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Merge branch 'master' of https://github.com/highfidelity/hifi into cleanupVersions
This commit is contained in:
commit
3ded26b0e9
10 changed files with 76 additions and 36 deletions
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@ -588,6 +588,7 @@ void EntityScriptServer::aboutToFinish() {
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// cleanup the AudioInjectorManager (and any still running injectors)
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DependencyManager::destroy<AudioInjectorManager>();
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DependencyManager::destroy<ScriptEngines>();
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DependencyManager::destroy<EntityScriptServerServices>();
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// cleanup codec & encoder
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if (_codec && _encoder) {
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@ -3,6 +3,7 @@
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// interface/src/ui/overlays
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//
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// Created by Zander Otavka on 8/7/15.
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// Modified by Daniela Fontes on 24/10/17.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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@ -13,6 +14,7 @@
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#include <Application.h>
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#include <Transform.h>
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#include "avatar/AvatarManager.h"
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void Billboardable::setProperties(const QVariantMap& properties) {
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auto isFacingAvatar = properties["isFacingAvatar"];
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@ -32,10 +34,11 @@ bool Billboardable::pointTransformAtCamera(Transform& transform, glm::quat offse
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if (isFacingAvatar()) {
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glm::vec3 billboardPos = transform.getTranslation();
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glm::vec3 cameraPos = qApp->getCamera().getPosition();
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glm::vec3 look = cameraPos - billboardPos;
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float elevation = -asinf(look.y / glm::length(look));
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float azimuth = atan2f(look.x, look.z);
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glm::quat rotation(glm::vec3(elevation, azimuth, 0));
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// use the referencial from the avatar, y isn't always up
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glm::vec3 avatarUP = DependencyManager::get<AvatarManager>()->getMyAvatar()->getOrientation()*Vectors::UP;
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glm::quat rotation(conjugate(toQuat(glm::lookAt(billboardPos, cameraPos, avatarUP))));
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transform.setRotation(rotation);
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transform.postRotate(offsetRotation);
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return true;
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@ -112,6 +112,7 @@ void ZoneEntityRenderer::doRender(RenderArgs* args) {
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// Do we need to allocate the light in the stage ?
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if (LightStage::isIndexInvalid(_sunIndex)) {
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_sunIndex = _stage->addLight(_sunLight);
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_shadowIndex = _stage->addShadow(_sunIndex);
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} else {
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_stage->updateLightArrayBuffer(_sunIndex);
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}
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@ -88,6 +88,7 @@ private:
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ComponentMode _hazeMode{ COMPONENT_MODE_INHERIT };
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indexed_container::Index _sunIndex{ LightStage::INVALID_INDEX };
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indexed_container::Index _shadowIndex{ LightStage::INVALID_INDEX };
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indexed_container::Index _ambientIndex{ LightStage::INVALID_INDEX };
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BackgroundStagePointer _backgroundStage;
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@ -435,7 +435,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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assert(lightStage->getNumLights() > 0);
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auto lightAndShadow = lightStage->getLightAndShadow(0);
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auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
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const auto& globalShadow = lightAndShadow.second;
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if (globalShadow) {
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batch.setResourceTexture(Shadow, globalShadow->map);
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@ -498,7 +498,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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assert(lightStage->getNumLights() > 0);
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auto lightAndShadow = lightStage->getLightAndShadow(0);
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auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
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const auto& globalShadow = lightAndShadow.second;
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// Bind the shadow buffer
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@ -509,7 +509,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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auto& program = deferredLightingEffect->_directionalSkyboxLight;
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LightLocationsPtr locations = deferredLightingEffect->_directionalSkyboxLightLocations;
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auto keyLight = lightStage->getLight(0);
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auto keyLight = lightAndShadow.first;
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// Setup the global directional pass pipeline
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{
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@ -142,6 +142,11 @@ LightStage::LightPointer LightStage::removeLight(Index index) {
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LightPointer removed = _lights.freeElement(index);
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if (removed) {
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auto shadowId = _descs[index].shadowId;
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// Remove shadow if one exists for this light
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if (shadowId != INVALID_INDEX) {
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_shadows.freeElement(shadowId);
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}
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_lightMap.erase(removed);
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_descs[index] = Desc();
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}
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@ -116,6 +116,30 @@ public:
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return LightAndShadow(getLight(lightId), getShadow(lightId));
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}
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LightPointer getCurrentKeyLight() const {
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Index keyLightId{ 0 };
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if (!_currentFrame._sunLights.empty()) {
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keyLightId = _currentFrame._sunLights.front();
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}
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return _lights.get(keyLightId);
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}
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ShadowPointer getCurrentKeyShadow() const {
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Index keyLightId{ 0 };
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if (!_currentFrame._sunLights.empty()) {
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keyLightId = _currentFrame._sunLights.front();
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}
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return getShadow(keyLightId);
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}
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LightAndShadow getCurrentKeyLightAndShadow() const {
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Index keyLightId{ 0 };
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if (!_currentFrame._sunLights.empty()) {
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keyLightId = _currentFrame._sunLights.front();
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}
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return LightAndShadow(getLight(keyLightId), getShadow(keyLightId));
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}
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LightStage();
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Lights _lights;
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LightMap _lightMap;
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@ -33,10 +33,8 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext,
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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LightStage::Index globalLightIndex { 0 };
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const auto globalLight = lightStage->getLight(globalLightIndex);
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const auto shadow = lightStage->getShadow(globalLightIndex);
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const auto shadow = lightStage->getCurrentKeyShadow();
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if (!shadow) return;
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const auto& fbo = shadow->framebuffer;
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@ -128,20 +126,22 @@ void RenderShadowTask::configure(const Config& configuration) {
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void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Output& output) {
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auto lightStage = renderContext->_scene->getStage<LightStage>();
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assert(lightStage);
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const auto globalShadow = lightStage->getShadow(0);
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// Cache old render args
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RenderArgs* args = renderContext->args;
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output = args->_renderMode;
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow) {
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// Cache old render args
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RenderArgs* args = renderContext->args;
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output = args->_renderMode;
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auto nearClip = args->getViewFrustum().getNearClip();
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float nearDepth = -args->_boomOffset.z;
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const int SHADOW_FAR_DEPTH = 20;
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globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);
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auto nearClip = args->getViewFrustum().getNearClip();
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float nearDepth = -args->_boomOffset.z;
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const int SHADOW_FAR_DEPTH = 20;
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globalShadow->setKeylightFrustum(args->getViewFrustum(), nearDepth, nearClip + SHADOW_FAR_DEPTH);
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// Set the keylight render args
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args->pushViewFrustum(*(globalShadow->getFrustum()));
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args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
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// Set the keylight render args
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args->pushViewFrustum(*(globalShadow->getFrustum()));
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args->_renderMode = RenderArgs::SHADOW_RENDER_MODE;
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}
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}
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void RenderShadowTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {
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@ -3,7 +3,7 @@
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// examples
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//
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// Created by Brad hefta-Gaub on 10/1/14.
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// Modified by Daniela Fontes @DanielaFifo and Tiago Andrade @TagoWill on 4/7/2017
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// Modified by Daniela Fontes * @DanielaFifo and Tiago Andrade @TagoWill on 4/7/2017
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// Copyright 2014 High Fidelity, Inc.
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//
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// This script implements a class useful for building tools for editing entities.
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@ -203,6 +203,7 @@ SelectionManager = (function() {
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print("ERROR: entitySelectionTool.update got exception: " + JSON.stringify(e));
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}
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}
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};
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return that;
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@ -1422,11 +1423,11 @@ SelectionDisplay = (function() {
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Overlays.editOverlay(rollHandle, {
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scale: handleSize
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});
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var pos = Vec3.sum(grabberMoveUpPosition, {
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x: 0,
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y: Vec3.length(diff) * GRABBER_DISTANCE_TO_SIZE_RATIO * 3,
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z: 0
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});
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var upDiff = Vec3.multiply((
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Vec3.length(diff) * GRABBER_DISTANCE_TO_SIZE_RATIO * 3),
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Quat.getUp(MyAvatar.orientation)
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);
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var pos = Vec3.sum(grabberMoveUpPosition, upDiff);
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Overlays.editOverlay(grabberMoveUp, {
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position: pos,
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scale: handleSize / 1.25
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@ -2099,10 +2100,11 @@ SelectionDisplay = (function() {
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});
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var grabberMoveUpOffset = 0.1;
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var upVec = Quat.getUp(MyAvatar.orientation);
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grabberMoveUpPosition = {
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x: position.x,
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y: position.y + worldTop + grabberMoveUpOffset,
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z: position.z
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x: position.x + (grabberMoveUpOffset + worldTop) * upVec.x ,
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y: position.y+ (grabberMoveUpOffset + worldTop) * upVec.y,
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z: position.z + (grabberMoveUpOffset + worldTop) * upVec.z
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};
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Overlays.editOverlay(grabberMoveUp, {
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visible: (!activeTool) || isActiveTool(grabberMoveUp)
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@ -2416,9 +2418,6 @@ SelectionDisplay = (function() {
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mode: "TRANSLATE_UP_DOWN",
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onBegin: function(event, pickRay, pickResult) {
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upDownPickNormal = Quat.getForward(lastCameraOrientation);
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// Remove y component so the y-axis lies along the plane we're picking on - this will
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// give movements that follow the mouse.
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upDownPickNormal.y = 0;
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lastXYPick = rayPlaneIntersection(pickRay, SelectionManager.worldPosition, upDownPickNormal);
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SelectionManager.saveProperties();
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@ -2455,11 +2454,17 @@ SelectionDisplay = (function() {
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var newIntersection = rayPlaneIntersection(pickRay, SelectionManager.worldPosition, upDownPickNormal);
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var vector = Vec3.subtract(newIntersection, lastXYPick);
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// project vector onto avatar up vector
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// we want the avatar referential not the camera.
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var avatarUpVector = Quat.getUp(MyAvatar.orientation);
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var dotVectorUp = Vec3.dot(vector, avatarUpVector);
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vector = Vec3.multiply(dotVectorUp, avatarUpVector);
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vector = grid.snapToGrid(vector);
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// we only care about the Y axis
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vector.x = 0;
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vector.z = 0;
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var wantDebug = false;
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if (wantDebug) {
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