mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Post merge with Zach work for environment map
This commit is contained in:
commit
99ba011996
22 changed files with 104 additions and 81 deletions
|
@ -210,8 +210,6 @@ static const QString INFO_EDIT_ENTITIES_PATH = "html/edit-commands.html";
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static const unsigned int THROTTLED_SIM_FRAMERATE = 15;
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static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE;
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static const unsigned int CAPPED_SIM_FRAMERATE = 120;
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static const int CAPPED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / CAPPED_SIM_FRAMERATE;
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static const uint32_t INVALID_FRAME = UINT32_MAX;
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@ -817,6 +815,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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} else if (action == controller::toInt(controller::Action::RETICLE_Y)) {
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auto oldPos = _compositor.getReticlePosition();
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_compositor.setReticlePosition({ oldPos.x, oldPos.y + state });
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} else if (action == controller::toInt(controller::Action::TOGGLE_OVERLAY)) {
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toggleOverlays();
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}
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}
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});
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@ -967,6 +967,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
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connect(this, &Application::applicationStateChanged, this, &Application::activeChanged);
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qCDebug(interfaceapp, "Startup time: %4.2f seconds.", (double)startupTimer.elapsed() / 1000.0);
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_idleTimer = new QTimer(this);
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connect(_idleTimer, &QTimer::timeout, [=] {
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idle(usecTimestampNow());
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@ -1198,7 +1199,6 @@ void Application::initializeUi() {
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// OffscreenUi is a subclass of OffscreenQmlSurface specifically designed to
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// support the window management and scripting proxies for VR use
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offscreenUi->createDesktop(QString("hifi/Desktop.qml"));
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connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
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// FIXME either expose so that dialogs can set this themselves or
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// do better detection in the offscreen UI of what has focus
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@ -1296,6 +1296,7 @@ void Application::initializeUi() {
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}
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void Application::paintGL() {
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// paintGL uses a queued connection, so we can get messages from the queue even after we've quit
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// and the plugins have shutdown
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if (_aboutToQuit) {
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@ -1321,10 +1322,6 @@ void Application::paintGL() {
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_lastFramesPerSecondUpdate = now;
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}
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if (_isGLInitialized) {
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idle(now);
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}
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PROFILE_RANGE(__FUNCTION__);
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PerformanceTimer perfTimer("paintGL");
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@ -1619,7 +1616,6 @@ void Application::paintGL() {
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}
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_lastInstantaneousFps = instantaneousFps;
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_pendingPaint = false;
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}
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void Application::runTests() {
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@ -2030,9 +2026,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
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Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson));
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cameraMenuChanged();
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break;
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case Qt::Key_O:
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_overlayConductor.setEnabled(!_overlayConductor.getEnabled());
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break;
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case Qt::Key_Slash:
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Menu::getInstance()->triggerOption(MenuOption::Stats);
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break;
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@ -2432,10 +2426,24 @@ bool Application::acceptSnapshot(const QString& urlString) {
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static uint32_t _renderedFrameIndex { INVALID_FRAME };
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void Application::idle(uint64_t now) {
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if (_aboutToQuit) {
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return; // bail early, nothing to do here.
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}
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Stats::getInstance()->updateStats();
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AvatarInputs::getInstance()->update();
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// These tasks need to be done on our first idle, because we don't want the showing of
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// overlay subwindows to do a showDesktop() until after the first time through
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static bool firstIdle = true;
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if (firstIdle) {
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firstIdle = false;
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
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_overlayConductor.setEnabled(Menu::getInstance()->isOptionChecked(MenuOption::Overlays));
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}
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auto displayPlugin = getActiveDisplayPlugin();
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// depending on whether we're throttling or not.
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// Once rendering is off on another thread we should be able to have Application::idle run at start(0) in
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@ -2456,30 +2464,16 @@ void Application::idle(uint64_t now) {
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_renderedFrameIndex = INVALID_FRAME;
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}
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// Nested ifs are for clarity in the logic. Don't collapse them into a giant single if.
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// Don't saturate the main thread with rendering, no paint calls until the last one is complete
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if (!_pendingPaint) {
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// Also no paint calls until the display plugin has increased by at least one frame
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// (don't render at 90fps if the display plugin only goes at 60)
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if (_renderedFrameIndex == INVALID_FRAME || presentCount > _renderedFrameIndex) {
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// Record what present frame we're on
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_renderedFrameIndex = presentCount;
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// Don't allow paint requests to stack up in the event queue
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_pendingPaint = true;
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// But when we DO request a paint, get to it as soon as possible: high priority
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
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}
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}
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// Don't saturate the main thread with rendering and simulation,
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// unless display plugin has increased by at least one frame
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if (_renderedFrameIndex == INVALID_FRAME || presentCount > _renderedFrameIndex) {
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// Record what present frame we're on
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_renderedFrameIndex = presentCount;
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// For the rest of idle, we want to cap at the max sim rate, so we might not call
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// the remaining idle work every paint frame, or vice versa
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// In theory this means we could call idle processing more often than painting,
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// but in practice, when the paintGL calls aren't keeping up, there's no room left
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// in the main thread to call idle more often than paint.
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// This check is mostly to keep idle from burning up CPU cycles by running at
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// hundreds of idles per second when the rendering is that fast
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if ((timeSinceLastUpdateUs / USECS_PER_MSEC) < CAPPED_SIM_FRAME_PERIOD_MS) {
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// No paint this round, but might be time for a new idle, otherwise return
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// request a paint, get to it as soon as possible: high priority
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
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} else {
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// there's no use in simulating or rendering faster then the present rate.
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return;
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}
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@ -2993,6 +2987,16 @@ void Application::updateThreads(float deltaTime) {
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}
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}
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void Application::toggleOverlays() {
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auto newOverlaysVisible = !_overlayConductor.getEnabled();
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Menu::getInstance()->setIsOptionChecked(MenuOption::Overlays, newOverlaysVisible);
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_overlayConductor.setEnabled(newOverlaysVisible);
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}
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void Application::setOverlaysVisible(bool visible) {
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_overlayConductor.setEnabled(visible);
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}
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void Application::cycleCamera() {
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auto menu = Menu::getInstance();
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if (menu->isOptionChecked(MenuOption::FullscreenMirror)) {
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@ -149,6 +149,7 @@ public:
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const ApplicationOverlay& getApplicationOverlay() const { return _applicationOverlay; }
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ApplicationCompositor& getApplicationCompositor() { return _compositor; }
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const ApplicationCompositor& getApplicationCompositor() const { return _compositor; }
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Overlays& getOverlays() { return _overlays; }
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bool isForeground() const { return _isForeground; }
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@ -270,6 +271,8 @@ public slots:
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void cycleCamera();
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void cameraMenuChanged();
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void toggleOverlays();
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void setOverlaysVisible(bool visible);
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void reloadResourceCaches();
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@ -509,7 +512,6 @@ private:
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int _avatarAttachmentRequest = 0;
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bool _settingsLoaded { false };
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bool _pendingPaint { false };
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QTimer* _idleTimer { nullptr };
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bool _fakedMouseEvent { false };
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@ -247,6 +247,9 @@ Menu::Menu() {
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0, true, qApp, SLOT(rotationModeChanged()),
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UNSPECIFIED_POSITION, "Advanced");
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// View > Overlays
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addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Overlays, 0, true,
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qApp, SLOT(setOverlaysVisible(bool)));
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// Navigate menu ----------------------------------
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MenuWrapper* navigateMenu = addMenu("Navigate");
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@ -247,6 +247,7 @@ namespace MenuOption {
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const QString OnePointCalibration = "1 Point Calibration";
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const QString OnlyDisplayTopTen = "Only Display Top Ten";
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const QString OutputMenu = "Display";
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const QString Overlays = "Overlays";
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const QString PackageModel = "Package Model...";
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const QString Pair = "Pair";
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const QString PhysicsShowHulls = "Draw Collision Hulls";
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@ -131,7 +131,7 @@ private:
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float _textureAspectRatio { 1.0f };
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int _hemiVerticesID { GeometryCache::UNKNOWN_ID };
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float _alpha { 1.0f };
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float _alpha { 0.0f }; // hidden by default
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float _prevAlpha { 1.0f };
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float _fadeInAlpha { true };
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float _oculusUIRadius { 1.0f };
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@ -58,10 +58,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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CHECK_GL_ERROR();
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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// TODO move to Application::idle()?
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Stats::getInstance()->updateStats();
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AvatarInputs::getInstance()->update();
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buildFramebufferObject();
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if (!_overlayFramebuffer) {
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@ -110,19 +110,12 @@ void OverlayConductor::setEnabled(bool enabled) {
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return;
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}
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Menu::getInstance()->setIsOptionChecked(MenuOption::Overlays, enabled);
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_enabled = enabled; // set the new value
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// if the new state is visible/enabled...
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if (_enabled) {
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// alpha fadeOut the overlay mesh.
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qApp->getApplicationCompositor().fadeOut();
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// disable mouse clicks from script
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qApp->getOverlays().disable();
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// disable QML events
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getRootItem()->setEnabled(false);
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_enabled = false;
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} else {
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// alpha fadeIn the overlay mesh.
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qApp->getApplicationCompositor().fadeIn();
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@ -142,8 +135,16 @@ void OverlayConductor::setEnabled(bool enabled) {
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t.setRotation(glm::quat_cast(camMat));
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qApp->getApplicationCompositor().setModelTransform(t);
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}
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} else { // other wise, if the new state is hidden/not enabled
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// alpha fadeOut the overlay mesh.
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qApp->getApplicationCompositor().fadeOut();
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_enabled = true;
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// disable mouse clicks from script
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qApp->getOverlays().disable();
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// disable QML events
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getRootItem()->setEnabled(false);
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}
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}
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@ -29,8 +29,8 @@ private:
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STANDING
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};
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Mode _mode = FLAT;
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bool _enabled = true;
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Mode _mode { FLAT };
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bool _enabled { false };
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};
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#endif
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@ -61,6 +61,7 @@ namespace controller {
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makeButtonPair(Action::CONTEXT_MENU, "ContextMenu"),
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makeButtonPair(Action::TOGGLE_MUTE, "ToggleMute"),
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makeButtonPair(Action::CYCLE_CAMERA, "CycleCamera"),
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makeButtonPair(Action::TOGGLE_OVERLAY, "ToggleOverlay"),
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makeAxisPair(Action::RETICLE_CLICK, "ReticleClick"),
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makeAxisPair(Action::RETICLE_X, "ReticleX"),
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@ -52,6 +52,7 @@ enum class Action {
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CONTEXT_MENU,
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TOGGLE_MUTE,
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CYCLE_CAMERA,
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TOGGLE_OVERLAY,
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SHIFT,
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@ -62,7 +62,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
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}
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batch.setModelTransform(transToCenter); // we want to include the scale as well
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if (_procedural->ready()) {
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if (_procedural && _procedural->ready()) {
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_procedural->prepare(batch, getPosition(), getDimensions());
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auto color = _procedural->getColor(cubeColor);
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batch._glColor4f(color.r, color.g, color.b, color.a);
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@ -130,7 +130,7 @@ void Light::setShowContour(float show) {
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if (show <= 0.f) {
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show = 0.0f;
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}
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editSchema()._control.w = show;
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editSchema()._control.z = show;
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}
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void Light::setAmbientSphere(const gpu::SphericalHarmonics& sphere) {
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@ -140,3 +140,7 @@ void Light::setAmbientSphere(const gpu::SphericalHarmonics& sphere) {
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void Light::setAmbientSpherePreset(gpu::SphericalHarmonics::Preset preset) {
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editSchema()._ambientSphere.assignPreset(preset);
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}
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void Light::setAmbientMapNumMips(int numMips) {
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editSchema()._ambientMapNumMips = numMips;
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}
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@ -97,7 +97,7 @@ public:
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// For editing purpose, show the light volume contour.
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// Set to non 0 to show it, the value is used as the intensity of the contour color
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void setShowContour(float show);
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float getShowContour() const { return getSchema()._control.w; }
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float getShowContour() const { return getSchema()._control.z; }
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// If the light has an ambient (Indirect) component, then the Ambientintensity can be used to control its contribution to the lighting
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void setAmbientIntensity(float intensity);
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@ -108,6 +108,9 @@ public:
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const gpu::SphericalHarmonics& getAmbientSphere() const { return getSchema()._ambientSphere; }
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void setAmbientSpherePreset(gpu::SphericalHarmonics::Preset preset);
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void setAmbientMapNumMips(int numMips);
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int getAmbientMapNumMips() const { return getSchema()._ambientMapNumMips; }
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// Schema to access the attribute values of the light
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class Schema {
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public:
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@ -120,7 +123,8 @@ public:
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Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
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Vec4 _shadow{0.0f};
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Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
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int _ambientMapNumMips{ 0 };
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Vec3 _control{ 0.0f, 0.0f, 0.0f };
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gpu::SphericalHarmonics _ambientSphere;
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};
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|
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@ -109,6 +109,10 @@ SphericalHarmonics getLightAmbientSphere(Light l) {
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return l._ambientSphere;
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}
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float getLightAmbientMapNumMips(Light l) {
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return l._control.x;
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}
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||||
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||||
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
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uniform lightBuffer {
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Light light;
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|
|
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@ -142,6 +142,8 @@ SunSkyStage::SunSkyStage() :
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_skybox(std::make_shared<Skybox>())
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{
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_sunLight->setType(Light::SUN);
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// Default ambient sphere (for lack of skybox)
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_sunLight->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset::OLD_TOWN_SQUARE);
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setSunIntensity(1.0f);
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setSunAmbientIntensity(0.5f);
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|
|
|
@ -35,8 +35,7 @@ struct DeferredTransform {
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mat4 projection;
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mat4 viewInverse;
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float stereoSide;
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float skyboxMipmapLevels;
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vec2 _spareAB;
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vec3 _spareABC;
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};
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||||
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||||
layout(std140) uniform deferredTransformBuffer {
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||||
|
|
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@ -37,7 +37,7 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
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Light light = getLight();
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||||
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
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color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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vec3 color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
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color += emissive;
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||||
<@endfunc@>
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||||
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||||
|
@ -63,7 +63,8 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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|||
<$prepareGlobalLight()$>
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||||
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||||
vec3 direction = -reflect(fragEyeDir, fragNormal);
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float lod = min(1.0 + floor((1.0 - gloss) * levels), levels);
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float levels = getLightAmbientMapNumMips(light);
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float lod = min(1.0 + floor((roughness) * levels), levels);
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vec4 skyboxLight = evalSkyboxLight(direction, lod);
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color += albedo * skyboxLight.rgb * skyboxLight.a * obscurance * getLightAmbientIntensity(light);
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||||
|
@ -73,7 +74,6 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
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<@func declareEvalLightmappedColor()@>
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vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 albedo, vec3 lightmap) {
|
||||
vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 normal, vec3 diffuse, vec3 lightmap) {
|
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Light light = getLight();
|
||||
|
||||
// Catch normals perpendicular to the projection plane, hence the magic number for the threshold
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||||
|
|
|
@ -87,6 +87,8 @@ void DeferredLightingEffect::init() {
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|||
_allocatedLights.push_back(std::make_shared<model::Light>());
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||||
|
||||
model::LightPointer lp = _allocatedLights[0];
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||||
lp->setType(model::Light::SUN);
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||||
|
||||
// Add the global light to the light stage (for later shadow rendering)
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||||
_lightStage.addLight(lp);
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||||
|
||||
|
@ -318,18 +320,18 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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|||
// Setup the global directional pass pipeline
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||||
{
|
||||
if (_shadowMapEnabled) {
|
||||
if (_skyboxTexture) {
|
||||
/* if (_skyboxTexture) {
|
||||
program = _directionalSkyboxLightShadow;
|
||||
locations = _directionalSkyboxLightShadowLocations;
|
||||
} else {
|
||||
} else {*/
|
||||
program = _directionalAmbientSphereLightShadow;
|
||||
locations = _directionalAmbientSphereLightShadowLocations;
|
||||
}
|
||||
} else {
|
||||
if (_skyboxTexture) {
|
||||
/* if (_skyboxTexture) {
|
||||
program = _directionalSkyboxLight;
|
||||
locations = _directionalSkyboxLightLocations;
|
||||
} else {
|
||||
} else {*/
|
||||
program = _directionalAmbientSphereLight;
|
||||
locations = _directionalAmbientSphereLightLocations;
|
||||
}
|
||||
|
@ -560,16 +562,17 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
}
|
||||
|
||||
void DeferredLightingEffect::setGlobalLight(const model::LightPointer& light, const gpu::TexturePointer& skyboxTexture) {
|
||||
_allocatedLights.front() = light;
|
||||
auto globalLight = _allocatedLights.front();
|
||||
globalLight->setDirection(light->getDirection());
|
||||
globalLight->setColor(light->getColor());
|
||||
globalLight->setIntensity(light->getIntensity());
|
||||
globalLight->setAmbientIntensity(light->getAmbientIntensity());
|
||||
globalLight->setAmbientSphere(light->getAmbientSphere());
|
||||
|
||||
_skyboxTexture = skyboxTexture;
|
||||
|
||||
// Update the available mipmap levels
|
||||
if (_skyboxTexture) {
|
||||
float dim = glm::max(_skyboxTexture->getHeight(), _skyboxTexture->getWidth(), _skyboxTexture->getDepth());
|
||||
auto skyboxMipmapLevels = 1 + glm::floor(glm::log2(dim));
|
||||
_deferredTransformBuffer[0].edit<DeferredTransform>().skyboxMipmapLevels = skyboxMipmapLevels;
|
||||
_deferredTransformBuffer[1].edit<DeferredTransform>().skyboxMipmapLevels = skyboxMipmapLevels;
|
||||
}
|
||||
globalLight->setAmbientMapNumMips((_skyboxTexture ? _skyboxTexture->evalNumMips() : 0));
|
||||
}
|
||||
|
||||
model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
||||
|
|
|
@ -104,8 +104,7 @@ private:
|
|||
glm::mat4 projection;
|
||||
glm::mat4 viewInverse;
|
||||
float stereoSide { 0.f };
|
||||
float skyboxMipmapLevels { 1.0f };
|
||||
float spareA, spareB;
|
||||
float spareA, spareB, spareC;
|
||||
|
||||
DeferredTransform() {}
|
||||
};
|
||||
|
|
|
@ -47,8 +47,7 @@ void main(void) {
|
|||
frag.diffuse,
|
||||
frag.metallic,
|
||||
frag.emissive,
|
||||
frag.roughness,
|
||||
deferredTransform.skyboxMipmapLevels);
|
||||
frag.roughness);
|
||||
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
|
|
|
@ -49,8 +49,7 @@ void main(void) {
|
|||
frag.diffuse,
|
||||
frag.metallic,
|
||||
frag.emissive,
|
||||
frag.roughness,
|
||||
deferredTransform.skyboxMipmapLevels);
|
||||
frag.roughness);
|
||||
|
||||
_fragColor = vec4(color, frag.normalVal.a);
|
||||
}
|
||||
|
|
|
@ -460,6 +460,7 @@ void OffscreenUi::unfocusWindows() {
|
|||
}
|
||||
|
||||
void OffscreenUi::toggleMenu(const QPoint& screenPosition) {
|
||||
emit showDesktop(); // we really only want to do this if you're showing the menu, but for now this works
|
||||
auto virtualPos = mapToVirtualScreen(screenPosition, nullptr);
|
||||
QMetaObject::invokeMethod(_desktop, "toggleMenu", Q_ARG(QVariant, virtualPos));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue