Post merge with Zach work for environment map

This commit is contained in:
samcake 2016-02-26 16:04:50 -08:00
commit 99ba011996
22 changed files with 104 additions and 81 deletions

View file

@ -210,8 +210,6 @@ static const QString INFO_EDIT_ENTITIES_PATH = "html/edit-commands.html";
static const unsigned int THROTTLED_SIM_FRAMERATE = 15;
static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE;
static const unsigned int CAPPED_SIM_FRAMERATE = 120;
static const int CAPPED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / CAPPED_SIM_FRAMERATE;
static const uint32_t INVALID_FRAME = UINT32_MAX;
@ -817,6 +815,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
} else if (action == controller::toInt(controller::Action::RETICLE_Y)) {
auto oldPos = _compositor.getReticlePosition();
_compositor.setReticlePosition({ oldPos.x, oldPos.y + state });
} else if (action == controller::toInt(controller::Action::TOGGLE_OVERLAY)) {
toggleOverlays();
}
}
});
@ -967,6 +967,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
connect(this, &Application::applicationStateChanged, this, &Application::activeChanged);
qCDebug(interfaceapp, "Startup time: %4.2f seconds.", (double)startupTimer.elapsed() / 1000.0);
_idleTimer = new QTimer(this);
connect(_idleTimer, &QTimer::timeout, [=] {
idle(usecTimestampNow());
@ -1198,7 +1199,6 @@ void Application::initializeUi() {
// OffscreenUi is a subclass of OffscreenQmlSurface specifically designed to
// support the window management and scripting proxies for VR use
offscreenUi->createDesktop(QString("hifi/Desktop.qml"));
connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
// FIXME either expose so that dialogs can set this themselves or
// do better detection in the offscreen UI of what has focus
@ -1296,6 +1296,7 @@ void Application::initializeUi() {
}
void Application::paintGL() {
// paintGL uses a queued connection, so we can get messages from the queue even after we've quit
// and the plugins have shutdown
if (_aboutToQuit) {
@ -1321,10 +1322,6 @@ void Application::paintGL() {
_lastFramesPerSecondUpdate = now;
}
if (_isGLInitialized) {
idle(now);
}
PROFILE_RANGE(__FUNCTION__);
PerformanceTimer perfTimer("paintGL");
@ -1619,7 +1616,6 @@ void Application::paintGL() {
}
_lastInstantaneousFps = instantaneousFps;
_pendingPaint = false;
}
void Application::runTests() {
@ -2030,9 +2026,7 @@ void Application::keyPressEvent(QKeyEvent* event) {
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson));
cameraMenuChanged();
break;
case Qt::Key_O:
_overlayConductor.setEnabled(!_overlayConductor.getEnabled());
break;
case Qt::Key_Slash:
Menu::getInstance()->triggerOption(MenuOption::Stats);
break;
@ -2432,10 +2426,24 @@ bool Application::acceptSnapshot(const QString& urlString) {
static uint32_t _renderedFrameIndex { INVALID_FRAME };
void Application::idle(uint64_t now) {
if (_aboutToQuit) {
return; // bail early, nothing to do here.
}
Stats::getInstance()->updateStats();
AvatarInputs::getInstance()->update();
// These tasks need to be done on our first idle, because we don't want the showing of
// overlay subwindows to do a showDesktop() until after the first time through
static bool firstIdle = true;
if (firstIdle) {
firstIdle = false;
auto offscreenUi = DependencyManager::get<OffscreenUi>();
connect(offscreenUi.data(), &OffscreenUi::showDesktop, this, &Application::showDesktop);
_overlayConductor.setEnabled(Menu::getInstance()->isOptionChecked(MenuOption::Overlays));
}
auto displayPlugin = getActiveDisplayPlugin();
// depending on whether we're throttling or not.
// Once rendering is off on another thread we should be able to have Application::idle run at start(0) in
@ -2456,30 +2464,16 @@ void Application::idle(uint64_t now) {
_renderedFrameIndex = INVALID_FRAME;
}
// Nested ifs are for clarity in the logic. Don't collapse them into a giant single if.
// Don't saturate the main thread with rendering, no paint calls until the last one is complete
if (!_pendingPaint) {
// Also no paint calls until the display plugin has increased by at least one frame
// (don't render at 90fps if the display plugin only goes at 60)
if (_renderedFrameIndex == INVALID_FRAME || presentCount > _renderedFrameIndex) {
// Record what present frame we're on
_renderedFrameIndex = presentCount;
// Don't allow paint requests to stack up in the event queue
_pendingPaint = true;
// But when we DO request a paint, get to it as soon as possible: high priority
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
}
}
// Don't saturate the main thread with rendering and simulation,
// unless display plugin has increased by at least one frame
if (_renderedFrameIndex == INVALID_FRAME || presentCount > _renderedFrameIndex) {
// Record what present frame we're on
_renderedFrameIndex = presentCount;
// For the rest of idle, we want to cap at the max sim rate, so we might not call
// the remaining idle work every paint frame, or vice versa
// In theory this means we could call idle processing more often than painting,
// but in practice, when the paintGL calls aren't keeping up, there's no room left
// in the main thread to call idle more often than paint.
// This check is mostly to keep idle from burning up CPU cycles by running at
// hundreds of idles per second when the rendering is that fast
if ((timeSinceLastUpdateUs / USECS_PER_MSEC) < CAPPED_SIM_FRAME_PERIOD_MS) {
// No paint this round, but might be time for a new idle, otherwise return
// request a paint, get to it as soon as possible: high priority
postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
} else {
// there's no use in simulating or rendering faster then the present rate.
return;
}
@ -2993,6 +2987,16 @@ void Application::updateThreads(float deltaTime) {
}
}
void Application::toggleOverlays() {
auto newOverlaysVisible = !_overlayConductor.getEnabled();
Menu::getInstance()->setIsOptionChecked(MenuOption::Overlays, newOverlaysVisible);
_overlayConductor.setEnabled(newOverlaysVisible);
}
void Application::setOverlaysVisible(bool visible) {
_overlayConductor.setEnabled(visible);
}
void Application::cycleCamera() {
auto menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::FullscreenMirror)) {

View file

@ -149,6 +149,7 @@ public:
const ApplicationOverlay& getApplicationOverlay() const { return _applicationOverlay; }
ApplicationCompositor& getApplicationCompositor() { return _compositor; }
const ApplicationCompositor& getApplicationCompositor() const { return _compositor; }
Overlays& getOverlays() { return _overlays; }
bool isForeground() const { return _isForeground; }
@ -270,6 +271,8 @@ public slots:
void cycleCamera();
void cameraMenuChanged();
void toggleOverlays();
void setOverlaysVisible(bool visible);
void reloadResourceCaches();
@ -509,7 +512,6 @@ private:
int _avatarAttachmentRequest = 0;
bool _settingsLoaded { false };
bool _pendingPaint { false };
QTimer* _idleTimer { nullptr };
bool _fakedMouseEvent { false };

View file

@ -247,6 +247,9 @@ Menu::Menu() {
0, true, qApp, SLOT(rotationModeChanged()),
UNSPECIFIED_POSITION, "Advanced");
// View > Overlays
addCheckableActionToQMenuAndActionHash(viewMenu, MenuOption::Overlays, 0, true,
qApp, SLOT(setOverlaysVisible(bool)));
// Navigate menu ----------------------------------
MenuWrapper* navigateMenu = addMenu("Navigate");

View file

@ -247,6 +247,7 @@ namespace MenuOption {
const QString OnePointCalibration = "1 Point Calibration";
const QString OnlyDisplayTopTen = "Only Display Top Ten";
const QString OutputMenu = "Display";
const QString Overlays = "Overlays";
const QString PackageModel = "Package Model...";
const QString Pair = "Pair";
const QString PhysicsShowHulls = "Draw Collision Hulls";

View file

@ -131,7 +131,7 @@ private:
float _textureAspectRatio { 1.0f };
int _hemiVerticesID { GeometryCache::UNKNOWN_ID };
float _alpha { 1.0f };
float _alpha { 0.0f }; // hidden by default
float _prevAlpha { 1.0f };
float _fadeInAlpha { true };
float _oculusUIRadius { 1.0f };

View file

@ -58,10 +58,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
CHECK_GL_ERROR();
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
// TODO move to Application::idle()?
Stats::getInstance()->updateStats();
AvatarInputs::getInstance()->update();
buildFramebufferObject();
if (!_overlayFramebuffer) {

View file

@ -110,19 +110,12 @@ void OverlayConductor::setEnabled(bool enabled) {
return;
}
Menu::getInstance()->setIsOptionChecked(MenuOption::Overlays, enabled);
_enabled = enabled; // set the new value
// if the new state is visible/enabled...
if (_enabled) {
// alpha fadeOut the overlay mesh.
qApp->getApplicationCompositor().fadeOut();
// disable mouse clicks from script
qApp->getOverlays().disable();
// disable QML events
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getRootItem()->setEnabled(false);
_enabled = false;
} else {
// alpha fadeIn the overlay mesh.
qApp->getApplicationCompositor().fadeIn();
@ -142,8 +135,16 @@ void OverlayConductor::setEnabled(bool enabled) {
t.setRotation(glm::quat_cast(camMat));
qApp->getApplicationCompositor().setModelTransform(t);
}
} else { // other wise, if the new state is hidden/not enabled
// alpha fadeOut the overlay mesh.
qApp->getApplicationCompositor().fadeOut();
_enabled = true;
// disable mouse clicks from script
qApp->getOverlays().disable();
// disable QML events
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getRootItem()->setEnabled(false);
}
}

View file

@ -29,8 +29,8 @@ private:
STANDING
};
Mode _mode = FLAT;
bool _enabled = true;
Mode _mode { FLAT };
bool _enabled { false };
};
#endif

View file

@ -61,6 +61,7 @@ namespace controller {
makeButtonPair(Action::CONTEXT_MENU, "ContextMenu"),
makeButtonPair(Action::TOGGLE_MUTE, "ToggleMute"),
makeButtonPair(Action::CYCLE_CAMERA, "CycleCamera"),
makeButtonPair(Action::TOGGLE_OVERLAY, "ToggleOverlay"),
makeAxisPair(Action::RETICLE_CLICK, "ReticleClick"),
makeAxisPair(Action::RETICLE_X, "ReticleX"),

View file

@ -52,6 +52,7 @@ enum class Action {
CONTEXT_MENU,
TOGGLE_MUTE,
CYCLE_CAMERA,
TOGGLE_OVERLAY,
SHIFT,

View file

@ -62,7 +62,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
}
batch.setModelTransform(transToCenter); // we want to include the scale as well
if (_procedural->ready()) {
if (_procedural && _procedural->ready()) {
_procedural->prepare(batch, getPosition(), getDimensions());
auto color = _procedural->getColor(cubeColor);
batch._glColor4f(color.r, color.g, color.b, color.a);

View file

@ -130,7 +130,7 @@ void Light::setShowContour(float show) {
if (show <= 0.f) {
show = 0.0f;
}
editSchema()._control.w = show;
editSchema()._control.z = show;
}
void Light::setAmbientSphere(const gpu::SphericalHarmonics& sphere) {
@ -140,3 +140,7 @@ void Light::setAmbientSphere(const gpu::SphericalHarmonics& sphere) {
void Light::setAmbientSpherePreset(gpu::SphericalHarmonics::Preset preset) {
editSchema()._ambientSphere.assignPreset(preset);
}
void Light::setAmbientMapNumMips(int numMips) {
editSchema()._ambientMapNumMips = numMips;
}

View file

@ -97,7 +97,7 @@ public:
// For editing purpose, show the light volume contour.
// Set to non 0 to show it, the value is used as the intensity of the contour color
void setShowContour(float show);
float getShowContour() const { return getSchema()._control.w; }
float getShowContour() const { return getSchema()._control.z; }
// If the light has an ambient (Indirect) component, then the Ambientintensity can be used to control its contribution to the lighting
void setAmbientIntensity(float intensity);
@ -108,6 +108,9 @@ public:
const gpu::SphericalHarmonics& getAmbientSphere() const { return getSchema()._ambientSphere; }
void setAmbientSpherePreset(gpu::SphericalHarmonics::Preset preset);
void setAmbientMapNumMips(int numMips);
int getAmbientMapNumMips() const { return getSchema()._ambientMapNumMips; }
// Schema to access the attribute values of the light
class Schema {
public:
@ -120,7 +123,8 @@ public:
Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
Vec4 _shadow{0.0f};
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
int _ambientMapNumMips{ 0 };
Vec3 _control{ 0.0f, 0.0f, 0.0f };
gpu::SphericalHarmonics _ambientSphere;
};

View file

@ -109,6 +109,10 @@ SphericalHarmonics getLightAmbientSphere(Light l) {
return l._ambientSphere;
}
float getLightAmbientMapNumMips(Light l) {
return l._control.x;
}
<@if GPU_FEATURE_PROFILE == GPU_CORE @>
uniform lightBuffer {
Light light;

View file

@ -142,6 +142,8 @@ SunSkyStage::SunSkyStage() :
_skybox(std::make_shared<Skybox>())
{
_sunLight->setType(Light::SUN);
// Default ambient sphere (for lack of skybox)
_sunLight->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset::OLD_TOWN_SQUARE);
setSunIntensity(1.0f);
setSunAmbientIntensity(0.5f);

View file

@ -35,8 +35,7 @@ struct DeferredTransform {
mat4 projection;
mat4 viewInverse;
float stereoSide;
float skyboxMipmapLevels;
vec2 _spareAB;
vec3 _spareABC;
};
layout(std140) uniform deferredTransformBuffer {

View file

@ -37,7 +37,7 @@ vec4 evalSkyboxLight(vec3 direction, float lod) {
Light light = getLight();
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, metallic, vec3(metallic), roughness);
color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
vec3 color = vec3(albedo * shading.w + shading.rgb) * min(shadowAttenuation, obscurance) * getLightColor(light) * getLightIntensity(light);
color += emissive;
<@endfunc@>
@ -63,7 +63,8 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
<$prepareGlobalLight()$>
vec3 direction = -reflect(fragEyeDir, fragNormal);
float lod = min(1.0 + floor((1.0 - gloss) * levels), levels);
float levels = getLightAmbientMapNumMips(light);
float lod = min(1.0 + floor((roughness) * levels), levels);
vec4 skyboxLight = evalSkyboxLight(direction, lod);
color += albedo * skyboxLight.rgb * skyboxLight.a * obscurance * getLightAmbientIntensity(light);
@ -73,7 +74,6 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, float obscu
<@func declareEvalLightmappedColor()@>
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) {
Light light = getLight();
// Catch normals perpendicular to the projection plane, hence the magic number for the threshold

View file

@ -87,6 +87,8 @@ void DeferredLightingEffect::init() {
_allocatedLights.push_back(std::make_shared<model::Light>());
model::LightPointer lp = _allocatedLights[0];
lp->setType(model::Light::SUN);
// Add the global light to the light stage (for later shadow rendering)
_lightStage.addLight(lp);
@ -318,18 +320,18 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
// Setup the global directional pass pipeline
{
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() {

View file

@ -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() {}
};

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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));
}