Merging upstream master

This commit is contained in:
samcake 2016-01-14 15:10:54 -08:00
commit 577666da6e
72 changed files with 703 additions and 937 deletions

View file

@ -540,6 +540,7 @@
var arrowProperties = {
collisionsWillMove: true,
ignoreForCollisions: false,
collisionMask: "static,dynamic,otherAvatar", // workaround: not with kinematic --> no collision with bow
velocity: releaseVelocity,
gravity: ARROW_GRAVITY,
lifetime: 10,
@ -612,4 +613,4 @@
};
return new Bow();
});
});

View file

@ -1600,7 +1600,7 @@ void Application::paintGL() {
Stats::getInstance()->setRenderDetails(renderArgs._details);
// Reset the gpu::Context Stages
// Back to the default framebuffer;
gpu::doInBatch(renderArgs._context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
batch.resetStages();
});
}
@ -3102,63 +3102,70 @@ void Application::update(float deltaTime) {
if (_physicsEnabled) {
PerformanceTimer perfTimer("physics");
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation.setObjectsToChange(stillNeedChange);
});
_entitySimulation.applyActionChanges();
AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
avatarManager->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->forEachAction([&](EntityActionPointer action) {
action->prepareForPhysicsSimulation();
});
{
PerformanceTimer perfTimer("updateStates)");
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
getEntities()->getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();
});
if (_physicsEngine->hasOutgoingChanges()) {
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.handleOutgoingChanges(_physicsEngine->getOutgoingChanges(), _physicsEngine->getSessionID());
avatarManager->handleOutgoingChanges(_physicsEngine->getOutgoingChanges());
_entitySimulation.getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
});
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.getObjectsToChange(motionStates);
VectorOfMotionStates stillNeedChange = _physicsEngine->changeObjects(motionStates);
_entitySimulation.setObjectsToChange(stillNeedChange);
});
auto collisionEvents = _physicsEngine->getCollisionEvents();
avatarManager->handleCollisionEvents(collisionEvents);
_entitySimulation.applyActionChanges();
_physicsEngine->dumpStatsIfNecessary();
avatarManager->getObjectsToRemoveFromPhysics(motionStates);
_physicsEngine->removeObjects(motionStates);
avatarManager->getObjectsToAddToPhysics(motionStates);
_physicsEngine->addObjects(motionStates);
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
if (!_aboutToQuit) {
PerformanceTimer perfTimer("entities");
// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
// deadlock.)
_entitySimulation.handleCollisionEvents(collisionEvents);
// NOTE: the getEntities()->update() call below will wait for lock
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
getEntities()->update(); // update the models...
myAvatar->prepareForPhysicsSimulation();
_physicsEngine->forEachAction([&](EntityActionPointer action) {
action->prepareForPhysicsSimulation();
});
}
{
PerformanceTimer perfTimer("stepSimulation");
getEntities()->getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();
});
}
{
PerformanceTimer perfTimer("havestChanges");
if (_physicsEngine->hasOutgoingChanges()) {
getEntities()->getTree()->withWriteLock([&] {
_entitySimulation.handleOutgoingChanges(_physicsEngine->getOutgoingChanges(), _physicsEngine->getSessionID());
avatarManager->handleOutgoingChanges(_physicsEngine->getOutgoingChanges());
});
auto collisionEvents = _physicsEngine->getCollisionEvents();
avatarManager->handleCollisionEvents(collisionEvents);
_physicsEngine->dumpStatsIfNecessary();
if (!_aboutToQuit) {
PerformanceTimer perfTimer("entities");
// Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
// deadlock.)
_entitySimulation.handleCollisionEvents(collisionEvents);
// NOTE: the getEntities()->update() call below will wait for lock
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
getEntities()->update(); // update the models...
}
myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
}
myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
}
}
@ -3514,7 +3521,7 @@ int Application::getBoundaryLevelAdjust() const {
}
PickRay Application::computePickRay(float x, float y) const {
vec2 pickPoint{ x, y };
vec2 pickPoint { x, y };
PickRay result;
if (isHMDMode()) {
getApplicationCompositor().computeHmdPickRay(pickPoint, result.origin, result.direction);
@ -3611,7 +3618,7 @@ namespace render {
PerformanceTimer perfTimer("worldBox");
auto& batch = *args->_batch;
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
renderWorldBox(batch);
}
}
@ -3635,10 +3642,15 @@ public:
render::ItemID BackgroundRenderData::_item = 0;
namespace render {
template <> const ItemKey payloadGetKey(const BackgroundRenderData::Pointer& stuff) { return ItemKey::Builder::background(); }
template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) { return Item::Bound(); }
template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
template <> const ItemKey payloadGetKey(const BackgroundRenderData::Pointer& stuff) {
return ItemKey::Builder::background();
}
template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) {
return Item::Bound();
}
template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
@ -3646,20 +3658,18 @@ namespace render {
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
auto backgroundMode = skyStage->getBackgroundMode();
if (backgroundMode == model::SunSkyStage::NO_BACKGROUND) {
// this line intentionally left blank
} else {
if (backgroundMode == model::SunSkyStage::SKY_BOX) {
switch (backgroundMode) {
case model::SunSkyStage::SKY_BOX: {
auto skybox = skyStage->getSkybox();
if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
PerformanceTimer perfTimer("skybox");
skybox->render(batch, *(args->_viewFrustum));
} else {
// If no skybox texture is available, render the SKY_DOME while it loads
backgroundMode = model::SunSkyStage::SKY_DOME;
break;
}
// If no skybox texture is available, render the SKY_DOME while it loads
}
if (backgroundMode == model::SunSkyStage::SKY_DOME) {
// fall through to next case
case model::SunSkyStage::SKY_DOME: {
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
@ -3725,6 +3735,11 @@ namespace render {
}
}
break;
case model::SunSkyStage::NO_BACKGROUND:
default:
// this line intentionally left blank
break;
}
}
}

View file

@ -25,7 +25,6 @@
#include <QThread>
#include <ByteCountCoding.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <OctreeConstants.h>
#include <SharedUtil.h>
@ -96,28 +95,27 @@ void renderWorldBox(gpu::Batch& batch) {
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
deferredLighting->renderWireCubeInstance(batch, Transform(), GREY4);
geometryCache->renderWireCubeInstance(batch, Transform(), GREY4);
// Draw meter markers along the 3 axis to help with measuring things
const float MARKER_DISTANCE = 1.0f;
const float MARKER_RADIUS = 0.05f;
transform = Transform().setScale(MARKER_RADIUS);
deferredLighting->renderSolidSphereInstance(batch, transform, RED);
geometryCache->renderSolidSphereInstance(batch, transform, RED);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS);
deferredLighting->renderSolidSphereInstance(batch, transform, RED);
geometryCache->renderSolidSphereInstance(batch, transform, RED);
transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS);
deferredLighting->renderSolidSphereInstance(batch, transform, GREEN);
geometryCache->renderSolidSphereInstance(batch, transform, GREEN);
transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
deferredLighting->renderSolidSphereInstance(batch, transform, BLUE);
geometryCache->renderSolidSphereInstance(batch, transform, BLUE);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
deferredLighting->renderSolidSphereInstance(batch, transform, GREY);
geometryCache->renderSolidSphereInstance(batch, transform, GREY);
}
// Return a random vector of average length 1

View file

@ -331,7 +331,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), getPosition()) < 10.0f) {
auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
// render pointing lasers
glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
@ -359,7 +358,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
pointerTransform.setTranslation(position);
pointerTransform.setRotation(rotation);
batch.setModelTransform(pointerTransform);
deferredLighting->bindSimpleProgram(batch);
geometryCache->bindSimpleProgram(batch);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, laserLength, 0.0f), laserColor);
}
}
@ -383,7 +382,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
pointerTransform.setTranslation(position);
pointerTransform.setRotation(rotation);
batch.setModelTransform(pointerTransform);
deferredLighting->bindSimpleProgram(batch);
geometryCache->bindSimpleProgram(batch);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, laserLength, 0.0f), laserColor);
}
}
@ -457,7 +456,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
Transform transform;
transform.setTranslation(position);
transform.postScale(INDICATOR_RADIUS);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, LOOK_AT_INDICATOR_COLOR);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, LOOK_AT_INDICATOR_COLOR);
}
// If the avatar is looking at me, indicate that they are
@ -485,7 +484,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
eyeDiameter = DEFAULT_EYE_DIAMETER;
}
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch,
Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
@ -495,7 +494,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (eyeDiameter == 0.0f) {
eyeDiameter = DEFAULT_EYE_DIAMETER;
}
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch,
Transform(transform).postScale(eyeDiameter * getUniformScale() / 2.0f + RADIUS_INCREMENT),
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
@ -655,7 +654,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
gpu::Batch& batch = *renderArgs->_batch;
PROFILE_RANGE_BATCH(batch, __FUNCTION__);
batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
}
@ -791,7 +790,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
{
PROFILE_RANGE_BATCH(batch, __FUNCTION__":renderBevelCornersRect");
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, true, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, true, true, true);
DependencyManager::get<GeometryCache>()->renderBevelCornersRect(batch, left, bottom, width, height,
bevelDistance, backgroundColor);
}

View file

@ -14,7 +14,6 @@
#include <GeometryUtil.h>
#include <RenderArgs.h>
#include <DeferredLightingEffect.h>
#include "Avatar.h"
#include "AvatarManager.h"
@ -61,7 +60,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
transform.setTranslation(position);
transform.setRotation(palm.getRotation());
transform.postScale(SPHERE_RADIUS);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, grayColor);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, grayColor);
// draw a green sphere at the old "finger tip"
transform = Transform();
@ -69,7 +68,7 @@ void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
transform.setTranslation(position);
transform.setRotation(palm.getRotation());
transform.postScale(SPHERE_RADIUS);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, transform, greenColor);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, transform, greenColor);
}
}

View file

@ -11,8 +11,6 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/Batch.h>
#include <DependencyManager.h>
#include <DeferredLightingEffect.h>
#include <NodeList.h>
#include <recording/Deck.h>
@ -451,12 +449,11 @@ void Head::renderLookatVectors(RenderArgs* renderArgs, glm::vec3 leftEyePosition
batch.setModelTransform(transform);
// FIXME: THe line width of 2.0f is not supported anymore, we ll need a workaround
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
deferredLighting->bindSimpleProgram(batch);
auto geometryCache = DependencyManager::get<GeometryCache>();
glm::vec4 startColor(0.2f, 0.2f, 0.2f, 1.0f);
glm::vec4 endColor(1.0f, 1.0f, 1.0f, 0.0f);
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->bindSimpleProgram(batch);
geometryCache->renderLine(batch, leftEyePosition, lookatPosition, startColor, endColor, _leftEyeLookAtID);
geometryCache->renderLine(batch, rightEyePosition, lookatPosition, startColor, endColor, _rightEyeLookAtID);
}
@ -466,9 +463,9 @@ void Head::renderLookatTarget(RenderArgs* renderArgs, glm::vec3 lookatPosition)
auto transform = Transform{};
transform.setTranslation(lookatPosition);
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
auto geometryCache = DependencyManager::get<GeometryCache>();
const float LOOK_AT_TARGET_RADIUS = 0.075f;
transform.postScale(LOOK_AT_TARGET_RADIUS);
const glm::vec4 LOOK_AT_TARGET_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f };
deferredLighting->renderSolidSphereInstance(batch, transform, LOOK_AT_TARGET_COLOR);
geometryCache->renderSolidSphereInstance(batch, transform, LOOK_AT_TARGET_COLOR);
}

View file

@ -1708,24 +1708,6 @@ void MyAvatar::updateMotionBehaviorFromMenu() {
_characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
}
//Gets the tip position for the laser pointer
glm::vec3 MyAvatar::getLaserPointerTipPosition(const PalmData* palm) {
glm::vec3 direction = glm::normalize(palm->getTipPosition() - palm->getPosition());
glm::vec3 position = palm->getPosition();
//scale the position with the avatar
scaleVectorRelativeToPosition(position);
glm::vec3 result;
const auto& compositor = qApp->getApplicationCompositor();
if (compositor.calculateRayUICollisionPoint(position, direction, result)) {
return result;
}
return palm->getPosition();
}
void MyAvatar::clearDriveKeys() {
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
_driveKeys[i] = 0.0f;

View file

@ -214,10 +214,6 @@ public:
void clearScriptableSettings();
/// Renders a laser pointer for UI picking
glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
float getBoomLength() const { return _boomLength; }
void setBoomLength(float boomLength) { _boomLength = boomLength; }

View file

@ -12,7 +12,6 @@
#include <glm/gtx/transform.hpp>
#include <QMultiMap>
#include <DeferredLightingEffect.h>
#include <recording/Deck.h>
#include "Application.h"
@ -347,11 +346,10 @@ void SkeletonModel::computeBoundingShape() {
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) {
auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y));
deferredLighting->renderSolidSphereInstance(batch,
geometryCache->renderSolidSphereInstance(batch,
Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius),
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
@ -359,14 +357,14 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
deferredLighting->renderSolidSphereInstance(batch,
geometryCache->renderSolidSphereInstance(batch,
Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius),
glm::vec4(0.8f, 0.8f, 0.6f, alpha));
// draw a green cylinder between the two points
glm::vec3 origin(0.0f);
batch.setModelTransform(Transform().setTranslation(bottomPoint));
deferredLighting->bindSimpleProgram(batch);
geometryCache->bindSimpleProgram(batch);
Avatar::renderJointConnectingCone(batch, origin, axis, scale * _boundingCapsuleRadius, scale * _boundingCapsuleRadius,
glm::vec4(0.6f, 0.8f, 0.6f, alpha));
}

View file

@ -27,10 +27,9 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition2D(QScriptContext* conte
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::vec3 sphereCenter = myAvatar->getDefaultEyePosition();
glm::vec3 direction = glm::inverse(myAvatar->getOrientation()) * (hudIntersection - sphereCenter);
glm::quat rotation = ::rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), direction);
glm::vec3 eulers = ::safeEulerAngles(rotation);
return qScriptValueFromValue<glm::vec2>(engine, qApp->getApplicationCompositor()
.sphericalToOverlay(glm::vec2(eulers.y, -eulers.x)));
glm::vec2 polar = glm::vec2(glm::atan(direction.x, -direction.z), glm::asin(direction.y)) * -1.0f;
auto overlayPos = qApp->getApplicationCompositor().sphericalToOverlay(polar);
return qScriptValueFromValue<glm::vec2>(engine, overlayPos);
}
return QScriptValue::NullValue;
}
@ -44,14 +43,6 @@ QScriptValue HMDScriptingInterface::getHUDLookAtPosition3D(QScriptContext* conte
return QScriptValue::NullValue;
}
void HMDScriptingInterface::toggleMagnifier() {
qApp->getApplicationCompositor().toggleMagnifier();
}
bool HMDScriptingInterface::getMagnifier() const {
return qApp->getApplicationCompositor().hasMagnifier();
}
bool HMDScriptingInterface::getHUDLookAtPosition3D(glm::vec3& result) const {
Camera* camera = qApp->getCamera();
glm::vec3 position = camera->getPosition();

View file

@ -23,7 +23,6 @@ class QScriptEngine;
class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Dependency {
Q_OBJECT
Q_PROPERTY(bool magnifier READ getMagnifier)
Q_PROPERTY(glm::vec3 position READ getPosition)
Q_PROPERTY(glm::quat orientation READ getOrientation)
public:
@ -31,11 +30,8 @@ public:
static QScriptValue getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine);
static QScriptValue getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine);
public slots:
void toggleMagnifier();
private:
bool getMagnifier() const;
// Get the position of the HMD
glm::vec3 getPosition() const;

View file

@ -117,8 +117,6 @@ ApplicationCompositor::ApplicationCompositor() :
auto geometryCache = DependencyManager::get<GeometryCache>();
_reticleQuad = geometryCache->allocateID();
_magnifierQuad = geometryCache->allocateID();
_magnifierBorder = geometryCache->allocateID();
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
connect(entityScriptingInterface.data(), &EntityScriptingInterface::hoverEnterEntity, [=](const EntityItemID& entityItemID, const MouseEvent& event) {
@ -202,7 +200,7 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
updateTooltips();
//Handle fading and deactivation/activation of UI
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -231,25 +229,6 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
});
}
vec2 ApplicationCompositor::getPolarCoordinates(const PalmData& palm) const {
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::vec3 tip = myAvatar->getLaserPointerTipPosition(&palm);
glm::vec3 relativePos = myAvatar->getDefaultEyePosition();
glm::quat rotation = myAvatar->getOrientation();
if (Menu::getInstance()->isOptionChecked(MenuOption::StandingHMDSensorMode)) {
relativePos = _modelTransform.getTranslation();
rotation = _modelTransform.getRotation();
}
glm::vec3 tipDirection = tip - relativePos;
tipDirection = glm::inverse(rotation) * tipDirection;
// Normalize for trig functions
tipDirection = glm::normalize(tipDirection);
// Convert to polar coordinates
glm::vec2 polar(glm::atan(tipDirection.x, -tipDirection.z), glm::asin(tipDirection.y));
return polar;
}
// Draws the FBO texture for Oculus rift.
void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int eye) {
PROFILE_RANGE(__FUNCTION__);
@ -270,7 +249,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
geometryCache->useSimpleDrawPipeline(batch);
batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
@ -345,36 +324,6 @@ void ApplicationCompositor::computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& or
direction = glm::normalize(worldSpaceIntersection - worldSpaceHeadPosition);
}
//Caculate the click location using one of the sixense controllers. Scale is not applied
QPoint ApplicationCompositor::getPalmClickLocation(const PalmData *palm) const {
QPoint rv;
auto canvasSize = qApp->getCanvasSize();
if (qApp->isHMDMode()) {
glm::vec2 polar = getPolarCoordinates(*palm);
glm::vec2 point = sphericalToScreen(-polar);
rv.rx() = point.x;
rv.ry() = point.y;
} else {
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
glm::mat4 projection;
qApp->getDisplayViewFrustum()->evalProjectionMatrix(projection);
glm::quat invOrientation = glm::inverse(myAvatar->getOrientation());
glm::vec3 eyePos = myAvatar->getDefaultEyePosition();
glm::vec3 tip = myAvatar->getLaserPointerTipPosition(palm);
glm::vec3 tipPos = invOrientation * (tip - eyePos);
glm::vec4 clipSpacePos = glm::vec4(projection * glm::vec4(tipPos, 1.0f));
glm::vec3 ndcSpacePos;
if (clipSpacePos.w != 0) {
ndcSpacePos = glm::vec3(clipSpacePos) / clipSpacePos.w;
}
rv.setX(((ndcSpacePos.x + 1.0f) / 2.0f) * canvasSize.x);
rv.setY((1.0f - ((ndcSpacePos.y + 1.0f) / 2.0f)) * canvasSize.y);
}
return rv;
}
//Finds the collision point of a world space ray
bool ApplicationCompositor::calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction, glm::vec3& result) const {
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
@ -498,27 +447,6 @@ void ApplicationCompositor::drawSphereSection(gpu::Batch& batch) {
batch.drawIndexed(gpu::TRIANGLES, _hemiIndexCount);
}
glm::vec2 ApplicationCompositor::directionToSpherical(const glm::vec3& direction) {
glm::vec2 result;
// Compute yaw
glm::vec3 normalProjection = glm::normalize(glm::vec3(direction.x, 0.0f, direction.z));
result.x = glm::acos(glm::dot(IDENTITY_FRONT, normalProjection));
if (glm::dot(IDENTITY_RIGHT, normalProjection) > 0.0f) {
result.x = -glm::abs(result.x);
} else {
result.x = glm::abs(result.x);
}
// Compute pitch
result.y = angleBetween(IDENTITY_UP, direction) - PI_OVER_TWO;
return result;
}
glm::vec3 ApplicationCompositor::sphericalToDirection(const glm::vec2& sphericalPos) {
glm::quat rotation(glm::vec3(sphericalPos.y, sphericalPos.x, 0.0f));
return rotation * IDENTITY_FRONT;
}
glm::vec2 ApplicationCompositor::screenToSpherical(const glm::vec2& screenPos) {
auto screenSize = qApp->getCanvasSize();
glm::vec2 result;

View file

@ -43,20 +43,15 @@ public:
void displayOverlayTexture(RenderArgs* renderArgs);
void displayOverlayTextureHmd(RenderArgs* renderArgs, int eye);
QPoint getPalmClickLocation(const PalmData *palm) const;
bool calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction, glm::vec3& result) const;
bool hasMagnifier() const { return _magnifier; }
void toggleMagnifier() { _magnifier = !_magnifier; }
float getHmdUIAngularSize() const { return _hmdUIAngularSize; }
void setHmdUIAngularSize(float hmdUIAngularSize) { _hmdUIAngularSize = hmdUIAngularSize; }
// Converter from one frame of reference to another.
// Frame of reference:
// Direction: Ray that represents the spherical values
// Screen: Position on the screen (x,y)
// Spherical: Pitch and yaw that gives the position on the sphere we project on (yaw,pitch)
// Spherical: Polar coordinates that gives the position on the sphere we project on (yaw,pitch)
// Overlay: Position on the overlay (x,y)
// (x,y) in Overlay are similar than (x,y) in Screen except they can be outside of the bound of te screen.
// This allows for picking outside of the screen projection in 3D.
@ -80,8 +75,6 @@ public:
float getAlpha() const { return _alpha; }
void setAlpha(float alpha) { _alpha = alpha; }
static glm::vec2 directionToSpherical(const glm::vec3 & direction);
static glm::vec3 sphericalToDirection(const glm::vec2 & sphericalPos);
static glm::vec2 screenToSpherical(const glm::vec2 & screenPos);
static glm::vec2 sphericalToScreen(const glm::vec2 & sphericalPos);
@ -92,8 +85,6 @@ private:
void drawSphereSection(gpu::Batch& batch);
void updateTooltips();
vec2 getPolarCoordinates(const PalmData& palm) const;
// Support for hovering and tooltips
static EntityItemID _noItemId;
EntityItemID _hoverItemId { _noItemId };
@ -101,31 +92,22 @@ private:
QString _hoverItemDescription;
quint64 _hoverItemEnterUsecs { 0 };
float _hmdUIAngularSize = DEFAULT_HMD_UI_ANGULAR_SIZE;
float _textureFov{ glm::radians(DEFAULT_HMD_UI_ANGULAR_SIZE) };
float _textureAspectRatio{ 1.0f };
int _hemiVerticesID{ GeometryCache::UNKNOWN_ID };
float _hmdUIAngularSize { DEFAULT_HMD_UI_ANGULAR_SIZE };
float _textureFov { glm::radians(DEFAULT_HMD_UI_ANGULAR_SIZE) };
float _textureAspectRatio { 1.0f };
int _hemiVerticesID { GeometryCache::UNKNOWN_ID };
bool _magnifier{ true };
float _alpha{ 1.0f };
float _prevAlpha{ 1.0f };
float _fadeInAlpha{ true };
float _oculusUIRadius{ 1.0f };
float _alpha { 1.0f };
float _prevAlpha { 1.0f };
float _fadeInAlpha { true };
float _oculusUIRadius { 1.0f };
QMap<uint16_t, gpu::TexturePointer> _cursors;
int _reticleQuad;
int _magnifierQuad;
int _magnifierBorder;
int _previousBorderWidth{ -1 };
int _previousBorderHeight{ -1 };
glm::vec3 _previousMagnifierBottomLeft;
glm::vec3 _previousMagnifierBottomRight;
glm::vec3 _previousMagnifierTopLeft;
glm::vec3 _previousMagnifierTopRight;
int _previousBorderWidth { -1 };
int _previousBorderHeight { -1 };
Transform _modelTransform;
Transform _cameraBaseTransform;

View file

@ -12,7 +12,6 @@
#include <glm/gtc/type_ptr.hpp>
#include <avatar/AvatarManager.h>
#include <DeferredLightingEffect.h>
#include <GLMHelpers.h>
#include <gpu/GLBackendShared.h>
#include <FramebufferCache.h>
@ -70,7 +69,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
}
// Execute the batch into our framebuffer
doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
renderArgs->_batch = &batch;
int width = _overlayFramebuffer->getWidth();

View file

@ -10,7 +10,6 @@
#include "Circle3DOverlay.h"
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <RegisteredMetaTypes.h>
@ -106,7 +105,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
auto transform = _transform;
transform.postScale(glm::vec3(getDimensions(), 1.0f));
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, false);
// for our overlay, is solid means we draw a ring between the inner and outer radius of the circle, otherwise
// we just draw a line...

View file

@ -13,7 +13,6 @@
#include <QScriptValue>
#include <DeferredLightingEffect.h>
#include <SharedUtil.h>
#include <StreamUtils.h>
#include <GeometryCache.h>
@ -61,7 +60,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
// }
transform.setScale(dimensions);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCubeInstance(*batch, transform, cubeColor);
DependencyManager::get<GeometryCache>()->renderSolidCubeInstance(*batch, transform, cubeColor);
} else {
if (getIsDashedLine()) {
@ -99,7 +98,7 @@ void Cube3DOverlay::render(RenderArgs* args) {
} else {
batch->setModelTransform(Transform());
transform.setScale(dimensions);
DependencyManager::get<DeferredLightingEffect>()->renderWireCubeInstance(*batch, transform, cubeColor);
DependencyManager::get<GeometryCache>()->renderWireCubeInstance(*batch, transform, cubeColor);
}
}
}

View file

@ -14,7 +14,6 @@
#include <QScriptValue>
#include <DeferredLightingEffect.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <gpu/Batch.h>
@ -96,7 +95,7 @@ void Image3DOverlay::render(RenderArgs* args) {
batch->setModelTransform(transform);
batch->setResourceTexture(0, _texture->getGPUTexture());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(*batch, true, false, _emissive, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(*batch, true, false, _emissive, true);
DependencyManager::get<GeometryCache>()->renderQuad(
*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha)

View file

@ -13,7 +13,6 @@
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include <RegisteredMetaTypes.h>

View file

@ -12,7 +12,6 @@
#include <GeometryCache.h>
#include <RegisteredMetaTypes.h>
#include <DeferredLightingEffect.h>
QString const Line3DOverlay::TYPE = "line3d";
@ -54,7 +53,7 @@ void Line3DOverlay::render(RenderArgs* args) {
auto batch = args->_batch;
if (batch) {
batch->setModelTransform(_transform);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(*batch);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(*batch);
if (getIsDashedLine()) {
// TODO: add support for color to renderDashedLine()

View file

@ -222,10 +222,8 @@ float Overlay::updatePulse() {
}
bool Overlay::addToScene(Overlay::Pointer overlay, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
auto overlayPayload = new Overlay::Payload(overlay);
auto overlayPayloadPointer = Overlay::PayloadPointer(overlayPayload);
_renderItemID = scene->allocateID();
pendingChanges.resetItem(_renderItemID, overlayPayloadPointer);
pendingChanges.resetItem(_renderItemID, std::make_shared<Overlay::Payload>(overlay));
return true;
}

View file

@ -12,7 +12,6 @@
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <DeferredLightingEffect.h>
#include <gpu/Batch.h>
#include <SharedUtil.h>
@ -45,12 +44,11 @@ void Sphere3DOverlay::render(RenderArgs* args) {
Transform transform = _transform;
transform.postScale(getDimensions() * SPHERE_OVERLAY_SCALE);
if (_isSolid) {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(*batch, transform, sphereColor);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(*batch, transform, sphereColor);
} else {
DependencyManager::get<DeferredLightingEffect>()->renderWireSphereInstance(*batch, transform, sphereColor);
DependencyManager::get<GeometryCache>()->renderWireSphereInstance(*batch, transform, sphereColor);
}
}
}
Sphere3DOverlay* Sphere3DOverlay::createClone() const {

View file

@ -10,7 +10,6 @@
#include "Text3DOverlay.h"
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <RegisteredMetaTypes.h>
#include <RenderDeferredTask.h>
@ -101,7 +100,7 @@ void Text3DOverlay::render(RenderArgs* args) {
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, true, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
// Same font properties as textSize()

View file

@ -16,8 +16,6 @@
#include <QtGui/QOpenGLContext>
#include <QtQuick/QQuickItem>
#include <DeferredLightingEffect.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <GeometryUtil.h>
@ -103,7 +101,7 @@ void Web3DOverlay::render(RenderArgs* args) {
}
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true, false, false, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, true, false, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, halfSize * -1.0f, halfSize, vec2(0), vec2(1), color);
batch.setResourceTexture(0, args->_whiteTexture); // restore default white color after me
}

View file

@ -17,14 +17,12 @@
#include <ColorUtils.h>
#include <AbstractScriptingServicesInterface.h>
#include <AbstractViewStateInterface.h>
#include <DeferredLightingEffect.h>
#include <Model.h>
#include <NetworkAccessManager.h>
#include <PerfStat.h>
#include <SceneScriptingInterface.h>
#include <ScriptEngine.h>
#include <procedural/ProceduralSkybox.h>
#include <TextureCache.h>
#include "EntityTreeRenderer.h"
@ -142,7 +140,7 @@ void EntityTreeRenderer::update() {
// even if we haven't changed positions, if we previously attempted to set the skybox, but
// have a pending download of the skybox texture, then we should attempt to reapply to
// get the correct texture.
if (_pendingSkyboxTextureDownload) {
if (_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) {
applyZonePropertiesToScene(_bestZone);
}
@ -255,94 +253,17 @@ void EntityTreeRenderer::forceRecheckEntities() {
void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone) {
QSharedPointer<SceneScriptingInterface> scene = DependencyManager::get<SceneScriptingInterface>();
auto scene = DependencyManager::get<SceneScriptingInterface>();
auto sceneStage = scene->getStage();
auto skyStage = scene->getSkyStage();
auto sceneKeyLight = sceneStage->getKeyLight();
auto sceneLocation = sceneStage->getLocation();
auto sceneTime = sceneStage->getTime();
if (!zone) {
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
if (zone) {
if (!_hasPreviousZone) {
_previousKeyLightColor = sceneKeyLight->getColor();
_previousKeyLightIntensity = sceneKeyLight->getIntensity();
_previousKeyLightAmbientIntensity = sceneKeyLight->getAmbientIntensity();
_previousKeyLightDirection = sceneKeyLight->getDirection();
_previousStageSunModelEnabled = sceneStage->isSunModelEnabled();
_previousStageLongitude = sceneLocation->getLongitude();
_previousStageLatitude = sceneLocation->getLatitude();
_previousStageAltitude = sceneLocation->getAltitude();
_previousStageHour = sceneTime->getHour();
_previousStageDay = sceneTime->getDay();
_hasPreviousZone = true;
}
sceneKeyLight->setColor(ColorUtils::toVec3(zone->getKeyLightProperties().getColor()));
sceneKeyLight->setIntensity(zone->getKeyLightProperties().getIntensity());
sceneKeyLight->setAmbientIntensity(zone->getKeyLightProperties().getAmbientIntensity());
sceneKeyLight->setDirection(zone->getKeyLightProperties().getDirection());
sceneStage->setSunModelEnable(zone->getStageProperties().getSunModelEnabled());
sceneStage->setLocation(zone->getStageProperties().getLongitude(), zone->getStageProperties().getLatitude(),
zone->getStageProperties().getAltitude());
sceneTime->setHour(zone->getStageProperties().calculateHour());
sceneTime->setDay(zone->getStageProperties().calculateDay());
if (zone->getBackgroundMode() == BACKGROUND_MODE_ATMOSPHERE) {
EnvironmentData data = zone->getEnvironmentData();
glm::vec3 keyLightDirection = sceneKeyLight->getDirection();
glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
// NOTE: is this right? It seems like the "sun" should be based on the center of the
// atmosphere, not where the camera is.
glm::vec3 keyLightLocation = _viewState->getAvatarPosition()
+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
data.setSunLocation(keyLightLocation);
const float KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO = 20.0f;
float sunBrightness = sceneKeyLight->getIntensity() * KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO;
data.setSunBrightness(sunBrightness);
_viewState->overrideEnvironmentData(data);
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME);
_pendingSkyboxTextureDownload = false;
} else {
_viewState->endOverrideEnvironmentData();
auto stage = scene->getSkyStage();
if (zone->getBackgroundMode() == BACKGROUND_MODE_SKYBOX) {
auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(stage->getSkybox());
skybox->setColor(zone->getSkyboxProperties().getColorVec3());
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
ProceduralPointer procedural(new Procedural(userData));
if (procedural->_enabled) {
skybox->setProcedural(procedural);
} else {
skybox->setProcedural(ProceduralPointer());
}
}
if (zone->getSkyboxProperties().getURL().isEmpty()) {
skybox->setCubemap(gpu::TexturePointer());
_pendingSkyboxTextureDownload = false;
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto cubeMap = DependencyManager::get<TextureCache>()->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
if (cubeMap->getGPUTexture()) {
skybox->setCubemap(cubeMap->getGPUTexture());
_pendingSkyboxTextureDownload = false;
} else {
_pendingSkyboxTextureDownload = true;
}
}
stage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
} else {
stage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
_pendingSkyboxTextureDownload = false;
}
}
} else {
_pendingSkyboxTextureDownload = false;
if (_hasPreviousZone) {
sceneKeyLight->setColor(_previousKeyLightColor);
sceneKeyLight->setIntensity(_previousKeyLightIntensity);
@ -355,14 +276,106 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
sceneTime->setDay(_previousStageDay);
_hasPreviousZone = false;
}
_viewState->endOverrideEnvironmentData();
scene->getSkyStage()->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
return; // Early exit
}
if (!_hasPreviousZone) {
_previousKeyLightColor = sceneKeyLight->getColor();
_previousKeyLightIntensity = sceneKeyLight->getIntensity();
_previousKeyLightAmbientIntensity = sceneKeyLight->getAmbientIntensity();
_previousKeyLightDirection = sceneKeyLight->getDirection();
_previousStageSunModelEnabled = sceneStage->isSunModelEnabled();
_previousStageLongitude = sceneLocation->getLongitude();
_previousStageLatitude = sceneLocation->getLatitude();
_previousStageAltitude = sceneLocation->getAltitude();
_previousStageHour = sceneTime->getHour();
_previousStageDay = sceneTime->getDay();
_hasPreviousZone = true;
}
sceneKeyLight->setColor(ColorUtils::toVec3(zone->getKeyLightProperties().getColor()));
sceneKeyLight->setIntensity(zone->getKeyLightProperties().getIntensity());
sceneKeyLight->setAmbientIntensity(zone->getKeyLightProperties().getAmbientIntensity());
sceneKeyLight->setDirection(zone->getKeyLightProperties().getDirection());
sceneStage->setSunModelEnable(zone->getStageProperties().getSunModelEnabled());
sceneStage->setLocation(zone->getStageProperties().getLongitude(), zone->getStageProperties().getLatitude(),
zone->getStageProperties().getAltitude());
sceneTime->setHour(zone->getStageProperties().calculateHour());
sceneTime->setDay(zone->getStageProperties().calculateDay());
switch (zone->getBackgroundMode()) {
case BACKGROUND_MODE_ATMOSPHERE: {
EnvironmentData data = zone->getEnvironmentData();
glm::vec3 keyLightDirection = sceneKeyLight->getDirection();
glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
// NOTE: is this right? It seems like the "sun" should be based on the center of the
// atmosphere, not where the camera is.
glm::vec3 keyLightLocation = _viewState->getAvatarPosition() +
(inverseKeyLightDirection * data.getAtmosphereOuterRadius());
data.setSunLocation(keyLightLocation);
const float KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO = 20.0f;
float sunBrightness = sceneKeyLight->getIntensity() * KEY_LIGHT_INTENSITY_TO_SUN_BRIGHTNESS_RATIO;
data.setSunBrightness(sunBrightness);
_viewState->overrideEnvironmentData(data);
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
break;
}
case BACKGROUND_MODE_SKYBOX: {
auto skybox = std::dynamic_pointer_cast<ProceduralSkybox>(skyStage->getSkybox());
skybox->setColor(zone->getSkyboxProperties().getColorVec3());
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
auto procedural = std::make_shared<Procedural>(userData);
if (procedural->_enabled) {
skybox->setProcedural(procedural);
} else {
skybox->setProcedural(ProceduralPointer());
}
}
if (zone->getSkyboxProperties().getURL().isEmpty()) {
skybox->setCubemap(gpu::TexturePointer());
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
} else {
// Update the Texture of the Skybox with the one pointed by this zone
auto textureCache = DependencyManager::get<TextureCache>();
_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
if (_skyboxTexture->getGPUTexture()) {
skybox->setCubemap(_skyboxTexture->getGPUTexture());
_pendingSkyboxTexture = false;
} else {
_pendingSkyboxTexture = true;
}
}
_viewState->endOverrideEnvironmentData();
skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
break;
}
case BACKGROUND_MODE_INHERIT:
_viewState->endOverrideEnvironmentData();
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME); // let the application atmosphere through
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
break;
}
}
const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer entityItem) {
const FBXGeometry* result = NULL;
if (entityItem->getType() == EntityTypes::Model) {
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);

View file

@ -15,12 +15,13 @@
#include <QSet>
#include <QStack>
#include <EntityTree.h>
#include <AbstractAudioInterface.h>
#include <EntityScriptingInterface.h> // for RayToEntityIntersectionResult
#include <EntityTree.h>
#include <MouseEvent.h>
#include <OctreeRenderer.h>
#include <ScriptCache.h>
#include <AbstractAudioInterface.h>
#include <TextureCache.h>
class AbstractScriptingServicesInterface;
class AbstractViewStateInterface;
@ -142,9 +143,11 @@ private:
void forceRecheckEntities();
glm::vec3 _lastAvatarPosition;
bool _pendingSkyboxTextureDownload = false;
QVector<EntityItemID> _currentEntitiesInside;
bool _pendingSkyboxTexture { false };
NetworkTexturePointer _skyboxTexture;
bool _wantScripts;
ScriptEngine* _entitiesScriptEngine;
@ -161,11 +164,11 @@ private:
bool _displayModelBounds;
bool _dontDoPrecisionPicking;
bool _shuttingDown = false;
bool _shuttingDown { false };
QMultiMap<QUrl, EntityItemID> _waitingOnPreload;
bool _hasPreviousZone = false;
bool _hasPreviousZone { false };
std::shared_ptr<ZoneEntityItem> _bestZone;
float _bestZoneVolume;

View file

@ -15,7 +15,6 @@
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <ObjectMotionState.h>
#include <PerfStat.h>
@ -69,7 +68,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
batch._glColor4f(color.r, color.g, color.b, color.a);
DependencyManager::get<GeometryCache>()->renderCube(batch);
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCubeInstance(batch, transToCenter, cubeColor);
DependencyManager::get<GeometryCache>()->renderSolidCubeInstance(batch, transToCenter, cubeColor);
}
static const auto triCount = DependencyManager::get<GeometryCache>()->getCubeTriangleCount();
args->_details._trianglesRendered += (int)triCount;

View file

@ -51,7 +51,7 @@ void RenderableLightEntityItem::render(RenderArgs* args) {
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f));
DependencyManager::get<GeometryCache>()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f));
#endif
};

View file

@ -14,7 +14,6 @@
#include <gpu/Batch.h>
#include <GeometryCache.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
#include "RenderableLineEntityItem.h"
@ -53,7 +52,7 @@ void RenderableLineEntityItem::render(RenderArgs* args) {
batch.setModelTransform(transform);
if (getLinePoints().size() > 1) {
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINE_STRIP, _lineVerticesID);
}
};

View file

@ -16,7 +16,6 @@
#include <glm/gtx/transform.hpp>
#include <AbstractViewStateInterface.h>
#include <DeferredLightingEffect.h>
#include <Model.h>
#include <PerfStat.h>
#include <render/Scene.h>
@ -432,7 +431,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
auto shapeTransform = getTransformToCenter(success);
if (success) {
batch.setModelTransform(Transform()); // we want to include the scale as well
DependencyManager::get<DeferredLightingEffect>()->renderWireCubeInstance(batch, shapeTransform, greenColor);
DependencyManager::get<GeometryCache>()->renderWireCubeInstance(batch, shapeTransform, greenColor);
}
}
}

View file

@ -11,7 +11,6 @@
#include <glm/gtx/quaternion.hpp>
#include <DependencyManager.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
#include <GeometryCache.h>
#include <AbstractViewStateInterface.h>

View file

@ -14,7 +14,6 @@
#include <GeometryCache.h>
#include <TextureCache.h>
#include <PathUtils.h>
#include <DeferredLightingEffect.h>
#include <PerfStat.h>
#include "RenderablePolyLineEntityItem.h"

View file

@ -27,7 +27,6 @@
#pragma GCC diagnostic pop
#endif
#include <DeferredLightingEffect.h>
#include <Model.h>
#include <PerfStat.h>
#include <render/Scene.h>

View file

@ -16,7 +16,6 @@
#include <gpu/Batch.h>
#include <DependencyManager.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
@ -73,7 +72,7 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
DependencyManager::get<GeometryCache>()->renderSphere(batch);
} else {
batch.setModelTransform(Transform());
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch, modelTransform, sphereColor);
DependencyManager::get<GeometryCache>()->renderSolidSphereInstance(batch, modelTransform, sphereColor);
}
static const auto triCount = DependencyManager::get<GeometryCache>()->getSphereTriangleCount();
args->_details._trianglesRendered += (int)triCount;

View file

@ -11,7 +11,6 @@
#include <glm/gtx/quaternion.hpp>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include <Transform.h>
@ -63,7 +62,7 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
batch.setModelTransform(transformToTopLeft);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, false, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
float scale = _lineHeight / _textRenderer->getFontSize();

View file

@ -15,7 +15,6 @@
#include <glm/gtx/quaternion.hpp>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include <gl/OffscreenQmlSurface.h>
@ -69,7 +68,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
glm::vec4 cubeColor{ 1.0f, 0.0f, 0.0f, 1.0f};
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
}
#endif
@ -201,7 +200,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
textured = emissive = true;
}
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured, culled, emissive);
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, textured, culled, emissive);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
}

View file

@ -14,7 +14,6 @@
#include <gpu/Batch.h>
#include <AbstractViewStateInterface.h>
#include <DeferredLightingEffect.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <PerfStat.h>
@ -140,12 +139,12 @@ void RenderableZoneEntityItem::render(RenderArgs* args) {
if (!success) {
break;
}
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
auto geometryCache = DependencyManager::get<GeometryCache>();
if (getShapeType() == SHAPE_TYPE_SPHERE) {
shapeTransform.postScale(SPHERE_ENTITY_SCALE);
deferredLightingEffect->renderWireSphereInstance(batch, shapeTransform, DEFAULT_COLOR);
geometryCache->renderWireSphereInstance(batch, shapeTransform, DEFAULT_COLOR);
} else {
deferredLightingEffect->renderWireCubeInstance(batch, shapeTransform, DEFAULT_COLOR);
geometryCache->renderWireCubeInstance(batch, shapeTransform, DEFAULT_COLOR);
}
break;
}

View file

@ -275,6 +275,7 @@ public:
void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
uint8_t getCollisionMask() const { return _collisionMask; }
uint8_t getFinalCollisionMask() const { return _ignoreForCollisions ? 0 : _collisionMask; }
void setCollisionMask(uint8_t value) { _collisionMask = value; }
bool getCollisionsWillMove() const { return _collisionsWillMove; }
@ -446,6 +447,7 @@ protected:
bool _visible;
bool _ignoreForCollisions;
uint8_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
uint8_t _collisionGroupOverride;
bool _collisionsWillMove;
bool _locked;
QString _userData;

View file

@ -362,8 +362,8 @@ bool Batch::isSkyboxEnabled() const {
void Batch::setupNamedCalls(const std::string& instanceName, size_t count, NamedBatchData::Function function) {
NamedBatchData& instance = _namedData[instanceName];
instance._count += count;
instance._function = function;
instance.count += count;
instance.function = function;
}
void Batch::setupNamedCalls(const std::string& instanceName, NamedBatchData::Function function) {
@ -372,13 +372,13 @@ void Batch::setupNamedCalls(const std::string& instanceName, NamedBatchData::Fun
BufferPointer Batch::getNamedBuffer(const std::string& instanceName, uint8_t index) {
NamedBatchData& instance = _namedData[instanceName];
if (instance._buffers.size() <= index) {
instance._buffers.resize(index + 1);
if (instance.buffers.size() <= index) {
instance.buffers.resize(index + 1);
}
if (!instance._buffers[index]) {
instance._buffers[index].reset(new Buffer());
if (!instance.buffers[index]) {
instance.buffers[index].reset(new Buffer());
}
return instance._buffers[index];
return instance.buffers[index];
}
void Batch::preExecute() {

View file

@ -49,14 +49,13 @@ public:
using BufferPointers = std::vector<BufferPointer>;
using Function = std::function<void(gpu::Batch&, NamedBatchData&)>;
std::once_flag _once;
BufferPointers _buffers;
size_t _count{ 0 };
Function _function;
BufferPointers buffers;
size_t count { 0 };
Function function;
void process(Batch& batch) {
if (_function) {
_function(batch, *this);
if (function) {
function(batch, *this);
}
}
};

View file

@ -97,68 +97,16 @@ public:
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
};
template< typename T >
static void setGPUObject(const Buffer& buffer, T* object) {
buffer.setGPUObject(object);
template<typename T, typename U>
static void setGPUObject(const U& object, T* gpuObject) {
object.gpuObject.setGPUObject(gpuObject);
}
template< typename T >
static T* getGPUObject(const Buffer& buffer) {
return reinterpret_cast<T*>(buffer.getGPUObject());
template<typename T, typename U>
static T* getGPUObject(const U& object) {
return reinterpret_cast<T*>(object.gpuObject.getGPUObject());
}
template< typename T >
static void setGPUObject(const Texture& texture, T* object) {
texture.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Texture& texture) {
return reinterpret_cast<T*>(texture.getGPUObject());
}
template< typename T >
static void setGPUObject(const Shader& shader, T* object) {
shader.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Shader& shader) {
return reinterpret_cast<T*>(shader.getGPUObject());
}
template< typename T >
static void setGPUObject(const Pipeline& pipeline, T* object) {
pipeline.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Pipeline& pipeline) {
return reinterpret_cast<T*>(pipeline.getGPUObject());
}
template< typename T >
static void setGPUObject(const State& state, T* object) {
state.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const State& state) {
return reinterpret_cast<T*>(state.getGPUObject());
}
template< typename T >
static void setGPUObject(const Framebuffer& framebuffer, T* object) {
framebuffer.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Framebuffer& framebuffer) {
return reinterpret_cast<T*>(framebuffer.getGPUObject());
}
template< typename T >
static void setGPUObject(const Query& query, T* object) {
query.setGPUObject(object);
}
template< typename T >
static T* getGPUObject(const Query& query) {
return reinterpret_cast<T*>(query.getGPUObject());
}
protected:
StereoState _stereo;

View file

@ -11,15 +11,30 @@
#ifndef hifi_gpu_Format_h
#define hifi_gpu_Format_h
#include <glm/glm.hpp>
#include <assert.h>
#include <memory>
#include <glm/glm.hpp>
namespace gpu {
class Backend;
class GPUObject {
public:
GPUObject() {}
virtual ~GPUObject() {}
virtual ~GPUObject() = default;
};
class GPUObjectPointer {
private:
using GPUObjectUniquePointer = std::unique_ptr<GPUObject>;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObjectUniquePointer _gpuObject;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject.reset(gpuObject); }
GPUObject* getGPUObject() const { return _gpuObject.get(); }
friend class Backend;
};
typedef int Stamp;

View file

@ -134,6 +134,8 @@ public:
static const uint32 MAX_NUM_RENDER_BUFFERS = 8;
static uint32 getMaxNumRenderBuffers() { return MAX_NUM_RENDER_BUFFERS; }
const GPUObjectPointer gpuObject {};
protected:
SwapchainPointer _swapchain;
@ -153,12 +155,6 @@ protected:
// Non exposed
Framebuffer(const Framebuffer& framebuffer) = delete;
Framebuffer() {}
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Framebuffer> FramebufferPointer;

View file

@ -31,6 +31,8 @@ public:
const StatePointer& getState() const { return _state; }
const GPUObjectPointer gpuObject {};
protected:
ShaderPointer _program;
StatePointer _state;
@ -38,12 +40,6 @@ protected:
Pipeline();
Pipeline(const Pipeline& pipeline); // deep copy of the sysmem shader
Pipeline& operator=(const Pipeline& pipeline); // deep copy of the sysmem texture
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = nullptr;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef Pipeline::Pointer PipelinePointer;

View file

@ -28,13 +28,7 @@ namespace gpu {
double getElapsedTime();
protected:
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
const GPUObjectPointer gpuObject {};
};
typedef std::shared_ptr<Query> QueryPointer;

View file

@ -170,20 +170,17 @@ Resource::Size Resource::Sysmem::append(Size size, const Byte* bytes) {
Buffer::Buffer() :
Resource(),
_sysmem(new Sysmem()),
_gpuObject(NULL) {
_sysmem(new Sysmem()) {
}
Buffer::Buffer(Size size, const Byte* bytes) :
Resource(),
_sysmem(new Sysmem(size, bytes)),
_gpuObject(NULL) {
_sysmem(new Sysmem(size, bytes)) {
}
Buffer::Buffer(const Buffer& buf) :
Resource(),
_sysmem(new Sysmem(buf.getSysmem())),
_gpuObject(NULL) {
_sysmem(new Sysmem(buf.getSysmem())) {
}
Buffer& Buffer::operator=(const Buffer& buf) {
@ -196,10 +193,6 @@ Buffer::~Buffer() {
delete _sysmem;
_sysmem = NULL;
}
if (_gpuObject) {
delete _gpuObject;
_gpuObject = NULL;
}
}
Buffer::Size Buffer::resize(Size size) {

View file

@ -153,16 +153,11 @@ public:
const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
const GPUObjectPointer gpuObject {};
protected:
Sysmem* _sysmem = NULL;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Buffer> BufferPointer;

View file

@ -155,6 +155,8 @@ public:
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
const GPUObjectPointer gpuObject {};
protected:
Shader(Type type, const Source& source);
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
@ -178,12 +180,6 @@ protected:
// The type of the shader, the master key
Type _type;
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef Shader::Pointer ShaderPointer;

View file

@ -385,6 +385,8 @@ public:
State(const Data& values);
const Data& getValues() const { return _values; }
const GPUObjectPointer gpuObject {};
protected:
State(const State& state);
State& operator=(const State& state);
@ -392,12 +394,6 @@ protected:
Data _values;
Signature _signature{0};
Stamp _stamp{0};
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = nullptr;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr< State > StatePointer;

View file

@ -356,6 +356,8 @@ public:
// Only callable by the Backend
void notifyMipFaceGPULoaded(uint16 level, uint8 face) const { return _storage->notifyMipFaceGPULoaded(level, face); }
const GPUObjectPointer gpuObject {};
protected:
std::unique_ptr< Storage > _storage;
@ -386,13 +388,6 @@ protected:
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler);
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Texture> TexturePointer;

View file

@ -22,8 +22,6 @@
#include "TextureCache.h"
#include "ModelNetworkingLogging.h"
#include "gpu/StandardShaderLib.h"
#include "model/TextureMap.h"
//#define WANT_DEBUG
@ -149,7 +147,6 @@ void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& u
if (_meshes.size() > 0) {
auto textureCache = DependencyManager::get<TextureCache>();
for (auto&& material : _materials) {
QSharedPointer<NetworkTexture> matchingTexture = QSharedPointer<NetworkTexture>();
if (material->diffuseTextureName == name) {
material->diffuseTexture = textureCache->getTexture(url, DEFAULT_TEXTURE);
} else if (material->normalTextureName == name) {

View file

@ -48,9 +48,6 @@ public:
/// \param delayLoad if true, don't load the geometry immediately; wait until load is first requested
QSharedPointer<NetworkGeometry> getGeometry(const QUrl& url, const QUrl& fallback = QUrl(), bool delayLoad = false);
/// Set a batch to the simple pipeline, returning the previous pipeline
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
private:
ModelCache();
virtual ~ModelCache();

View file

@ -72,11 +72,12 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
data[3*i+0] = permutation[i];
data[3*i+1] = permutation[i];
data[3*i+2] = permutation[i];
}
#else
for (int i = 0; i < 256 * 3; i++) {
data[i] = rand() % 256;
#endif
}
#endif
for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
glm::vec3 randvec = glm::sphericalRand(1.0f);
@ -173,19 +174,11 @@ QSharedPointer<Resource> TextureCache::createResource(const QUrl& url,
&Resource::allReferencesCleared);
}
Texture::Texture() {
}
Texture::~Texture() {
}
NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArray& content) :
Resource(url, !content.isEmpty()),
_type(type),
_width(0),
_height(0) {
_textureSource.reset(new gpu::TextureSource());
_type(type)
{
_textureSource = std::make_shared<gpu::TextureSource>();
if (!url.isValid()) {
_loaded = true;
@ -200,24 +193,9 @@ NetworkTexture::NetworkTexture(const QUrl& url, TextureType type, const QByteArr
}
NetworkTexture::NetworkTexture(const QUrl& url, const TextureLoaderFunc& textureLoader, const QByteArray& content) :
Resource(url, !content.isEmpty()),
_type(CUSTOM_TEXTURE),
_textureLoader(textureLoader),
_width(0),
_height(0) {
_textureSource.reset(new gpu::TextureSource());
if (!url.isValid()) {
_loaded = true;
}
std::string theName = url.toString().toStdString();
// if we have content, load it after we have our self pointer
if (!content.isEmpty()) {
_startedLoading = true;
QMetaObject::invokeMethod(this, "loadContent", Qt::QueuedConnection, Q_ARG(const QByteArray&, content));
}
NetworkTexture(url, CUSTOM_TEXTURE, content)
{
_textureLoader = textureLoader;
}
NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const {
@ -247,57 +225,52 @@ NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const {
}
}
}
class ImageReader : public QRunnable {
public:
ImageReader(const QWeakPointer<Resource>& texture, const NetworkTexture::TextureLoaderFunc& textureLoader, const QByteArray& data, const QUrl& url = QUrl());
ImageReader(const QWeakPointer<Resource>& texture, const QByteArray& data, const QUrl& url = QUrl());
virtual void run();
private:
static void listSupportedImageFormats();
QWeakPointer<Resource> _texture;
NetworkTexture::TextureLoaderFunc _textureLoader;
QUrl _url;
QByteArray _content;
};
void NetworkTexture::downloadFinished(const QByteArray& data) {
// send the reader off to the thread pool
QThreadPool::globalInstance()->start(new ImageReader(_self, getTextureLoader(), data, _url));
QThreadPool::globalInstance()->start(new ImageReader(_self, data, _url));
}
void NetworkTexture::loadContent(const QByteArray& content) {
QThreadPool::globalInstance()->start(new ImageReader(_self, getTextureLoader(), content, _url));
QThreadPool::globalInstance()->start(new ImageReader(_self, content, _url));
}
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, const NetworkTexture::TextureLoaderFunc& textureLoader, const QByteArray& data,
ImageReader::ImageReader(const QWeakPointer<Resource>& texture, const QByteArray& data,
const QUrl& url) :
_texture(texture),
_textureLoader(textureLoader),
_url(url),
_content(data)
{
}
std::once_flag onceListSupportedFormatsflag;
void listSupportedImageFormats() {
std::call_once(onceListSupportedFormatsflag, [](){
void ImageReader::listSupportedImageFormats() {
static std::once_flag once;
std::call_once(once, []{
auto supportedFormats = QImageReader::supportedImageFormats();
QString formats;
foreach(const QByteArray& f, supportedFormats) {
formats += QString(f) + ",";
}
qCDebug(modelnetworking) << "List of supported Image formats:" << formats;
qCDebug(modelnetworking) << "List of supported Image formats:" << supportedFormats.join(", ");
});
}
void ImageReader::run() {
QSharedPointer<Resource> texture = _texture.toStrongRef();
if (texture.isNull()) {
auto texture = _texture.toStrongRef();
if (!texture) {
qCWarning(modelnetworking) << "Could not get strong ref";
return;
}
@ -324,7 +297,7 @@ void ImageReader::run() {
}
gpu::Texture* theTexture = nullptr;
auto ntex = dynamic_cast<NetworkTexture*>(&*texture);
auto ntex = texture.dynamicCast<NetworkTexture>();
if (ntex) {
theTexture = ntex->getTextureLoader()(image, _url.toString().toStdString());
}
@ -333,8 +306,6 @@ void ImageReader::run() {
Q_ARG(const QImage&, image),
Q_ARG(void*, theTexture),
Q_ARG(int, originalWidth), Q_ARG(int, originalHeight));
}
void NetworkTexture::setImage(const QImage& image, void* voidTexture, int originalWidth,

View file

@ -67,9 +67,6 @@ public:
typedef gpu::Texture* TextureLoader(const QImage& image, const std::string& srcImageName);
typedef std::function<TextureLoader> TextureLoaderFunc;
NetworkTexturePointer getTexture(const QUrl& url, const TextureLoaderFunc& textureLoader,
const QByteArray& content = QByteArray());
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
@ -94,15 +91,9 @@ private:
class Texture {
public:
friend class TextureCache;
Texture();
~Texture();
const gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
gpu::TextureSourcePointer _textureSource;
protected:
private:
};
/// A texture loaded from the network.
@ -134,14 +125,14 @@ protected:
virtual void imageLoaded(const QImage& image);
TextureType _type;
private:
TextureType _type;
TextureLoaderFunc _textureLoader;
int _originalWidth;
int _originalHeight;
int _width;
int _height;
int _originalWidth { 0 };
int _originalHeight { 0 };
int _width { 0 };
int _height { 0 };
};
#endif // hifi_TextureCache_h

View file

@ -644,7 +644,7 @@ void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& ma
mask = PhysicsEngine::getCollisionMask(group);
if (_entity) {
uint8_t entityCollisionMask = _entity->getCollisionMask();
uint8_t entityCollisionMask = _entity->getFinalCollisionMask();
if ((bool)(entityCollisionMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(entityCollisionMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
// asymmetric avatar collision mask bits

View file

@ -63,8 +63,8 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
targetVelocity = (-speed / offsetLength) * offset;
if (speed > rigidBody->getLinearSleepingThreshold()) {
targetVelocity = (-speed / offsetLength) * offset;
rigidBody->activate();
}
@ -92,8 +92,8 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
// dQ = Q1 * Q0^
btQuaternion deltaQ = target * bodyRotation.inverse();
float speed = deltaQ.getAngle() / _angularTimeScale;
targetVelocity = speed * deltaQ.getAxis();
if (speed > rigidBody->getAngularSleepingThreshold()) {
targetVelocity = speed * deltaQ.getAxis();
rigidBody->activate();
}
}

View file

@ -18,14 +18,13 @@
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "gpu/StandardShaderLib.h"
#include "AmbientOcclusionEffect.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "ssao_makePyramid_frag.h"
#include "ssao_makeOcclusion_frag.h"
@ -314,6 +313,7 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
auto framebufferCache = DependencyManager::get<FramebufferCache>();
auto depthBuffer = framebufferCache->getPrimaryDepthTexture();
auto normalBuffer = framebufferCache->getDeferredNormalTexture();
@ -395,5 +395,6 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
batch.setPipeline(lastVBlurPipeline);
batch.setResourceTexture(AmbientOcclusionEffect_OcclusionMapSlot, occlusionBlurredFBO->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}

View file

@ -16,7 +16,6 @@
#include <SharedUtil.h>
#include <gpu/Context.h>
#include "gpu/StandardShaderLib.h"
#include "AntialiasingEffect.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
@ -101,7 +100,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re
}
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
auto framebufferCache = DependencyManager::get<FramebufferCache>();

View file

@ -17,18 +17,12 @@
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "AbstractViewStateInterface.h"
#include "GeometryCache.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_emisive_frag.h"
#include "deferred_light_vert.h"
#include "deferred_light_limited_vert.h"
#include "deferred_light_spot_vert.h"
@ -53,47 +47,7 @@ struct LightLocations {
static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocationsPtr& locations);
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
auto it = _simplePrograms.find(config);
if (it != _simplePrograms.end()) {
return it.value();
}
auto state = std::make_shared<gpu::State>();
if (config.isCulled()) {
state->setCullMode(gpu::State::CULL_BACK);
} else {
state->setCullMode(gpu::State::CULL_NONE);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);
}
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);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simplePrograms.insert(config, pipeline);
return pipeline;
}
void DeferredLightingEffect::init() {
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
auto PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
_simpleShader = gpu::Shader::createProgram(VS, PS);
_emissiveShader = gpu::Shader::createProgram(VS, PSEmissive);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
_directionalLightLocations = std::make_shared<LightLocations>();
_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
@ -123,144 +77,6 @@ void DeferredLightingEffect::init() {
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
}
gpu::PipelinePointer DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
bool emissive, bool depthBias) {
SimpleProgramKey config{textured, culled, emissive, depthBias};
gpu::PipelinePointer pipeline = getPipeline(config);
batch.setPipeline(pipeline);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
batch.setResourceTexture(NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
return pipeline;
}
uint32_t toCompactColor(const glm::vec4& color) {
uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
return compactColor;
}
static const size_t INSTANCE_TRANSFORM_BUFFER = 0;
static const size_t INSTANCE_COLOR_BUFFER = 1;
template <typename F>
void renderInstances(const std::string& name, gpu::Batch& batch, const Transform& transform, const glm::vec4& color, F f) {
{
gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(name, INSTANCE_TRANSFORM_BUFFER);
glm::mat4 glmTransform;
instanceTransformBuffer->append(transform.getMatrix(glmTransform));
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(name, INSTANCE_COLOR_BUFFER);
auto compactColor = toCompactColor(color);
instanceColorBuffer->append(compactColor);
}
auto that = DependencyManager::get<DeferredLightingEffect>();
batch.setupNamedCalls(name, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto pipeline = that->bindSimpleProgram(batch);
auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced");
batch._glUniform1i(location, 1);
f(batch, data);
batch._glUniform1i(location, 0);
});
}
void DeferredLightingEffect::renderSolidSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, GeometryCache::Sphere, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
});
}
void DeferredLightingEffect::renderWireSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, GeometryCache::Sphere, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
});
}
// Enable this in a debug build to cause 'box' entities to iterate through all the
// available shape types, both solid and wireframes
//#define DEBUG_SHAPES
void DeferredLightingEffect::renderSolidCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
#ifdef DEBUG_SHAPES
static auto startTime = usecTimestampNow();
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto usecs = usecTimestampNow();
usecs -= startTime;
auto msecs = usecs / USECS_PER_MSEC;
float seconds = msecs;
seconds /= MSECS_PER_SECOND;
float fractionalSeconds = seconds - floor(seconds);
int shapeIndex = (int)seconds;
// Every second we flip to the next shape.
static const int SHAPE_COUNT = 5;
GeometryCache::Shape shapes[SHAPE_COUNT] = {
GeometryCache::Cube,
GeometryCache::Tetrahedron,
GeometryCache::Sphere,
GeometryCache::Icosahedron,
GeometryCache::Line,
};
shapeIndex %= SHAPE_COUNT;
GeometryCache::Shape shape = shapes[shapeIndex];
// For the first half second for a given shape, show the wireframe, for the second half, show the solid.
if (fractionalSeconds > 0.5f) {
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, shape, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
} else {
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
}
});
#else
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderCubeInstances(batch, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
});
#endif
}
void DeferredLightingEffect::renderWireCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderWireCubeInstances(batch, data._count,
data._buffers[INSTANCE_TRANSFORM_BUFFER], data._buffers[INSTANCE_COLOR_BUFFER]);
});
}
void DeferredLightingEffect::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner,
const glm::vec4& color) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, color);
}
void DeferredLightingEffect::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2) {
bindSimpleProgram(batch);
DependencyManager::get<GeometryCache>()->renderLine(batch, p1, p2, color1, color2);
}
void DeferredLightingEffect::addPointLight(const glm::vec3& position, float radius, const glm::vec3& color,
float intensity) {
addSpotLight(position, radius, color, intensity);
@ -295,7 +111,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
}
void DeferredLightingEffect::prepare(RenderArgs* args) {
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
@ -326,7 +142,7 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
}
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
// Allocate the parameters buffer used by all the deferred shaders
if (!_deferredTransformBuffer[0]._buffer) {
@ -663,12 +479,12 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
const int LIGHT_GPU_SLOT = 3;
static const int LIGHT_GPU_SLOT = 3;
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
const int ATMOSPHERE_GPU_SLOT = 4;
static const int ATMOSPHERE_GPU_SLOT = 4;
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DeferredLightingEffect::DEFERRED_TRANSFORM_BUFFER_SLOT));
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredTransformBuffer"), DEFERRED_TRANSFORM_BUFFER_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);

View file

@ -21,10 +21,7 @@
#include "model/Stage.h"
#include "model/Geometry.h"
#include "render/ShapePipeline.h"
class RenderArgs;
class SimpleProgramKey;
struct LightLocations;
using LightLocationsPtr = std::shared_ptr<LightLocations>;
/// Handles deferred lighting for the bits that require it (voxels...)
@ -32,42 +29,7 @@ class DeferredLightingEffect : public Dependency {
SINGLETON_DEPENDENCY
public:
static const int NORMAL_FITTING_MAP_SLOT = render::ShapePipeline::Slot::NORMAL_FITTING_MAP;
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
void init();
/// Sets up the state necessary to render static untextured geometry with the simple program.
gpu::PipelinePointer bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false);
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderSolidSphereInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderWireSphereInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderSolidCubeInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderWireCubeInstance(batch, xfm, glm::vec4(color, 1.0));
}
//// Renders a quad with the simple program.
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color);
//// Renders a line with the simple program.
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2);
/// Adds a point light to render for the current frame.
void addPointLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(0.0f, 0.0f, 0.0f),
@ -90,17 +52,10 @@ public:
void setGlobalSkybox(const model::SkyboxPointer& skybox);
private:
DeferredLightingEffect() {}
virtual ~DeferredLightingEffect() { }
DeferredLightingEffect() = default;
model::MeshPointer _spotLightMesh;
model::MeshPointer getSpotLightMesh();
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _emissiveShader;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
gpu::PipelinePointer _directionalSkyboxLight;
LightLocationsPtr _directionalSkyboxLightLocations;
@ -160,53 +115,4 @@ private:
UniformBufferView _deferredTransformBuffer[2];
};
class SimpleProgramKey {
public:
enum FlagBit {
IS_TEXTURED_FLAG = 0,
IS_CULLED_FLAG,
IS_EMISSIVE_FLAG,
HAS_DEPTH_BIAS_FLAG,
NUM_FLAGS,
};
enum Flag {
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
IS_CULLED = (1 << IS_CULLED_FLAG),
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
};
typedef unsigned short Flags;
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
bool isTextured() const { return isFlag(IS_TEXTURED); }
bool isCulled() const { return isFlag(IS_CULLED); }
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
Flags _flags = 0;
short _spare = 0;
int getRaw() const { return *reinterpret_cast<const int*>(this); }
SimpleProgramKey(bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false) {
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
}
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
};
inline uint qHash(const SimpleProgramKey& key, uint seed) {
return qHash(key.getRaw(), seed);
}
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
#endif // hifi_DeferredLightingEffect_h

View file

@ -29,6 +29,10 @@
#include "model/TextureMap.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_emisive_frag.h"
//#define WANT_DEBUG
const int GeometryCache::UNKNOWN_ID = -1;
@ -36,17 +40,6 @@ const int GeometryCache::UNKNOWN_ID = -1;
static const int VERTICES_PER_TRIANGLE = 3;
//static const uint FLOATS_PER_VERTEX = 3;
//static const uint TRIANGLES_PER_QUAD = 2;
//static const uint CUBE_FACES = 6;
//static const uint CUBE_VERTICES_PER_FACE = 4;
//static const uint CUBE_VERTICES = CUBE_FACES * CUBE_VERTICES_PER_FACE;
//static const uint CUBE_VERTEX_POINTS = CUBE_VERTICES * FLOATS_PER_VERTEX;
//static const uint CUBE_INDICES = CUBE_FACES * TRIANGLES_PER_QUAD * VERTICES_PER_TRIANGLE;
//static const uint SPHERE_LATITUDES = 24;
//static const uint SPHERE_MERIDIANS = SPHERE_LATITUDES * 2;
//static const uint SPHERE_INDICES = SPHERE_MERIDIANS * (SPHERE_LATITUDES - 1) * TRIANGLES_PER_QUAD * VERTICES_PER_TRIANGLE;
static const gpu::Element POSITION_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
static const gpu::Element NORMAL_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
static const gpu::Element COLOR_ELEMENT{ gpu::VEC4, gpu::NUINT8, gpu::RGBA };
@ -1741,3 +1734,227 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
}
}
class SimpleProgramKey {
public:
enum FlagBit {
IS_TEXTURED_FLAG = 0,
IS_CULLED_FLAG,
IS_EMISSIVE_FLAG,
HAS_DEPTH_BIAS_FLAG,
NUM_FLAGS,
};
enum Flag {
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
IS_CULLED = (1 << IS_CULLED_FLAG),
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
};
typedef unsigned short Flags;
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
bool isTextured() const { return isFlag(IS_TEXTURED); }
bool isCulled() const { return isFlag(IS_CULLED); }
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
Flags _flags = 0;
short _spare = 0;
int getRaw() const { return *reinterpret_cast<const int*>(this); }
SimpleProgramKey(bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false) {
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
}
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
};
inline uint qHash(const SimpleProgramKey& key, uint seed) {
return qHash(key.getRaw(), seed);
}
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
gpu::PipelinePointer GeometryCache::getPipeline(SimpleProgramKey config) {
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 PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
_simpleShader = gpu::Shader::createProgram(VS, PS);
_emissiveShader = gpu::Shader::createProgram(VS, PSEmissive);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::NORMAL_FITTING_MAP));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
});
auto it = _simplePrograms.find(config);
if (it != _simplePrograms.end()) {
return it.value();
}
auto state = std::make_shared<gpu::State>();
if (config.isCulled()) {
state->setCullMode(gpu::State::CULL_BACK);
} else {
state->setCullMode(gpu::State::CULL_NONE);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);
}
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);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simplePrograms.insert(config, pipeline);
return pipeline;
}
gpu::PipelinePointer GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
bool emissive, bool depthBias) {
SimpleProgramKey config{textured, culled, emissive, depthBias};
gpu::PipelinePointer pipeline = getPipeline(config);
batch.setPipeline(pipeline);
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
if (!config.isTextured()) {
// If it is not textured, bind white texture and keep using textured pipeline
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
batch.setResourceTexture(render::ShapePipeline::Slot::NORMAL_FITTING_MAP,
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
return pipeline;
}
uint32_t toCompactColor(const glm::vec4& color) {
uint32_t compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
return compactColor;
}
static const size_t INSTANCE_TRANSFORM_BUFFER = 0;
static const size_t INSTANCE_COLOR_BUFFER = 1;
template <typename F>
void renderInstances(const std::string& name, gpu::Batch& batch, const Transform& transform, const glm::vec4& color, F f) {
{
gpu::BufferPointer instanceTransformBuffer = batch.getNamedBuffer(name, INSTANCE_TRANSFORM_BUFFER);
glm::mat4 glmTransform;
instanceTransformBuffer->append(transform.getMatrix(glmTransform));
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(name, INSTANCE_COLOR_BUFFER);
auto compactColor = toCompactColor(color);
instanceColorBuffer->append(compactColor);
}
batch.setupNamedCalls(name, [f](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto pipeline = DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
auto location = pipeline->getProgram()->getUniforms().findLocation("Instanced");
batch._glUniform1i(location, 1);
f(batch, data);
batch._glUniform1i(location, 0);
});
}
void GeometryCache::renderSolidSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, GeometryCache::Sphere, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
});
}
void GeometryCache::renderWireSphereInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, GeometryCache::Sphere, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
});
}
// Enable this in a debug build to cause 'box' entities to iterate through all the
// available shape types, both solid and wireframes
//#define DEBUG_SHAPES
void GeometryCache::renderSolidCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
#ifdef DEBUG_SHAPES
static auto startTime = usecTimestampNow();
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto usecs = usecTimestampNow();
usecs -= startTime;
auto msecs = usecs / USECS_PER_MSEC;
float seconds = msecs;
seconds /= MSECS_PER_SECOND;
float fractionalSeconds = seconds - floor(seconds);
int shapeIndex = (int)seconds;
// Every second we flip to the next shape.
static const int SHAPE_COUNT = 5;
GeometryCache::Shape shapes[SHAPE_COUNT] = {
GeometryCache::Cube,
GeometryCache::Tetrahedron,
GeometryCache::Sphere,
GeometryCache::Icosahedron,
GeometryCache::Line,
};
shapeIndex %= SHAPE_COUNT;
GeometryCache::Shape shape = shapes[shapeIndex];
// For the first half second for a given shape, show the wireframe, for the second half, show the solid.
if (fractionalSeconds > 0.5f) {
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, shape, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
} else {
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
}
});
#else
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderCubeInstances(batch, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
});
#endif
}
void GeometryCache::renderWireCubeInstance(gpu::Batch& batch, const Transform& transform, const glm::vec4& color) {
static const std::string INSTANCE_NAME = __FUNCTION__;
renderInstances(INSTANCE_NAME, batch, transform, color, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
DependencyManager::get<GeometryCache>()->renderWireCubeInstances(batch, data.count,
data.buffers[INSTANCE_TRANSFORM_BUFFER],
data.buffers[INSTANCE_COLOR_BUFFER]);
});
}

View file

@ -16,7 +16,6 @@
#include <array>
#include <QMap>
#include <QRunnable>
@ -25,10 +24,13 @@
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <render/ShapePipeline.h>
#include <model/Material.h>
#include <model/Asset.h>
class SimpleProgramKey;
typedef glm::vec3 Vec3Key;
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
@ -146,6 +148,32 @@ public:
int allocateID() { return _nextID++; }
static const int UNKNOWN_ID;
/// Sets up the state necessary to render static untextured geometry with the simple program.
gpu::PipelinePointer bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false);
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderSolidSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderSolidSphereInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderWireSphereInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderWireSphereInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderSolidCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderSolidCubeInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec4& color);
void renderWireCubeInstance(gpu::Batch& batch, const Transform& xfm, const glm::vec3& color) {
renderWireCubeInstance(batch, xfm, glm::vec4(color, 1.0));
}
void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& transformBuffer, gpu::BufferPointer& colorBuffer);
void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& transformBuffer, gpu::BufferPointer& colorBuffer);
@ -335,6 +363,13 @@ private:
QHash<Vec3Pair, gpu::BufferPointer> _gridColors;
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _emissiveShader;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
};
#endif // hifi_GeometryCache_h

View file

@ -64,7 +64,7 @@ void HitEffect::run(const render::SceneContextPointer& sceneContext, const rende
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;

View file

@ -499,7 +499,7 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
transform.setTranslation(partBounds.calcCenter());
transform.setScale(partBounds.getDimensions());
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
}
#endif //def DEBUG_BOUNDING_PARTS

View file

@ -358,7 +358,7 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
// from the touched pixel generate the stencil buffer
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto deferredFboColorDepthStencil = DependencyManager::get<FramebufferCache>()->getDeferredFramebufferDepthColor();
@ -393,7 +393,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
inItems.emplace_back(id);
}
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto lightingFBO = DependencyManager::get<FramebufferCache>()->getLightingFramebuffer();
@ -437,7 +437,7 @@ void Blit::run(const SceneContextPointer& sceneContext, const RenderContextPoint
auto framebufferCache = DependencyManager::get<FramebufferCache>();
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
gpu::doInBatch(renderArgs->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
batch.setFramebuffer(blitFbo);
if (renderArgs->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {

View file

@ -29,7 +29,6 @@
#include "sdf_text3D_frag.h"
#include "GeometryCache.h"
#include "DeferredLightingEffect.h"
const float TextRenderer3D::DEFAULT_POINT_SIZE = 12;

View file

@ -115,7 +115,7 @@ void ToneMappingEffect::render(RenderArgs* args) {
init();
}
auto framebufferCache = DependencyManager::get<FramebufferCache>();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
QSize framebufferSize = framebufferCache->getFrameBufferSize();

View file

@ -160,7 +160,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
}
// Allright, something to render let's do it
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);

View file

@ -212,7 +212,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
renderLights(sceneContext, renderContext, culledItems);
args->_batch = nullptr;

View file

@ -42,6 +42,17 @@ ScriptEngines::ScriptEngines()
_scriptsModelFilter.setDynamicSortFilter(true);
}
QString normalizeScriptUrl(const QString& rawScriptUrl) {
auto lower = rawScriptUrl.toLower();
if (!rawScriptUrl.startsWith("http:") && !rawScriptUrl.startsWith("https:") && !rawScriptUrl.startsWith("atp:")) {
if (rawScriptUrl.startsWith("file:")) {
return rawScriptUrl.toLower();
}
// Force lowercase on file scripts because of drive letter weirdness.
return QUrl::fromLocalFile(rawScriptUrl).toString().toLower();
}
return QUrl(rawScriptUrl).toString();
}
QObject* scriptsModel();
@ -290,22 +301,23 @@ void ScriptEngines::stopAllScripts(bool restart) {
}
}
bool ScriptEngines::stopScript(const QString& scriptHash, bool restart) {
bool ScriptEngines::stopScript(const QString& rawScriptUrl, bool restart) {
bool stoppedScript = false;
{
QReadLocker lock(&_scriptEnginesHashLock);
if (_scriptEnginesHash.contains(scriptHash)) {
ScriptEngine* scriptEngine = _scriptEnginesHash[scriptHash];
const QString scriptURLString = normalizeScriptUrl(rawScriptUrl);
if (_scriptEnginesHash.contains(scriptURLString)) {
ScriptEngine* scriptEngine = _scriptEnginesHash[scriptURLString];
if (restart) {
auto scriptCache = DependencyManager::get<ScriptCache>();
scriptCache->deleteScript(QUrl(scriptHash));
scriptCache->deleteScript(QUrl(scriptURLString));
connect(scriptEngine, &ScriptEngine::finished, this, [this](QString scriptName, ScriptEngine* engine) {
reloadScript(scriptName);
});
}
scriptEngine->stop();
stoppedScript = true;
qCDebug(scriptengine) << "stopping script..." << scriptHash;
qCDebug(scriptengine) << "stopping script..." << scriptURLString;
}
}
return stoppedScript;
@ -364,11 +376,12 @@ ScriptEngine* ScriptEngines::loadScript(const QString& scriptFilename, bool isUs
return scriptEngine;
}
ScriptEngine* ScriptEngines::getScriptEngine(const QString& scriptHash) {
ScriptEngine* ScriptEngines::getScriptEngine(const QString& rawScriptUrl) {
ScriptEngine* result = nullptr;
{
QReadLocker lock(&_scriptEnginesHashLock);
auto it = _scriptEnginesHash.find(scriptHash);
const QString scriptURLString = normalizeScriptUrl(rawScriptUrl);
auto it = _scriptEnginesHash.find(scriptURLString);
if (it != _scriptEnginesHash.end()) {
result = it.value();
}
@ -377,15 +390,16 @@ ScriptEngine* ScriptEngines::getScriptEngine(const QString& scriptHash) {
}
// FIXME - change to new version of ScriptCache loading notification
void ScriptEngines::onScriptEngineLoaded(const QString& scriptFilename) {
UserActivityLogger::getInstance().loadedScript(scriptFilename);
void ScriptEngines::onScriptEngineLoaded(const QString& rawScriptUrl) {
UserActivityLogger::getInstance().loadedScript(rawScriptUrl);
ScriptEngine* scriptEngine = qobject_cast<ScriptEngine*>(sender());
launchScriptEngine(scriptEngine);
{
QWriteLocker lock(&_scriptEnginesHashLock);
_scriptEnginesHash.insertMulti(scriptFilename, scriptEngine);
const QString scriptURLString = normalizeScriptUrl(rawScriptUrl);
_scriptEnginesHash.insertMulti(scriptURLString, scriptEngine);
}
emit scriptCountChanged();
}
@ -407,11 +421,11 @@ void ScriptEngines::launchScriptEngine(ScriptEngine* scriptEngine) {
}
void ScriptEngines::onScriptFinished(const QString& scriptName, ScriptEngine* engine) {
void ScriptEngines::onScriptFinished(const QString& rawScriptUrl, ScriptEngine* engine) {
bool removed = false;
{
QWriteLocker lock(&_scriptEnginesHashLock);
const QString& scriptURLString = QUrl(scriptName).toString();
const QString scriptURLString = normalizeScriptUrl(rawScriptUrl);
for (auto it = _scriptEnginesHash.find(scriptURLString); it != _scriptEnginesHash.end(); ++it) {
if (it.value() == engine) {
_scriptEnginesHash.erase(it);

View file

@ -30,7 +30,6 @@
#include <gpu/Context.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/StandardShaderLib.h>
#include <gpu/GLBackend.h>
#include <gl/QOpenGLContextWrapper.h>
@ -247,7 +246,7 @@ public:
batch.setModelTransform(Transform());
batch.setPipeline(_pipeline);
batch._glUniform1i(_instanceLocation, 1);
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data._count, transformBuffer, colorBuffer);
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data.count, transformBuffer, colorBuffer);
batch._glUniform1i(_instanceLocation, 0);
});
}

View file

@ -113,7 +113,6 @@
z: 504.5
});
createCombinedArmChair({
x: 549.29,
y: 494.9,
@ -300,12 +299,17 @@
userData: JSON.stringify({
grabbableKey: {
spatialKey: {
relativePosition: {
x: 0,
y: 0,
z: 0
rightRelativePosition: {
x: 0.03,
y: 0.0,
z: -0.065
},
relativeRotation: Quat.fromPitchYawRollDegrees(45, 90, 0)
leftRelativePosition: {
x: -0.03,
y: 0.00,
z: -0.065
},
relativeRotation: Quat.fromPitchYawRollDegrees(90, 90, 0)
},
invertSolidWhileHeld: true
},
@ -359,12 +363,17 @@
grabbableKey: {
invertSolidWhileHeld: true,
spatialKey: {
relativePosition: {
x: 0,
y: 0.06,
rightRelativePosition: {
x: 0.03,
y: 0.08,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
leftRelativePosition: {
x: -0.03,
y: 0.08,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(180, 90, 90)
}
}
})
@ -1151,10 +1160,15 @@
},
grabbableKey: {
spatialKey: {
relativePosition: {
rightRelativePosition: {
x: -0.05,
y: 0,
z: 0.0
y: .06,
z: 0.05
},
leftRelativePosition: {
x: 0.05,
y: 0.06,
z: 0.05
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, -90)
},
@ -1509,4 +1523,4 @@
};
// entity scripts always need to return a newly constructed object of our type
return new ResetSwitch();
});
});

View file

@ -285,16 +285,16 @@ MasterReset = function() {
grabbableKey: {
spatialKey: {
rightRelativePosition: {
x: 0.02,
y: 0,
z: -0.03
x: 0.03,
y: 0.0,
z: -0.065
},
leftRelativePosition: {
x: -0.02,
y: 0,
z: -0.03
x: -0.03,
y: 0.00,
z: -0.065
},
relativeRotation: Quat.fromPitchYawRollDegrees(100, 90, 0)
relativeRotation: Quat.fromPitchYawRollDegrees(90, 90, 0)
},
invertSolidWhileHeld: true
},
@ -348,12 +348,17 @@ MasterReset = function() {
grabbableKey: {
invertSolidWhileHeld: true,
spatialKey: {
relativePosition: {
x: 0,
y: 0.06,
rightRelativePosition: {
x: 0.03,
y: 0.08,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
leftRelativePosition: {
x: -0.03,
y: 0.08,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(180, 90, 90)
}
}
})
@ -1141,10 +1146,15 @@ MasterReset = function() {
},
grabbableKey: {
spatialKey: {
relativePosition: {
x: 0,
y: 0,
z: 0.06
rightRelativePosition: {
x: -0.05,
y: .06,
z: 0.05
},
leftRelativePosition: {
x: 0.05,
y: 0.06,
z: 0.05
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, -90)
},
@ -1494,4 +1504,4 @@ MasterReset = function() {
Script.scriptEnding.connect(cleanup);
}
};
};