mirror of
https://github.com/overte-org/overte.git
synced 2025-04-09 13:02:24 +02:00
Merge remote-tracking branch 'upstream/master' into decals
This commit is contained in:
commit
5337377ef5
125 changed files with 746 additions and 779 deletions
|
@ -13,6 +13,11 @@ include("cmake/init.cmake")
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|||
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include("cmake/compiler.cmake")
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||||
if (BUILD_SCRIBE_ONLY)
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||||
add_subdirectory(tools/scribe)
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||||
return()
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||||
endif()
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||||
|
||||
if (NOT DEFINED SERVER_ONLY)
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||||
set(SERVER_ONLY 0)
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||||
endif()
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||||
|
|
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@ -18,7 +18,7 @@ android {
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'-DANDROID_TOOLCHAIN=clang',
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'-DANDROID_STL=c++_shared',
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'-DQT_CMAKE_PREFIX_PATH=' + HIFI_ANDROID_PRECOMPILED + '/qt/lib/cmake',
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'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe',
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'-DNATIVE_SCRIBE=' + HIFI_ANDROID_PRECOMPILED + '/scribe' + EXEC_SUFFIX,
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'-DHIFI_ANDROID_PRECOMPILED=' + HIFI_ANDROID_PRECOMPILED,
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'-DRELEASE_NUMBER=' + RELEASE_NUMBER,
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'-DRELEASE_TYPE=' + RELEASE_TYPE,
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|
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@ -137,13 +137,16 @@ def packages = [
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def scribeLocalFile='scribe' + EXEC_SUFFIX
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def scribeFile='scribe_linux_x86_64'
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def scribeChecksum='c98678d9726bd8bbf1bab792acf3ff6c'
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def scribeChecksum='ca4b904f52f4f993c29175ba96798fa6'
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def scribeVersion='wgpf4dB2Ltzg4Lb2jJ4nPFsHoDkmK_OO'
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if (Os.isFamily(Os.FAMILY_MAC)) {
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scribeFile = 'scribe_osx_x86_64'
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scribeChecksum='a137ad62c1bf7cca739da219544a9a16'
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scribeChecksum='72db9d32d4e1e50add755570ac5eb749'
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scribeVersion='o_NbPrktzEYtBkQf3Tn7zc1nZWzM52w6'
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} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
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scribeFile = 'scribe_win32_x86_64.exe'
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scribeChecksum='75c2ce9ed45d17de375e3988bfaba816'
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scribeChecksum='678e43d290c90fda670c6fefe038a06d'
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||||
scribeVersion='GCCJxlmd2irvNOFWfZR0U1UCLHndHQrC'
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}
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||||
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def options = [
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@ -398,7 +401,7 @@ task copyDependencies(dependsOn: [ extractDependencies ]) {
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}
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task downloadScribe(type: Download) {
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src baseUrl + scribeFile
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src baseUrl + scribeFile + '?versionId=' + scribeVersion
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dest new File(baseFolder, scribeLocalFile)
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onlyIfNewer true
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}
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|
|
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@ -1,6 +1,6 @@
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|||
set(TARGET_NAME assignment-client)
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|
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setup_hifi_project(Core Gui Network Script Quick Widgets WebSockets)
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setup_hifi_project(Core Gui Network Script Quick WebSockets)
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||||
|
||||
# Fix up the rpath so macdeployqt works
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if (APPLE)
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||||
|
|
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@ -129,6 +129,12 @@ bool AudioMixerSlave::prepareMix(const SharedNodePointer& listener) {
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AvatarAudioStream* listenerAudioStream = static_cast<AudioMixerClientData*>(listener->getLinkedData())->getAvatarAudioStream();
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AudioMixerClientData* listenerData = static_cast<AudioMixerClientData*>(listener->getLinkedData());
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// if we received an invalid position from this listener, then refuse to make them a mix
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// because we don't know how to do it properly
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if (!listenerAudioStream->hasValidPosition()) {
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return false;
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}
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// zero out the mix for this listener
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memset(_mixSamples, 0, sizeof(_mixSamples));
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@ -244,12 +250,18 @@ bool AudioMixerSlave::prepareMix(const SharedNodePointer& listener) {
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|
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void AudioMixerSlave::throttleStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,
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const AvatarAudioStream& listeningNodeStream, const PositionalAudioStream& streamToAdd) {
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addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, true);
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// only throttle this stream to the mix if it has a valid position, we won't know how to mix it otherwise
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if (streamToAdd.hasValidPosition()) {
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addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, true);
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}
|
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}
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|
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void AudioMixerSlave::mixStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,
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const AvatarAudioStream& listeningNodeStream, const PositionalAudioStream& streamToAdd) {
|
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addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, false);
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// only add the stream to the mix if it has a valid position, we won't know how to mix it otherwise
|
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if (streamToAdd.hasValidPosition()) {
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addStream(listenerNodeData, sourceNodeID, listeningNodeStream, streamToAdd, false);
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||||
}
|
||||
}
|
||||
|
||||
void AudioMixerSlave::addStream(AudioMixerClientData& listenerNodeData, const QUuid& sourceNodeID,
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||||
|
|
|
@ -39,56 +39,41 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
|
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
|
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if(SHADER_EXT STREQUAL .slv)
|
||||
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
|
||||
set(SHADER_TYPE vert)
|
||||
elseif(${SHADER_EXT} STREQUAL .slf)
|
||||
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
|
||||
set(SHADER_TYPE frag)
|
||||
elseif(${SHADER_EXT} STREQUAL .slg)
|
||||
set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
|
||||
set(SHADER_TYPE geom)
|
||||
endif()
|
||||
set(SHADER_TARGET ${SHADER_TARGET}_${SHADER_TYPE})
|
||||
|
||||
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
|
||||
set(SHADER_TARGET_HEADER ${SHADER_TARGET}.h)
|
||||
set(SHADER_TARGET_SOURCE ${SHADER_TARGET}.cpp)
|
||||
set(SCRIBE_COMMAND scribe)
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||||
|
||||
# Target dependant Custom rule on the SHADER_FILE
|
||||
if (APPLE)
|
||||
set(GLPROFILE MAC_GL)
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||||
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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|
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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elseif (ANDROID)
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set(GLPROFILE LINUX_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
|
||||
|
||||
# for an android build, we can't use the scribe that cmake would normally produce as a target,
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||||
# since it's unrunnable by the cross-compiling build machine
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|
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# so, we require the compiling user to point us at a compiled executable version for their native toolchain
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if (NOT NATIVE_SCRIBE)
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find_program(NATIVE_SCRIBE scribe PATHS ${SCRIBE_PATH} ENV SCRIBE_PATH)
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||||
endif()
|
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|
||||
if (NOT NATIVE_SCRIBE)
|
||||
message(FATAL_ERROR "The High Fidelity scribe tool is required for shader pre-processing. \
|
||||
Please compile scribe using your native toolchain and set SCRIBE_PATH to the path containing the scribe executable in your ENV.\
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||||
")
|
||||
endif ()
|
||||
|
||||
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND ${NATIVE_SCRIBE} ${SCRIBE_ARGS} DEPENDS ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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||||
set(SCRIBE_COMMAND ${NATIVE_SCRIBE})
|
||||
elseif (UNIX)
|
||||
set(GLPROFILE LINUX_GL)
|
||||
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
|
||||
|
||||
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
|
||||
else ()
|
||||
set(GLPROFILE PC_GL)
|
||||
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
|
||||
|
||||
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
|
||||
endif()
|
||||
set(SCRIBE_ARGS -c++ -T ${SHADER_TYPE} -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
|
||||
add_custom_command(
|
||||
OUTPUT ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE}
|
||||
COMMAND ${SCRIBE_COMMAND} ${SCRIBE_ARGS}
|
||||
DEPENDS ${SCRIBE_COMMAND} ${SHADER_INCLUDE_FILES} ${SHADER_FILE}
|
||||
)
|
||||
|
||||
#output the generated file name
|
||||
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
|
||||
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET_HEADER} ${SHADER_TARGET_SOURCE} PARENT_SCOPE)
|
||||
|
||||
file(GLOB INCLUDE_FILES ${SHADER_TARGET})
|
||||
file(GLOB INCLUDE_FILES ${SHADER_TARGET_HEADER})
|
||||
|
||||
endfunction()
|
||||
|
||||
|
@ -126,7 +111,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
|
|||
if (WIN32)
|
||||
source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
|
||||
source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
|
||||
source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
|
||||
source_group("Shaders\\generated" FILES ${AUTOSCRIBE_SHADER_SRC})
|
||||
endif()
|
||||
|
||||
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
|
||||
|
@ -136,4 +121,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
|
|||
# Link library shaders, if they exist
|
||||
include_directories("${SHADERS_DIR}")
|
||||
|
||||
# Add search directory to find gpu/Shader.h
|
||||
include_directories("${HIFI_LIBRARY_DIR}/gpu/src")
|
||||
|
||||
endmacro()
|
||||
|
|
|
@ -161,7 +161,7 @@ NodePermissions DomainGatekeeper::setPermissionsForUser(bool isLocalUser, QStrin
|
|||
} else if (_server->_settingsManager.hasPermissionsForMachineFingerprint(machineFingerprint)) {
|
||||
userPerms = _server->_settingsManager.getPermissionsForMachineFingerprint(machineFingerprint);
|
||||
#ifdef WANT_DEBUG
|
||||
qDebug(() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
|
||||
qDebug() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
|
||||
#endif
|
||||
} else if (_server->_settingsManager.hasPermissionsForIP(senderAddress)) {
|
||||
// this user comes from an IP we have in our permissions table, apply those permissions
|
||||
|
@ -187,7 +187,7 @@ NodePermissions DomainGatekeeper::setPermissionsForUser(bool isLocalUser, QStrin
|
|||
} else if (_server->_settingsManager.hasPermissionsForMachineFingerprint(machineFingerprint)) {
|
||||
userPerms = _server->_settingsManager.getPermissionsForMachineFingerprint(machineFingerprint);
|
||||
#ifdef WANT_DEBUG
|
||||
qDebug(() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
|
||||
qDebug() << "| user-permissions: specific Machine Fingerprint matches, so: " << userPerms;
|
||||
#endif
|
||||
} else if (_server->_settingsManager.hasPermissionsForIP(senderAddress)) {
|
||||
// this user comes from an IP we have in our permissions table, apply those permissions
|
||||
|
@ -393,9 +393,12 @@ SharedNodePointer DomainGatekeeper::processAgentConnectRequest(const NodeConnect
|
|||
|
||||
QString verifiedUsername; // if this remains empty, consider this an anonymous connection attempt
|
||||
if (!username.isEmpty()) {
|
||||
if (usernameSignature.isEmpty()) {
|
||||
const QUuid& connectionToken = _connectionTokenHash.value(username.toLower());
|
||||
|
||||
if (usernameSignature.isEmpty() || connectionToken.isNull()) {
|
||||
// user is attempting to prove their identity to us, but we don't have enough information
|
||||
sendConnectionTokenPacket(username, nodeConnection.senderSockAddr);
|
||||
|
||||
// ask for their public key right now to make sure we have it
|
||||
requestUserPublicKey(username, true);
|
||||
getGroupMemberships(username); // optimistically get started on group memberships
|
||||
|
|
|
@ -17,9 +17,9 @@ if (ANDROID)
|
|||
set(BUILD_SHARED_LIBS ON)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${ANDROID_APK_OUTPUT_DIR}/libs/${ANDROID_ABI}")
|
||||
|
||||
setup_hifi_library(Gui Widgets AndroidExtras)
|
||||
setup_hifi_library(Gui AndroidExtras)
|
||||
else ()
|
||||
setup_hifi_project(Gui Widgets)
|
||||
setup_hifi_project(Gui)
|
||||
endif ()
|
||||
|
||||
include_directories(${Qt5Gui_PRIVATE_INCLUDE_DIRS})
|
||||
|
|
|
@ -78,7 +78,7 @@ endif ()
|
|||
|
||||
find_package(
|
||||
Qt5 COMPONENTS
|
||||
Gui Multimedia Network OpenGL Qml Quick Script Svg
|
||||
Gui Widgets Multimedia Network Qml Quick Script Svg
|
||||
${PLATFORM_QT_COMPONENTS}
|
||||
WebChannel WebSockets
|
||||
)
|
||||
|
@ -269,7 +269,7 @@ endif ()
|
|||
|
||||
target_link_libraries(
|
||||
${TARGET_NAME}
|
||||
Qt5::Gui Qt5::Network Qt5::Multimedia Qt5::OpenGL
|
||||
Qt5::Gui Qt5::Network Qt5::Multimedia Qt5::Widgets
|
||||
Qt5::Qml Qt5::Quick Qt5::Script Qt5::Svg
|
||||
Qt5::WebChannel
|
||||
${PLATFORM_QT_LIBRARIES}
|
||||
|
|
|
@ -1,96 +1,15 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<!-- Generator: Adobe Illustrator 19.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
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|
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<svg
|
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xmlns:dc="http://purl.org/dc/elements/1.1/"
|
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xmlns:cc="http://creativecommons.org/ns#"
|
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xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
|
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xmlns:svg="http://www.w3.org/2000/svg"
|
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xmlns="http://www.w3.org/2000/svg"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
|
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version="1.1"
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y="0px"
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viewBox="0 0 50 50"
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style="enable-background:new 0 0 50 50;"
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xml:space="preserve"
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id="svg2"
|
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inkscape:version="0.91 r13725"
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sodipodi:docname="bubble-a.svg"><metadata
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rdf:about=""><dc:format>image/svg+xml</dc:format><dc:type
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rdf:resource="http://purl.org/dc/dcmitype/StillImage" /><dc:title></dc:title></cc:Work></rdf:RDF></metadata><defs
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pagecolor="#ff4900"
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bordercolor="#666666"
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objecttolerance="10"
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gridtolerance="10"
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guidetolerance="10"
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inkscape:pageopacity="0"
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inkscape:pageshadow="2"
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inkscape:window-width="1149"
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inkscape:window-height="801"
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id="namedview32"
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showgrid="false"
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inkscape:zoom="4.72"
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inkscape:cx="25"
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inkscape:cy="25"
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inkscape:window-x="485"
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inkscape:window-y="514"
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inkscape:window-maximized="0"
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inkscape:current-layer="svg2" /><style
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type="text/css"
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id="style4">
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.st0{fill:#FFFFFF;}
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</style><g
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id="Layer_2" /><g
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id="Layer_1"
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style="fill:#000000;fill-opacity:1"><g
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id="g8"
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style="fill:#000000;fill-opacity:1"><path
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class="st0"
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@ -318,7 +318,7 @@ static QTimer pingTimer;
|
|||
static bool DISABLE_WATCHDOG = true;
|
||||
#else
|
||||
static const QString DISABLE_WATCHDOG_FLAG{ "HIFI_DISABLE_WATCHDOG" };
|
||||
static bool DISABLE_WATCHDOG = QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
|
||||
static bool DISABLE_WATCHDOG = nsightActive() || QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
|
||||
#endif
|
||||
|
||||
#if defined(USE_GLES)
|
||||
|
@ -415,20 +415,26 @@ public:
|
|||
*crashTrigger = 0xDEAD10CC;
|
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}
|
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|
||||
static void withPause(const std::function<void()>& lambda) {
|
||||
pause();
|
||||
lambda();
|
||||
resume();
|
||||
}
|
||||
static void pause() {
|
||||
_paused = true;
|
||||
}
|
||||
|
||||
static void resume() {
|
||||
_paused = false;
|
||||
// Update the heartbeat BEFORE resuming the checks
|
||||
updateHeartbeat();
|
||||
_paused = false;
|
||||
}
|
||||
|
||||
void run() override {
|
||||
while (!_quit) {
|
||||
QThread::sleep(HEARTBEAT_UPDATE_INTERVAL_SECS);
|
||||
// Don't do heartbeat detection under nsight
|
||||
if (nsightActive() || _paused) {
|
||||
if (_paused) {
|
||||
continue;
|
||||
}
|
||||
uint64_t lastHeartbeat = _heartbeat; // sample atomic _heartbeat, because we could context switch away and have it updated on us
|
||||
|
@ -1046,7 +1052,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
|
|||
connect(nodeList.data(), &NodeList::packetVersionMismatch, this, &Application::notifyPacketVersionMismatch);
|
||||
|
||||
// you might think we could just do this in NodeList but we only want this connection for Interface
|
||||
connect(nodeList.data(), &NodeList::limitOfSilentDomainCheckInsReached, nodeList.data(), &NodeList::reset);
|
||||
connect(&nodeList->getDomainHandler(), SIGNAL(limitOfSilentDomainCheckInsReached()),
|
||||
nodeList.data(), SLOT(reset()));
|
||||
|
||||
auto dialogsManager = DependencyManager::get<DialogsManager>();
|
||||
connect(accountManager.data(), &AccountManager::authRequired, dialogsManager.data(), &DialogsManager::showLoginDialog);
|
||||
|
@ -2318,29 +2325,22 @@ void Application::initializeGL() {
|
|||
initDisplay();
|
||||
qCDebug(interfaceapp, "Initialized Display.");
|
||||
|
||||
#ifdef Q_OS_OSX
|
||||
// FIXME: on mac os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
|
||||
DeadlockWatchdogThread::pause();
|
||||
#endif
|
||||
|
||||
// Set up the render engine
|
||||
render::CullFunctor cullFunctor = LODManager::shouldRender;
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
|
||||
// FIXME: on low end systems os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
|
||||
DeadlockWatchdogThread::withPause([&] {
|
||||
// Set up the render engine
|
||||
render::CullFunctor cullFunctor = LODManager::shouldRender;
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
|
||||
#ifndef Q_OS_ANDROID
|
||||
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !DISABLE_DEFERRED);
|
||||
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !DISABLE_DEFERRED);
|
||||
#endif
|
||||
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
|
||||
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
|
||||
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
|
||||
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
|
||||
|
||||
#ifdef Q_OS_OSX
|
||||
DeadlockWatchdogThread::resume();
|
||||
#endif
|
||||
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
|
||||
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
|
||||
});
|
||||
|
||||
_offscreenContext = new OffscreenGLCanvas();
|
||||
_offscreenContext->setObjectName("MainThreadContext");
|
||||
|
@ -2439,7 +2439,9 @@ void Application::initializeUi() {
|
|||
tabletScriptingInterface->getTablet(SYSTEM_TABLET);
|
||||
}
|
||||
auto offscreenUi = DependencyManager::get<OffscreenUi>();
|
||||
DeadlockWatchdogThread::pause();
|
||||
offscreenUi->create();
|
||||
DeadlockWatchdogThread::resume();
|
||||
|
||||
auto surfaceContext = offscreenUi->getSurfaceContext();
|
||||
|
||||
|
|
|
@ -55,7 +55,7 @@ void Application::paintGL() {
|
|||
// If a display plugin loses it's underlying support, it
|
||||
// needs to be able to signal us to not use it
|
||||
if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
|
||||
updateDisplayMode();
|
||||
QMetaObject::invokeMethod(this, "updateDisplayMode");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -168,7 +168,7 @@ float LODManager::getDesktopLODDecreaseFPS() const {
|
|||
}
|
||||
|
||||
float LODManager::getDesktopLODIncreaseFPS() const {
|
||||
return glm::max(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
|
||||
return glm::min(((float)MSECS_PER_SECOND / _desktopMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_DESKTOP_FPS);
|
||||
}
|
||||
|
||||
void LODManager::setHMDLODDecreaseFPS(float fps) {
|
||||
|
@ -184,7 +184,7 @@ float LODManager::getHMDLODDecreaseFPS() const {
|
|||
}
|
||||
|
||||
float LODManager::getHMDLODIncreaseFPS() const {
|
||||
return glm::max(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
|
||||
return glm::min(((float)MSECS_PER_SECOND / _hmdMaxRenderTime) + INCREASE_LOD_GAP_FPS, MAX_LIKELY_HMD_FPS);
|
||||
}
|
||||
|
||||
QString LODManager::getLODFeedbackText() {
|
||||
|
|
|
@ -25,7 +25,7 @@ const float DEFAULT_DESKTOP_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_
|
|||
const float DEFAULT_HMD_MAX_RENDER_TIME = (float)MSECS_PER_SECOND / DEFAULT_HMD_LOD_DOWN_FPS; // msec
|
||||
const float MAX_LIKELY_DESKTOP_FPS = 59.0f; // this is essentially, V-synch - 1 fps
|
||||
const float MAX_LIKELY_HMD_FPS = 74.0f; // this is essentially, V-synch - 1 fps
|
||||
const float INCREASE_LOD_GAP_FPS = 15.0f; // fps
|
||||
const float INCREASE_LOD_GAP_FPS = 10.0f; // fps
|
||||
|
||||
// The default value DEFAULT_OCTREE_SIZE_SCALE means you can be 400 meters away from a 1 meter object in order to see it (which is ~20:20 vision).
|
||||
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
|
||||
|
|
|
@ -31,6 +31,9 @@ AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntit
|
|||
myAvatar->addHoldAction(this);
|
||||
}
|
||||
|
||||
_positionalTargetSet = true;
|
||||
_rotationalTargetSet = true;
|
||||
|
||||
#if WANT_DEBUG
|
||||
qDebug() << "AvatarActionHold::AvatarActionHold" << (void*)this;
|
||||
#endif
|
||||
|
|
|
@ -396,11 +396,11 @@ QString WindowScriptingInterface::protocolSignature() {
|
|||
}
|
||||
|
||||
int WindowScriptingInterface::getInnerWidth() {
|
||||
return qApp->getDeviceSize().x;
|
||||
return qApp->getWindow()->geometry().width();
|
||||
}
|
||||
|
||||
int WindowScriptingInterface::getInnerHeight() {
|
||||
return qApp->getDeviceSize().y;
|
||||
return qApp->getWindow()->geometry().height() - qApp->getPrimaryMenu()->geometry().height();
|
||||
}
|
||||
|
||||
glm::vec2 WindowScriptingInterface::getDeviceSize() const {
|
||||
|
|
|
@ -181,6 +181,8 @@ void Base3DOverlay::setProperties(const QVariantMap& originalProperties) {
|
|||
|
||||
if (properties["parentID"].isValid()) {
|
||||
setParentID(QUuid(properties["parentID"].toString()));
|
||||
bool success;
|
||||
getParentPointer(success); // call this to hook-up the parent's back-pointers to its child overlays
|
||||
needRenderItemUpdate = true;
|
||||
}
|
||||
if (properties["parentJointIndex"].isValid()) {
|
||||
|
|
|
@ -63,7 +63,7 @@ glm::vec3 Line3DOverlay::getEnd() const {
|
|||
localEnd = getLocalEnd();
|
||||
worldEnd = localToWorld(localEnd, getParentID(), getParentJointIndex(), getScalesWithParent(), success);
|
||||
if (!success) {
|
||||
qDebug() << "Line3DOverlay::getEnd failed";
|
||||
qDebug() << "Line3DOverlay::getEnd failed, parentID = " << getParentID();
|
||||
}
|
||||
return worldEnd;
|
||||
}
|
||||
|
|
|
@ -634,14 +634,14 @@ uint32_t ModelOverlay::fetchMetaSubItems(render::ItemIDs& subItems) const {
|
|||
}
|
||||
|
||||
void ModelOverlay::addMaterial(graphics::MaterialPointer material, quint16 shapeID) {
|
||||
Parent::addMaterial(material, shapeID);
|
||||
Overlay::addMaterial(material, shapeID);
|
||||
if (_model && _model->fetchRenderItemIDs().size() > 0) {
|
||||
_model->addMaterial(material, shapeID);
|
||||
}
|
||||
}
|
||||
|
||||
void ModelOverlay::removeMaterial(graphics::MaterialPointer material, quint16 shapeID) {
|
||||
Parent::removeMaterial(material, shapeID);
|
||||
Overlay::removeMaterial(material, shapeID);
|
||||
if (_model && _model->fetchRenderItemIDs().size() > 0) {
|
||||
_model->removeMaterial(material, shapeID);
|
||||
}
|
||||
|
|
|
@ -80,7 +80,6 @@ Web3DOverlay::Web3DOverlay() {
|
|||
_webSurface->getSurfaceContext()->setContextProperty("GlobalServices", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
|
||||
_webSurface->getSurfaceContext()->setContextProperty("AccountServices", AccountServicesScriptingInterface::getInstance());
|
||||
_webSurface->getSurfaceContext()->setContextProperty("AddressManager", DependencyManager::get<AddressManager>().data());
|
||||
|
||||
}
|
||||
|
||||
Web3DOverlay::Web3DOverlay(const Web3DOverlay* Web3DOverlay) :
|
||||
|
@ -201,6 +200,11 @@ void Web3DOverlay::setupQmlSurface() {
|
|||
|
||||
_webSurface->getSurfaceContext()->setContextProperty("offscreenFlags", flags);
|
||||
_webSurface->getSurfaceContext()->setContextProperty("AddressManager", DependencyManager::get<AddressManager>().data());
|
||||
|
||||
_webSurface->getSurfaceContext()->setContextProperty("Account", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
|
||||
_webSurface->getSurfaceContext()->setContextProperty("GlobalServices", AccountServicesScriptingInterface::getInstance()); // DEPRECATED - TO BE REMOVED
|
||||
_webSurface->getSurfaceContext()->setContextProperty("AccountServices", AccountServicesScriptingInterface::getInstance());
|
||||
|
||||
// in Qt 5.10.0 there is already an "Audio" object in the QML context
|
||||
// though I failed to find it (from QtMultimedia??). So.. let it be "AudioScriptingInterface"
|
||||
_webSurface->getSurfaceContext()->setContextProperty("AudioScriptingInterface", DependencyManager::get<AudioScriptingInterface>().data());
|
||||
|
|
|
@ -1754,7 +1754,6 @@ void Rig::copyJointsFromJointData(const QVector<JointData>& jointDataVec) {
|
|||
const AnimPoseVec& relativeDefaultPoses = _animSkeleton->getRelativeDefaultPoses();
|
||||
for (int i = 0; i < numJoints; i++) {
|
||||
const JointData& data = jointDataVec.at(i);
|
||||
_internalPoseSet._relativePoses[i].scale() = Vectors::ONE;
|
||||
_internalPoseSet._relativePoses[i].rot() = rotations[i];
|
||||
if (data.translationIsDefaultPose) {
|
||||
_internalPoseSet._relativePoses[i].trans() = relativeDefaultPoses[i].trans();
|
||||
|
|
|
@ -49,6 +49,9 @@ void AbstractAudioInterface::emitAudioPacket(const void* audioData, size_t bytes
|
|||
audioPacket->writePrimitive(channelFlag);
|
||||
}
|
||||
|
||||
// at this point we'd better be sending the mixer a valid position, or it won't consider us for mixing
|
||||
assert(!isNaN(transform.getTranslation()));
|
||||
|
||||
// pack the three float positions
|
||||
audioPacket->writePrimitive(transform.getTranslation());
|
||||
// pack the orientation
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <glm/detail/func_common.hpp>
|
||||
#include <QtCore/QDataStream>
|
||||
|
||||
#include <LogHandler.h>
|
||||
#include <Node.h>
|
||||
#include <udt/PacketHeaders.h>
|
||||
#include <UUID.h>
|
||||
|
@ -76,6 +77,19 @@ int PositionalAudioStream::parsePositionalData(const QByteArray& positionalByteA
|
|||
QDataStream packetStream(positionalByteArray);
|
||||
|
||||
packetStream.readRawData(reinterpret_cast<char*>(&_position), sizeof(_position));
|
||||
|
||||
// if the client sends us a bad position, flag it so that we don't consider this stream for mixing
|
||||
if (glm::isnan(_position.x) || glm::isnan(_position.y) || glm::isnan(_position.z)) {
|
||||
static const QString INVALID_POSITION_REGEX = "PositionalAudioStream unpacked invalid position for node";
|
||||
static QString repeatedMessage = LogHandler::getInstance().addRepeatedMessageRegex(INVALID_POSITION_REGEX);
|
||||
|
||||
qDebug() << "PositionalAudioStream unpacked invalid position for node" << uuidStringWithoutCurlyBraces(getNodeID());
|
||||
|
||||
_hasValidPosition = false;
|
||||
} else {
|
||||
_hasValidPosition = true;
|
||||
}
|
||||
|
||||
packetStream.readRawData(reinterpret_cast<char*>(&_orientation), sizeof(_orientation));
|
||||
packetStream.readRawData(reinterpret_cast<char*>(&_avatarBoundingBoxCorner), sizeof(_avatarBoundingBoxCorner));
|
||||
packetStream.readRawData(reinterpret_cast<char*>(&_avatarBoundingBoxScale), sizeof(_avatarBoundingBoxScale));
|
||||
|
|
|
@ -43,12 +43,15 @@ public:
|
|||
|
||||
bool shouldLoopbackForNode() const { return _shouldLoopbackForNode; }
|
||||
bool isStereo() const { return _isStereo; }
|
||||
|
||||
PositionalAudioStream::Type getType() const { return _type; }
|
||||
|
||||
const glm::vec3& getPosition() const { return _position; }
|
||||
const glm::quat& getOrientation() const { return _orientation; }
|
||||
const glm::vec3& getAvatarBoundingBoxCorner() const { return _avatarBoundingBoxCorner; }
|
||||
const glm::vec3& getAvatarBoundingBoxScale() const { return _avatarBoundingBoxScale; }
|
||||
|
||||
bool hasValidPosition() const { return _hasValidPosition; }
|
||||
|
||||
protected:
|
||||
// disallow copying of PositionalAudioStream objects
|
||||
|
@ -75,6 +78,8 @@ protected:
|
|||
float _quietestTrailingFrameLoudness;
|
||||
float _quietestFrameLoudness;
|
||||
int _frameCounter;
|
||||
|
||||
bool _hasValidPosition { false };
|
||||
};
|
||||
|
||||
#endif // hifi_PositionalAudioStream_h
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
set(TARGET_NAME avatars-renderer)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu graphics render render-utils)
|
||||
setup_hifi_library(Widgets Network Script)
|
||||
setup_hifi_library(Network Script)
|
||||
link_hifi_libraries(shared gpu graphics animation model-networking script-engine render render-utils image trackers entities-renderer)
|
||||
include_hifi_library_headers(avatars)
|
||||
include_hifi_library_headers(networking)
|
||||
|
|
|
@ -712,7 +712,11 @@ public slots:
|
|||
void setJointMappingsFromNetworkReply();
|
||||
void setSessionUUID(const QUuid& sessionUUID) {
|
||||
if (sessionUUID != getID()) {
|
||||
setID(sessionUUID);
|
||||
if (sessionUUID == QUuid()) {
|
||||
setID(AVATAR_SELF_ID);
|
||||
} else {
|
||||
setID(sessionUUID);
|
||||
}
|
||||
emit sessionUUIDChanged();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
set(TARGET_NAME display-plugins)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu display-plugins)
|
||||
setup_hifi_library(OpenGL)
|
||||
setup_hifi_library(Gui)
|
||||
link_hifi_libraries(shared plugins ui-plugins gl ui render-utils ${PLATFORM_GL_BACKEND})
|
||||
include_hifi_library_headers(gpu)
|
||||
include_hifi_library_headers(model-networking)
|
||||
|
|
|
@ -395,8 +395,8 @@ void HmdDisplayPlugin::HUDRenderer::build() {
|
|||
|
||||
void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
|
||||
if (!pipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(hmd_ui_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(hmd_ui_frag));
|
||||
auto vs = hmd_ui_vert::getShader();
|
||||
auto ps = hmd_ui_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(vs, ps);
|
||||
gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
|
||||
uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
set(TARGET_NAME entities-renderer)
|
||||
AUTOSCRIBE_SHADER_LIB(gpu graphics procedural render render-utils)
|
||||
setup_hifi_library(Widgets Network Script)
|
||||
setup_hifi_library(Network Script)
|
||||
link_hifi_libraries(shared gpu procedural graphics model-networking script-engine render render-utils image ui pointers)
|
||||
include_hifi_library_headers(networking)
|
||||
include_hifi_library_headers(gl)
|
||||
|
|
|
@ -36,8 +36,8 @@ static ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, co
|
|||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
PrepareStencil::testMask(*state);
|
||||
|
||||
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
|
||||
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
|
||||
auto vertShader = textured_particle_vert::getShader();
|
||||
auto fragShader = textured_particle_frag::getShader();
|
||||
|
||||
auto program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||
_texturedPipeline = texturedPipeline = gpu::Pipeline::create(program, state);
|
||||
|
|
|
@ -48,8 +48,8 @@ struct PolyLineUniforms {
|
|||
|
||||
static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
|
||||
if (!polylinePipeline) {
|
||||
auto VS = gpu::Shader::createVertex(std::string(paintStroke_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(paintStroke_frag));
|
||||
auto VS = paintStroke_vert::getShader();
|
||||
auto PS = paintStroke_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
|
||||
#ifdef POLYLINE_ENTITY_USE_FADE_EFFECT
|
||||
auto fadeVS = gpu::Shader::createVertex(std::string(paintStroke_fade_vert));
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include <StencilMaskPass.h>
|
||||
|
||||
#include "EntityTreeRenderer.h"
|
||||
|
||||
#include "polyvox_vert.h"
|
||||
#include "polyvox_frag.h"
|
||||
#include "polyvox_fade_vert.h"
|
||||
|
@ -70,6 +71,7 @@
|
|||
#include "StencilMaskPass.h"
|
||||
|
||||
#include "EntityTreeRenderer.h"
|
||||
|
||||
#include "polyvox_vert.h"
|
||||
#include "polyvox_frag.h"
|
||||
#include "polyvox_fade_vert.h"
|
||||
|
@ -1459,8 +1461,8 @@ static gpu::Stream::FormatPointer _vertexFormat;
|
|||
|
||||
ShapePipelinePointer shapePipelineFactory(const ShapePlumber& plumber, const ShapeKey& key, gpu::Batch& batch) {
|
||||
if (!_pipelines[0]) {
|
||||
gpu::ShaderPointer vertexShaders[2] = { gpu::Shader::createVertex(std::string(polyvox_vert)), gpu::Shader::createVertex(std::string(polyvox_fade_vert)) };
|
||||
gpu::ShaderPointer pixelShaders[2] = { gpu::Shader::createPixel(std::string(polyvox_frag)), gpu::Shader::createPixel(std::string(polyvox_fade_frag)) };
|
||||
gpu::ShaderPointer vertexShaders[2] = { polyvox_vert::getShader(), polyvox_fade_vert::getShader() };
|
||||
gpu::ShaderPointer pixelShaders[2] = { polyvox_frag::getShader(), polyvox_fade_frag::getShader() };
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
|
||||
|
|
|
@ -165,7 +165,7 @@ public:
|
|||
PolyVoxEntityRenderer(const EntityItemPointer& entity);
|
||||
|
||||
protected:
|
||||
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape(); }
|
||||
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1); }
|
||||
virtual ShapeKey getShapeKey() override;
|
||||
virtual bool needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const override;
|
||||
virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;
|
||||
|
|
|
@ -16,8 +16,8 @@
|
|||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include <render-utils/simple_vert.h>
|
||||
#include <render-utils/simple_frag.h>
|
||||
#include "render-utils/simple_vert.h"
|
||||
#include "render-utils/simple_frag.h"
|
||||
|
||||
//#define SHAPE_ENTITY_USE_FADE_EFFECT
|
||||
#ifdef SHAPE_ENTITY_USE_FADE_EFFECT
|
||||
|
@ -32,8 +32,8 @@ static const float SPHERE_ENTITY_SCALE = 0.5f;
|
|||
|
||||
|
||||
ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
|
||||
_procedural._vertexSource = simple_vert;
|
||||
_procedural._fragmentSource = simple_frag;
|
||||
_procedural._vertexSource = simple_vert::getSource();
|
||||
_procedural._fragmentSource = simple_frag::getSource();
|
||||
_procedural._opaqueState->setCullMode(gpu::State::CULL_NONE);
|
||||
_procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
PrepareStencil::testMaskDrawShape(*_procedural._opaqueState);
|
||||
|
|
|
@ -241,7 +241,7 @@ void ZoneEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scen
|
|||
}
|
||||
#endif
|
||||
|
||||
updateKeyZoneItemFromEntity();
|
||||
updateKeyZoneItemFromEntity(entity);
|
||||
|
||||
if (keyLightChanged) {
|
||||
updateKeySunFromEntity(entity);
|
||||
|
@ -329,7 +329,7 @@ void ZoneEntityRenderer::updateKeySunFromEntity(const TypedEntityPointer& entity
|
|||
// Set the keylight
|
||||
sunLight->setColor(ColorUtils::toVec3(_keyLightProperties.getColor()));
|
||||
sunLight->setIntensity(_keyLightProperties.getIntensity());
|
||||
sunLight->setDirection(_keyLightProperties.getDirection());
|
||||
sunLight->setDirection(entity->getTransform().getRotation() * _keyLightProperties.getDirection());
|
||||
}
|
||||
|
||||
void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer& entity) {
|
||||
|
@ -349,6 +349,8 @@ void ZoneEntityRenderer::updateAmbientLightFromEntity(const TypedEntityPointer&
|
|||
} else {
|
||||
setAmbientURL(_ambientLightProperties.getAmbientURL());
|
||||
}
|
||||
|
||||
ambientLight->setTransform(entity->getTransform().getInverseMatrix());
|
||||
}
|
||||
|
||||
void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity) {
|
||||
|
@ -378,7 +380,7 @@ void ZoneEntityRenderer::updateHazeFromEntity(const TypedEntityPointer& entity)
|
|||
haze->setHazeKeyLightRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(_hazeProperties.getHazeKeyLightRange()));
|
||||
haze->setHazeKeyLightAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(_hazeProperties.getHazeKeyLightAltitude()));
|
||||
|
||||
haze->setZoneTransform(entity->getTransform().getMatrix());
|
||||
haze->setTransform(entity->getTransform().getMatrix());
|
||||
}
|
||||
|
||||
void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer& entity) {
|
||||
|
@ -390,7 +392,10 @@ void ZoneEntityRenderer::updateKeyBackgroundFromEntity(const TypedEntityPointer&
|
|||
setSkyboxURL(_skyboxProperties.getURL());
|
||||
}
|
||||
|
||||
void ZoneEntityRenderer::updateKeyZoneItemFromEntity() {
|
||||
void ZoneEntityRenderer::updateKeyZoneItemFromEntity(const TypedEntityPointer& entity) {
|
||||
// Update rotation values
|
||||
editSkybox()->setOrientation(entity->getTransform().getRotation());
|
||||
|
||||
/* TODO: Implement the sun model behavior / Keep this code here for reference, this is how we
|
||||
{
|
||||
// Set the stage
|
||||
|
|
|
@ -45,7 +45,7 @@ protected:
|
|||
virtual void doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) override;
|
||||
|
||||
private:
|
||||
void updateKeyZoneItemFromEntity();
|
||||
void updateKeyZoneItemFromEntity(const TypedEntityPointer& entity);
|
||||
void updateKeySunFromEntity(const TypedEntityPointer& entity);
|
||||
void updateAmbientLightFromEntity(const TypedEntityPointer& entity);
|
||||
void updateHazeFromEntity(const TypedEntityPointer& entity);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME gl)
|
||||
setup_hifi_library(OpenGL Qml Quick)
|
||||
setup_hifi_library(Gui Widgets Qml Quick)
|
||||
link_hifi_libraries(shared)
|
||||
target_opengl()
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME gpu-gles)
|
||||
setup_hifi_library(Concurrent)
|
||||
setup_hifi_library(Gui Concurrent)
|
||||
link_hifi_libraries(shared gl gpu)
|
||||
GroupSources("src")
|
||||
target_opengl()
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include <memory>
|
||||
#include <set>
|
||||
#include <map>
|
||||
|
||||
#include <functional>
|
||||
#include <QUrl>
|
||||
|
||||
namespace gpu {
|
||||
|
|
|
@ -73,42 +73,42 @@ ShaderPointer StandardShaderLib::getProgram(GetShader getVS, GetShader getPS) {
|
|||
|
||||
ShaderPointer StandardShaderLib::getDrawUnitQuadTexcoordVS() {
|
||||
if (!_drawUnitQuadTexcoordVS) {
|
||||
_drawUnitQuadTexcoordVS = gpu::Shader::createVertex(std::string(DrawUnitQuadTexcoord_vert));
|
||||
_drawUnitQuadTexcoordVS = DrawUnitQuadTexcoord_vert::getShader();
|
||||
}
|
||||
return _drawUnitQuadTexcoordVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() {
|
||||
if (!_drawTransformUnitQuadVS) {
|
||||
_drawTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert));
|
||||
_drawTransformUnitQuadVS = DrawTransformUnitQuad_vert::getShader();
|
||||
}
|
||||
return _drawTransformUnitQuadVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS() {
|
||||
if (!_drawTexcoordRectTransformUnitQuadVS) {
|
||||
_drawTexcoordRectTransformUnitQuadVS = gpu::Shader::createVertex(std::string(DrawTexcoordRectTransformUnitQuad_vert));
|
||||
_drawTexcoordRectTransformUnitQuadVS = DrawTexcoordRectTransformUnitQuad_vert::getShader();
|
||||
}
|
||||
return _drawTexcoordRectTransformUnitQuadVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() {
|
||||
if (!_drawViewportQuadTransformTexcoordVS) {
|
||||
_drawViewportQuadTransformTexcoordVS = gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert));
|
||||
_drawViewportQuadTransformTexcoordVS = DrawViewportQuadTransformTexcoord_vert::getShader();
|
||||
}
|
||||
return _drawViewportQuadTransformTexcoordVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawVertexPositionVS() {
|
||||
if (!_drawVertexPositionVS) {
|
||||
_drawVertexPositionVS = gpu::Shader::createVertex(std::string(DrawVertexPosition_vert));
|
||||
_drawVertexPositionVS = DrawVertexPosition_vert::getShader();
|
||||
}
|
||||
return _drawVertexPositionVS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTransformVertexPositionVS() {
|
||||
if (!_drawTransformVertexPositionVS) {
|
||||
_drawTransformVertexPositionVS = gpu::Shader::createVertex(std::string(DrawTransformVertexPosition_vert));
|
||||
_drawTransformVertexPositionVS = DrawTransformVertexPosition_vert::getShader();
|
||||
}
|
||||
return _drawTransformVertexPositionVS;
|
||||
}
|
||||
|
@ -122,42 +122,42 @@ ShaderPointer StandardShaderLib::getDrawNadaPS() {
|
|||
|
||||
ShaderPointer StandardShaderLib::getDrawWhitePS() {
|
||||
if (!_drawWhitePS) {
|
||||
_drawWhitePS = gpu::Shader::createPixel(std::string(DrawWhite_frag));
|
||||
_drawWhitePS = DrawWhite_frag::getShader();
|
||||
}
|
||||
return _drawWhitePS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawColorPS() {
|
||||
if (!_drawColorPS) {
|
||||
_drawColorPS = gpu::Shader::createPixel(std::string(DrawColor_frag));
|
||||
_drawColorPS = DrawColor_frag::getShader();
|
||||
}
|
||||
return _drawColorPS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTexturePS() {
|
||||
if (!_drawTexturePS) {
|
||||
_drawTexturePS = gpu::Shader::createPixel(std::string(DrawTexture_frag));
|
||||
_drawTexturePS = DrawTexture_frag::getShader();
|
||||
}
|
||||
return _drawTexturePS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTextureMirroredXPS() {
|
||||
if (!_drawTextureMirroredXPS) {
|
||||
_drawTextureMirroredXPS = gpu::Shader::createPixel(std::string(DrawTextureMirroredX_frag));
|
||||
_drawTextureMirroredXPS = DrawTextureMirroredX_frag::getShader();
|
||||
}
|
||||
return _drawTextureMirroredXPS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawTextureOpaquePS() {
|
||||
if (!_drawTextureOpaquePS) {
|
||||
_drawTextureOpaquePS = gpu::Shader::createPixel(std::string(DrawTextureOpaque_frag));
|
||||
_drawTextureOpaquePS = DrawTextureOpaque_frag::getShader();
|
||||
}
|
||||
return _drawTextureOpaquePS;
|
||||
}
|
||||
|
||||
ShaderPointer StandardShaderLib::getDrawColoredTexturePS() {
|
||||
if (!_drawColoredTexturePS) {
|
||||
_drawColoredTexturePS = gpu::Shader::createPixel(std::string(DrawColoredTexture_frag));
|
||||
_drawColoredTexturePS = DrawColoredTexture_frag::getShader();
|
||||
}
|
||||
return _drawColoredTexturePS;
|
||||
}
|
||||
|
|
|
@ -182,11 +182,11 @@ void Haze::setHazeBackgroundBlend(const float hazeBackgroundBlend) {
|
|||
}
|
||||
}
|
||||
|
||||
void Haze::setZoneTransform(const glm::mat4& zoneTransform) {
|
||||
void Haze::setTransform(const glm::mat4& transform) {
|
||||
auto& params = _hazeParametersBuffer.get<Parameters>();
|
||||
|
||||
if (params.zoneTransform == zoneTransform) {
|
||||
_hazeParametersBuffer.edit<Parameters>().zoneTransform = zoneTransform;
|
||||
if (params.transform != transform) {
|
||||
_hazeParametersBuffer.edit<Parameters>().transform = transform;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ namespace graphics {
|
|||
|
||||
void setHazeBackgroundBlend(const float hazeBackgroundBlend);
|
||||
|
||||
void setZoneTransform(const glm::mat4& zoneTransform);
|
||||
void setTransform(const glm::mat4& transform);
|
||||
|
||||
using UniformBufferView = gpu::BufferView;
|
||||
UniformBufferView getHazeParametersBuffer() const { return _hazeParametersBuffer; }
|
||||
|
@ -113,7 +113,7 @@ namespace graphics {
|
|||
// bit 2 - set to activate directional light attenuation mode
|
||||
// bit 3 - set to blend between blend-in and blend-out colours
|
||||
|
||||
glm::mat4 zoneTransform;
|
||||
glm::mat4 transform;
|
||||
|
||||
// Amount of background (skybox) to display, overriding the haze effect for the background
|
||||
float hazeBackgroundBlend{ INITIAL_HAZE_BACKGROUND_BLEND };
|
||||
|
|
|
@ -158,3 +158,9 @@ void Light::setAmbientMapNumMips(uint16_t numMips) {
|
|||
_ambientSchemaBuffer.edit().mapNumMips = (float)numMips;
|
||||
}
|
||||
|
||||
void Light::setTransform(const glm::mat4& transform) {
|
||||
if (_ambientSchemaBuffer.edit().transform != transform) {
|
||||
_ambientSchemaBuffer.edit().transform = transform;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -149,6 +149,8 @@ public:
|
|||
void setAmbientMapNumMips(uint16_t numMips);
|
||||
uint16_t getAmbientMapNumMips() const { return (uint16_t) _ambientSchemaBuffer->mapNumMips; }
|
||||
|
||||
void setTransform(const glm::mat4& transform);
|
||||
|
||||
// Light Schema
|
||||
class LightSchema {
|
||||
public:
|
||||
|
@ -162,7 +164,9 @@ public:
|
|||
float mapNumMips { 0.0f };
|
||||
float spare1;
|
||||
float spare2;
|
||||
|
||||
gpu::SphericalHarmonics ambientSphere;
|
||||
glm::mat4 transform;
|
||||
};
|
||||
|
||||
using LightSchemaBuffer = gpu::StructBuffer<LightSchema>;
|
||||
|
|
|
@ -34,7 +34,9 @@ vec3 getLightIrradiance(Light l) { return lightIrradiance_getIrradiance(l.irradi
|
|||
// Light Ambient
|
||||
struct LightAmbient {
|
||||
vec4 _ambient;
|
||||
|
||||
SphericalHarmonics _ambientSphere;
|
||||
mat4 transform;
|
||||
};
|
||||
|
||||
SphericalHarmonics getLightAmbientSphere(LightAmbient l) { return l._ambientSphere; }
|
||||
|
|
|
@ -381,8 +381,6 @@ private:
|
|||
};
|
||||
typedef std::shared_ptr< Material > MaterialPointer;
|
||||
|
||||
Q_DECLARE_METATYPE(MaterialPointer)
|
||||
|
||||
class MaterialCompare {
|
||||
public:
|
||||
bool operator() (MaterialPointer left, MaterialPointer right) {
|
||||
|
@ -406,4 +404,6 @@ public:
|
|||
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(graphics::MaterialPointer)
|
||||
|
||||
#endif
|
||||
|
|
|
@ -37,6 +37,12 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
|
|||
}
|
||||
}
|
||||
|
||||
void Skybox::setOrientation(const glm::quat& orientation) {
|
||||
// The zone rotations need to be negated
|
||||
_orientation = orientation;
|
||||
_orientation.w = -_orientation.w;
|
||||
}
|
||||
|
||||
void Skybox::updateSchemaBuffer() const {
|
||||
auto blend = 0.0f;
|
||||
if (getCubemap() && getCubemap()->isDefined()) {
|
||||
|
@ -85,8 +91,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
{
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
|
||||
auto skyVS = skybox_vert::getShader();
|
||||
auto skyFS = skybox_frag::getShader();
|
||||
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
|
||||
|
||||
batch.runLambda([skyShader] {
|
||||
|
@ -115,6 +121,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
|
||||
// Orientate view transform to be relative to zone
|
||||
viewTransform.setRotation(skybox.getOrientation() * viewTransform.getRotation());
|
||||
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
|
|
@ -37,6 +37,9 @@ public:
|
|||
void setCubemap(const gpu::TexturePointer& cubemap);
|
||||
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
|
||||
|
||||
void setOrientation(const glm::quat& orientation);
|
||||
const glm::quat getOrientation() const { return _orientation; }
|
||||
|
||||
virtual bool empty() { return _empty; }
|
||||
virtual void clear();
|
||||
|
||||
|
@ -61,6 +64,8 @@ protected:
|
|||
|
||||
mutable gpu::BufferView _schemaBuffer;
|
||||
gpu::TexturePointer _cubemap;
|
||||
glm::quat _orientation;
|
||||
|
||||
bool _empty{ true };
|
||||
};
|
||||
typedef std::shared_ptr<Skybox> SkyboxPointer;
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <QApplication>
|
||||
#include <QGuiApplication>
|
||||
#include <QClipboard>
|
||||
#include <QDebug>
|
||||
#include <QJsonDocument>
|
||||
|
@ -764,7 +764,7 @@ void AddressManager::copyAddress() {
|
|||
}
|
||||
|
||||
// assume that the address is being copied because the user wants a shareable address
|
||||
QApplication::clipboard()->setText(currentShareableAddress().toString());
|
||||
QGuiApplication::clipboard()->setText(currentShareableAddress().toString());
|
||||
}
|
||||
|
||||
void AddressManager::copyPath() {
|
||||
|
@ -773,7 +773,7 @@ void AddressManager::copyPath() {
|
|||
return;
|
||||
}
|
||||
|
||||
QApplication::clipboard()->setText(currentPath());
|
||||
QGuiApplication::clipboard()->setText(currentPath());
|
||||
}
|
||||
|
||||
QString AddressManager::getDomainID() const {
|
||||
|
|
|
@ -98,6 +98,7 @@ void DomainHandler::softReset() {
|
|||
clearSettings();
|
||||
|
||||
_connectionDenialsSinceKeypairRegen = 0;
|
||||
_checkInPacketsSinceLastReply = 0;
|
||||
|
||||
// cancel the failure timeout for any pending requests for settings
|
||||
QMetaObject::invokeMethod(&_settingsTimer, "stop");
|
||||
|
@ -382,6 +383,9 @@ void DomainHandler::processDomainServerConnectionDeniedPacket(QSharedPointer<Rec
|
|||
// we're hearing from this domain-server, don't need to refresh API info
|
||||
_apiRefreshTimer.stop();
|
||||
|
||||
// this counts as a reply from the DS after a check in or connect packet, so reset that counter now
|
||||
_checkInPacketsSinceLastReply = 0;
|
||||
|
||||
// Read deny reason from packet
|
||||
uint8_t reasonCodeWire;
|
||||
|
||||
|
@ -426,3 +430,14 @@ void DomainHandler::processDomainServerConnectionDeniedPacket(QSharedPointer<Rec
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DomainHandler::sentCheckInPacket() {
|
||||
++_checkInPacketsSinceLastReply;
|
||||
|
||||
if (_checkInPacketsSinceLastReply >= MAX_SILENT_DOMAIN_SERVER_CHECK_INS) {
|
||||
// we haven't heard back from DS in MAX_SILENT_DOMAIN_SERVER_CHECK_INS
|
||||
// so emit our signal that says that
|
||||
qCDebug(networking) << "Limit of silent domain checkins reached";
|
||||
emit limitOfSilentDomainCheckInsReached();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -31,6 +31,8 @@ const unsigned short DEFAULT_DOMAIN_SERVER_DTLS_PORT = 40103;
|
|||
const quint16 DOMAIN_SERVER_HTTP_PORT = 40100;
|
||||
const quint16 DOMAIN_SERVER_HTTPS_PORT = 40101;
|
||||
|
||||
const int MAX_SILENT_DOMAIN_SERVER_CHECK_INS = 5;
|
||||
|
||||
class DomainHandler : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
|
@ -84,6 +86,10 @@ public:
|
|||
|
||||
void softReset();
|
||||
|
||||
int getCheckInPacketsSinceLastReply() const { return _checkInPacketsSinceLastReply; }
|
||||
void sentCheckInPacket();
|
||||
void domainListReceived() { _checkInPacketsSinceLastReply = 0; }
|
||||
|
||||
/**jsdoc
|
||||
* <p>The reasons that you may be refused connection to a domain are defined by numeric values:</p>
|
||||
* <table>
|
||||
|
@ -165,6 +171,8 @@ signals:
|
|||
|
||||
void domainConnectionRefused(QString reasonMessage, int reason, const QString& extraInfo);
|
||||
|
||||
void limitOfSilentDomainCheckInsReached();
|
||||
|
||||
private:
|
||||
bool reasonSuggestsLogin(ConnectionRefusedReason reasonCode);
|
||||
void sendDisconnectPacket();
|
||||
|
@ -187,6 +195,7 @@ private:
|
|||
QSet<QString> _domainConnectionRefusals;
|
||||
bool _hasCheckedForAccessToken { false };
|
||||
int _connectionDenialsSinceKeypairRegen { 0 };
|
||||
int _checkInPacketsSinceLastReply { 0 };
|
||||
|
||||
QTimer _apiRefreshTimer;
|
||||
};
|
||||
|
|
|
@ -44,7 +44,6 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
|
|||
_ownerType(newOwnerType),
|
||||
_nodeTypesOfInterest(),
|
||||
_domainHandler(this),
|
||||
_numNoReplyDomainCheckIns(0),
|
||||
_assignmentServerSocket(),
|
||||
_keepAlivePingTimer(this)
|
||||
{
|
||||
|
@ -75,7 +74,7 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
|
|||
connect(this, &LimitedNodeList::publicSockAddrChanged, this, &NodeList::sendDomainServerCheckIn);
|
||||
|
||||
// clear our NodeList when the domain changes
|
||||
connect(&_domainHandler, &DomainHandler::disconnectedFromDomain, this, &NodeList::reset);
|
||||
connect(&_domainHandler, SIGNAL(disconnectedFromDomain()), this, SLOT(resetFromDomainHandler()));
|
||||
|
||||
// send an ICE heartbeat as soon as we get ice server information
|
||||
connect(&_domainHandler, &DomainHandler::iceSocketAndIDReceived, this, &NodeList::handleICEConnectionToDomainServer);
|
||||
|
@ -92,10 +91,10 @@ NodeList::NodeList(char newOwnerType, int socketListenPort, int dtlsListenPort)
|
|||
connect(accountManager.data(), &AccountManager::newKeypair, this, &NodeList::sendDomainServerCheckIn);
|
||||
|
||||
// clear out NodeList when login is finished
|
||||
connect(accountManager.data(), &AccountManager::loginComplete , this, &NodeList::reset);
|
||||
connect(accountManager.data(), SIGNAL(loginComplete()) , this, SLOT(reset()));
|
||||
|
||||
// clear our NodeList when logout is requested
|
||||
connect(accountManager.data(), &AccountManager::logoutComplete , this, &NodeList::reset);
|
||||
connect(accountManager.data(), SIGNAL(logoutComplete()) , this, SLOT(reset()));
|
||||
|
||||
// anytime we get a new node we will want to attempt to punch to it
|
||||
connect(this, &LimitedNodeList::nodeAdded, this, &NodeList::startNodeHolePunch);
|
||||
|
@ -231,16 +230,14 @@ void NodeList::processICEPingPacket(QSharedPointer<ReceivedMessage> message) {
|
|||
sendPacket(std::move(replyPacket), message->getSenderSockAddr());
|
||||
}
|
||||
|
||||
void NodeList::reset() {
|
||||
void NodeList::reset(bool skipDomainHandlerReset) {
|
||||
if (thread() != QThread::currentThread()) {
|
||||
QMetaObject::invokeMethod(this, "reset");
|
||||
QMetaObject::invokeMethod(this, "reset", Q_ARG(bool, skipDomainHandlerReset));
|
||||
return;
|
||||
}
|
||||
|
||||
LimitedNodeList::reset();
|
||||
|
||||
_numNoReplyDomainCheckIns = 0;
|
||||
|
||||
// lock and clear our set of ignored IDs
|
||||
_ignoredSetLock.lockForWrite();
|
||||
_ignoredNodeIDs.clear();
|
||||
|
@ -255,7 +252,7 @@ void NodeList::reset() {
|
|||
_avatarGainMap.clear();
|
||||
_avatarGainMapLock.unlock();
|
||||
|
||||
if (sender() != &_domainHandler) {
|
||||
if (!skipDomainHandlerReset) {
|
||||
// clear the domain connection information, unless they're the ones that asked us to reset
|
||||
_domainHandler.softReset();
|
||||
}
|
||||
|
@ -410,15 +407,8 @@ void NodeList::sendDomainServerCheckIn() {
|
|||
|
||||
sendPacket(std::move(domainPacket), _domainHandler.getSockAddr());
|
||||
|
||||
if (_numNoReplyDomainCheckIns >= MAX_SILENT_DOMAIN_SERVER_CHECK_INS) {
|
||||
// we haven't heard back from DS in MAX_SILENT_DOMAIN_SERVER_CHECK_INS
|
||||
// so emit our signal that says that
|
||||
qCDebug(networking) << "Limit of silent domain checkins reached";
|
||||
emit limitOfSilentDomainCheckInsReached();
|
||||
}
|
||||
|
||||
// increment the count of un-replied check-ins
|
||||
_numNoReplyDomainCheckIns++;
|
||||
// let the domain handler know we sent another check in or connect packet
|
||||
_domainHandler.sentCheckInPacket();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -585,7 +575,7 @@ void NodeList::processDomainServerList(QSharedPointer<ReceivedMessage> message)
|
|||
}
|
||||
|
||||
// this is a packet from the domain server, reset the count of un-replied check-ins
|
||||
_numNoReplyDomainCheckIns = 0;
|
||||
_domainHandler.domainListReceived();
|
||||
|
||||
// emit our signal so listeners know we just heard from the DS
|
||||
emit receivedDomainServerList();
|
||||
|
|
|
@ -38,8 +38,6 @@
|
|||
|
||||
const quint64 DOMAIN_SERVER_CHECK_IN_MSECS = 1 * 1000;
|
||||
|
||||
const int MAX_SILENT_DOMAIN_SERVER_CHECK_INS = 5;
|
||||
|
||||
using PacketOrPacketList = std::pair<std::unique_ptr<NLPacket>, std::unique_ptr<NLPacketList>>;
|
||||
using NodePacketOrPacketListPair = std::pair<SharedNodePointer, PacketOrPacketList>;
|
||||
|
||||
|
@ -62,7 +60,6 @@ public:
|
|||
Q_INVOKABLE qint64 sendStats(QJsonObject statsObject, HifiSockAddr destination);
|
||||
Q_INVOKABLE qint64 sendStatsToDomainServer(QJsonObject statsObject);
|
||||
|
||||
int getNumNoReplyDomainCheckIns() const { return _numNoReplyDomainCheckIns; }
|
||||
DomainHandler& getDomainHandler() { return _domainHandler; }
|
||||
|
||||
const NodeSet& getNodeInterestSet() const { return _nodeTypesOfInterest; }
|
||||
|
@ -96,7 +93,9 @@ public:
|
|||
void removeFromIgnoreMuteSets(const QUuid& nodeID);
|
||||
|
||||
public slots:
|
||||
void reset();
|
||||
void reset(bool skipDomainHandlerReset = false);
|
||||
void resetFromDomainHandler() { reset(true); }
|
||||
|
||||
void sendDomainServerCheckIn();
|
||||
void handleDSPathQuery(const QString& newPath);
|
||||
|
||||
|
@ -119,7 +118,6 @@ public slots:
|
|||
#endif
|
||||
|
||||
signals:
|
||||
void limitOfSilentDomainCheckInsReached();
|
||||
void receivedDomainServerList();
|
||||
void ignoredNode(const QUuid& nodeID, bool enabled);
|
||||
void ignoreRadiusEnabledChanged(bool isIgnored);
|
||||
|
@ -161,7 +159,6 @@ private:
|
|||
std::atomic<NodeType_t> _ownerType;
|
||||
NodeSet _nodeTypesOfInterest;
|
||||
DomainHandler _domainHandler;
|
||||
int _numNoReplyDomainCheckIns;
|
||||
HifiSockAddr _assignmentServerSocket;
|
||||
bool _isShuttingDown { false };
|
||||
QTimer _keepAlivePingTimer;
|
||||
|
|
|
@ -38,7 +38,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
|
|||
case PacketType::AvatarData:
|
||||
case PacketType::BulkAvatarData:
|
||||
case PacketType::KillAvatar:
|
||||
return static_cast<PacketVersion>(AvatarMixerPacketVersion::AvatarJointDefaultPoseFlags);
|
||||
return static_cast<PacketVersion>(AvatarMixerPacketVersion::FBXReaderNodeReparenting);
|
||||
case PacketType::MessagesData:
|
||||
return static_cast<PacketVersion>(MessageDataVersion::TextOrBinaryData);
|
||||
case PacketType::ICEServerHeartbeat:
|
||||
|
|
|
@ -77,13 +77,18 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
|
|||
return false;
|
||||
}
|
||||
|
||||
bool doLinearTraction = _positionalTargetSet && (_linearTimeScale < MAX_TRACTOR_TIMESCALE);
|
||||
bool doAngularTraction = _rotationalTargetSet && (_angularTimeScale < MAX_TRACTOR_TIMESCALE);
|
||||
if (!doLinearTraction && !doAngularTraction) {
|
||||
// nothing to do
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::quat rotation;
|
||||
glm::vec3 position;
|
||||
glm::vec3 angularVelocity;
|
||||
|
||||
bool linearValid = false;
|
||||
int linearTractorCount = 0;
|
||||
bool angularValid = false;
|
||||
int angularTractorCount = 0;
|
||||
|
||||
QList<EntityDynamicPointer> tractorDerivedActions;
|
||||
|
@ -105,7 +110,6 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
|
|||
linearTimeScale, angularTimeScale);
|
||||
if (success) {
|
||||
if (angularTimeScale < MAX_TRACTOR_TIMESCALE) {
|
||||
angularValid = true;
|
||||
angularTractorCount++;
|
||||
angularVelocity += angularVelocityForAction;
|
||||
if (tractorAction.get() == this) {
|
||||
|
@ -115,43 +119,40 @@ bool ObjectActionTractor::prepareForTractorUpdate(btScalar deltaTimeStep) {
|
|||
}
|
||||
|
||||
if (linearTimeScale < MAX_TRACTOR_TIMESCALE) {
|
||||
linearValid = true;
|
||||
linearTractorCount++;
|
||||
position += positionForAction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((angularValid && angularTractorCount > 0) || (linearValid && linearTractorCount > 0)) {
|
||||
if (angularTractorCount > 0 || linearTractorCount > 0) {
|
||||
withWriteLock([&]{
|
||||
if (linearValid && linearTractorCount > 0) {
|
||||
if (doLinearTraction && linearTractorCount > 0) {
|
||||
position /= linearTractorCount;
|
||||
if (_positionalTargetSet) {
|
||||
_lastPositionTarget = _positionalTarget;
|
||||
} else {
|
||||
_lastPositionTarget = position;
|
||||
}
|
||||
_lastPositionTarget = _positionalTarget;
|
||||
_positionalTarget = position;
|
||||
if (deltaTimeStep > EPSILON) {
|
||||
// blend the new velocity with the old (low-pass filter)
|
||||
glm::vec3 newVelocity = (1.0f / deltaTimeStep) * (position - _lastPositionTarget);
|
||||
const float blend = 0.25f;
|
||||
_linearVelocityTarget = (1.0f - blend) * _linearVelocityTarget + blend * newVelocity;
|
||||
if (_havePositionTargetHistory) {
|
||||
// blend the new velocity with the old (low-pass filter)
|
||||
glm::vec3 newVelocity = (1.0f / deltaTimeStep) * (_positionalTarget - _lastPositionTarget);
|
||||
const float blend = 0.25f;
|
||||
_linearVelocityTarget = (1.0f - blend) * _linearVelocityTarget + blend * newVelocity;
|
||||
} else {
|
||||
_havePositionTargetHistory = true;
|
||||
}
|
||||
}
|
||||
_positionalTargetSet = true;
|
||||
_active = true;
|
||||
}
|
||||
if (angularValid && angularTractorCount > 0) {
|
||||
if (doAngularTraction && angularTractorCount > 0) {
|
||||
angularVelocity /= angularTractorCount;
|
||||
_rotationalTarget = rotation;
|
||||
_angularVelocityTarget = angularVelocity;
|
||||
_rotationalTargetSet = true;
|
||||
_active = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return linearValid || angularValid;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
@ -241,7 +242,9 @@ bool ObjectActionTractor::updateArguments(QVariantMap arguments) {
|
|||
// targets are required, tractor-constants are optional
|
||||
bool ok = true;
|
||||
positionalTarget = EntityDynamicInterface::extractVec3Argument("tractor action", arguments, "targetPosition", ok, false);
|
||||
if (!ok) {
|
||||
if (ok) {
|
||||
_positionalTargetSet = true;
|
||||
} else {
|
||||
positionalTarget = _desiredPositionalTarget;
|
||||
}
|
||||
ok = true;
|
||||
|
@ -252,7 +255,9 @@ bool ObjectActionTractor::updateArguments(QVariantMap arguments) {
|
|||
|
||||
ok = true;
|
||||
rotationalTarget = EntityDynamicInterface::extractQuatArgument("tractor action", arguments, "targetRotation", ok, false);
|
||||
if (!ok) {
|
||||
if (ok) {
|
||||
_rotationalTargetSet = true;
|
||||
} else {
|
||||
rotationalTarget = _desiredRotationalTarget;
|
||||
}
|
||||
|
||||
|
|
|
@ -39,6 +39,7 @@ protected:
|
|||
glm::vec3 _lastPositionTarget;
|
||||
float _linearTimeScale;
|
||||
bool _positionalTargetSet;
|
||||
bool _havePositionTargetHistory { false };
|
||||
|
||||
glm::quat _rotationalTarget;
|
||||
glm::quat _desiredRotationalTarget;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
set(TARGET_NAME plugins)
|
||||
setup_hifi_library(OpenGL)
|
||||
setup_hifi_library(Gui)
|
||||
link_hifi_libraries(shared networking)
|
||||
include_hifi_library_headers(gpu)
|
||||
|
|
|
@ -241,7 +241,7 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
std::string fragmentShaderSource = _fragmentSource;
|
||||
size_t replaceIndex = fragmentShaderSource.find(PROCEDURAL_COMMON_BLOCK);
|
||||
if (replaceIndex != std::string::npos) {
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag);
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_COMMON_BLOCK.size(), ProceduralCommon_frag::getSource());
|
||||
}
|
||||
|
||||
replaceIndex = fragmentShaderSource.find(PROCEDURAL_VERSION);
|
||||
|
|
|
@ -19,8 +19,8 @@
|
|||
#include <graphics/skybox_frag.h>
|
||||
|
||||
ProceduralSkybox::ProceduralSkybox() : graphics::Skybox() {
|
||||
_procedural._vertexSource = skybox_vert;
|
||||
_procedural._fragmentSource = skybox_frag;
|
||||
_procedural._vertexSource = skybox_vert::getSource();
|
||||
_procedural._fragmentSource = skybox_frag::getSource();
|
||||
// Adjust the pipeline state for background using the stencil test
|
||||
_procedural.setDoesFade(false);
|
||||
// Must match PrepareStencil::STENCIL_BACKGROUND
|
||||
|
|
|
@ -2,7 +2,7 @@ set(TARGET_NAME render-utils)
|
|||
AUTOSCRIBE_SHADER_LIB(gpu graphics render)
|
||||
# pull in the resources.qrc file
|
||||
qt5_add_resources(QT_RESOURCES_FILE "${CMAKE_CURRENT_SOURCE_DIR}/res/fonts/fonts.qrc")
|
||||
setup_hifi_library(Widgets OpenGL Network Qml Quick Script)
|
||||
setup_hifi_library(Gui Network Qml Quick Script)
|
||||
link_hifi_libraries(shared ktx gpu graphics model-networking render animation fbx image procedural)
|
||||
include_hifi_library_headers(networking)
|
||||
include_hifi_library_headers(octree)
|
||||
|
|
|
@ -263,7 +263,7 @@ void AmbientOcclusionEffect::configure(const Config& config) {
|
|||
const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
|
||||
if (!_occlusionPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeOcclusion_frag));
|
||||
auto ps = ssao_makeOcclusion_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -288,7 +288,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
|
|||
const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
|
||||
if (!_hBlurPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeHorizontalBlur_frag));
|
||||
auto ps = ssao_makeHorizontalBlur_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -311,7 +311,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
|
|||
const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
|
||||
if (!_vBlurPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(ssao_makeVerticalBlur_frag));
|
||||
auto ps = ssao_makeVerticalBlur_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -458,7 +458,7 @@ void DebugAmbientOcclusion::configure(const Config& config) {
|
|||
const gpu::PipelinePointer& DebugAmbientOcclusion::getDebugPipeline() {
|
||||
if (!_debugPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(ssao_debugOcclusion_frag));
|
||||
auto ps = ssao_debugOcclusion_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -9,8 +9,6 @@
|
|||
|
||||
#include <qmath.h>
|
||||
|
||||
#include "animdebugdraw_vert.h"
|
||||
#include "animdebugdraw_frag.h"
|
||||
#include <gpu/Batch.h>
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
@ -19,6 +17,9 @@
|
|||
|
||||
#include "AnimDebugDraw.h"
|
||||
|
||||
#include "animdebugdraw_vert.h"
|
||||
#include "animdebugdraw_frag.h"
|
||||
|
||||
class AnimDebugDrawData {
|
||||
public:
|
||||
|
||||
|
@ -101,8 +102,8 @@ AnimDebugDraw::AnimDebugDraw() :
|
|||
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
|
||||
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
|
||||
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
auto vertShader = gpu::Shader::createVertex(std::string(animdebugdraw_vert));
|
||||
auto fragShader = gpu::Shader::createPixel(std::string(animdebugdraw_frag));
|
||||
auto vertShader = animdebugdraw_vert::getShader();
|
||||
auto fragShader = animdebugdraw_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||
_pipeline = gpu::Pipeline::create(program, state);
|
||||
|
||||
|
|
|
@ -57,8 +57,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
|
|||
}
|
||||
|
||||
if (!_antialiasingPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
|
||||
auto vs = fxaa_vert::getShader();
|
||||
auto ps = fxaa_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -82,8 +82,8 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* ar
|
|||
|
||||
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
|
||||
if (!_blendPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
|
||||
auto vs = fxaa_vert::getShader();
|
||||
auto ps = fxaa_blend_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -61,7 +61,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
|
|||
|
||||
if (!_pipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(BloomThreshold_frag));
|
||||
auto ps = BloomThreshold_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -113,7 +113,7 @@ void BloomApply::run(const render::RenderContextPointer& renderContext, const In
|
|||
|
||||
if (!_pipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(BloomApply_frag));
|
||||
auto ps = BloomApply_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -369,8 +369,7 @@ bool DebugDeferredBuffer::pipelineNeedsUpdate(Mode mode, std::string customFile)
|
|||
|
||||
const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::string customFile) {
|
||||
if (pipelineNeedsUpdate(mode, customFile)) {
|
||||
static const std::string VERTEX_SHADER { debug_deferred_buffer_vert };
|
||||
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag };
|
||||
static const std::string FRAGMENT_SHADER { debug_deferred_buffer_frag::getSource() };
|
||||
static const std::string SOURCE_PLACEHOLDER { "//SOURCE_PLACEHOLDER" };
|
||||
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
||||
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
||||
|
@ -380,7 +379,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
|
|||
bakedFragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(),
|
||||
getShaderSourceCode(mode, customFile));
|
||||
|
||||
static const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
|
||||
const auto vs = debug_deferred_buffer_vert::getShader();
|
||||
const auto ps = gpu::Shader::createPixel(bakedFragmentShader);
|
||||
const auto program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
|
|
|
@ -83,7 +83,7 @@ enum DeferredShader_BufferSlot {
|
|||
LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT,
|
||||
};
|
||||
|
||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
|
||||
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
|
||||
|
||||
void DeferredLightingEffect::init() {
|
||||
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
|
||||
|
@ -95,14 +95,14 @@ void DeferredLightingEffect::init() {
|
|||
_localLightLocations = std::make_shared<LightLocations>();
|
||||
_localLightOutlineLocations = std::make_shared<LightLocations>();
|
||||
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_frag::getShader(), false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_frag::getShader(), false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
|
||||
|
||||
loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_frag, false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
|
||||
loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_frag, false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), directional_ambient_light_shadow_frag::getShader(), false, _directionalAmbientSphereLightShadow, _directionalAmbientSphereLightShadowLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), directional_skybox_light_shadow_frag::getShader(), false, _directionalSkyboxLightShadow, _directionalSkyboxLightShadowLocations);
|
||||
|
||||
loadLightProgram(deferred_light_vert, local_lights_shading_frag, true, _localLight, _localLightLocations);
|
||||
loadLightProgram(deferred_light_vert, local_lights_drawOutline_frag, true, _localLightOutline, _localLightOutlineLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), local_lights_shading_frag::getShader(), true, _localLight, _localLightLocations);
|
||||
loadLightProgram(deferred_light_vert::getShader(), local_lights_drawOutline_frag::getShader(), true, _localLightOutline, _localLightOutlineLocations);
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, int lightBufferUnit, int ambientBufferUnit, int skyboxCubemapUnit) {
|
||||
|
@ -171,12 +171,8 @@ void DeferredLightingEffect::unsetLocalLightsBatch(gpu::Batch& batch, int cluste
|
|||
}
|
||||
}
|
||||
|
||||
static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* fragSource, LightLocationsPtr& locations) {
|
||||
auto VS = gpu::Shader::createVertex(std::string(vertSource));
|
||||
auto PS = gpu::Shader::createPixel(std::string(fragSource));
|
||||
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
|
||||
|
||||
static gpu::ShaderPointer makeLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, LightLocationsPtr& locations) {
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), DEFERRED_BUFFER_COLOR_UNIT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DEFERRED_BUFFER_NORMAL_UNIT));
|
||||
|
@ -224,9 +220,9 @@ static gpu::ShaderPointer makeLightProgram(const char* vertSource, const char* f
|
|||
return program;
|
||||
}
|
||||
|
||||
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
|
||||
static void loadLightProgram(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocationsPtr& locations) {
|
||||
|
||||
gpu::ShaderPointer program = makeLightProgram(vertSource, fragSource, locations);
|
||||
gpu::ShaderPointer program = makeLightProgram(vertShader, fragShader, locations);
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
state->setColorWriteMask(true, true, true, false);
|
||||
|
|
|
@ -133,7 +133,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
|
|||
RenderArgs* args = renderContext->args;
|
||||
|
||||
if (!_hazePipeline) {
|
||||
gpu::ShaderPointer ps = gpu::Shader::createPixel(std::string(Haze_frag));
|
||||
gpu::ShaderPointer ps = Haze_frag::getShader();
|
||||
gpu::ShaderPointer vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
|
|
@ -1945,8 +1945,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
|
|||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
|
||||
auto VS = glowLine_vert::getShader();
|
||||
auto PS = glowLine_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(VS, PS);
|
||||
state->setCullMode(gpu::State::CULL_NONE);
|
||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
|
@ -2002,8 +2002,8 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
|
|||
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(standardDrawTexture_frag));
|
||||
auto vs = standardTransformPNTC_vert::getShader();
|
||||
auto ps = standardDrawTexture_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
|
@ -2038,8 +2038,8 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
|||
|
||||
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
|
||||
if (!_gridPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(grid_frag));
|
||||
auto vs = standardTransformPNTC_vert::getShader();
|
||||
auto ps = grid_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(vs, ps);
|
||||
gpu::Shader::makeProgram((*program));
|
||||
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
|
||||
|
@ -2122,12 +2122,9 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
|
|||
return a.getRaw() == b.getRaw();
|
||||
}
|
||||
|
||||
static void buildWebShader(const std::string& vertShaderText, const std::string& fragShaderText, bool blendEnable,
|
||||
static void buildWebShader(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool blendEnable,
|
||||
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
|
||||
auto VS = gpu::Shader::createVertex(vertShaderText);
|
||||
auto PS = gpu::Shader::createPixel(fragShaderText);
|
||||
|
||||
shaderPointerOut = gpu::Shader::createProgram(VS, PS);
|
||||
shaderPointerOut = gpu::Shader::createProgram(vertShader, fragShader);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
|
||||
|
@ -2150,8 +2147,8 @@ void GeometryCache::bindWebBrowserProgram(gpu::Batch& batch, bool transparent) {
|
|||
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
buildWebShader(simple_vert, simple_opaque_web_browser_frag, false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
|
||||
buildWebShader(simple_vert, simple_transparent_web_browser_frag, true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
|
||||
buildWebShader(simple_vert::getShader(), simple_opaque_web_browser_frag::getShader(), false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
|
||||
buildWebShader(simple_vert::getShader(), simple_transparent_web_browser_frag::getShader(), true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
|
||||
});
|
||||
|
||||
return transparent ? _simpleTransparentWebBrowserPipelineNoAA : _simpleOpaqueWebBrowserPipelineNoAA;
|
||||
|
@ -2180,9 +2177,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
|||
if (!fading) {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
||||
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
|
||||
auto VS = simple_vert::getShader();
|
||||
auto PS = simple_textured_frag::getShader();
|
||||
auto PSUnlit = simple_textured_unlit_frag::getShader();
|
||||
|
||||
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
||||
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||
|
@ -2195,9 +2192,9 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
|
|||
} else {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&]() {
|
||||
auto VS = gpu::Shader::createVertex(std::string(simple_fade_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
|
||||
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
|
||||
auto VS = simple_fade_vert::getShader();
|
||||
auto PS = simple_textured_fade_frag::getShader();
|
||||
auto PSUnlit = simple_textured_unlit_fade_frag::getShader();
|
||||
|
||||
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
|
||||
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
|
||||
|
|
|
@ -26,7 +26,7 @@ struct HazeParams {
|
|||
vec3 colorModulationFactor;
|
||||
int hazeMode;
|
||||
|
||||
mat4 zoneTransform;
|
||||
mat4 transform;
|
||||
float backgroundBlend;
|
||||
|
||||
float hazeRangeFactor;
|
||||
|
|
|
@ -130,8 +130,8 @@ void DrawHighlightMask::run(const render::RenderContextPointer& renderContext, c
|
|||
fillState->setColorWriteMask(false, false, false, false);
|
||||
fillState->setCullMode(gpu::State::CULL_FRONT);
|
||||
|
||||
auto vs = gpu::Shader::createVertex(std::string(Highlight_aabox_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(nop_frag));
|
||||
auto vs = Highlight_aabox_vert::getShader();
|
||||
auto ps = nop_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -313,7 +313,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
|
|||
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
||||
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(Highlight_frag));
|
||||
auto ps = Highlight_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -325,7 +325,7 @@ const gpu::PipelinePointer& DrawHighlight::getPipeline(const render::HighlightSt
|
|||
|
||||
_pipeline = gpu::Pipeline::create(program, state);
|
||||
|
||||
ps = gpu::Shader::createPixel(std::string(Highlight_filled_frag));
|
||||
ps = Highlight_filled_frag::getShader();
|
||||
program = gpu::Shader::createProgram(vs, ps);
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
_pipelineFilled = gpu::Pipeline::create(program, state);
|
||||
|
@ -385,8 +385,7 @@ void DebugHighlight::run(const render::RenderContextPointer& renderContext, cons
|
|||
}
|
||||
|
||||
void DebugHighlight::initializePipelines() {
|
||||
static const std::string VERTEX_SHADER{ debug_deferred_buffer_vert };
|
||||
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag };
|
||||
static const std::string FRAGMENT_SHADER{ debug_deferred_buffer_frag::getSource() };
|
||||
static const std::string SOURCE_PLACEHOLDER{ "//SOURCE_PLACEHOLDER" };
|
||||
static const auto SOURCE_PLACEHOLDER_INDEX = FRAGMENT_SHADER.find(SOURCE_PLACEHOLDER);
|
||||
Q_ASSERT_X(SOURCE_PLACEHOLDER_INDEX != std::string::npos, Q_FUNC_INFO,
|
||||
|
@ -396,7 +395,7 @@ void DebugHighlight::initializePipelines() {
|
|||
state->setDepthTest(gpu::State::DepthTest(false, false));
|
||||
state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
|
||||
|
||||
const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
|
||||
const auto vs = debug_deferred_buffer_vert::getShader();
|
||||
|
||||
// Depth shader
|
||||
{
|
||||
|
@ -553,14 +552,14 @@ const render::Varying DrawHighlightTask::addSelectItemJobs(JobModel& task, const
|
|||
#include "model_shadow_frag.h"
|
||||
|
||||
void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
auto modelVertex = model_shadow_vert::getShader();
|
||||
auto modelPixel = model_shadow_frag::getShader();
|
||||
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withoutSkinned(),
|
||||
modelProgram, state);
|
||||
|
||||
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
||||
auto skinVertex = skin_model_shadow_vert::getShader();
|
||||
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withSkinned(),
|
||||
|
|
|
@ -5,9 +5,6 @@
|
|||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
|
||||
<@func declareSkyboxMap()@>
|
||||
// declareSkyboxMap
|
||||
|
@ -15,7 +12,6 @@ uniform samplerCube skyboxMap;
|
|||
|
||||
vec4 evalSkyboxLight(vec3 direction, float lod) {
|
||||
// textureQueryLevels is not available until #430, so we require explicit lod
|
||||
// float mipmapLevel = lod * textureQueryLevels(skyboxMap);
|
||||
float filterLod = textureQueryLod(skyboxMap, direction).x;
|
||||
// Keep texture filtering LOD as limit to prevent aliasing on specular reflection
|
||||
lod = max(lod, filterLod);
|
||||
|
@ -28,15 +24,13 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
|
|||
vec3 fresnelSchlickAmbient(vec3 fresnelColor, float ndotd, float gloss) {
|
||||
float f = pow(1.0 - ndotd, 5.0);
|
||||
return fresnelColor + (max(vec3(gloss), fresnelColor) - fresnelColor) * f;
|
||||
// return fresnelColor + (vec3(1.0) - fresnelColor) * f;
|
||||
}
|
||||
|
||||
<@if supportAmbientMap@>
|
||||
<$declareSkyboxMap()$>
|
||||
<@endif@>
|
||||
|
||||
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
|
||||
vec3 lightDir = -reflect(surface.eyeDir, surface.normal);
|
||||
vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface, vec3 lightDir) {
|
||||
vec3 specularLight;
|
||||
<@if supportIfAmbientMapElseAmbientSphere@>
|
||||
if (getLightHasAmbientMap(ambient))
|
||||
|
@ -80,14 +74,21 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
|
|||
<@endif@>
|
||||
) {
|
||||
|
||||
// Fresnel
|
||||
// Rotate surface normal and eye direction
|
||||
vec3 ambientSpaceSurfaceNormal = (ambient.transform * vec4(surface.normal, 0.0)).xyz;
|
||||
vec3 ambientSpaceSurfaceEyeDir = (ambient.transform * vec4(surface.eyeDir, 0.0)).xyz;
|
||||
<@if supportScattering@>
|
||||
vec3 ambientSpaceLowNormalCurvature = (ambient.transform * lowNormalCurvature).xyz;
|
||||
<@endif@>
|
||||
|
||||
vec3 ambientFresnel = fresnelSchlickAmbient(fresnelF0, surface.ndotv, 1.0-surface.roughness);
|
||||
|
||||
// Diffuse from ambient
|
||||
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) * sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), surface.normal).xyz;
|
||||
diffuse = (1.0 - metallic) * (vec3(1.0) - ambientFresnel) *
|
||||
sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceSurfaceNormal).xyz;
|
||||
|
||||
// Specular highlight from ambient
|
||||
specular = evalAmbientSpecularIrradiance(ambient, surface) * ambientFresnel;
|
||||
vec3 ambientSpaceLightDir = -reflect(ambientSpaceSurfaceEyeDir, ambientSpaceSurfaceNormal);
|
||||
specular = evalAmbientSpecularIrradiance(ambient, surface, ambientSpaceLightDir) * ambientFresnel;
|
||||
|
||||
<@if supportScattering@>
|
||||
if (scattering * isScatteringEnabled() > 0.0) {
|
||||
|
@ -98,7 +99,7 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
|
|||
obscurance = min(obscurance, ambientOcclusion);
|
||||
|
||||
// Diffuse from ambient
|
||||
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
|
||||
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), ambientSpaceLowNormalCurvature).xyz;
|
||||
|
||||
// Scattering ambient specular is the same as non scattering for now
|
||||
// TODO: we should use the same specular answer as for direct lighting
|
||||
|
|
|
@ -605,8 +605,8 @@ void DebugLightClusters::configure(const Config& config) {
|
|||
|
||||
const gpu::PipelinePointer DebugLightClusters::getDrawClusterGridPipeline() {
|
||||
if (!_drawClusterGrid) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawGrid_frag));
|
||||
auto vs = lightClusters_drawGrid_vert::getShader();
|
||||
auto ps = lightClusters_drawGrid_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -635,7 +635,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterFromDepthPipeline()
|
|||
if (!_drawClusterFromDepth) {
|
||||
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawGrid_vert));
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterFromDepth_frag));
|
||||
auto ps = lightClusters_drawClusterFromDepth_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -665,7 +665,7 @@ const gpu::PipelinePointer DebugLightClusters::getDrawClusterContentPipeline() {
|
|||
if (!_drawClusterContent) {
|
||||
// auto vs = gpu::Shader::createVertex(std::string(lightClusters_drawClusterContent_vert));
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(lightClusters_drawClusterContent_frag));
|
||||
auto ps = lightClusters_drawClusterContent_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -121,16 +121,16 @@ void batchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* a
|
|||
void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderArgs* args);
|
||||
|
||||
void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
|
||||
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
|
||||
auto vertexModel = gpu::Shader::createVertex(std::string(model_vert));
|
||||
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
|
||||
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
|
||||
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
|
||||
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
|
||||
auto pixelModel = gpu::Shader::createPixel(std::string(overlay3D_model_frag));
|
||||
auto pixelModelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_frag));
|
||||
auto pixelModelUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_unlit_frag));
|
||||
auto pixelModelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_model_translucent_unlit_frag));
|
||||
auto vertex = overlay3D_vert::getShader();
|
||||
auto vertexModel = model_vert::getShader();
|
||||
auto pixel = overlay3D_frag::getShader();
|
||||
auto pixelTranslucent = overlay3D_translucent_frag::getShader();
|
||||
auto pixelUnlit = overlay3D_unlit_frag::getShader();
|
||||
auto pixelTranslucentUnlit = overlay3D_translucent_unlit_frag::getShader();
|
||||
auto pixelModel = overlay3D_model_frag::getShader();
|
||||
auto pixelModelTranslucent = overlay3D_model_translucent_frag::getShader();
|
||||
auto pixelModelUnlit = overlay3D_model_unlit_frag::getShader();
|
||||
auto pixelModelTranslucentUnlit = overlay3D_model_translucent_unlit_frag::getShader();
|
||||
|
||||
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
|
||||
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
|
||||
|
@ -187,66 +187,66 @@ void initOverlay3DPipelines(ShapePlumber& plumber, bool depthTest) {
|
|||
|
||||
void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
||||
// Vertex shaders
|
||||
auto simpleVertex = gpu::Shader::createVertex(std::string(simple_vert));
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
|
||||
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
|
||||
auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
|
||||
auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
|
||||
auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
|
||||
auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
|
||||
auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
||||
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
|
||||
auto skinModelShadowVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
||||
auto modelLightmapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_fade_vert));
|
||||
auto modelLightmapNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_fade_vert));
|
||||
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
|
||||
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
|
||||
auto simpleVertex = simple_vert::getShader();
|
||||
auto modelVertex = model_vert::getShader();
|
||||
auto modelNormalMapVertex = model_normal_map_vert::getShader();
|
||||
auto modelLightmapVertex = model_lightmap_vert::getShader();
|
||||
auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
|
||||
auto modelTranslucentVertex = model_translucent_vert::getShader();
|
||||
auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
|
||||
auto modelShadowVertex = model_shadow_vert::getShader();
|
||||
auto skinModelVertex = skin_model_vert::getShader();
|
||||
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
|
||||
auto skinModelShadowVertex = skin_model_shadow_vert::getShader();
|
||||
auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
|
||||
auto modelLightmapNormalMapFadeVertex = model_lightmap_normal_map_fade_vert::getShader();
|
||||
auto skinModelFadeVertex = skin_model_fade_vert::getShader();
|
||||
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
|
||||
auto skinModelTranslucentVertex = skinModelFadeVertex; // We use the same because it ouputs world position per vertex
|
||||
auto skinModelNormalMapTranslucentVertex = skinModelNormalMapFadeVertex; // We use the same because it ouputs world position per vertex
|
||||
|
||||
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
|
||||
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
|
||||
auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));
|
||||
auto modelShadowFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
|
||||
auto skinModelShadowFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
|
||||
auto modelFadeVertex = model_fade_vert::getShader();
|
||||
auto modelNormalMapFadeVertex = model_normal_map_fade_vert::getShader();
|
||||
auto simpleFadeVertex = simple_fade_vert::getShader();
|
||||
auto modelShadowFadeVertex = model_shadow_fade_vert::getShader();
|
||||
auto skinModelShadowFadeVertex = skin_model_shadow_fade_vert::getShader();
|
||||
|
||||
// Pixel shaders
|
||||
auto simplePixel = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
||||
auto simpleUnlitPixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
|
||||
auto simpleTranslucentPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_frag));
|
||||
auto simpleTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_frag));
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
|
||||
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
|
||||
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
|
||||
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
|
||||
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
|
||||
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
|
||||
auto modelTranslucentNormalMapPixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_frag));
|
||||
auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
|
||||
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
|
||||
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
|
||||
auto modelLightmapSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag));
|
||||
auto modelLightmapNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag));
|
||||
auto modelLightmapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_fade_frag));
|
||||
auto modelLightmapNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_fade_frag));
|
||||
auto modelLightmapSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_specular_map_fade_frag));
|
||||
auto modelLightmapNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_fade_frag));
|
||||
auto simplePixel = simple_textured_frag::getShader();
|
||||
auto simpleUnlitPixel = simple_textured_unlit_frag::getShader();
|
||||
auto simpleTranslucentPixel = simple_transparent_textured_frag::getShader();
|
||||
auto simpleTranslucentUnlitPixel = simple_transparent_textured_unlit_frag::getShader();
|
||||
auto modelPixel = model_frag::getShader();
|
||||
auto modelUnlitPixel = model_unlit_frag::getShader();
|
||||
auto modelNormalMapPixel = model_normal_map_frag::getShader();
|
||||
auto modelSpecularMapPixel = model_specular_map_frag::getShader();
|
||||
auto modelNormalSpecularMapPixel = model_normal_specular_map_frag::getShader();
|
||||
auto modelTranslucentPixel = model_translucent_frag::getShader();
|
||||
auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
|
||||
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
|
||||
auto modelShadowPixel = model_shadow_frag::getShader();
|
||||
auto modelLightmapPixel = model_lightmap_frag::getShader();
|
||||
auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
|
||||
auto modelLightmapSpecularMapPixel = model_lightmap_specular_map_frag::getShader();
|
||||
auto modelLightmapNormalSpecularMapPixel = model_lightmap_normal_specular_map_frag::getShader();
|
||||
auto modelLightmapFadePixel = model_lightmap_fade_frag::getShader();
|
||||
auto modelLightmapNormalMapFadePixel = model_lightmap_normal_map_fade_frag::getShader();
|
||||
auto modelLightmapSpecularMapFadePixel = model_lightmap_specular_map_fade_frag::getShader();
|
||||
auto modelLightmapNormalSpecularMapFadePixel = model_lightmap_normal_specular_map_fade_frag::getShader();
|
||||
|
||||
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_fade_frag));
|
||||
auto modelUnlitFadePixel = gpu::Shader::createPixel(std::string(model_unlit_fade_frag));
|
||||
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
|
||||
auto modelSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_specular_map_fade_frag));
|
||||
auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
|
||||
auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
|
||||
auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
|
||||
auto modelTranslucentNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_fade_frag));
|
||||
auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
|
||||
auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
|
||||
auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
|
||||
auto simpleTranslucentFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_fade_frag));
|
||||
auto simpleTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_transparent_textured_unlit_fade_frag));
|
||||
auto modelFadePixel = model_fade_frag::getShader();
|
||||
auto modelUnlitFadePixel = model_unlit_fade_frag::getShader();
|
||||
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
|
||||
auto modelSpecularMapFadePixel = model_specular_map_fade_frag::getShader();
|
||||
auto modelNormalSpecularMapFadePixel = model_normal_specular_map_fade_frag::getShader();
|
||||
auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
|
||||
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
|
||||
auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
|
||||
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
|
||||
auto simpleFadePixel = simple_textured_fade_frag::getShader();
|
||||
auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
|
||||
auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
|
||||
auto simpleTranslucentUnlitFadePixel = simple_transparent_textured_unlit_fade_frag::getShader();
|
||||
|
||||
using Key = render::ShapeKey;
|
||||
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
||||
|
@ -448,19 +448,19 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
|
|||
|
||||
void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
|
||||
// Vertex shaders
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
|
||||
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
|
||||
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
|
||||
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
|
||||
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
|
||||
auto modelVertex = model_vert::getShader();
|
||||
auto modelNormalMapVertex = model_normal_map_vert::getShader();
|
||||
auto skinModelVertex = skin_model_vert::getShader();
|
||||
auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
|
||||
auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
|
||||
|
||||
// Pixel shaders
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(forward_model_frag));
|
||||
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(forward_model_unlit_frag));
|
||||
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_map_frag));
|
||||
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_specular_map_frag));
|
||||
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(forward_model_normal_specular_map_frag));
|
||||
auto modelNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_map_fade_frag));
|
||||
auto modelPixel = forward_model_frag::getShader();
|
||||
auto modelUnlitPixel = forward_model_unlit_frag::getShader();
|
||||
auto modelNormalMapPixel = forward_model_normal_map_frag::getShader();
|
||||
auto modelSpecularMapPixel = forward_model_specular_map_frag::getShader();
|
||||
auto modelNormalSpecularMapPixel = forward_model_normal_specular_map_frag::getShader();
|
||||
auto modelNormalMapFadePixel = model_normal_map_fade_frag::getShader();
|
||||
|
||||
using Key = render::ShapeKey;
|
||||
auto addPipeline = std::bind(&addPlumberPipeline, std::ref(plumber), _1, _2, _3, _4, _5);
|
||||
|
@ -590,29 +590,29 @@ void lightBatchSetter(const ShapePipeline& pipeline, gpu::Batch& batch, RenderAr
|
|||
}
|
||||
|
||||
void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
auto modelVertex = model_shadow_vert::getShader();
|
||||
auto modelPixel = model_shadow_frag::getShader();
|
||||
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
|
||||
modelProgram, state);
|
||||
|
||||
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
||||
auto skinPixel = gpu::Shader::createPixel(std::string(skin_model_shadow_frag));
|
||||
auto skinVertex = skin_model_shadow_vert::getShader();
|
||||
auto skinPixel = skin_model_shadow_frag::getShader();
|
||||
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, skinPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
|
||||
skinProgram, state);
|
||||
|
||||
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
|
||||
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
|
||||
auto modelFadeVertex = model_shadow_fade_vert::getShader();
|
||||
auto modelFadePixel = model_shadow_fade_frag::getShader();
|
||||
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
|
||||
modelFadeProgram, state);
|
||||
|
||||
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
|
||||
auto skinFadePixel = gpu::Shader::createPixel(std::string(skin_model_shadow_fade_frag));
|
||||
auto skinFadeVertex = skin_model_shadow_fade_vert::getShader();
|
||||
auto skinFadePixel = skin_model_shadow_fade_frag::getShader();
|
||||
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, skinFadePixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withSkinned().withFade(),
|
||||
|
|
|
@ -60,7 +60,7 @@ gpu::PipelinePointer PrepareStencil::getMeshStencilPipeline() {
|
|||
gpu::PipelinePointer PrepareStencil::getPaintStencilPipeline() {
|
||||
if (!_paintStencilPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(stencil_drawMask_frag));
|
||||
auto ps = stencil_drawMask_frag::getShader();
|
||||
auto program = gpu::Shader::createProgram(vs, ps);
|
||||
gpu::Shader::makeProgram((*program));
|
||||
|
||||
|
|
|
@ -308,7 +308,7 @@ void diffuseProfileGPU(gpu::TexturePointer& profileMap, RenderArgs* args) {
|
|||
gpu::PipelinePointer makePipeline;
|
||||
{
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeProfile_frag));
|
||||
auto ps = subsurfaceScattering_makeProfile_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -344,7 +344,7 @@ void diffuseScatterGPU(const gpu::TexturePointer& profileMap, gpu::TexturePointe
|
|||
gpu::PipelinePointer makePipeline;
|
||||
{
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeLUT_frag));
|
||||
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -382,7 +382,7 @@ void computeSpecularBeckmannGPU(gpu::TexturePointer& beckmannMap, RenderArgs* ar
|
|||
gpu::PipelinePointer makePipeline;
|
||||
{
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_makeSpecularBeckmann_frag));
|
||||
auto ps = subsurfaceScattering_makeSpecularBeckmann_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -457,7 +457,7 @@ void DebugSubsurfaceScattering::configure(const Config& config) {
|
|||
gpu::PipelinePointer DebugSubsurfaceScattering::getScatteringPipeline() {
|
||||
if (!_scatteringPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(subsurfaceScattering_drawScattering_frag));
|
||||
auto ps = subsurfaceScattering_drawScattering_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -212,7 +212,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
|
|||
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
|
||||
if (!_linearDepthPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeLinearDepth_frag));
|
||||
auto ps = surfaceGeometry_makeLinearDepth_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -239,7 +239,7 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
|
|||
const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
|
||||
if (!_downsamplePipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_downsampleDepthNormal_frag));
|
||||
auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -540,7 +540,7 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
|
|||
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
|
||||
if (!_curvaturePipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_makeCurvature_frag));
|
||||
auto ps = surfaceGeometry_makeCurvature_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -28,7 +28,7 @@ ToneMappingEffect::ToneMappingEffect() {
|
|||
}
|
||||
|
||||
void ToneMappingEffect::init() {
|
||||
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(toneMapping_frag)));
|
||||
auto blitPS = toneMapping_frag::getShader();
|
||||
|
||||
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
|
||||
|
|
|
@ -78,7 +78,7 @@ void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs)
|
|||
const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
||||
if (!_keyLightPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawKeyLight_frag));
|
||||
auto ps = zone_drawKeyLight_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -99,7 +99,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getKeyLightPipeline() {
|
|||
const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
|
||||
if (!_ambientPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawAmbient_frag));
|
||||
auto ps = zone_drawAmbient_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -120,7 +120,7 @@ const gpu::PipelinePointer& DebugZoneLighting::getAmbientPipeline() {
|
|||
const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
|
||||
if (!_backgroundPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(zone_drawSkybox_frag));
|
||||
auto ps = zone_drawSkybox_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -1,25 +1,18 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_translucent_fade.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 06/05/17.
|
||||
// Copyright 2017 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
|
||||
//
|
||||
// See the accompanying file LICENSE
|
||||
|
||||
<@include graphics/Material.slh@>
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include LightLocal.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
|
|
|
@ -223,9 +223,9 @@ void Font::setupGPU() {
|
|||
|
||||
// Setup render pipeline
|
||||
{
|
||||
auto vertexShader = gpu::Shader::createVertex(std::string(sdf_text3D_vert));
|
||||
auto pixelShader = gpu::Shader::createPixel(std::string(sdf_text3D_frag));
|
||||
auto pixelShaderTransparent = gpu::Shader::createPixel(std::string(sdf_text3D_transparent_frag));
|
||||
auto vertexShader = sdf_text3D_vert::getShader();
|
||||
auto pixelShader = sdf_text3D_frag::getShader();
|
||||
auto pixelShaderTransparent = sdf_text3D_transparent_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vertexShader, pixelShader);
|
||||
gpu::ShaderPointer programTransparent = gpu::Shader::createProgram(vertexShader, pixelShaderTransparent);
|
||||
|
||||
|
|
|
@ -210,7 +210,7 @@ BlurGaussian::BlurGaussian(bool generateOutputFramebuffer, unsigned int downsamp
|
|||
gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
|
||||
if (!_blurVPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianV_frag));
|
||||
auto ps = blurGaussianV_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -232,7 +232,7 @@ gpu::PipelinePointer BlurGaussian::getBlurVPipeline() {
|
|||
gpu::PipelinePointer BlurGaussian::getBlurHPipeline() {
|
||||
if (!_blurHPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianH_frag));
|
||||
auto ps = blurGaussianH_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -324,7 +324,7 @@ BlurGaussianDepthAware::BlurGaussianDepthAware(bool generateOutputFramebuffer, c
|
|||
gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
|
||||
if (!_blurVPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianDepthAwareV_frag));
|
||||
auto ps = blurGaussianDepthAwareV_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -347,7 +347,7 @@ gpu::PipelinePointer BlurGaussianDepthAware::getBlurVPipeline() {
|
|||
gpu::PipelinePointer BlurGaussianDepthAware::getBlurHPipeline() {
|
||||
if (!_blurHPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(blurGaussianDepthAwareH_frag));
|
||||
auto ps = blurGaussianDepthAwareH_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -34,8 +34,8 @@ using namespace render;
|
|||
|
||||
const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
|
||||
if (!_drawCellBoundsPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(drawCellBounds_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawCellBounds_frag));
|
||||
auto vs = drawCellBounds_vert::getShader();
|
||||
auto ps = drawCellBounds_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -59,7 +59,7 @@ const gpu::PipelinePointer DrawSceneOctree::getDrawCellBoundsPipeline() {
|
|||
const gpu::PipelinePointer DrawSceneOctree::getDrawLODReticlePipeline() {
|
||||
if (!_drawLODReticlePipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawLODReticle_frag));
|
||||
auto ps = drawLODReticle_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -162,8 +162,8 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
|
|||
|
||||
const gpu::PipelinePointer DrawItemSelection::getDrawItemBoundPipeline() {
|
||||
if (!_drawItemBoundPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
||||
auto vs = drawItemBounds_vert::getShader();
|
||||
auto ps = drawItemBounds_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -35,8 +35,8 @@ void DrawStatusConfig::dirtyHelper() {
|
|||
|
||||
const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
|
||||
if (!_drawItemBoundsPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
||||
auto vs = drawItemBounds_vert::getShader();
|
||||
auto ps = drawItemBounds_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
@ -63,8 +63,8 @@ const gpu::PipelinePointer DrawStatus::getDrawItemBoundsPipeline() {
|
|||
|
||||
const gpu::PipelinePointer DrawStatus::getDrawItemStatusPipeline() {
|
||||
if (!_drawItemStatusPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(drawItemStatus_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawItemStatus_frag));
|
||||
auto vs = drawItemStatus_vert::getShader();
|
||||
auto ps = drawItemStatus_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -22,8 +22,8 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include <drawItemBounds_vert.h>
|
||||
#include <drawItemBounds_frag.h>
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
@ -155,8 +155,8 @@ void DrawLight::run(const RenderContextPointer& renderContext, const ItemBounds&
|
|||
|
||||
const gpu::PipelinePointer DrawBounds::getPipeline() {
|
||||
if (!_boundsPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(drawItemBounds_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(drawItemBounds_frag));
|
||||
auto vs = drawItemBounds_vert::getShader();
|
||||
auto ps = drawItemBounds_frag::getShader();
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
|
|
|
@ -15,7 +15,6 @@ in vec4 varColor;
|
|||
in vec2 varTexcoord;
|
||||
out vec4 outFragColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
set(TARGET_NAME script-engine)
|
||||
# FIXME Move undo scripting interface to application and remove Widgets
|
||||
setup_hifi_library(Gui Network Script ScriptTools WebSockets Widgets)
|
||||
|
||||
target_zlib()
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
set(TARGET_NAME shared)
|
||||
|
||||
# TODO: there isn't really a good reason to have Script linked here - let's get what is requiring it out (RegisteredMetaTypes.cpp)
|
||||
setup_hifi_library(Gui Network Script Widgets)
|
||||
setup_hifi_library(Gui Network Script)
|
||||
|
||||
if (WIN32)
|
||||
target_link_libraries(${TARGET_NAME} Wbemuuid.lib)
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
#include "EyeTracker.h"
|
||||
|
||||
#include <QFuture>
|
||||
#include <QMessageBox>
|
||||
#include <QtConcurrent/QtConcurrentRun>
|
||||
|
||||
#include <SharedUtil.h>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
set(TARGET_NAME ui-plugins)
|
||||
setup_hifi_library(OpenGL)
|
||||
setup_hifi_library(Gui)
|
||||
link_hifi_libraries(shared plugins ui)
|
||||
include_hifi_library_headers(gpu)
|
|
@ -1,5 +1,5 @@
|
|||
set(TARGET_NAME ui)
|
||||
setup_hifi_library(OpenGL Multimedia Network Qml Quick Script WebChannel WebSockets XmlPatterns ${PLATFORM_QT_COMPONENTS})
|
||||
setup_hifi_library(Widgets Multimedia Network Qml Quick Script WebChannel WebSockets XmlPatterns ${PLATFORM_QT_COMPONENTS})
|
||||
link_hifi_libraries(shared networking gl audio audio-client plugins pointers)
|
||||
include_hifi_library_headers(controllers)
|
||||
|
||||
|
|
|
@ -9,12 +9,11 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <qapplication.h>
|
||||
#include "HiFiCodec.h"
|
||||
|
||||
#include <AudioCodec.h>
|
||||
#include <AudioConstants.h>
|
||||
|
||||
#include "HiFiCodec.h"
|
||||
|
||||
const char* HiFiCodec::NAME { "hifiAC" };
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@ if (WIN32)
|
|||
find_package(KINECT)
|
||||
if (KINECT_FOUND)
|
||||
set(TARGET_NAME hifiKinect)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared controllers ui plugins input-plugins display-plugins)
|
||||
|
||||
# need to setup appropriate externals...
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
find_package(LEAPMOTION)
|
||||
if (LEAPMOTION_FOUND)
|
||||
set(TARGET_NAME hifiLeapMotion)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared controllers ui plugins input-plugins)
|
||||
target_leapmotion()
|
||||
endif()
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
if (APPLE OR WIN32)
|
||||
|
||||
set(TARGET_NAME hifiNeuron)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared controllers ui plugins input-plugins)
|
||||
target_neuron()
|
||||
|
||||
|
|
|
@ -7,6 +7,6 @@
|
|||
#
|
||||
|
||||
set(TARGET_NAME hifiSdl2)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared controllers ui plugins input-plugins script-engine)
|
||||
target_sdl2()
|
||||
|
|
|
@ -9,14 +9,15 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <qapplication.h>
|
||||
#include "SDL2Manager.h"
|
||||
|
||||
#include <QtCore/QCoreApplication>
|
||||
|
||||
#include <controllers/UserInputMapper.h>
|
||||
#include <PerfStat.h>
|
||||
#include <Preferences.h>
|
||||
#include <SettingHandle.h>
|
||||
|
||||
#include "SDL2Manager.h"
|
||||
|
||||
static_assert(
|
||||
(int)controller::A == (int)SDL_CONTROLLER_BUTTON_A &&
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
# the msvcr100 runtime support, the plugin will not load.
|
||||
if (NOT ANDROID)
|
||||
set(TARGET_NAME hifiSixense)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared controllers ui plugins ui-plugins input-plugins)
|
||||
target_sixense()
|
||||
if (WIN32)
|
||||
|
|
|
@ -10,7 +10,7 @@ if(WIN32)
|
|||
set(TARGET_NAME hifiSpacemouse)
|
||||
find_package(3DCONNEXIONCLIENT)
|
||||
if (3DCONNEXIONCLIENT_FOUND)
|
||||
setup_hifi_plugin(Script Qml Widgets)
|
||||
setup_hifi_plugin(Qml)
|
||||
link_hifi_libraries(shared networking controllers ui plugins input-plugins)
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${3DCONNEXIONCLIENT_INCLUDE_DIRS})
|
||||
target_link_libraries(${TARGET_NAME} ${3DCONNEXIONCLIENT_LIBRARIES})
|
||||
|
|
|
@ -10,7 +10,7 @@ if (WIN32 AND (NOT USE_GLES))
|
|||
# we're using static GLEW, so define GLEW_STATIC
|
||||
add_definitions(-DGLEW_STATIC)
|
||||
set(TARGET_NAME openvr)
|
||||
setup_hifi_plugin(OpenGL Script Qml Widgets Multimedia)
|
||||
setup_hifi_plugin(Gui Qml Multimedia)
|
||||
link_hifi_libraries(shared gl networking controllers ui
|
||||
plugins display-plugins ui-plugins input-plugins script-engine
|
||||
audio-client render-utils graphics gpu render model-networking fbx ktx image procedural ${PLATFORM_GL_BACKEND})
|
||||
|
|
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Reference in a new issue