From 24162f0f3d26a235bb5a9833a2f5e9e4efa87aeb Mon Sep 17 00:00:00 2001 From: Zach Pomerantz Date: Thu, 25 Aug 2016 12:37:23 -0700 Subject: [PATCH 1/3] set skybox default color to empty color --- interface/src/Application.cpp | 19 +++++++++++++------ libraries/model/src/model/Skybox.h | 2 +- 2 files changed, 14 insertions(+), 7 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 5a129bc980..b2095dbdfe 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1220,7 +1220,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) : _defaultSkyboxAmbientTexture = textureCache->getImageTexture(skyboxAmbientUrl, NetworkTexture::CUBE_TEXTURE, { { "generateIrradiance", true } }); _defaultSkybox->setCubemap(_defaultSkyboxTexture); - _defaultSkybox->setColor({ 1.0, 1.0, 1.0 }); EntityItem::setEntitiesShouldFadeFunction([this]() { SharedNodePointer entityServerNode = DependencyManager::get()->soloNodeOfType(NodeType::EntityServer); @@ -4327,8 +4326,9 @@ namespace render { sceneKeyLight->setIntensity(DEFAULT_SKYBOX_INTENSITY); sceneKeyLight->setAmbientIntensity(DEFAULT_SKYBOX_AMBIENT_INTENSITY); sceneKeyLight->setDirection(DEFAULT_SKYBOX_DIRECTION); - // fall through: render a skybox, if available + // fall through: render a skybox (if available), or the defaults (if requested) } + case model::SunSkyStage::SKY_BOX: { auto skybox = skyStage->getSkybox(); if (!skybox->empty()) { @@ -4336,25 +4336,32 @@ namespace render { skybox->render(batch, args->getViewFrustum()); break; } - // fall through: render defaults, if available + // fall through: render defaults (if requested) } + case model::SunSkyStage::SKY_DEFAULT_AMBIENT_TEXTURE: { if (Menu::getInstance()->isOptionChecked(MenuOption::DefaultSkybox)) { auto scene = DependencyManager::get()->getStage(); auto sceneKeyLight = scene->getKeyLight(); auto defaultSkyboxAmbientTexture = qApp->getDefaultSkyboxAmbientTexture(); - // do not set the ambient sphere - it peaks too high, and causes flashing when turning + // set the ambient sphere uniformly - the defaultSkyboxAmbientTexture has peaks that cause flashing when turning + sceneKeyLight->setAmbientSphere(DependencyManager::get()->getWhiteTexture()->getIrradiance()); sceneKeyLight->setAmbientMap(defaultSkyboxAmbientTexture); + // fall through: render defaults skybox + } else { + break; } - // fall through: render defaults, if available } + case model::SunSkyStage::SKY_DEFAULT_TEXTURE: if (Menu::getInstance()->isOptionChecked(MenuOption::DefaultSkybox)) { qApp->getDefaultSkybox()->render(batch, args->getViewFrustum()); } + break; + + // Any other cases require no extra rendering case model::SunSkyStage::NO_BACKGROUND: default: - // this line intentionally left blank break; } } diff --git a/libraries/model/src/model/Skybox.h b/libraries/model/src/model/Skybox.h index b2e004a2e9..f12d259411 100755 --- a/libraries/model/src/model/Skybox.h +++ b/libraries/model/src/model/Skybox.h @@ -51,7 +51,7 @@ protected: class Schema { public: - glm::vec3 color { 1.0f, 1.0f, 1.0f }; + glm::vec3 color { 0.0f, 0.0f, 0.0f }; float blend { 0.0f }; }; From 5e82093e69643868cc7053fae3cfaebd51bdc04a Mon Sep 17 00:00:00 2001 From: Zach Pomerantz Date: Thu, 25 Aug 2016 18:08:03 -0700 Subject: [PATCH 2/3] set skybox clear color to empty color --- libraries/model/src/model/Skybox.cpp | 5 +++++ libraries/model/src/model/Skybox.h | 2 +- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/libraries/model/src/model/Skybox.cpp b/libraries/model/src/model/Skybox.cpp index cb3fb43630..4a66c18f98 100755 --- a/libraries/model/src/model/Skybox.cpp +++ b/libraries/model/src/model/Skybox.cpp @@ -49,6 +49,11 @@ void Skybox::updateSchemaBuffer() const { } } +void Skybox::clear() { + _schemaBuffer.edit().color = vec3(0); + setCubemap(nullptr); +} + void Skybox::prepare(gpu::Batch& batch, int textureSlot, int bufferSlot) const { if (bufferSlot > -1) { batch.setUniformBuffer(bufferSlot, _schemaBuffer); diff --git a/libraries/model/src/model/Skybox.h b/libraries/model/src/model/Skybox.h index f12d259411..1e6d30bbc1 100755 --- a/libraries/model/src/model/Skybox.h +++ b/libraries/model/src/model/Skybox.h @@ -36,7 +36,7 @@ public: const gpu::TexturePointer& getCubemap() const { return _cubemap; } virtual bool empty() { return _schemaBuffer.get().color == vec3(0) && !_cubemap; } - virtual void clear() { setCubemap(nullptr); } + virtual void clear(); void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const; virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const; From 996346980d980b7d47a2e73dbacace2d0d78fe5c Mon Sep 17 00:00:00 2001 From: Zach Pomerantz Date: Thu, 25 Aug 2016 18:08:22 -0700 Subject: [PATCH 3/3] clear the skybox between scenes --- libraries/entities-renderer/src/EntityTreeRenderer.cpp | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.cpp b/libraries/entities-renderer/src/EntityTreeRenderer.cpp index 39031acaa1..2aa84bff03 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.cpp +++ b/libraries/entities-renderer/src/EntityTreeRenderer.cpp @@ -113,17 +113,19 @@ void EntityTreeRenderer::resetEntitiesScriptEngine() { void EntityTreeRenderer::clear() { leaveAllEntities(); + // unload and stop the engine if (_entitiesScriptEngine) { - // Unload and stop the engine here (instead of in its deleter) to - // avoid marshalling unload signals back to this thread + // do this here (instead of in deleter) to avoid marshalling unload signals back to this thread _entitiesScriptEngine->unloadAllEntityScripts(); _entitiesScriptEngine->stop(); } + // reset the engine if (_wantScripts && !_shuttingDown) { resetEntitiesScriptEngine(); } + // remove all entities from the scene auto scene = _viewState->getMain3DScene(); render::PendingChanges pendingChanges; foreach(auto entity, _entitiesInScene) { @@ -132,6 +134,10 @@ void EntityTreeRenderer::clear() { scene->enqueuePendingChanges(pendingChanges); _entitiesInScene.clear(); + // reset the zone to the default (while we load the next scene) + _bestZone = nullptr; + applyZonePropertiesToScene(_bestZone); + OctreeRenderer::clear(); }