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Merge branch 'master' of github.com:highfidelity/hifi into interstitial-final-page
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commit
71e8ccd190
5 changed files with 5 additions and 16 deletions
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@ -212,6 +212,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::
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glprogram = ::gl::buildProgram(shaderGLObjects);
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if (!::gl::linkProgram(glprogram, compilationLogs[version].message)) {
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qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
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compilationLogs[version].compiled = false;
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glDeleteProgram(glprogram);
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glprogram = 0;
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return nullptr;
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@ -254,7 +256,7 @@ GLint GLBackend::getRealUniformLocation(GLint location) const {
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// uniforms. If someone is requesting a uniform that isn't in the remapping structure
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// that's a bug from the calling code, because it means that location wasn't in the
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// reflection
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qWarning() << "Unexpected location requested for shader";
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qWarning() << "Unexpected location requested for shader: #" << location;
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return INVALID_UNIFORM_INDEX;
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}
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return itr->second;
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@ -496,10 +496,6 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch.setPipeline(program);
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}
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// Adjust the texcoordTransform in the case we are rendeirng a sub region(mini mirror)
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auto textureFrameTransform = gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(deferredFramebuffer->getFrameSize(), args->_viewport);
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batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast< const float* >(&textureFrameTransform));
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// Setup the global lighting
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deferredLightingEffect->setupKeyLightBatch(args, batch);
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@ -560,23 +556,18 @@ void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext
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batch.setViewportTransform(viewport);
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batch.setStateScissorRect(viewport);
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auto textureFrameTransform = gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(deferredFramebuffer->getFrameSize(), viewport);
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auto& lightIndices = lightClusters->_visibleLightIndices;
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if (!lightIndices.empty() && lightIndices[0] > 0) {
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deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);
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// Local light pipeline
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batch.setPipeline(deferredLightingEffect->_localLight);
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batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Draw outline as well ?
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if (lightingModel->isShowLightContourEnabled()) {
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batch.setPipeline(deferredLightingEffect->_localLightOutline);
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batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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}
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@ -282,6 +282,7 @@ void Model::reset() {
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const FBXGeometry& geometry = getFBXGeometry();
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_rig.reset(geometry);
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emit rigReset();
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emit rigReady();
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}
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}
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@ -16,8 +16,6 @@
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
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void main(void) {
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const float depth = 1.0;
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -30,8 +28,5 @@ void main(void) {
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_texCoord01.xy = (pos.xy + 1.0) * 0.5;
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_texCoord01.xy *= texcoordFrameTransform.zw;
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_texCoord01.xy += texcoordFrameTransform.xy;
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gl_Position = pos;
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}
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@ -110,7 +110,7 @@ Script.include("/~/system/libraries/controllers.js");
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SEAT: 'seat' // The current target is a seat
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};
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var speed = 12.0;
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var speed = 9.3;
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var accelerationAxis = {x: 0.0, y: -5.0, z: 0.0};
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function Teleporter(hand) {
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