gpu::GLBackend::do_drawIndexed),
|
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(&::gpu::GLBackend::do_drawInstanced),
|
||||
(&::gpu::GLBackend::do_drawIndexedInstanced),
|
||||
(&::gpu::GLBackend::do_clearFramebuffer),
|
||||
|
||||
(&::gpu::GLBackend::do_setInputFormat),
|
||||
(&::gpu::GLBackend::do_setInputBuffer),
|
||||
|
@ -40,6 +39,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_setResourceTexture),
|
||||
|
||||
(&::gpu::GLBackend::do_setFramebuffer),
|
||||
(&::gpu::GLBackend::do_clearFramebuffer),
|
||||
(&::gpu::GLBackend::do_blit),
|
||||
|
||||
(&::gpu::GLBackend::do_beginQuery),
|
||||
|
@ -246,71 +246,6 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
|
||||
uint32 masks = batch._params[paramOffset + 7]._uint;
|
||||
Vec4 color;
|
||||
color.x = batch._params[paramOffset + 6]._float;
|
||||
color.y = batch._params[paramOffset + 5]._float;
|
||||
color.z = batch._params[paramOffset + 4]._float;
|
||||
color.w = batch._params[paramOffset + 3]._float;
|
||||
float depth = batch._params[paramOffset + 2]._float;
|
||||
int stencil = batch._params[paramOffset + 1]._int;
|
||||
int useScissor = batch._params[paramOffset + 0]._int;
|
||||
|
||||
GLuint glmask = 0;
|
||||
if (masks & Framebuffer::BUFFER_STENCIL) {
|
||||
glClearStencil(stencil);
|
||||
glmask |= GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
|
||||
if (masks & Framebuffer::BUFFER_DEPTH) {
|
||||
glClearDepth(depth);
|
||||
glmask |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
std::vector<GLenum> drawBuffers;
|
||||
if (masks & Framebuffer::BUFFER_COLORS) {
|
||||
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
|
||||
if (masks & (1 << i)) {
|
||||
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
|
||||
}
|
||||
}
|
||||
|
||||
if (!drawBuffers.empty()) {
|
||||
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
|
||||
glClearColor(color.x, color.y, color.z, color.w);
|
||||
glmask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
|
||||
// Force the color mask cache to WRITE_ALL if not the case
|
||||
do_setStateColorWriteMask(State::ColorMask::WRITE_ALL);
|
||||
}
|
||||
|
||||
// Apply scissor if needed and if not already on
|
||||
bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable));
|
||||
if (doEnableScissor) {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
glClear(glmask);
|
||||
|
||||
// Restore scissor if needed
|
||||
if (doEnableScissor) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// Restore the color draw buffers only if a frmaebuffer is bound
|
||||
if (_output._framebuffer && !drawBuffers.empty()) {
|
||||
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
|
||||
if (glFramebuffer) {
|
||||
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
|
||||
}
|
||||
}
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
|
|
@ -241,8 +241,6 @@ protected:
|
|||
void do_drawInstanced(Batch& batch, uint32 paramOffset);
|
||||
void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_clearFramebuffer(Batch& batch, uint32 paramOffset);
|
||||
|
||||
// Input Stage
|
||||
void do_setInputFormat(Batch& batch, uint32 paramOffset);
|
||||
void do_setInputBuffer(Batch& batch, uint32 paramOffset);
|
||||
|
@ -385,6 +383,7 @@ protected:
|
|||
|
||||
// Output stage
|
||||
void do_setFramebuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_clearFramebuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_blit(Batch& batch, uint32 paramOffset);
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
|
|
|
@ -180,7 +180,6 @@ void GLBackend::syncOutputStateCache() {
|
|||
|
||||
void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
|
||||
|
||||
if (_output._framebuffer != framebuffer) {
|
||||
auto newFBO = getFramebufferID(framebuffer);
|
||||
if (_output._drawFBO != newFBO) {
|
||||
|
@ -191,6 +190,72 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
|
||||
uint32 masks = batch._params[paramOffset + 7]._uint;
|
||||
Vec4 color;
|
||||
color.x = batch._params[paramOffset + 6]._float;
|
||||
color.y = batch._params[paramOffset + 5]._float;
|
||||
color.z = batch._params[paramOffset + 4]._float;
|
||||
color.w = batch._params[paramOffset + 3]._float;
|
||||
float depth = batch._params[paramOffset + 2]._float;
|
||||
int stencil = batch._params[paramOffset + 1]._int;
|
||||
int useScissor = batch._params[paramOffset + 0]._int;
|
||||
|
||||
GLuint glmask = 0;
|
||||
if (masks & Framebuffer::BUFFER_STENCIL) {
|
||||
glClearStencil(stencil);
|
||||
glmask |= GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
|
||||
if (masks & Framebuffer::BUFFER_DEPTH) {
|
||||
glClearDepth(depth);
|
||||
glmask |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
std::vector<GLenum> drawBuffers;
|
||||
if (masks & Framebuffer::BUFFER_COLORS) {
|
||||
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
|
||||
if (masks & (1 << i)) {
|
||||
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
|
||||
}
|
||||
}
|
||||
|
||||
if (!drawBuffers.empty()) {
|
||||
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
|
||||
glClearColor(color.x, color.y, color.z, color.w);
|
||||
glmask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
|
||||
// Force the color mask cache to WRITE_ALL if not the case
|
||||
do_setStateColorWriteMask(State::ColorMask::WRITE_ALL);
|
||||
}
|
||||
|
||||
// Apply scissor if needed and if not already on
|
||||
bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable));
|
||||
if (doEnableScissor) {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// Clear!
|
||||
glClear(glmask);
|
||||
|
||||
// Restore scissor if needed
|
||||
if (doEnableScissor) {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// Restore the color draw buffers only if a frmaebuffer is bound
|
||||
if (_output._framebuffer && !drawBuffers.empty()) {
|
||||
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
|
||||
if (glFramebuffer) {
|
||||
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
|
||||
}
|
||||
}
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_blit(Batch& batch, uint32 paramOffset) {
|
||||
auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
|
||||
Vec4i srcvp;
|
||||
|
@ -203,19 +268,31 @@ void GLBackend::do_blit(Batch& batch, uint32 paramOffset) {
|
|||
for (size_t i = 0; i < 4; ++i) {
|
||||
dstvp[i] = batch._params[paramOffset + 6 + i]._int;
|
||||
}
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(dstframebuffer));
|
||||
|
||||
// Assign dest framebuffer if not bound already
|
||||
auto newDrawFBO = getFramebufferID(dstframebuffer);
|
||||
if (_output._drawFBO != newDrawFBO) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newDrawFBO);
|
||||
}
|
||||
|
||||
// always bind the read fbo
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, getFramebufferID(srcframebuffer));
|
||||
|
||||
// Blit!
|
||||
glBlitFramebuffer(srcvp.x, srcvp.y, srcvp.z, srcvp.w,
|
||||
dstvp.x, dstvp.y, dstvp.z, dstvp.w,
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
if (_output._framebuffer) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(_output._framebuffer));
|
||||
// Always clean the read fbo to 0
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
// Restore draw fbo if changed
|
||||
if (_output._drawFBO != newDrawFBO) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _output._drawFBO);
|
||||
}
|
||||
}
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
|
||||
auto readFBO = gpu::GLBackend::getFramebufferID(srcFramebuffer);
|
||||
|
|
Loading…
Reference in a new issue