Merge branch 'master' of github.com:highfidelity/hifi into no-fly-zones

This commit is contained in:
Seth Alves 2016-05-16 10:56:09 -07:00
commit a0c3224705
80 changed files with 1301 additions and 774 deletions

View file

@ -290,7 +290,6 @@ void Agent::executeScript() {
packetReceiver.registerListener(PacketType::BulkAvatarData, avatarHashMap.data(), "processAvatarDataPacket");
packetReceiver.registerListener(PacketType::KillAvatar, avatarHashMap.data(), "processKillAvatar");
packetReceiver.registerListener(PacketType::AvatarIdentity, avatarHashMap.data(), "processAvatarIdentityPacket");
packetReceiver.registerListener(PacketType::AvatarBillboard, avatarHashMap.data(), "processAvatarBillboardPacket");
// register ourselves to the script engine
_scriptEngine->registerGlobalObject("Agent", this);
@ -341,15 +340,12 @@ void Agent::setIsAvatar(bool isAvatar) {
if (_isAvatar && !_avatarIdentityTimer) {
// set up the avatar timers
_avatarIdentityTimer = new QTimer(this);
_avatarBillboardTimer = new QTimer(this);
// connect our slot
connect(_avatarIdentityTimer, &QTimer::timeout, this, &Agent::sendAvatarIdentityPacket);
connect(_avatarBillboardTimer, &QTimer::timeout, this, &Agent::sendAvatarBillboardPacket);
// start the timers
_avatarIdentityTimer->start(AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS);
_avatarBillboardTimer->start(AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS);
}
if (!_isAvatar) {
@ -359,12 +355,6 @@ void Agent::setIsAvatar(bool isAvatar) {
delete _avatarIdentityTimer;
_avatarIdentityTimer = nullptr;
}
if (_avatarBillboardTimer) {
_avatarBillboardTimer->stop();
delete _avatarBillboardTimer;
_avatarBillboardTimer = nullptr;
}
}
}
@ -375,14 +365,6 @@ void Agent::sendAvatarIdentityPacket() {
}
}
void Agent::sendAvatarBillboardPacket() {
if (_isAvatar) {
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
scriptedAvatar->sendBillboardPacket();
}
}
void Agent::processAgentAvatarAndAudio(float deltaTime) {
if (!_scriptEngine->isFinished() && _isAvatar) {
auto scriptedAvatar = DependencyManager::get<ScriptableAvatar>();
@ -491,7 +473,7 @@ void Agent::processAgentAvatarAndAudio(float deltaTime) {
}
void Agent::aboutToFinish() {
setIsAvatar(false);// will stop timers for sending billboards and identity packets
setIsAvatar(false);// will stop timers for sending identity packets
if (_scriptEngine) {
_scriptEngine->stop();

View file

@ -82,7 +82,6 @@ private:
void setAvatarSound(SharedSoundPointer avatarSound) { _avatarSound = avatarSound; }
void sendAvatarIdentityPacket();
void sendAvatarBillboardPacket();
QString _scriptContents;
QTimer* _scriptRequestTimeout { nullptr };
@ -92,7 +91,6 @@ private:
int _numAvatarSoundSentBytes = 0;
bool _isAvatar = false;
QTimer* _avatarIdentityTimer = nullptr;
QTimer* _avatarBillboardTimer = nullptr;
QHash<QUuid, quint16> _outgoingScriptAudioSequenceNumbers;
};

View file

@ -864,10 +864,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
if (action == controller::toInt(controller::Action::RETICLE_CLICK)) {
auto reticlePos = getApplicationCompositor().getReticlePosition();
QPoint globalPos(reticlePos.x, reticlePos.y);
// FIXME - it would be nice if this was self contained in the _compositor or Reticle class
auto localPos = isHMDMode() ? globalPos : _glWidget->mapFromGlobal(globalPos);
QPoint localPos(reticlePos.x, reticlePos.y); // both hmd and desktop already handle this in our coordinates.
if (state) {
QMouseEvent mousePress(QEvent::MouseButtonPress, localPos, Qt::LeftButton, Qt::LeftButton, Qt::NoModifier);
sendEvent(_glWidget, &mousePress);
@ -888,15 +885,15 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
} else if (action == controller::toInt(controller::Action::UI_NAV_SELECT)) {
if (!offscreenUi->navigationFocused()) {
auto reticlePosition = getApplicationCompositor().getReticlePosition();
offscreenUi->toggleMenu(_glWidget->mapFromGlobal(QPoint(reticlePosition.x, reticlePosition.y)));
offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y));
}
} else if (action == controller::toInt(controller::Action::CONTEXT_MENU)) {
auto reticlePosition = getApplicationCompositor().getReticlePosition();
offscreenUi->toggleMenu(_glWidget->mapFromGlobal(QPoint(reticlePosition.x, reticlePosition.y)));
offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y));
} else if (action == controller::toInt(controller::Action::UI_NAV_SELECT)) {
if (!offscreenUi->navigationFocused()) {
auto reticlePosition = getApplicationCompositor().getReticlePosition();
offscreenUi->toggleMenu(_glWidget->mapFromGlobal(QPoint(reticlePosition.x, reticlePosition.y)));
offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y));
}
} else if (action == controller::toInt(controller::Action::RETICLE_X)) {
auto oldPos = getApplicationCompositor().getReticlePosition();
@ -1071,6 +1068,10 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
// in the queue, which can be pretty damn frequent. Hence the idle function has a bunch
// of logic to abort early if it's being called too often.
_idleTimer->start(0);
// After all of the constructor is completed, then set firstRun to false.
Setting::Handle<bool> firstRun{ Settings::firstRun, true };
firstRun.set(false);
}
@ -1088,11 +1089,6 @@ void Application::checkChangeCursor() {
_cursorNeedsChanging = false;
}
// After all of the constructor is completed, then set firstRun to false.
Setting::Handle<bool> firstRun{ Settings::firstRun, true };
firstRun.set(false);
}
void Application::showCursor(const QCursor& cursor) {
@ -1160,10 +1156,16 @@ void Application::cleanupBeforeQuit() {
getEntities()->shutdown(); // tell the entities system we're shutting down, so it will stop running scripts
// Clear any queued processing (I/O, FBX/OBJ/Texture parsing)
QThreadPool::globalInstance()->clear();
DependencyManager::get<ScriptEngines>()->saveScripts();
DependencyManager::get<ScriptEngines>()->shutdownScripting(); // stop all currently running global scripts
DependencyManager::destroy<ScriptEngines>();
// Cleanup all overlays after the scripts, as scripts might add more
_overlays.cleanupAllOverlays();
// first stop all timers directly or by invokeMethod
// depending on what thread they run in
locationUpdateTimer.stop();
@ -2269,7 +2271,7 @@ void Application::keyReleaseEvent(QKeyEvent* event) {
if (event->key() == Qt::Key_Alt && _altPressed && hasFocus()) {
auto offscreenUi = DependencyManager::get<OffscreenUi>();
auto reticlePosition = getApplicationCompositor().getReticlePosition();
offscreenUi->toggleMenu(_glWidget->mapFromGlobal(QPoint(reticlePosition.x, reticlePosition.y)));
offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y));
}
_keysPressed.remove(event->key());
@ -2738,15 +2740,7 @@ void Application::setLowVelocityFilter(bool lowVelocityFilter) {
}
ivec2 Application::getMouse() const {
auto reticlePosition = getApplicationCompositor().getReticlePosition();
// in the HMD, the reticlePosition is the mouse position
if (isHMDMode()) {
return reticlePosition;
}
// in desktop mode, we need to map from global to widget space
return toGlm(_glWidget->mapFromGlobal(QPoint(reticlePosition.x, reticlePosition.y)));
return getApplicationCompositor().getReticlePosition();
}
FaceTracker* Application::getActiveFaceTracker() {

View file

@ -73,7 +73,6 @@ AvatarManager::AvatarManager(QObject* parent) :
packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket");
packetReceiver.registerListener(PacketType::KillAvatar, this, "processKillAvatar");
packetReceiver.registerListener(PacketType::AvatarIdentity, this, "processAvatarIdentityPacket");
packetReceiver.registerListener(PacketType::AvatarBillboard, this, "processAvatarBillboardPacket");
}
AvatarManager::~AvatarManager() {

View file

@ -686,7 +686,11 @@ void MyAvatar::saveData() {
settings.setValue("leanScale", _leanScale);
settings.setValue("scale", _targetScale);
settings.setValue("fullAvatarURL", _fullAvatarURLFromPreferences);
settings.setValue("fullAvatarURL",
_fullAvatarURLFromPreferences == AvatarData::defaultFullAvatarModelUrl() ?
"" :
_fullAvatarURLFromPreferences.toString());
settings.setValue("fullAvatarModelName", _fullAvatarModelName);
settings.setValue("animGraphURL", _animGraphUrl);

View file

@ -104,7 +104,7 @@ void Image3DOverlay::render(RenderArgs* args) {
const render::ShapeKey Image3DOverlay::getShapeKey() {
auto builder = render::ShapeKey::Builder().withoutCullFace().withDepthBias();
if (_emissive) {
builder.withEmissive();
builder.withUnlit();
}
if (getAlpha() != 1.0f) {
builder.withTranslucent();

View file

@ -36,15 +36,8 @@
#include <QtQuick/QQuickWindow>
Overlays::Overlays() : _nextOverlayID(1) {
connect(qApp, &Application::beforeAboutToQuit, [=] {
cleanupAllOverlays();
});
}
Overlays::~Overlays() {
}
Overlays::Overlays() :
_nextOverlayID(1) {}
void Overlays::cleanupAllOverlays() {
{

View file

@ -62,7 +62,6 @@ class Overlays : public QObject {
public:
Overlays();
~Overlays();
void init();
void update(float deltatime);
@ -73,6 +72,8 @@ public:
Overlay::Pointer getOverlay(unsigned int id) const;
OverlayPanel::Pointer getPanel(unsigned int id) const { return _panels[id]; }
void cleanupAllOverlays();
public slots:
/// adds an overlay with the specific properties
unsigned int addOverlay(const QString& type, const QVariant& properties);
@ -145,7 +146,6 @@ signals:
private:
void cleanupOverlaysToDelete();
void cleanupAllOverlays();
QMap<unsigned int, Overlay::Pointer> _overlaysHUD;
QMap<unsigned int, Overlay::Pointer> _overlaysWorld;

View file

@ -58,7 +58,6 @@ AvatarData::AvatarData() :
_headData(NULL),
_displayNameTargetAlpha(1.0f),
_displayNameAlpha(1.0f),
_billboard(),
_errorLogExpiry(0),
_owningAvatarMixer(),
_targetVelocity(0.0f),
@ -990,7 +989,7 @@ QByteArray AvatarData::identityByteArray() {
QByteArray identityData;
QDataStream identityStream(&identityData, QIODevice::Append);
QUrl emptyURL("");
const QUrl& urlToSend = (_skeletonModelURL == AvatarData::defaultFullAvatarModelUrl()) ? emptyURL : _skeletonModelURL;
const QUrl& urlToSend = _skeletonModelURL.scheme() == "file" ? emptyURL : _skeletonModelURL;
QUrl unusedModelURL; // legacy faceModel support
@ -999,13 +998,6 @@ QByteArray AvatarData::identityByteArray() {
return identityData;
}
bool AvatarData::hasBillboardChangedAfterParsing(const QByteArray& data) {
if (data == _billboard) {
return false;
}
_billboard = data;
return true;
}
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
@ -1103,33 +1095,6 @@ void AvatarData::detachAll(const QString& modelURL, const QString& jointName) {
setAttachmentData(attachmentData);
}
void AvatarData::setBillboard(const QByteArray& billboard) {
_billboard = billboard;
qCDebug(avatars) << "Changing billboard for avatar.";
}
void AvatarData::setBillboardFromURL(const QString &billboardURL) {
_billboardURL = billboardURL;
qCDebug(avatars) << "Changing billboard for avatar to PNG at" << qPrintable(billboardURL);
QNetworkRequest billboardRequest;
billboardRequest.setHeader(QNetworkRequest::UserAgentHeader, HIGH_FIDELITY_USER_AGENT);
billboardRequest.setUrl(QUrl(billboardURL));
QNetworkAccessManager& networkAccessManager = NetworkAccessManager::getInstance();
QNetworkReply* networkReply = networkAccessManager.get(billboardRequest);
connect(networkReply, SIGNAL(finished()), this, SLOT(setBillboardFromNetworkReply()));
}
void AvatarData::setBillboardFromNetworkReply() {
QNetworkReply* networkReply = static_cast<QNetworkReply*>(sender());
setBillboard(networkReply->readAll());
networkReply->deleteLater();
}
void AvatarData::setJointMappingsFromNetworkReply() {
QNetworkReply* networkReply = static_cast<QNetworkReply*>(sender());
@ -1204,21 +1169,6 @@ void AvatarData::sendIdentityPacket() {
});
}
void AvatarData::sendBillboardPacket() {
if (!_billboard.isEmpty()) {
auto nodeList = DependencyManager::get<NodeList>();
// This makes sure the billboard won't be too large to send.
// Once more protocol changes are done and we can send blocks of data we can support sending > MTU sized billboards.
if (_billboard.size() <= NLPacket::maxPayloadSize(PacketType::AvatarBillboard)) {
auto billboardPacket = NLPacket::create(PacketType::AvatarBillboard, _billboard.size());
billboardPacket->write(_billboard);
nodeList->broadcastToNodes(std::move(billboardPacket), NodeSet() << NodeType::AvatarMixer);
}
}
}
void AvatarData::updateJointMappings() {
_jointIndices.clear();
_jointNames.clear();

View file

@ -107,7 +107,6 @@ static const float MIN_AVATAR_SCALE = .005f;
const float MAX_AUDIO_LOUDNESS = 1000.0f; // close enough for mouth animation
const int AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS = 1000;
const int AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS = 5000;
// See also static AvatarData::defaultFullAvatarModelUrl().
const QString DEFAULT_FULL_AVATAR_MODEL_NAME = QString("Default");
@ -160,7 +159,6 @@ class AvatarData : public QObject, public SpatiallyNestable {
Q_PROPERTY(QString displayName READ getDisplayName WRITE setDisplayName)
Q_PROPERTY(QString skeletonModelURL READ getSkeletonModelURLFromScript WRITE setSkeletonModelURLFromScript)
Q_PROPERTY(QVector<AttachmentData> attachmentData READ getAttachmentData WRITE setAttachmentData)
Q_PROPERTY(QString billboardURL READ getBillboardURL WRITE setBillboardFromURL)
Q_PROPERTY(QStringList jointNames READ getJointNames)
@ -285,8 +283,6 @@ public:
bool hasIdentityChangedAfterParsing(const QByteArray& data);
QByteArray identityByteArray();
bool hasBillboardChangedAfterParsing(const QByteArray& data);
const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
const QString& getDisplayName() const { return _displayName; }
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
@ -304,12 +300,6 @@ public:
Q_INVOKABLE void detachOne(const QString& modelURL, const QString& jointName = QString());
Q_INVOKABLE void detachAll(const QString& modelURL, const QString& jointName = QString());
virtual void setBillboard(const QByteArray& billboard);
const QByteArray& getBillboard() const { return _billboard; }
void setBillboardFromURL(const QString& billboardURL);
const QString& getBillboardURL() { return _billboardURL; }
QString getSkeletonModelURLFromScript() const { return _skeletonModelURL.toString(); }
void setSkeletonModelURLFromScript(const QString& skeletonModelString) { setSkeletonModelURL(QUrl(skeletonModelString)); }
@ -336,9 +326,7 @@ public:
public slots:
void sendAvatarDataPacket();
void sendIdentityPacket();
void sendBillboardPacket();
void setBillboardFromNetworkReply();
void setJointMappingsFromNetworkReply();
void setSessionUUID(const QUuid& sessionUUID) { setID(sessionUUID); }
@ -377,9 +365,6 @@ protected:
float _displayNameTargetAlpha;
float _displayNameAlpha;
QByteArray _billboard;
QString _billboardURL;
QHash<QString, int> _jointIndices; ///< 1-based, since zero is returned for missing keys
QStringList _jointNames; ///< in order of depth-first traversal

View file

@ -136,17 +136,6 @@ void AvatarHashMap::processAvatarIdentityPacket(QSharedPointer<ReceivedMessage>
}
}
void AvatarHashMap::processAvatarBillboardPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode) {
QUuid sessionUUID = QUuid::fromRfc4122(message->readWithoutCopy(NUM_BYTES_RFC4122_UUID));
auto avatar = newOrExistingAvatar(sessionUUID, sendingNode);
QByteArray billboard = message->read(message->getBytesLeftToRead());
if (avatar->getBillboard() != billboard) {
avatar->setBillboard(billboard);
}
}
void AvatarHashMap::processKillAvatar(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode) {
// read the node id
QUuid sessionUUID = QUuid::fromRfc4122(message->readWithoutCopy(NUM_BYTES_RFC4122_UUID));

View file

@ -53,7 +53,6 @@ private slots:
void processAvatarDataPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode);
void processAvatarIdentityPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode);
void processAvatarBillboardPacket(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode);
void processKillAvatar(QSharedPointer<ReceivedMessage> message, SharedNodePointer sendingNode);
protected:

View file

@ -267,7 +267,7 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
if (numBytes == 0) {
return;
}
memcpy(particleBuffer->editData(), particlePrimitives->data(), numBytes);
particleBuffer->setData(numBytes, (const gpu::Byte*)particlePrimitives->data());
// Update transform and bounds
payload.setModelTransform(transform);

View file

@ -210,7 +210,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
}
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, textured, culled, emissive);
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f, 1.0f, 1.0f, 0.0f));
}
void RenderableWebEntityItem::setSourceUrl(const QString& value) {

View file

@ -892,7 +892,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
properties = true;
propertyName = "P";
index = 4;
} else if (subobject.name == "ShadingModel") {
material.shadingModel = subobject.properties.at(0).toString();
}
if (properties) {
std::vector<std::string> unknowns;
foreach(const FBXNode& property, subobject.children) {
@ -988,7 +991,6 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
QString propname = subobject.name.data();
int unknown = 0;
if ( (propname == "Version")
||(propname == "ShadingModel")
||(propname == "Multilayer")) {
} else {
unknown++;
@ -1130,7 +1132,6 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
ambientTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_ao_map")) {
occlusionTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type == "lcl rotation") {
localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type == "lcl translation") {
@ -1331,7 +1332,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
}
// NOTE: shapeVertices are in joint-frame
QVector<ShapeVertices> shapeVertices;
std::vector<ShapeVertices> shapeVertices;
shapeVertices.resize(geometry.joints.size());
// find our special joints
@ -1522,7 +1523,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
float clusterScale = extractUniformScale(fbxCluster.inverseBindMatrix);
glm::mat4 meshToJoint = glm::inverse(joint.bindTransform) * modelTransform;
ShapeVertices& points = shapeVertices[jointIndex];
ShapeVertices& points = shapeVertices.at(jointIndex);
float totalWeight = 0.0f;
for (int j = 0; j < cluster.indices.size(); j++) {
@ -1584,7 +1585,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
// transform cluster vertices to joint-frame and save for later
float clusterScale = extractUniformScale(firstFBXCluster.inverseBindMatrix);
glm::mat4 meshToJoint = glm::inverse(joint.bindTransform) * modelTransform;
ShapeVertices& points = shapeVertices[jointIndex];
ShapeVertices& points = shapeVertices.at(jointIndex);
foreach (const glm::vec3& vertex, extracted.mesh.vertices) {
const glm::mat4 vertexTransform = meshToJoint * glm::translate(vertex);
points.push_back(extractTranslation(vertexTransform) * clusterScale);
@ -1625,7 +1626,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
FBXJoint& joint = geometry.joints[i];
// NOTE: points are in joint-frame
ShapeVertices& points = shapeVertices[i];
ShapeVertices& points = shapeVertices.at(i);
if (points.size() > 0) {
// compute average point
glm::vec3 avgPoint = glm::vec3(0.0f);

View file

@ -154,6 +154,7 @@ public:
QString materialID;
QString name;
QString shadingModel;
model::MaterialPointer _material;
FBXTexture normalTexture;

View file

@ -72,6 +72,10 @@ void FBXReader::consolidateFBXMaterials() {
// foreach (const QString& materialID, materials) {
for (QHash<QString, FBXMaterial>::iterator it = _fbxMaterials.begin(); it != _fbxMaterials.end(); it++) {
FBXMaterial& material = (*it);
// Maya is the exporting the shading model and we aretrying to use it
bool isMaterialLambert = (material.shadingModel.toLower() == "lambert");
// the pure material associated with this part
bool detectDifferentUVs = false;
FBXTexture diffuseTexture;
@ -171,6 +175,13 @@ void FBXReader::consolidateFBXMaterials() {
emissiveTexture = getTexture(emissiveTextureID);
detectDifferentUVs |= (emissiveTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
material.emissiveTexture = emissiveTexture;
if (isMaterialLambert) {
// If the emissiveTextureID comes from the Texture bound to Emissive when material is lambert, we know it s exported from maya
// And the EMissiveColor is forced to 0.5 by Maya which is bad
// So we need to force it to 1.0
material.emissiveColor = vec3(1.0);
}
}
FBXTexture occlusionTexture;
@ -198,7 +209,7 @@ void FBXReader::consolidateFBXMaterials() {
material._material = std::make_shared<model::Material>();
// Emissive color is the mix of emissiveColor with emissiveFactor
auto emissive = material.emissiveColor * material.emissiveFactor;
auto emissive = material.emissiveColor * (isMaterialLambert ? 1.0f : material.emissiveFactor); // In lambert there is not emissiveFactor
material._material->setEmissive(emissive);
// Final diffuse color is the mix of diffuseColor with diffuseFactor
@ -212,6 +223,18 @@ void FBXReader::consolidateFBXMaterials() {
material._material->setRoughness(model::Material::shininessToRoughness(material.shininess));
float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z));
material._material->setMetallic(metallic);
if (isMaterialLambert) {
if (!material._material->getKey().isAlbedo()) {
// switch emissive to material albedo as we tag the material to unlit
material._material->setUnlit(true);
material._material->setAlbedo(emissive);
if (!material.emissiveTexture.isNull()) {
material.albedoTexture = material.emissiveTexture;
}
}
}
}
if (material.opacity <= 0.0f) {

View file

@ -624,7 +624,6 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
return geometryPtr;
}
void fbxDebugDump(const FBXGeometry& fbxgeo) {
qCDebug(modelformat) << "---------------- fbxGeometry ----------------";
qCDebug(modelformat) << " hasSkeletonJoints =" << fbxgeo.hasSkeletonJoints;

View file

@ -65,15 +65,22 @@ public:
class GLBuffer : public GPUObject {
public:
Stamp _stamp;
GLuint _buffer;
GLuint _size;
const GLuint _buffer;
const GLuint _size;
const Stamp _stamp;
GLBuffer();
GLBuffer(const Buffer& buffer, GLBuffer* original = nullptr);
~GLBuffer();
void setSize(GLuint size);
void transfer();
private:
bool getNextTransferBlock(GLintptr& outOffset, GLsizeiptr& outSize, size_t& currentPage) const;
// The owning texture
const Buffer& _gpuBuffer;
};
static GLBuffer* syncGPUObject(const Buffer& buffer);
static GLuint getBufferID(const Buffer& buffer);

View file

@ -12,12 +12,40 @@
using namespace gpu;
GLBackend::GLBuffer::GLBuffer() :
_stamp(0),
_buffer(0),
_size(0)
{
GLuint allocateSingleBuffer() {
GLuint result;
glGenBuffers(1, &result);
(void)CHECK_GL_ERROR();
return result;
}
GLBackend::GLBuffer::GLBuffer(const Buffer& buffer, GLBuffer* original) :
_buffer(allocateSingleBuffer()),
_size((GLuint)buffer._sysmem.getSize()),
_stamp(buffer._sysmem.getStamp()),
_gpuBuffer(buffer) {
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
if (GLEW_VERSION_4_4 || GLEW_ARB_buffer_storage) {
glBufferStorage(GL_ARRAY_BUFFER, _size, nullptr, GL_DYNAMIC_STORAGE_BIT);
(void)CHECK_GL_ERROR();
} else {
glBufferData(GL_ARRAY_BUFFER, _size, nullptr, GL_DYNAMIC_DRAW);
(void)CHECK_GL_ERROR();
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (original) {
glBindBuffer(GL_COPY_WRITE_BUFFER, _buffer);
glBindBuffer(GL_COPY_READ_BUFFER, original->_buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, original->_size);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
(void)CHECK_GL_ERROR();
}
Backend::setGPUObject(buffer, this);
Backend::incrementBufferGPUCount();
Backend::updateBufferGPUMemoryUsage(0, _size);
}
GLBackend::GLBuffer::~GLBuffer() {
@ -28,37 +56,56 @@ GLBackend::GLBuffer::~GLBuffer() {
Backend::decrementBufferGPUCount();
}
void GLBackend::GLBuffer::setSize(GLuint size) {
Backend::updateBufferGPUMemoryUsage(_size, size);
_size = size;
void GLBackend::GLBuffer::transfer() {
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
(void)CHECK_GL_ERROR();
GLintptr offset;
GLsizeiptr size;
size_t currentPage { 0 };
auto data = _gpuBuffer.getSysmem().readData();
while (getNextTransferBlock(offset, size, currentPage)) {
glBufferSubData(GL_ARRAY_BUFFER, offset, size, data + offset);
(void)CHECK_GL_ERROR();
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
(void)CHECK_GL_ERROR();
_gpuBuffer._flags &= ~Buffer::DIRTY;
}
bool GLBackend::GLBuffer::getNextTransferBlock(GLintptr& outOffset, GLsizeiptr& outSize, size_t& currentPage) const {
size_t pageCount = _gpuBuffer._pages.size();
// Advance to the first dirty page
while (currentPage < pageCount && (0 == (Buffer::DIRTY & _gpuBuffer._pages[currentPage]))) {
++currentPage;
}
// If we got to the end, we're done
if (currentPage >= pageCount) {
return false;
}
// Advance to the next clean page
outOffset = static_cast<GLintptr>(currentPage * _gpuBuffer._pageSize);
while (currentPage < pageCount && (0 != (Buffer::DIRTY & _gpuBuffer._pages[currentPage]))) {
_gpuBuffer._pages[currentPage] &= ~Buffer::DIRTY;
++currentPage;
}
outSize = static_cast<GLsizeiptr>((currentPage * _gpuBuffer._pageSize) - outOffset);
return true;
}
GLBackend::GLBuffer* GLBackend::syncGPUObject(const Buffer& buffer) {
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
return object;
// Has the storage size changed?
if (!object || object->_stamp != buffer.getSysmem().getStamp()) {
object = new GLBuffer(buffer, object);
}
// need to have a gpu object?
if (!object) {
object = new GLBuffer();
glGenBuffers(1, &object->_buffer);
(void) CHECK_GL_ERROR();
Backend::setGPUObject(buffer, object);
if (0 != (buffer._flags & Buffer::DIRTY)) {
object->transfer();
}
// Now let's update the content of the bo with the sysmem version
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
//if () {
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
object->_stamp = buffer.getSysmem().getStamp();
object->setSize((GLuint)buffer.getSysmem().getSize());
//}
(void) CHECK_GL_ERROR();
return object;
}

View file

@ -209,6 +209,8 @@ void GLBackend::resetOutputStage() {
_output._drawFBO = 0;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
glEnable(GL_FRAMEBUFFER_SRGB);
}
void GLBackend::do_setFramebuffer(Batch& batch, size_t paramOffset) {

View file

@ -535,13 +535,12 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, const GL
GLint minFilter;
GLint magFilter;
};
static const GLFilterMode filterModes[] = {
static const GLFilterMode filterModes[Sampler::NUM_FILTERS] = {
{ GL_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_POINT,
{ GL_NEAREST, GL_LINEAR }, //FILTER_MIN_POINT_MAG_LINEAR,
{ GL_LINEAR, GL_NEAREST }, //FILTER_MIN_LINEAR_MAG_POINT,
{ GL_LINEAR, GL_LINEAR }, //FILTER_MIN_MAG_LINEAR,
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_MIP_POINT,
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST }, //FILTER_MIN_MAG_MIP_POINT,
{ GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST }, //FILTER_MIN_MAG_POINT_MIP_LINEAR,
{ GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR }, //FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
@ -557,7 +556,7 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, const GL
glTexParameteri(object->_target, GL_TEXTURE_MIN_FILTER, fm.minFilter);
glTexParameteri(object->_target, GL_TEXTURE_MAG_FILTER, fm.magFilter);
static const GLenum comparisonFuncs[] = {
static const GLenum comparisonFuncs[NUM_COMPARISON_FUNCS] = {
GL_NEVER,
GL_LESS,
GL_EQUAL,
@ -574,7 +573,7 @@ void GLBackend::syncSampler(const Sampler& sampler, Texture::Type type, const GL
glTexParameteri(object->_target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
static const GLenum wrapModes[] = {
static const GLenum wrapModes[Sampler::NUM_WRAP_MODES] = {
GL_REPEAT, // WRAP_REPEAT,
GL_MIRRORED_REPEAT, // WRAP_MIRROR,
GL_CLAMP_TO_EDGE, // WRAP_CLAMP,

View file

@ -109,40 +109,18 @@ void Resource::Sysmem::deallocateMemory(Byte* dataAllocated, Size size) {
}
}
Resource::Sysmem::Sysmem() :
_stamp(0),
_size(0),
_data(NULL)
{
}
Resource::Sysmem::Sysmem() {}
Resource::Sysmem::Sysmem(Size size, const Byte* bytes) :
_stamp(0),
_size(0),
_data(NULL)
{
if (size > 0) {
_size = allocateMemory(&_data, size);
if (_size >= size) {
if (bytes) {
memcpy(_data, bytes, size);
}
}
Resource::Sysmem::Sysmem(Size size, const Byte* bytes) {
if (size > 0 && bytes) {
setData(_size, bytes);
}
}
Resource::Sysmem::Sysmem(const Sysmem& sysmem) :
_stamp(0),
_size(0),
_data(NULL)
{
Resource::Sysmem::Sysmem(const Sysmem& sysmem) {
if (sysmem.getSize() > 0) {
_size = allocateMemory(&_data, sysmem.getSize());
if (_size >= sysmem.getSize()) {
if (sysmem.readData()) {
memcpy(_data, sysmem.readData(), sysmem.getSize());
}
}
allocate(sysmem._size);
setData(_size, sysmem._data);
}
}
@ -208,7 +186,6 @@ Resource::Size Resource::Sysmem::setData( Size size, const Byte* bytes ) {
if (allocate(size) == size) {
if (size && bytes) {
memcpy( _data, bytes, _size );
_stamp++;
}
}
return _size;
@ -217,7 +194,6 @@ Resource::Size Resource::Sysmem::setData( Size size, const Byte* bytes ) {
Resource::Size Resource::Sysmem::setSubData( Size offset, Size size, const Byte* bytes) {
if (size && ((offset + size) <= getSize()) && bytes) {
memcpy( _data + offset, bytes, size );
_stamp++;
return size;
}
return 0;
@ -264,65 +240,105 @@ Buffer::Size Buffer::getBufferGPUMemoryUsage() {
return Context::getBufferGPUMemoryUsage();
}
Buffer::Buffer() :
Resource(),
_sysmem(new Sysmem()) {
Buffer::Buffer(Size pageSize) :
_pageSize(pageSize) {
_bufferCPUCount++;
}
Buffer::Buffer(Size size, const Byte* bytes) :
Resource(),
_sysmem(new Sysmem(size, bytes)) {
_bufferCPUCount++;
Buffer::updateBufferCPUMemoryUsage(0, _sysmem->getSize());
Buffer::Buffer(Size size, const Byte* bytes, Size pageSize) : Buffer(pageSize) {
setData(size, bytes);
}
Buffer::Buffer(const Buffer& buf) :
Resource(),
_sysmem(new Sysmem(buf.getSysmem())) {
_bufferCPUCount++;
Buffer::updateBufferCPUMemoryUsage(0, _sysmem->getSize());
Buffer::Buffer(const Buffer& buf) : Buffer(buf._pageSize) {
setData(buf.getSize(), buf.getData());
}
Buffer& Buffer::operator=(const Buffer& buf) {
(*_sysmem) = buf.getSysmem();
const_cast<Size&>(_pageSize) = buf._pageSize;
setData(buf.getSize(), buf.getData());
return (*this);
}
Buffer::~Buffer() {
_bufferCPUCount--;
if (_sysmem) {
Buffer::updateBufferCPUMemoryUsage(_sysmem->getSize(), 0);
delete _sysmem;
_sysmem = NULL;
}
Buffer::updateBufferCPUMemoryUsage(_sysmem.getSize(), 0);
}
Buffer::Size Buffer::resize(Size size) {
_end = size;
auto prevSize = editSysmem().getSize();
auto newSize = editSysmem().resize(size);
Buffer::updateBufferCPUMemoryUsage(prevSize, newSize);
return newSize;
if (prevSize < size) {
auto newPages = getRequiredPageCount();
auto newSize = newPages * _pageSize;
editSysmem().resize(newSize);
// All new pages start off as clean, because they haven't been populated by data
_pages.resize(newPages, 0);
Buffer::updateBufferCPUMemoryUsage(prevSize, newSize);
}
return _end;
}
void Buffer::markDirty(Size offset, Size bytes) {
if (!bytes) {
return;
}
_flags |= DIRTY;
// Find the starting page
Size startPage = (offset / _pageSize);
// Non-zero byte count, so at least one page is dirty
Size pageCount = 1;
// How much of the page is after the offset?
Size remainder = _pageSize - (offset % _pageSize);
// If there are more bytes than page space remaining, we need to increase the page count
if (bytes > remainder) {
// Get rid of the amount that will fit in the current page
bytes -= remainder;
pageCount += (bytes / _pageSize);
if (bytes % _pageSize) {
++pageCount;
}
}
// Mark the pages dirty
for (Size i = 0; i < pageCount; ++i) {
_pages[i + startPage] |= DIRTY;
}
}
Buffer::Size Buffer::setData(Size size, const Byte* data) {
auto prevSize = editSysmem().getSize();
auto newSize = editSysmem().setData(size, data);
Buffer::updateBufferCPUMemoryUsage(prevSize, newSize);
return newSize;
resize(size);
setSubData(0, size, data);
return _end;
}
Buffer::Size Buffer::setSubData(Size offset, Size size, const Byte* data) {
return editSysmem().setSubData( offset, size, data);
auto changedBytes = editSysmem().setSubData(offset, size, data);
if (changedBytes) {
markDirty(offset, changedBytes);
}
return changedBytes;
}
Buffer::Size Buffer::append(Size size, const Byte* data) {
auto prevSize = editSysmem().getSize();
auto newSize = editSysmem().append( size, data);
Buffer::updateBufferCPUMemoryUsage(prevSize, newSize);
return newSize;
auto offset = _end;
resize(_end + size);
setSubData(offset, size, data);
return _end;
}
Buffer::Size Buffer::getSize() const {
Q_ASSERT(getSysmem().getSize() >= _end);
return _end;
}
Buffer::Size Buffer::getRequiredPageCount() const {
Size result = _end / _pageSize;
if (_end % _pageSize) {
++result;
}
return result;
}
const Element BufferView::DEFAULT_ELEMENT = Element( gpu::SCALAR, gpu::UINT8, gpu::RAW );

View file

@ -88,10 +88,10 @@ protected:
// Access the byte array.
// The edit version allow to map data.
const Byte* readData() const { return _data; }
Byte* editData() { _stamp++; return _data; }
Byte* editData() { return _data; }
template< typename T > const T* read() const { return reinterpret_cast< T* > ( _data ); }
template< typename T > T* edit() { _stamp++; return reinterpret_cast< T* > ( _data ); }
template< typename T > T* edit() { return reinterpret_cast< T* > ( _data ); }
// Access the current version of the sysmem, used to compare if copies are in sync
Stamp getStamp() const { return _stamp; }
@ -102,9 +102,9 @@ protected:
bool isAvailable() const { return (_data != 0); }
private:
Stamp _stamp;
Size _size;
Byte* _data;
Stamp _stamp { 0 };
Size _size { 0 };
Byte* _data { nullptr };
};
};
@ -115,22 +115,28 @@ class Buffer : public Resource {
static void updateBufferCPUMemoryUsage(Size prevObjectSize, Size newObjectSize);
public:
enum Flag {
DIRTY = 0x01,
};
// Currently only one flag... 'dirty'
using PageFlags = std::vector<uint8_t>;
static const Size DEFAULT_PAGE_SIZE = 4096;
static uint32_t getBufferCPUCount();
static Size getBufferCPUMemoryUsage();
static uint32_t getBufferGPUCount();
static Size getBufferGPUMemoryUsage();
Buffer();
Buffer(Size size, const Byte* bytes);
Buffer(Size pageSize = DEFAULT_PAGE_SIZE);
Buffer(Size size, const Byte* bytes, Size pageSize = DEFAULT_PAGE_SIZE);
Buffer(const Buffer& buf); // deep copy of the sysmem buffer
Buffer& operator=(const Buffer& buf); // deep copy of the sysmem buffer
~Buffer();
// The size in bytes of data stored in the buffer
Size getSize() const { return getSysmem().getSize(); }
Size getSize() const;
const Byte* getData() const { return getSysmem().readData(); }
Byte* editData() { return editSysmem().editData(); }
// Resize the buffer
// Keep previous data [0 to min(pSize, mSize)]
Size resize(Size pSize);
@ -143,6 +149,23 @@ public:
// \return the number of bytes copied
Size setSubData(Size offset, Size size, const Byte* data);
template <typename T>
Size setSubData(Size index, const T& t) {
Size offset = index * sizeof(T);
Size size = sizeof(T);
return setSubData(offset, size, reinterpret_cast<const Byte*>(&t));
}
template <typename T>
Size setSubData(Size index, const std::vector<T>& t) {
if (t.empty()) {
return 0;
}
Size offset = index * sizeof(T);
Size size = t.size() * sizeof(T);
return setSubData(offset, size, reinterpret_cast<const Byte*>(&t[0]));
}
// Append new data at the end of the current buffer
// do a resize( size + getSize) and copy the new data
// \return the number of bytes copied
@ -155,18 +178,38 @@ public:
template <typename T>
Size append(const std::vector<T>& t) {
if (t.empty()) {
return _end;
}
return append(sizeof(T) * t.size(), reinterpret_cast<const Byte*>(&t[0]));
}
// Access the sysmem object.
const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
const GPUObjectPointer gpuObject {};
protected:
void markDirty(Size offset, Size bytes);
Sysmem* _sysmem = NULL;
template <typename T>
void markDirty(Size index, Size count = 1) {
markDirty(sizeof(T) * index, sizeof(T) * count);
}
// Access the sysmem object, limited to ourselves and GPUObject derived classes
const Sysmem& getSysmem() const { return _sysmem; }
Sysmem& editSysmem() { return _sysmem; }
Byte* editData() { return editSysmem().editData(); }
Size getRequiredPageCount() const;
Size _end { 0 };
mutable uint8_t _flags;
mutable PageFlags _pages;
const Size _pageSize;
Sysmem _sysmem;
// FIXME find a more generic way to do this.
friend class GLBackend;
friend class BufferView;
};
typedef std::shared_ptr<Buffer> BufferPointer;
@ -290,8 +333,14 @@ public:
int _stride;
};
#if 0
// Direct memory access to the buffer contents is incompatible with the paging memory scheme
template <typename T> Iterator<T> begin() { return Iterator<T>(&edit<T>(0), _stride); }
template <typename T> Iterator<T> end() { return Iterator<T>(&edit<T>(getNum<T>()), _stride); }
#else
template <typename T> Iterator<const T> begin() const { return Iterator<const T>(&get<T>(), _stride); }
template <typename T> Iterator<const T> end() const { return Iterator<const T>(&get<T>(getNum<T>()), _stride); }
#endif
template <typename T> Iterator<const T> cbegin() const { return Iterator<const T>(&get<T>(), _stride); }
template <typename T> Iterator<const T> cend() const { return Iterator<const T>(&get<T>(getNum<T>()), _stride); }
@ -328,6 +377,7 @@ public:
qDebug() << "Accessing buffer outside the BufferView range, element size = " << sizeof(T) << " when bufferView size = " << _size;
}
#endif
_buffer->markDirty(_offset, sizeof(T));
T* t = (reinterpret_cast<T*> (_buffer->editData() + _offset));
return *(t);
}
@ -361,6 +411,7 @@ public:
qDebug() << "Accessing buffer outside the BufferView range, index = " << index << " number elements = " << getNum<T>();
}
#endif
_buffer->markDirty(elementOffset, sizeof(T));
return *(reinterpret_cast<T*> (_buffer->editData() + elementOffset));
}
};

View file

@ -74,6 +74,11 @@ void Material::setOpacity(float opacity) {
_schemaBuffer.edit<Schema>()._opacity = opacity;
}
void Material::setUnlit(bool value) {
_key.setUnlit(value);
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();
}
void Material::setAlbedo(const Color& albedo, bool isSRGB) {
_key.setAlbedo(glm::any(glm::greaterThan(albedo, Color(0.0f))));
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();
@ -93,6 +98,7 @@ void Material::setFresnel(const Color& fresnel, bool isSRGB) {
}
void Material::setMetallic(float metallic) {
metallic = glm::clamp(metallic, 0.0f, 1.0f);
_key.setMetallic(metallic > 0.0f);
_schemaBuffer.edit<Schema>()._key = (uint32)_key._flags.to_ulong();
_schemaBuffer.edit<Schema>()._metallic = metallic;

View file

@ -28,14 +28,15 @@ class MaterialKey {
public:
enum FlagBit {
EMISSIVE_VAL_BIT = 0,
UNLIT_VAL_BIT,
ALBEDO_VAL_BIT,
METALLIC_VAL_BIT,
GLOSSY_VAL_BIT,
OPACITY_VAL_BIT,
OPACITY_MASK_MAP_BIT, // OPacity Map and Opacity MASK map are mutually exclusive
OPACITY_MASK_MAP_BIT, // Opacity Map and Opacity MASK map are mutually exclusive
OPACITY_TRANSLUCENT_MAP_BIT,
// THe map bits must be in the smae sequence as the enum names for the map channels
// THe map bits must be in the same sequence as the enum names for the map channels
EMISSIVE_MAP_BIT,
ALBEDO_MAP_BIT,
METALLIC_MAP_BIT,
@ -74,9 +75,12 @@ public:
MaterialKey build() const { return MaterialKey(_flags); }
Builder& withEmissive() { _flags.set(EMISSIVE_VAL_BIT); return (*this); }
Builder& withUnlit() { _flags.set(UNLIT_VAL_BIT); return (*this); }
Builder& withAlbedo() { _flags.set(ALBEDO_VAL_BIT); return (*this); }
Builder& withMetallic() { _flags.set(METALLIC_VAL_BIT); return (*this); }
Builder& withGlossy() { _flags.set(GLOSSY_VAL_BIT); return (*this); }
Builder& withTranslucentFactor() { _flags.set(OPACITY_VAL_BIT); return (*this); }
Builder& withEmissiveMap() { _flags.set(EMISSIVE_MAP_BIT); return (*this); }
@ -98,6 +102,9 @@ public:
void setEmissive(bool value) { _flags.set(EMISSIVE_VAL_BIT, value); }
bool isEmissive() const { return _flags[EMISSIVE_VAL_BIT]; }
void setUnlit(bool value) { _flags.set(UNLIT_VAL_BIT, value); }
bool isUnlit() const { return _flags[UNLIT_VAL_BIT]; }
void setEmissiveMap(bool value) { _flags.set(EMISSIVE_MAP_BIT, value); }
bool isEmissiveMap() const { return _flags[EMISSIVE_MAP_BIT]; }
@ -172,6 +179,9 @@ public:
Builder& withoutEmissiveMap() { _value.reset(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
Builder& withEmissiveMap() { _value.set(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
Builder& withoutUnlit() { _value.reset(MaterialKey::UNLIT_VAL_BIT); _mask.set(MaterialKey::UNLIT_VAL_BIT); return (*this); }
Builder& withUnlit() { _value.set(MaterialKey::UNLIT_VAL_BIT); _mask.set(MaterialKey::UNLIT_VAL_BIT); return (*this); }
Builder& withoutAlbedo() { _value.reset(MaterialKey::ALBEDO_VAL_BIT); _mask.set(MaterialKey::ALBEDO_VAL_BIT); return (*this); }
Builder& withAlbedo() { _value.set(MaterialKey::ALBEDO_VAL_BIT); _mask.set(MaterialKey::ALBEDO_VAL_BIT); return (*this); }
@ -250,6 +260,9 @@ public:
void setOpacity(float opacity);
float getOpacity() const { return _schemaBuffer.get<Schema>()._opacity; }
void setUnlit(bool value);
bool isUnlit() const { return _key.isUnlit(); }
void setAlbedo(const Color& albedo, bool isSRGB = true);
Color getAlbedo(bool SRGB = true) const { return (SRGB ? ColorUtils::tosRGBVec3(_schemaBuffer.get<Schema>()._albedo) : _schemaBuffer.get<Schema>()._albedo); }

View file

@ -40,20 +40,21 @@ float getMaterialShininess(Material m) { return 1.0 - getMaterialRoughness(m); }
int getMaterialKey(Material m) { return floatBitsToInt(m._spareKey.w); }
const int EMISSIVE_VAL_BIT = 0x00000001;
const int ALBEDO_VAL_BIT = 0x00000002;
const int METALLIC_VAL_BIT = 0x00000004;
const int GLOSSY_VAL_BIT = 0x00000008;
const int OPACITY_VAL_BIT = 0x00000010;
const int OPACITY_MASK_MAP_BIT = 0x00000020;
const int OPACITY_TRANSLUCENT_MAP_BIT = 0x00000040;
const int UNLIT_VAL_BIT = 0x00000002;
const int ALBEDO_VAL_BIT = 0x00000004;
const int METALLIC_VAL_BIT = 0x00000008;
const int GLOSSY_VAL_BIT = 0x00000010;
const int OPACITY_VAL_BIT = 0x00000020;
const int OPACITY_MASK_MAP_BIT = 0x00000040;
const int OPACITY_TRANSLUCENT_MAP_BIT = 0x00000080;
const int EMISSIVE_MAP_BIT = 0x00000080;
const int ALBEDO_MAP_BIT = 0x00000100;
const int METALLIC_MAP_BIT = 0x00000200;
const int ROUGHNESS_MAP_BIT = 0x00000400;
const int NORMAL_MAP_BIT = 0x00000800;
const int OCCLUSION_MAP_BIT = 0x00001000;
const int LIGHTMAP_MAP_BIT = 0x00002000;
const int EMISSIVE_MAP_BIT = 0x00000100;
const int ALBEDO_MAP_BIT = 0x00000200;
const int METALLIC_MAP_BIT = 0x00000400;
const int ROUGHNESS_MAP_BIT = 0x00000800;
const int NORMAL_MAP_BIT = 0x00001000;
const int OCCLUSION_MAP_BIT = 0x00002000;
const int LIGHTMAP_MAP_BIT = 0x00004000;
<@endif@>

View file

@ -118,29 +118,18 @@ AnimDebugDraw::AnimDebugDraw() :
// HACK: add red, green and blue axis at (1,1,1)
_animDebugDrawData->_vertexBuffer->resize(sizeof(Vertex) * 6);
Vertex* data = (Vertex*)_animDebugDrawData->_vertexBuffer->editData();
data[0].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[0].rgba = toRGBA(255, 0, 0, 255);
data[1].pos = glm::vec3(2.0, 1.0f, 1.0f);
data[1].rgba = toRGBA(255, 0, 0, 255);
data[2].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[2].rgba = toRGBA(0, 255, 0, 255);
data[3].pos = glm::vec3(1.0, 2.0f, 1.0f);
data[3].rgba = toRGBA(0, 255, 0, 255);
data[4].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[4].rgba = toRGBA(0, 0, 255, 255);
data[5].pos = glm::vec3(1.0, 1.0f, 2.0f);
data[5].rgba = toRGBA(0, 0, 255, 255);
_animDebugDrawData->_indexBuffer->resize(sizeof(uint16_t) * 6);
uint16_t* indices = (uint16_t*)_animDebugDrawData->_indexBuffer->editData();
for (int i = 0; i < 6; i++) {
indices[i] = i;
}
static std::vector<Vertex> vertices({
Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(255, 0, 0, 255) },
Vertex { glm::vec3(2.0, 1.0f, 1.0f), toRGBA(255, 0, 0, 255) },
Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(0, 255, 0, 255) },
Vertex { glm::vec3(1.0, 2.0f, 1.0f), toRGBA(0, 255, 0, 255) },
Vertex { glm::vec3(1.0, 1.0f, 1.0f), toRGBA(0, 0, 255, 255) },
Vertex { glm::vec3(1.0, 1.0f, 2.0f), toRGBA(0, 0, 255, 255) },
});
static std::vector<uint16_t> indices({ 0, 1, 2, 3, 4, 5 });
_animDebugDrawData->_vertexBuffer->setSubData<Vertex>(0, vertices);
_animDebugDrawData->_indexBuffer->setSubData<uint16_t>(0, indices);
}
AnimDebugDraw::~AnimDebugDraw() {
@ -356,9 +345,13 @@ void AnimDebugDraw::update() {
numVerts += (int)DebugDraw::getInstance().getRays().size() * VERTICES_PER_RAY;
// allocate verts!
data._vertexBuffer->resize(sizeof(Vertex) * numVerts);
Vertex* verts = (Vertex*)data._vertexBuffer->editData();
Vertex* v = verts;
std::vector<Vertex> vertices;
vertices.resize(numVerts);
//Vertex* verts = (Vertex*)data._vertexBuffer->editData();
Vertex* v = nullptr;
if (numVerts) {
v = &vertices[0];
}
// draw absolute poses
for (auto& iter : _absolutePoses) {
@ -381,6 +374,8 @@ void AnimDebugDraw::update() {
}
}
}
data._vertexBuffer->resize(sizeof(Vertex) * numVerts);
data._vertexBuffer->setSubData<Vertex>(0, vertices);
// draw markers from shared DebugDraw singleton
for (auto& iter : markerMap) {
@ -408,20 +403,19 @@ void AnimDebugDraw::update() {
}
DebugDraw::getInstance().clearRays();
assert(numVerts == (v - verts));
assert((!numVerts && !v) || (numVerts == (v - &vertices[0])));
render::Item::Bound theBound;
for (int i = 0; i < numVerts; i++) {
theBound += verts[i].pos;
theBound += vertices[i].pos;
}
data._bound = theBound;
data._isVisible = (numVerts > 0);
data._indexBuffer->resize(sizeof(uint16_t) * numVerts);
uint16_t* indices = (uint16_t*)data._indexBuffer->editData();
for (int i = 0; i < numVerts; i++) {
indices[i] = i;
data._indexBuffer->setSubData<uint16_t>(i, (uint16_t)i);;
}
});
scene->enqueuePendingChanges(pendingChanges);

View file

@ -90,14 +90,21 @@ static const std::string DEFAULT_OCCLUSION_SHADER{
static const std::string DEFAULT_EMISSIVE_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode != LIGHT_MAPPED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" return (frag.mode == FRAG_MODE_SHADED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_UNLIT_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == FRAG_MODE_UNLIT ? vec4(pow(frag.diffuse, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" }"
};
static const std::string DEFAULT_LIGHTMAP_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return (frag.mode == LIGHT_MAPPED ? vec4(frag.emissive, 1.0) : vec4(vec3(0.0), 1.0));"
" return (frag.mode == FRAG_MODE_LIGHTMAPPED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
" }"
};
@ -184,6 +191,8 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust
return DEFAULT_DEPTH_SHADER;
case EmissiveMode:
return DEFAULT_EMISSIVE_SHADER;
case UnlitMode:
return DEFAULT_UNLIT_SHADER;
case OcclusionMode:
return DEFAULT_OCCLUSION_SHADER;
case LightmapMode:

View file

@ -53,6 +53,7 @@ protected:
RoughnessMode,
MetallicMode,
EmissiveMode,
UnlitMode,
OcclusionMode,
LightmapMode,
LightingMode,

View file

@ -11,135 +11,44 @@
<@if not DEFERRED_BUFFER_SLH@>
<@def DEFERRED_BUFFER_SLH@>
// Unpack the metallic-mode value
const float FRAG_PACK_SHADED_NON_METALLIC = 0.0;
const float FRAG_PACK_SHADED_METALLIC = 0.1;
const float FRAG_PACK_SHADED_RANGE_INV = 1.0 / (FRAG_PACK_SHADED_METALLIC - FRAG_PACK_SHADED_NON_METALLIC);
// the albedo texture
uniform sampler2D albedoMap;
const float FRAG_PACK_LIGHTMAPPED_NON_METALLIC = 0.2;
const float FRAG_PACK_LIGHTMAPPED_METALLIC = 0.3;
const float FRAG_PACK_LIGHTMAPPED_RANGE_INV = 1.0 / (FRAG_PACK_LIGHTMAPPED_METALLIC - FRAG_PACK_LIGHTMAPPED_NON_METALLIC);
// the normal texture
uniform sampler2D normalMap;
const float FRAG_PACK_UNLIT = 0.5;
// the specular texture
uniform sampler2D specularMap;
const int FRAG_MODE_UNLIT = 0;
const int FRAG_MODE_SHADED = 1;
const int FRAG_MODE_LIGHTMAPPED = 2;
// the depth texture
uniform sampler2D depthMap;
// the obscurance texture
uniform sampler2D obscuranceMap;
// the lighting texture
uniform sampler2D lightingMap;
struct DeferredTransform {
mat4 projection;
mat4 viewInverse;
float stereoSide;
vec3 _spareABC;
};
layout(std140) uniform deferredTransformBuffer {
DeferredTransform _deferredTransform;
};
DeferredTransform getDeferredTransform() {
return _deferredTransform;
}
bool getStereoMode(DeferredTransform deferredTransform) {
return (deferredTransform.stereoSide != 0.0);
}
float getStereoSide(DeferredTransform deferredTransform) {
return (deferredTransform.stereoSide);
}
vec4 evalEyePositionFromZ(DeferredTransform deferredTransform, float depthVal, vec2 texcoord) {
vec3 nPos = vec3(texcoord.xy * 2.0f - 1.0f, depthVal * 2.0f - 1.0f);
// compute the view space position using the depth
// basically manually pick the proj matrix components to do the inverse
float Ze = -deferredTransform.projection[3][2] / (nPos.z + deferredTransform.projection[2][2]);
float Xe = (-Ze * nPos.x - Ze * deferredTransform.projection[2][0] - deferredTransform.projection[3][0]) / deferredTransform.projection[0][0];
float Ye = (-Ze * nPos.y - Ze * deferredTransform.projection[2][1] - deferredTransform.projection[3][1]) / deferredTransform.projection[1][1];
return vec4(Xe, Ye, Ze, 1.0f);
}
struct DeferredFragment {
vec4 normalVal;
vec4 diffuseVal;
vec4 specularVal;
vec4 position;
vec3 normal;
float metallic;
vec3 diffuse;
float obscurance;
vec3 specular;
float roughness;
vec3 emissive;
int mode;
float depthVal;
};
const int LIGHT_MAPPED = 1;
vec4 unpackDeferredPosition(DeferredTransform deferredTransform, float depthValue, vec2 texcoord) {
if (getStereoMode(deferredTransform)) {
if (texcoord.x > 0.5) {
texcoord.x -= 0.5;
}
texcoord.x *= 2.0;
void unpackModeMetallic(float rawValue, out int mode, out float metallic) {
if (rawValue <= FRAG_PACK_SHADED_METALLIC) {
mode = FRAG_MODE_SHADED;
metallic = clamp((rawValue - FRAG_PACK_SHADED_NON_METALLIC) * FRAG_PACK_SHADED_RANGE_INV, 0.0, 1.0);
} else if (rawValue <= FRAG_PACK_LIGHTMAPPED_METALLIC) {
mode = FRAG_MODE_LIGHTMAPPED;
metallic = clamp((rawValue - FRAG_PACK_LIGHTMAPPED_NON_METALLIC) * FRAG_PACK_SHADED_RANGE_INV, 0.0, 1.0);
} else if (rawValue >= FRAG_PACK_UNLIT) {
mode = FRAG_MODE_UNLIT;
metallic = 0.0;
}
return evalEyePositionFromZ(deferredTransform, depthValue, texcoord);
}
DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
DeferredFragment frag;
frag.depthVal = -1;
frag.normalVal = texture(normalMap, texcoord);
frag.diffuseVal = texture(albedoMap, texcoord);
frag.specularVal = texture(specularMap, texcoord);
frag.obscurance = texture(obscuranceMap, texcoord).x;
// Unpack the normal from the map
frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
frag.mode = 0;
frag.emissive = frag.specularVal.xyz;
if (frag.normalVal.a < 0.5) {
frag.mode = 0;
frag.roughness = 2.0 * frag.normalVal.a;
} else {
frag.mode = LIGHT_MAPPED;
frag.roughness = 2.0 * frag.normalVal.a - 1.0;
}
frag.metallic = frag.diffuseVal.a;
frag.diffuse = frag.diffuseVal.xyz;
if (frag.metallic <= 0.5) {
frag.metallic = 0.0;
frag.specular = vec3(0.03); // Default Di-electric fresnel value
} else {
frag.specular = vec3(frag.diffuseVal.xyz);
frag.metallic = 1.0;
}
frag.obscurance = min(frag.specularVal.w, frag.obscurance);
return frag;
float packShadedMetallic(float metallic) {
return mix(FRAG_PACK_SHADED_NON_METALLIC, FRAG_PACK_SHADED_METALLIC, metallic);
}
DeferredFragment unpackDeferredFragment(DeferredTransform deferredTransform, vec2 texcoord) {
float depthValue = texture(depthMap, texcoord).r;
DeferredFragment frag = unpackDeferredFragmentNoPosition(texcoord);
frag.depthVal = depthValue;
frag.position = unpackDeferredPosition(deferredTransform, frag.depthVal, texcoord);
return frag;
float packLightmappedMetallic(float metallic) {
return mix(FRAG_PACK_LIGHTMAPPED_NON_METALLIC, FRAG_PACK_LIGHTMAPPED_METALLIC, metallic);
}
float packUnlit() {
return FRAG_PACK_UNLIT;
}
<@endif@>

View file

@ -0,0 +1,140 @@
<!
// DeferredBufferRead.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 5/4/16.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not DEFERRED_BUFFER_READ_SLH@>
<@def DEFERRED_BUFFER_READ_SLH@>
<@include DeferredBuffer.slh@>
// the albedo texture
uniform sampler2D albedoMap;
// the normal texture
uniform sampler2D normalMap;
// the specular texture
uniform sampler2D specularMap;
// the depth texture
uniform sampler2D depthMap;
// the obscurance texture
uniform sampler2D obscuranceMap;
// the lighting texture
uniform sampler2D lightingMap;
struct DeferredTransform {
mat4 projection;
mat4 viewInverse;
float stereoSide;
vec3 _spareABC;
};
layout(std140) uniform deferredTransformBuffer {
DeferredTransform _deferredTransform;
};
DeferredTransform getDeferredTransform() {
return _deferredTransform;
}
bool getStereoMode(DeferredTransform deferredTransform) {
return (deferredTransform.stereoSide != 0.0);
}
float getStereoSide(DeferredTransform deferredTransform) {
return (deferredTransform.stereoSide);
}
vec4 evalEyePositionFromZ(DeferredTransform deferredTransform, float depthVal, vec2 texcoord) {
vec3 nPos = vec3(texcoord.xy * 2.0f - 1.0f, depthVal * 2.0f - 1.0f);
// compute the view space position using the depth
// basically manually pick the proj matrix components to do the inverse
float Ze = -deferredTransform.projection[3][2] / (nPos.z + deferredTransform.projection[2][2]);
float Xe = (-Ze * nPos.x - Ze * deferredTransform.projection[2][0] - deferredTransform.projection[3][0]) / deferredTransform.projection[0][0];
float Ye = (-Ze * nPos.y - Ze * deferredTransform.projection[2][1] - deferredTransform.projection[3][1]) / deferredTransform.projection[1][1];
return vec4(Xe, Ye, Ze, 1.0f);
}
struct DeferredFragment {
vec4 normalVal;
vec4 diffuseVal;
vec4 specularVal;
vec4 position;
vec3 normal;
float metallic;
vec3 diffuse;
float obscurance;
vec3 specular;
float roughness;
vec3 emissive;
int mode;
float depthVal;
};
vec4 unpackDeferredPosition(DeferredTransform deferredTransform, float depthValue, vec2 texcoord) {
if (getStereoMode(deferredTransform)) {
if (texcoord.x > 0.5) {
texcoord.x -= 0.5;
}
texcoord.x *= 2.0;
}
return evalEyePositionFromZ(deferredTransform, depthValue, texcoord);
}
DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
DeferredFragment frag;
frag.depthVal = -1;
frag.normalVal = texture(normalMap, texcoord);
frag.diffuseVal = texture(albedoMap, texcoord);
frag.specularVal = texture(specularMap, texcoord);
frag.obscurance = texture(obscuranceMap, texcoord).x;
// Unpack the normal from the map
frag.normal = normalize(frag.normalVal.xyz * 2.0 - vec3(1.0));
frag.roughness = 2.0 * frag.normalVal.a;
// Diffuse color and unpack the mode and the metallicness
frag.diffuse = frag.diffuseVal.xyz;
unpackModeMetallic(frag.diffuseVal.w, frag.mode, frag.metallic);
if (frag.metallic <= 0.5) {
frag.metallic = 0.0;
frag.specular = vec3(0.03); // Default Di-electric fresnel value
} else {
frag.specular = vec3(frag.diffuseVal.xyz);
frag.metallic = 1.0;
}
frag.emissive = frag.specularVal.xyz;
frag.obscurance = min(frag.specularVal.w, frag.obscurance);
return frag;
}
DeferredFragment unpackDeferredFragment(DeferredTransform deferredTransform, vec2 texcoord) {
float depthValue = texture(depthMap, texcoord).r;
DeferredFragment frag = unpackDeferredFragmentNoPosition(texcoord);
frag.depthVal = depthValue;
frag.position = unpackDeferredPosition(deferredTransform, frag.depthVal, texcoord);
return frag;
}
<@endif@>

View file

@ -11,6 +11,8 @@
<@if not DEFERRED_BUFFER_WRITE_SLH@>
<@def DEFERRED_BUFFER_WRITE_SLH@>
<@include DeferredBuffer.slh@>
layout(location = 0) out vec4 _fragColor0;
layout(location = 1) out vec4 _fragColor1;
layout(location = 2) out vec4 _fragColor2;
@ -48,13 +50,12 @@ const vec3 DEFAULT_EMISSIVE = vec3(0.0);
const float DEFAULT_OCCLUSION = 1.0;
const vec3 DEFAULT_FRESNEL = DEFAULT_EMISSIVE;
void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 emissive, float occlusion) {
if (alpha != 1.0) {
discard;
}
_fragColor0 = vec4(albedo, metallic);
_fragColor1 = vec4(bestFitNormal(normal), 0.5 * clamp(roughness, 0.0, 1.0));
_fragColor0 = vec4(albedo, packShadedMetallic(metallic));
_fragColor1 = vec4(bestFitNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(emissive, occlusion);
}
@ -63,19 +64,25 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
if (alpha != 1.0) {
discard;
}
_fragColor0 = vec4(albedo, metallic);
_fragColor1 = vec4(bestFitNormal(normal), 0.5 + 0.5 * clamp(roughness, 0.0, 1.0));
_fragColor0 = vec4(albedo, packLightmappedMetallic(metallic));
_fragColor1 = vec4(bestFitNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(emissive, 1.0);
}
void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {
if (alpha != 1.0) {
discard;
}
_fragColor0 = vec4(color, packUnlit());
_fragColor1 = vec4(bestFitNormal(normal), 1.0);
//_fragColor2 = vec4(vec3(0.0), 1.0); // If unlit, do not worry about the emissive color target
}
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 albedo, vec3 fresnel, float roughness) {
if (alpha <= 0.0) {
discard;
}
}
_fragColor0 = vec4(albedo.rgb, alpha);
// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
// _fragColor2 = vec4(fresnel, roughness);
}
<@endif@>

View file

@ -59,7 +59,8 @@ void FramebufferCache::createPrimaryFramebuffer() {
_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
auto colorFormat = gpu::Element::COLOR_RGBA_32;
// auto colorFormat = gpu::Element::COLOR_RGBA_32;
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto width = _frameBufferSize.width();
auto height = _frameBufferSize.height();
@ -95,10 +96,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
// FIXME: Decide on the proper one, let s stick to R11G11B10 for now
//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));
_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@ -212,7 +210,7 @@ gpu::TexturePointer FramebufferCache::getLightingTexture() {
gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
if (_cachedFramebuffers.isEmpty()) {
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
}
gpu::FramebufferPointer result = _cachedFramebuffers.front();
_cachedFramebuffers.pop_front();

View file

@ -31,7 +31,7 @@
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_emisive_frag.h"
#include "simple_textured_unlit_frag.h"
#include "grid_frag.h"
@ -1687,7 +1687,7 @@ public:
enum FlagBit {
IS_TEXTURED_FLAG = 0,
IS_CULLED_FLAG,
IS_EMISSIVE_FLAG,
IS_UNLIT_FLAG,
HAS_DEPTH_BIAS_FLAG,
NUM_FLAGS,
@ -1696,7 +1696,7 @@ public:
enum Flag {
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
IS_CULLED = (1 << IS_CULLED_FLAG),
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
IS_UNLIT = (1 << IS_UNLIT_FLAG),
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
};
typedef unsigned short Flags;
@ -1705,7 +1705,7 @@ public:
bool isTextured() const { return isFlag(IS_TEXTURED); }
bool isCulled() const { return isFlag(IS_CULLED); }
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
bool isUnlit() const { return isFlag(IS_UNLIT); }
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
Flags _flags = 0;
@ -1715,9 +1715,9 @@ public:
SimpleProgramKey(bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false) {
bool unlit = false, bool depthBias = false) {
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
(unlit ? IS_UNLIT : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
}
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
@ -1731,8 +1731,8 @@ inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emissive, bool depthBiased) {
batch.setPipeline(getSimplePipeline(textured, culled, emissive, depthBiased));
void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool unlit, bool depthBiased) {
batch.setPipeline(getSimplePipeline(textured, culled, unlit, depthBiased));
// If not textured, set a default albedo map
if (!textured) {
@ -1744,23 +1744,23 @@ void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool cul
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool culled, bool emissive, bool depthBiased) {
SimpleProgramKey config{textured, culled, emissive, depthBiased};
gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool culled, bool unlit, bool depthBiased) {
SimpleProgramKey config{ textured, culled, unlit, depthBiased };
// Compile the shaders
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));
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
_simpleShader = gpu::Shader::createProgram(VS, PS);
_emissiveShader = gpu::Shader::createProgram(VS, PSEmissive);
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
gpu::Shader::makeProgram(*_unlitShader, slotBindings);
});
// If the pipeline already exists, return it
@ -1785,7 +1785,7 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool culled
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::ShaderPointer program = (config.isUnlit()) ? _unlitShader : _simpleShader;
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simplePrograms.insert(config, pipeline);
return pipeline;

View file

@ -153,10 +153,10 @@ public:
// Bind the pipeline and get the state to render static geometry
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false);
bool unlit = false, bool depthBias = false);
// Get the pipeline to render static geometry
gpu::PipelinePointer getSimplePipeline(bool textured = false, bool culled = true,
bool emissive = false, bool depthBias = false);
bool unlit = false, bool depthBias = false);
render::ShapePipelinePointer getShapePipeline() { return GeometryCache::_simplePipeline; }
// Static (instanced) geometry
@ -393,7 +393,7 @@ private:
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _emissiveShader;
gpu::ShaderPointer _unlitShader;
static render::ShapePipelinePointer _simplePipeline;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
};

View file

@ -157,7 +157,7 @@ vec3 fetchLightmapMap(vec2 uv) {
}
<@endfunc@>
<@func $discardTransparent(opacity)@>
<@func discardTransparent(opacity)@>
{
if (<$opacity$> < 1.0) {
discard;

View file

@ -144,6 +144,11 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
auto materialKey = _drawMaterial->getKey();
auto textureMaps = _drawMaterial->getTextureMaps();
int numUnlit = 0;
if (materialKey.isUnlit()) {
numUnlit++;
}
// Albedo
if (materialKey.isAlbedoMap()) {
auto albedoMap = textureMaps[model::MaterialKey::ALBEDO_MAP];
@ -414,6 +419,7 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
bool hasSpecular = drawMaterialKey.isMetallicMap();
bool hasLightmap = drawMaterialKey.isLightmapMap();
bool isUnlit = drawMaterialKey.isUnlit();
bool isSkinned = _isSkinned;
bool wireframe = _model->isWireframe();
@ -435,6 +441,9 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
if (hasLightmap) {
builder.withLightmap();
}
if (isUnlit) {
builder.withUnlit();
}
if (isSkinned) {
builder.withSkinned();
}

View file

@ -27,7 +27,7 @@
#include "skin_model_normal_map_vert.h"
#include "model_frag.h"
#include "model_emissive_frag.h"
#include "model_unlit_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
@ -37,13 +37,13 @@
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
#include "model_translucent_emissive_frag.h"
#include "model_translucent_unlit_frag.h"
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
#include "overlay3D_translucent_frag.h"
#include "overlay3D_emissive_frag.h"
#include "overlay3D_translucent_emissive_frag.h"
#include "overlay3D_unlit_frag.h"
#include "overlay3D_translucent_unlit_frag.h"
#include "drawOpaqueStencil_frag.h"
@ -102,13 +102,13 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
auto vertex = gpu::Shader::createVertex(std::string(overlay3D_vert));
auto pixel = gpu::Shader::createPixel(std::string(overlay3D_frag));
auto pixelTranslucent = gpu::Shader::createPixel(std::string(overlay3D_translucent_frag));
auto pixelEmissive = gpu::Shader::createPixel(std::string(overlay3D_emissive_frag));
auto pixelTranslucentEmissive = gpu::Shader::createPixel(std::string(overlay3D_translucent_emissive_frag));
auto pixelUnlit = gpu::Shader::createPixel(std::string(overlay3D_unlit_frag));
auto pixelTranslucentUnlit = gpu::Shader::createPixel(std::string(overlay3D_translucent_unlit_frag));
auto opaqueProgram = gpu::Shader::createProgram(vertex, pixel);
auto translucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucent);
auto emissiveOpaqueProgram = gpu::Shader::createProgram(vertex, pixelEmissive);
auto emissiveTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentEmissive);
auto unlitOpaqueProgram = gpu::Shader::createProgram(vertex, pixelUnlit);
auto unlitTranslucentProgram = gpu::Shader::createProgram(vertex, pixelTranslucentUnlit);
for (int i = 0; i < 8; i++) {
bool isCulled = (i & 1);
@ -138,9 +138,9 @@ void initOverlay3DPipelines(ShapePlumber& plumber) {
isOpaque ? builder.withOpaque() : builder.withTranslucent();
auto simpleProgram = isOpaque ? opaqueProgram : translucentProgram;
auto emissiveProgram = isOpaque ? emissiveOpaqueProgram : emissiveTranslucentProgram;
plumber.addPipeline(builder.withoutEmissive().build(), simpleProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withEmissive().build(), emissiveProgram, state, &batchSetter);
auto unlitProgram = isOpaque ? unlitOpaqueProgram : unlitTranslucentProgram;
plumber.addPipeline(builder.withoutUnlit().build(), simpleProgram, state, &lightBatchSetter);
plumber.addPipeline(builder.withUnlit().build(), unlitProgram, state, &batchSetter);
}
}
@ -201,12 +201,12 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
// Pixel shaders
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
auto modelEmissivePixel = gpu::Shader::createPixel(std::string(model_emissive_frag));
auto modelUnlitPixel = gpu::Shader::createPixel(std::string(model_unlit_frag));
auto modelNormalMapPixel = gpu::Shader::createPixel(std::string(model_normal_map_frag));
auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
auto modelTranslucentEmissivePixel = gpu::Shader::createPixel(std::string(model_translucent_emissive_frag));
auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
auto modelLightmapNormalMapPixel = gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag));
@ -219,8 +219,8 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
Key::Builder(),
modelVertex, modelPixel);
addPipeline(
Key::Builder().withEmissive(),
modelVertex, modelEmissivePixel);
Key::Builder().withUnlit(),
modelVertex, modelUnlitPixel);
addPipeline(
Key::Builder().withTangents(),
modelNormalMapVertex, modelNormalMapPixel);
@ -235,8 +235,8 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
Key::Builder().withTranslucent(),
modelVertex, modelTranslucentPixel);
addPipeline(
Key::Builder().withTranslucent().withEmissive(),
modelVertex, modelTranslucentEmissivePixel);
Key::Builder().withTranslucent().withUnlit(),
modelVertex, modelTranslucentUnlitPixel);
addPipeline(
Key::Builder().withTranslucent().withTangents(),
modelNormalMapVertex, modelTranslucentPixel);
@ -296,4 +296,5 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withSkinned().withDepthOnly(),
skinModelShadowVertex, modelShadowPixel);
}

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
uniform sampler2D pyramidMap;
uniform sampler2D occlusionMap;

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -27,7 +27,9 @@ void main(void) {
float shadowAttenuation = 1.0;
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -13,7 +13,7 @@
//
<@include Shadow.slh@>
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -29,7 +29,9 @@ void main(void) {
vec4 worldPos = deferredTransform.viewInverse * vec4(frag.position.xyz, 1.0);
float shadowAttenuation = evalShadowAttenuation(worldPos);
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -28,7 +28,9 @@ void main(void) {
float shadowAttenuation = 1.0;
// Light mapped or not ?
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -13,7 +13,7 @@
//
<@include Shadow.slh@>
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -30,7 +30,9 @@ void main(void) {
float shadowAttenuation = evalShadowAttenuation(worldPos);
// Light mapped or not ?
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -28,7 +28,9 @@ void main(void) {
float shadowAttenuation = 1.0;
// Light mapped or not ?
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -13,7 +13,7 @@
//!>
<@include Shadow.slh@>
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalLightmappedColor()$>
@ -30,7 +30,9 @@ void main(void) {
float shadowAttenuation = evalShadowAttenuation(worldPos);
// Light mapped or not ?
if (frag.mode == LIGHT_MAPPED) {
if (frag.mode == FRAG_MODE_UNLIT) {
_fragColor = vec4(frag.diffuse, 1.0);
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
vec3 color = evalLightmappedColor(
deferredTransform.viewInverse,
shadowAttenuation,

View file

@ -30,7 +30,7 @@ void main(void) {
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);

View file

@ -1,39 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_emissive.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/3/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include model/Material.slh@>
uniform sampler2D albedoMap;
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
void main(void) {
vec4 texel = texture(albedoMap, _texCoord0);
Material mat = getMaterial();
vec3 fragColor = getMaterialAlbedo(mat) * texel.rgb * _color;
packDeferredFragmentLightmap(
normalize(_normal),
texel.a,
vec3(1.0),
getMaterialRoughness(mat),
getMaterialMetallic(mat),
getMaterialFresnel(mat),
fragColor);
}

View file

@ -31,7 +31,7 @@ void main(void) {
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);

View file

@ -31,7 +31,7 @@ void main(void) {
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);

View file

@ -38,8 +38,7 @@ void main(void) {
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
<$discardTransparent(opacity)$>;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;

View file

@ -1,33 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_translucent_emissive.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/3/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include model/Material.slh@>
uniform sampler2D albedoMap;
in vec2 _texCoord0;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
vec4 albedo = texture(albedoMap, _texCoord0);
Material mat = getMaterial();
vec3 fragColor = getMaterialAlbedo(mat) * albedo.rgb * _color;
float fragOpacity = getMaterialOpacity(mat) * albedo.a * _alpha;
_fragColor = vec4(fragColor, fragOpacity);
}

View file

@ -0,0 +1,39 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_translucent_unlit.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/3/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
in vec2 _texCoord0;
in vec3 _color;
in float _alpha;
out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
_fragColor = vec4(albedo, opacity);
}

View file

@ -0,0 +1,44 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// material_opaque_unlit.frag
// fragment shader
//
// Created by Sam Gateau on 5/5/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferWrite.slh@>
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
in vec2 _texCoord0;
in vec3 _normal;
in vec3 _color;
in float _alpha;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
<$discardTransparent(opacity)$>;
vec3 albedo = getMaterialAlbedo(mat);
<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
albedo *= _color;
packDeferredFragmentUnlit(
normalize(_normal),
opacity,
albedo);
}

View file

@ -71,6 +71,7 @@ void main(void) {
fragRoughness,
fragOpacity);
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// overlay3D_translucent_emissive.frag
// overlay3D_translucent_unlit.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/2/2016.

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// overlay3D_emissive.frag
// overlay3D_unlit.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/2/2016.

View file

@ -13,7 +13,7 @@
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
//Everything about deferred lighting
<@include DeferredLighting.slh@>
@ -32,6 +32,10 @@ void main(void) {
vec2 texCoord = _texCoord0.st / _texCoord0.q;
DeferredFragment frag = unpackDeferredFragment(deferredTransform, texCoord);
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
}
mat4 invViewMat = deferredTransform.viewInverse;
// Kill if in front of the light volume

View file

@ -18,7 +18,7 @@
// the interpolated normal
in vec3 _normal;
in vec3 _modelNormal;
in vec3 _color;
in vec4 _color;
in vec2 _texCoord0;
in vec4 _position;

View file

@ -20,12 +20,12 @@
// the interpolated normal
out vec3 _normal;
out vec3 _modelNormal;
out vec3 _color;
out vec4 _color;
out vec2 _texCoord0;
out vec4 _position;
void main(void) {
_color = colorToLinearRGB(inColor.rgb);
_color = colorToLinearRGBA(inColor);
_texCoord0 = inTexCoord0.st;
_position = inPosition;
_modelNormal = inNormal.xyz;

View file

@ -12,6 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Color.slh@>
<@include DeferredBufferWrite.slh@>
<@include model/Material.slh@>
@ -20,13 +21,14 @@ uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec3 _color;
in vec4 _color;
in vec2 _texCoord0;
void main(void) {
Material material = getMaterial();
vec4 texel = texture(originalTexture, _texCoord0);
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
}
packDeferredFragment(
normalize(_normal.xyz),
texel.a,

View file

@ -12,6 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Color.slh@>
<@include DeferredBufferWrite.slh@>
// the albedo texture
@ -19,18 +20,17 @@ uniform sampler2D originalTexture;
// the interpolated normal
in vec3 _normal;
in vec3 _color;
in vec4 _color;
in vec2 _texCoord0;
void main(void) {
vec4 texel = texture(originalTexture, _texCoord0.st);
packDeferredFragmentLightmap(
if (_color.a <= 0.0) {
texel = colorToLinearRGBA(texel);
}
packDeferredFragmentUnlit(
normalize(_normal),
texel.a,
_color.rgb,
DEFAULT_ROUGHNESS,
DEFAULT_METALLIC,
DEFAULT_SPECULAR,
texel.rgb);
_color.rgb * texel.rgb);
}

View file

@ -13,7 +13,7 @@
//
// Everything about deferred buffer
<@include DeferredBuffer.slh@>
<@include DeferredBufferRead.slh@>
//Everything about deferred lighting
<@include DeferredLighting.slh@>
@ -32,6 +32,10 @@ void main(void) {
vec2 texCoord = _texCoord0.st / _texCoord0.q;
DeferredFragment frag = unpackDeferredFragment(deferredTransform, texCoord);
if (frag.mode == FRAG_MODE_UNLIT) {
discard;
}
mat4 invViewMat = deferredTransform.viewInverse;
// Kill if in front of the light volume

View file

@ -116,35 +116,25 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
// FIrst thing, we collect the bound and the status for all the items we want to render
int nbItems = 0;
{
if (!_itemBounds) {
_itemBounds = std::make_shared<gpu::Buffer>();
}
if (!_itemStatus) {
_itemStatus = std::make_shared<gpu::Buffer>();;
}
if (!_itemCells) {
_itemCells = std::make_shared<gpu::Buffer>();;
}
_itemBounds.resize(inItems.size());
_itemStatus.resize(inItems.size());
_itemCells.resize(inItems.size());
_itemBounds->resize((inItems.size() * sizeof(AABox)));
_itemStatus->resize((inItems.size() * NUM_STATUS_VEC4_PER_ITEM * sizeof(glm::vec4)));
_itemCells->resize((inItems.size() * sizeof(Octree::Location)));
AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
for (auto& item : inItems) {
// AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
// glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
// Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
for (size_t i = 0; i < inItems.size(); ++i) {
const auto& item = inItems[i];
if (!item.bound.isInvalid()) {
if (!item.bound.isNull()) {
(*itemAABox) = item.bound;
_itemBounds[i] = item.bound;
} else {
(*itemAABox).setBox(item.bound.getCorner(), 0.1f);
_itemBounds[i].setBox(item.bound.getCorner(), 0.1f);
}
auto& itemScene = scene->getItem(item.id);
(*itemCell) = scene->getSpatialTree().getCellLocation(itemScene.getCell());
_itemCells[i] = scene->getSpatialTree().getCellLocation(itemScene.getCell());
auto itemStatusPointer = itemScene.getStatus();
if (itemStatusPointer) {
@ -152,25 +142,19 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
auto&& currentStatusValues = itemStatusPointer->getCurrentValues();
int valueNum = 0;
for (int vec4Num = 0; vec4Num < NUM_STATUS_VEC4_PER_ITEM; vec4Num++) {
(*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
auto& value = (vec4Num ? _itemStatus[i].first : _itemStatus[i].second);
value = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
for (int component = 0; component < VEC4_LENGTH; component++) {
valueNum = vec4Num * VEC4_LENGTH + component;
if (valueNum < (int)currentStatusValues.size()) {
(*itemStatus)[component] = currentStatusValues[valueNum].getPackedData();
value[component] = currentStatusValues[valueNum].getPackedData();
}
}
itemStatus++;
}
} else {
(*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
itemStatus++;
(*itemStatus) = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
itemStatus++;
_itemStatus[i].first = _itemStatus[i].second = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
}
nbItems++;
itemAABox++;
itemCell++;
}
}
}
@ -194,25 +178,20 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
// bind the one gpu::Pipeline we need
batch.setPipeline(getDrawItemBoundsPipeline());
AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
//AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
//glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
//Octree::Location* itemCell = reinterpret_cast<Octree::Location*> (_itemCells->editData());
const unsigned int VEC3_ADRESS_OFFSET = 3;
if (_showDisplay) {
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
glm::ivec4 cellLocation(itemCell->pos.x, itemCell->pos.y, itemCell->pos.z, itemCell->depth);
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*)&(_itemBounds[i]));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*)&(_itemBounds[i])) + VEC3_ADRESS_OFFSET);
glm::ivec4 cellLocation(_itemCells[i].pos, _itemCells[i].depth);
batch._glUniform4iv(_drawItemCellLocLoc, 1, ((const int*)(&cellLocation)));
batch.draw(gpu::LINES, 24, 0);
itemCell++;
}
}
@ -222,10 +201,10 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
if (_showNetwork) {
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
batch._glUniform4iv(_drawItemStatusValue0Loc, 1, (const int*)(itemStatus + NUM_STATUS_VEC4_PER_ITEM * i));
batch._glUniform4iv(_drawItemStatusValue1Loc, 1, (const int*)(itemStatus + NUM_STATUS_VEC4_PER_ITEM * i + 1));
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*)&(_itemBounds[i]));
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*)&(_itemBounds[i])) + VEC3_ADRESS_OFFSET);
batch._glUniform4iv(_drawItemStatusValue0Loc, 1, (const int*)&(_itemStatus[i].first));
batch._glUniform4iv(_drawItemStatusValue1Loc, 1, (const int*)&(_itemStatus[i].second));
batch.draw(gpu::TRIANGLES, 24 * NUM_STATUS_VEC4_PER_ITEM, 0);
}
}

View file

@ -68,9 +68,13 @@ namespace render {
gpu::Stream::FormatPointer _drawItemFormat;
gpu::PipelinePointer _drawItemBoundsPipeline;
gpu::PipelinePointer _drawItemStatusPipeline;
gpu::BufferPointer _itemBounds;
gpu::BufferPointer _itemCells;
gpu::BufferPointer _itemStatus;
std::vector<AABox> _itemBounds;
std::vector<std::pair<glm::ivec4, glm::ivec4>> _itemStatus;
std::vector<Octree::Location> _itemCells;
//gpu::BufferPointer _itemBounds;
//gpu::BufferPointer _itemCells;
//gpu::BufferPointer _itemStatus;
gpu::TexturePointer _statusIconMap;
};
}

View file

@ -26,7 +26,7 @@ public:
LIGHTMAP,
TANGENTS,
SPECULAR,
EMISSIVE,
UNLIT,
SKINNED,
STEREO,
DEPTH_ONLY,
@ -57,7 +57,7 @@ public:
Builder& withLightmap() { _flags.set(LIGHTMAP); return (*this); }
Builder& withTangents() { _flags.set(TANGENTS); return (*this); }
Builder& withSpecular() { _flags.set(SPECULAR); return (*this); }
Builder& withEmissive() { _flags.set(EMISSIVE); return (*this); }
Builder& withUnlit() { _flags.set(UNLIT); return (*this); }
Builder& withSkinned() { _flags.set(SKINNED); return (*this); }
Builder& withStereo() { _flags.set(STEREO); return (*this); }
Builder& withDepthOnly() { _flags.set(DEPTH_ONLY); return (*this); }
@ -101,8 +101,8 @@ public:
Builder& withSpecular() { _flags.set(SPECULAR); _mask.set(SPECULAR); return (*this); }
Builder& withoutSpecular() { _flags.reset(SPECULAR); _mask.set(SPECULAR); return (*this); }
Builder& withEmissive() { _flags.set(EMISSIVE); _mask.set(EMISSIVE); return (*this); }
Builder& withoutEmissive() { _flags.reset(EMISSIVE); _mask.set(EMISSIVE); return (*this); }
Builder& withUnlit() { _flags.set(UNLIT); _mask.set(UNLIT); return (*this); }
Builder& withoutUnlit() { _flags.reset(UNLIT); _mask.set(UNLIT); return (*this); }
Builder& withSkinned() { _flags.set(SKINNED); _mask.set(SKINNED); return (*this); }
Builder& withoutSkinned() { _flags.reset(SKINNED); _mask.set(SKINNED); return (*this); }
@ -137,7 +137,7 @@ public:
bool hasLightmap() const { return _flags[LIGHTMAP]; }
bool hasTangents() const { return _flags[TANGENTS]; }
bool hasSpecular() const { return _flags[SPECULAR]; }
bool hasEmissive() const { return _flags[EMISSIVE]; }
bool isUnlit() const { return _flags[UNLIT]; }
bool isTranslucent() const { return _flags[TRANSLUCENT]; }
bool isSkinned() const { return _flags[SKINNED]; }
bool isStereo() const { return _flags[STEREO]; }
@ -173,7 +173,7 @@ inline QDebug operator<<(QDebug debug, const ShapeKey& key) {
<< "hasLightmap:" << key.hasLightmap()
<< "hasTangents:" << key.hasTangents()
<< "hasSpecular:" << key.hasSpecular()
<< "hasEmissive:" << key.hasEmissive()
<< "isUnlit:" << key.isUnlit()
<< "isTranslucent:" << key.isTranslucent()
<< "isSkinned:" << key.isSkinned()
<< "isStereo:" << key.isStereo()

View file

@ -62,8 +62,6 @@
#include "MIDIEvent.h"
std::atomic<bool> ScriptEngine::_stoppingAllScripts { false };
static const QString SCRIPT_EXCEPTION_FORMAT = "[UncaughtException] %1 in %2:%3";
Q_DECLARE_METATYPE(QScriptEngine::FunctionSignature)
@ -756,7 +754,7 @@ void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString&
QScriptValue ScriptEngine::evaluate(const QString& sourceCode, const QString& fileName, int lineNumber) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
return QScriptValue(); // bail early
}
@ -792,7 +790,7 @@ QScriptValue ScriptEngine::evaluate(const QString& sourceCode, const QString& fi
}
void ScriptEngine::run() {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
return; // bail early - avoid setting state in init(), as evaluate() will bail too
}
@ -1025,7 +1023,7 @@ QObject* ScriptEngine::setupTimerWithInterval(const QScriptValue& function, int
}
QObject* ScriptEngine::setInterval(const QScriptValue& function, int intervalMS) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
qCDebug(scriptengine) << "Script.setInterval() while shutting down is ignored... parent script:" << getFilename();
return NULL; // bail early
}
@ -1034,7 +1032,7 @@ QObject* ScriptEngine::setInterval(const QScriptValue& function, int intervalMS)
}
QObject* ScriptEngine::setTimeout(const QScriptValue& function, int timeoutMS) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
qCDebug(scriptengine) << "Script.setTimeout() while shutting down is ignored... parent script:" << getFilename();
return NULL; // bail early
}
@ -1086,7 +1084,7 @@ void ScriptEngine::print(const QString& message) {
// If no callback is specified, the included files will be loaded synchronously and will block execution until
// all of the files have finished loading.
void ScriptEngine::include(const QStringList& includeFiles, QScriptValue callback) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
qCDebug(scriptengine) << "Script.include() while shutting down is ignored..."
<< "includeFiles:" << includeFiles << "parent script:" << getFilename();
return; // bail early
@ -1184,7 +1182,7 @@ void ScriptEngine::include(const QStringList& includeFiles, QScriptValue callbac
}
void ScriptEngine::include(const QString& includeFile, QScriptValue callback) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
qCDebug(scriptengine) << "Script.include() while shutting down is ignored... "
<< "includeFile:" << includeFile << "parent script:" << getFilename();
return; // bail early
@ -1199,7 +1197,7 @@ void ScriptEngine::include(const QString& includeFile, QScriptValue callback) {
// as a stand-alone script. To accomplish this, the ScriptEngine class just emits a signal which
// the Application or other context will connect to in order to know to actually load the script
void ScriptEngine::load(const QString& loadFile) {
if (_stoppingAllScripts) {
if (DependencyManager::get<ScriptEngines>()->isStopped()) {
qCDebug(scriptengine) << "Script.load() while shutting down is ignored... "
<< "loadFile:" << loadFile << "parent script:" << getFilename();
return; // bail early

View file

@ -83,6 +83,10 @@ public:
/// run the script in the callers thread, exit when stop() is called.
void run();
void waitTillDoneRunning();
QString getFilename() const;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - these are NOT intended to be public interfaces available to scripts, the are only Q_INVOKABLE so we can
// properly ensure they are only called on the correct thread
@ -199,8 +203,6 @@ protected:
qint64 _lastUpdate;
void init();
QString getFilename() const;
void waitTillDoneRunning();
bool evaluatePending() const { return _evaluatesPending > 0; }
void timerFired();
void stopAllTimers();
@ -232,9 +234,6 @@ protected:
QUrl currentSandboxURL {}; // The toplevel url string for the entity script that loaded the code being executed, else empty.
void doWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, std::function<void()> operation);
void callWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, QScriptValue function, QScriptValue thisObject, QScriptValueList args);
friend class ScriptEngines;
static std::atomic<bool> _stoppingAllScripts;
};
#endif // hifi_ScriptEngine_h

View file

@ -119,26 +119,27 @@ void ScriptEngines::registerScriptInitializer(ScriptInitializer initializer) {
}
void ScriptEngines::addScriptEngine(ScriptEngine* engine) {
_allScriptsMutex.lock();
_allKnownScriptEngines.insert(engine);
_allScriptsMutex.unlock();
if (_isStopped) {
engine->deleteLater();
} else {
QMutexLocker locker(&_allScriptsMutex);
_allKnownScriptEngines.insert(engine);
}
}
void ScriptEngines::removeScriptEngine(ScriptEngine* engine) {
// If we're not already in the middle of stopping all scripts, then we should remove ourselves
// from the list of running scripts. We don't do this if we're in the process of stopping all scripts
// because that method removes scripts from its list as it iterates them
if (!_stoppingAllScripts) {
_allScriptsMutex.lock();
if (!_isStopped) {
QMutexLocker locker(&_allScriptsMutex);
_allKnownScriptEngines.remove(engine);
_allScriptsMutex.unlock();
}
}
void ScriptEngines::shutdownScripting() {
_allScriptsMutex.lock();
_stoppingAllScripts = true;
ScriptEngine::_stoppingAllScripts = true;
_isStopped = true;
QMutexLocker locker(&_allScriptsMutex);
qCDebug(scriptengine) << "Stopping all scripts.... currently known scripts:" << _allKnownScriptEngines.size();
QMutableSetIterator<ScriptEngine*> i(_allKnownScriptEngines);
@ -174,8 +175,6 @@ void ScriptEngines::shutdownScripting() {
i.remove();
}
}
_stoppingAllScripts = false;
_allScriptsMutex.unlock();
qCDebug(scriptengine) << "DONE Stopping all scripts....";
}
@ -499,7 +498,6 @@ void ScriptEngines::launchScriptEngine(ScriptEngine* scriptEngine) {
}
}
void ScriptEngines::onScriptFinished(const QString& rawScriptURL, ScriptEngine* engine) {
bool removed = false;
{

View file

@ -86,16 +86,17 @@ protected:
void onScriptEngineLoaded(const QString& scriptFilename);
void onScriptEngineError(const QString& scriptFilename);
void launchScriptEngine(ScriptEngine* engine);
bool isStopped() const { return _isStopped; }
QReadWriteLock _scriptEnginesHashLock;
QHash<QUrl, ScriptEngine*> _scriptEnginesHash;
QSet<ScriptEngine*> _allKnownScriptEngines;
QMutex _allScriptsMutex;
std::atomic<bool> _stoppingAllScripts { false };
std::list<ScriptInitializer> _scriptInitializers;
mutable Setting::Handle<QString> _scriptsLocationHandle;
ScriptsModel _scriptsModel;
ScriptsModelFilter _scriptsModelFilter;
std::atomic<bool> _isStopped { false };
};
QUrl normalizeScriptURL(const QUrl& rawScriptURL);

View file

@ -33,6 +33,7 @@ Column {
"Roughness",
"Metallic",
"Emissive",
"Shaded/Lightmapped/Unlit",
"Occlusion",
"Lightmap",
"Lighting",

View file

@ -262,6 +262,14 @@ eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.LT).peek().to(goActive);
eventMapping.from(Controller.Standard.LB).peek().to(goActive);
eventMapping.from(Controller.Standard.LS).peek().to(goActive);
eventMapping.from(Controller.Standard.RT).peek().to(goActive);
eventMapping.from(Controller.Standard.RB).peek().to(goActive);
eventMapping.from(Controller.Standard.RS).peek().to(goActive);
eventMapping.from(Controller.Standard.Back).peek().to(goActive);
eventMapping.from(Controller.Standard.Start).peek().to(goActive);
Controller.enableMapping(eventMappingName);
Script.scriptEnding.connect(function () {
@ -270,4 +278,4 @@ Script.scriptEnding.connect(function () {
Controller.disableMapping(eventMappingName);
Controller.mousePressEvent.disconnect(goActive);
Controller.keyPressEvent.disconnect(maybeGoActive);
});
});

View file

@ -739,6 +739,9 @@ function MyController(hand) {
};
this.propsArePhysical = function(props) {
if (!props.dynamic) {
return false;
}
var isPhysical = (props.shapeType && props.shapeType != 'none');
return isPhysical;
}

View file

@ -9,7 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var PopUpMenu = function(properties) {
var PopUpMenu = function (properties) {
var value = properties.value,
promptOverlay,
valueOverlay,
@ -21,9 +21,8 @@ var PopUpMenu = function(properties) {
MIN_MAX_BUTTON_SVG_WIDTH = 17.1,
MIN_MAX_BUTTON_SVG_HEIGHT = 32.5,
MIN_MAX_BUTTON_WIDTH = 14,
MIN_MAX_BUTTON_HEIGHT = MIN_MAX_BUTTON_WIDTH;
MIN_MAX_BUTTON_SVG = Script.resolvePath("assets/images/tools/min-max-toggle.svg");
MIN_MAX_BUTTON_HEIGHT = MIN_MAX_BUTTON_WIDTH,
MIN_MAX_BUTTON_SVG = Script.resolvePath("assets/images/tools/min-max-toggle.svg");
function positionDisplayOptions() {
var y,
@ -203,7 +202,7 @@ var PopUpMenu = function(properties) {
width: MIN_MAX_BUTTON_SVG_WIDTH,
height: MIN_MAX_BUTTON_SVG_HEIGHT / 2
},
color: properties.buttonColor,
//color: properties.buttonColor,
alpha: properties.buttonAlpha,
visible: properties.visible
});
@ -218,11 +217,10 @@ var PopUpMenu = function(properties) {
};
};
var usersWindow = (function() {
var usersWindow = (function () {
var baseURL = Script.resolvePath("assets/images/tools/");
var WINDOW_WIDTH = 260,
var baseURL = Script.resolvePath("assets/images/tools/"),
WINDOW_WIDTH = 260,
WINDOW_MARGIN = 12,
WINDOW_BASE_MARGIN = 6, // A little less is needed in order look correct
WINDOW_FONT = {
@ -248,6 +246,17 @@ var usersWindow = (function() {
WINDOW_BACKGROUND_ALPHA = 0.8,
windowPane,
windowHeading,
// Window border is similar to that of edit.js.
WINDOW_BORDER_WIDTH = WINDOW_WIDTH + 2 * WINDOW_BASE_MARGIN,
WINDOW_BORDER_TOP_MARGIN = 2 * WINDOW_BASE_MARGIN,
WINDOW_BORDER_BOTTOM_MARGIN = WINDOW_BASE_MARGIN,
WINDOW_BORDER_LEFT_MARGIN = WINDOW_BASE_MARGIN,
WINDOW_BORDER_RADIUS = 4,
WINDOW_BORDER_COLOR = { red: 255, green: 255, blue: 255 },
WINDOW_BORDER_ALPHA = 0.5,
windowBorder,
MIN_MAX_BUTTON_SVG = baseURL + "min-max-toggle.svg",
MIN_MAX_BUTTON_SVG_WIDTH = 17.1,
MIN_MAX_BUTTON_SVG_HEIGHT = 32.5,
@ -331,6 +340,7 @@ var usersWindow = (function() {
visibilityControl,
windowHeight,
windowBorderHeight,
windowTextHeight,
windowLineSpacing,
windowLineHeight, // = windowTextHeight + windowLineSpacing
@ -356,14 +366,21 @@ var usersWindow = (function() {
MENU_ITEM_AFTER = "Chat...",
SETTING_USERS_WINDOW_MINIMIZED = "UsersWindow.Minimized",
SETINGS_USERS_WINDOW_OFFSET = "UsersWindow.Offset",
// +ve x, y values are offset from left, top of screen; -ve from right, bottom.
isVisible = true,
isMinimized = false,
isBorderVisible = false,
viewportHeight,
viewport,
isMirrorDisplay = false,
isFullscreenMirror = false,
windowPosition = { }, // Bottom left corner of window pane.
isMovingWindow = false,
movingClickOffset = { x: 0, y: 0 },
isUsingScrollbars = false,
isMovingScrollbar = false,
scrollbarBackgroundPosition = {},
@ -379,19 +396,23 @@ var usersWindow = (function() {
if (isMinimized) {
windowHeight = windowTextHeight + WINDOW_MARGIN + WINDOW_BASE_MARGIN;
windowBorderHeight = windowHeight + WINDOW_BORDER_TOP_MARGIN + WINDOW_BORDER_BOTTOM_MARGIN;
return;
}
// Reserve space for title, friends button, and option controls
nonUsersHeight = WINDOW_MARGIN + windowLineHeight + FRIENDS_BUTTON_SPACER + FRIENDS_BUTTON_HEIGHT + DISPLAY_SPACER + windowLineHeight + VISIBILITY_SPACER + windowLineHeight + WINDOW_BASE_MARGIN;
nonUsersHeight = WINDOW_MARGIN + windowLineHeight + FRIENDS_BUTTON_SPACER + FRIENDS_BUTTON_HEIGHT + DISPLAY_SPACER
+ windowLineHeight + VISIBILITY_SPACER
+ windowLineHeight + WINDOW_BASE_MARGIN;
// Limit window to height of viewport minus VU meter and mirror if displayed
// Limit window to height of viewport above window position minus VU meter and mirror if displayed
windowHeight = linesOfUsers.length * windowLineHeight - windowLineSpacing + nonUsersHeight;
maxWindowHeight = viewportHeight - AUDIO_METER_HEIGHT;
maxWindowHeight = windowPosition.y - AUDIO_METER_HEIGHT;
if (isMirrorDisplay && !isFullscreenMirror) {
maxWindowHeight -= MIRROR_HEIGHT;
}
windowHeight = Math.max(Math.min(windowHeight, maxWindowHeight), nonUsersHeight);
windowBorderHeight = windowHeight + WINDOW_BORDER_TOP_MARGIN + WINDOW_BORDER_BOTTOM_MARGIN;
// Corresponding number of users to actually display
numUsersToDisplay = Math.max(Math.round((windowHeight - nonUsersHeight) / windowLineHeight), 0);
@ -405,38 +426,57 @@ var usersWindow = (function() {
}
function updateOverlayPositions() {
var y;
// Overlay positions are all relative to windowPosition; windowPosition is the position of the windowPane overlay.
var windowLeft = windowPosition.x,
windowTop = windowPosition.y - windowHeight,
x,
y;
Overlays.editOverlay(windowBorder, {
x: windowPosition.x - WINDOW_BORDER_LEFT_MARGIN,
y: windowTop - WINDOW_BORDER_TOP_MARGIN
});
Overlays.editOverlay(windowPane, {
y: viewportHeight - windowHeight
x: windowLeft,
y: windowTop
});
Overlays.editOverlay(windowHeading, {
y: viewportHeight - windowHeight + WINDOW_MARGIN
x: windowLeft + WINDOW_MARGIN,
y: windowTop + WINDOW_MARGIN
});
Overlays.editOverlay(minimizeButton, {
y: viewportHeight - windowHeight + WINDOW_MARGIN / 2
x: windowLeft + WINDOW_WIDTH - WINDOW_MARGIN / 2 - MIN_MAX_BUTTON_WIDTH,
y: windowTop + WINDOW_MARGIN / 2
});
scrollbarBackgroundPosition.y = viewportHeight - windowHeight + WINDOW_MARGIN + windowTextHeight;
scrollbarBackgroundPosition.x = windowLeft + WINDOW_WIDTH - 0.5 * WINDOW_MARGIN - SCROLLBAR_BACKGROUND_WIDTH;
scrollbarBackgroundPosition.y = windowTop + WINDOW_MARGIN + windowTextHeight;
Overlays.editOverlay(scrollbarBackground, {
x: scrollbarBackgroundPosition.x,
y: scrollbarBackgroundPosition.y
});
scrollbarBarPosition.y = scrollbarBackgroundPosition.y + 1 + scrollbarValue * (scrollbarBackgroundHeight - scrollbarBarHeight - 2);
scrollbarBarPosition.y = scrollbarBackgroundPosition.y + 1
+ scrollbarValue * (scrollbarBackgroundHeight - scrollbarBarHeight - 2);
Overlays.editOverlay(scrollbarBar, {
x: scrollbarBackgroundPosition.x + 1,
y: scrollbarBarPosition.y
});
y = viewportHeight - FRIENDS_BUTTON_HEIGHT - DISPLAY_SPACER - windowLineHeight - VISIBILITY_SPACER - windowLineHeight - WINDOW_BASE_MARGIN;
x = windowLeft + WINDOW_MARGIN;
y = windowPosition.y - FRIENDS_BUTTON_HEIGHT - DISPLAY_SPACER
- windowLineHeight - VISIBILITY_SPACER
- windowLineHeight - WINDOW_BASE_MARGIN;
Overlays.editOverlay(friendsButton, {
x: x,
y: y
});
y += FRIENDS_BUTTON_HEIGHT + DISPLAY_SPACER;
displayControl.updatePosition(WINDOW_MARGIN, y);
displayControl.updatePosition(x, y);
y += windowLineHeight + VISIBILITY_SPACER;
visibilityControl.updatePosition(WINDOW_MARGIN, y);
visibilityControl.updatePosition(x, y);
}
function updateUsersDisplay() {
@ -487,6 +527,10 @@ var usersWindow = (function() {
});
}
Overlays.editOverlay(windowBorder, {
height: windowBorderHeight
});
Overlays.editOverlay(windowPane, {
height: windowHeight,
text: displayText
@ -512,7 +556,7 @@ var usersWindow = (function() {
usersRequest.send();
}
processUsers = function() {
processUsers = function () {
var response,
myUsername,
user,
@ -565,12 +609,15 @@ var usersWindow = (function() {
}
};
pollUsersTimedOut = function() {
pollUsersTimedOut = function () {
print("Error: Request for users status timed out");
usersTimer = Script.setTimeout(pollUsers, HTTP_GET_TIMEOUT); // Try again after a longer delay.
};
function updateOverlayVisibility() {
Overlays.editOverlay(windowBorder, {
visible: isVisible && isBorderVisible
});
Overlays.editOverlay(windowPane, {
visible: isVisible
});
@ -670,7 +717,7 @@ var usersWindow = (function() {
if (clickedOverlay === windowPane) {
overlayX = event.x - WINDOW_MARGIN;
overlayY = event.y - viewportHeight + windowHeight - WINDOW_MARGIN - windowLineHeight;
overlayY = event.y - windowPosition.y + windowHeight - WINDOW_MARGIN - windowLineHeight;
numLinesBefore = Math.round(overlayY / windowLineHeight);
minY = numLinesBefore * windowLineHeight;
@ -683,7 +730,8 @@ var usersWindow = (function() {
userClicked = firstUserToDisplay + lineClicked;
if (0 <= userClicked && userClicked < linesOfUsers.length && 0 <= overlayX && overlayX <= usersOnline[linesOfUsers[userClicked]].textWidth) {
if (0 <= userClicked && userClicked < linesOfUsers.length && 0 <= overlayX
&& overlayX <= usersOnline[linesOfUsers[userClicked]].textWidth) {
//print("Go to " + usersOnline[linesOfUsers[userClicked]].username);
location.goToUser(usersOnline[linesOfUsers[userClicked]].username);
}
@ -735,13 +783,29 @@ var usersWindow = (function() {
friendsWindow.setURL(FRIENDS_WINDOW_URL);
friendsWindow.setVisible(true);
friendsWindow.raise();
return;
}
if (clickedOverlay === windowBorder) {
movingClickOffset = {
x: event.x - windowPosition.x,
y: event.y - windowPosition.y
};
isMovingWindow = true;
}
}
function onMouseMoveEvent(event) {
var isVisible;
if (isMovingScrollbar) {
if (scrollbarBackgroundPosition.x - WINDOW_MARGIN <= event.x && event.x <= scrollbarBackgroundPosition.x + SCROLLBAR_BACKGROUND_WIDTH + WINDOW_MARGIN && scrollbarBackgroundPosition.y - WINDOW_MARGIN <= event.y && event.y <= scrollbarBackgroundPosition.y + scrollbarBackgroundHeight + WINDOW_MARGIN) {
scrollbarValue = (event.y - scrollbarBarClickedAt * scrollbarBarHeight - scrollbarBackgroundPosition.y) / (scrollbarBackgroundHeight - scrollbarBarHeight - 2);
if (scrollbarBackgroundPosition.x - WINDOW_MARGIN <= event.x
&& event.x <= scrollbarBackgroundPosition.x + SCROLLBAR_BACKGROUND_WIDTH + WINDOW_MARGIN
&& scrollbarBackgroundPosition.y - WINDOW_MARGIN <= event.y
&& event.y <= scrollbarBackgroundPosition.y + scrollbarBackgroundHeight + WINDOW_MARGIN) {
scrollbarValue = (event.y - scrollbarBarClickedAt * scrollbarBarHeight - scrollbarBackgroundPosition.y)
/ (scrollbarBackgroundHeight - scrollbarBarHeight - 2);
scrollbarValue = Math.min(Math.max(scrollbarValue, 0.0), 1.0);
firstUserToDisplay = Math.floor(scrollbarValue * (linesOfUsers.length - numUsersToDisplay));
updateOverlayPositions();
@ -753,35 +817,95 @@ var usersWindow = (function() {
isMovingScrollbar = false;
}
}
if (isMovingWindow) {
windowPosition = {
x: event.x - movingClickOffset.x,
y: event.y - movingClickOffset.y
};
calculateWindowHeight();
updateOverlayPositions();
updateUsersDisplay();
} else {
isVisible = isBorderVisible;
if (isVisible) {
isVisible = windowPosition.x - WINDOW_BORDER_LEFT_MARGIN <= event.x
&& event.x <= windowPosition.x - WINDOW_BORDER_LEFT_MARGIN + WINDOW_BORDER_WIDTH
&& windowPosition.y - windowHeight - WINDOW_BORDER_TOP_MARGIN <= event.y
&& event.y <= windowPosition.y + WINDOW_BORDER_BOTTOM_MARGIN;
} else {
isVisible = windowPosition.x <= event.x && event.x <= windowPosition.x + WINDOW_WIDTH
&& windowPosition.y - windowHeight <= event.y && event.y <= windowPosition.y;
}
if (isVisible !== isBorderVisible) {
isBorderVisible = isVisible;
Overlays.editOverlay(windowBorder, {
visible: isBorderVisible
});
}
}
}
function onMouseReleaseEvent() {
Overlays.editOverlay(scrollbarBar, {
backgroundAlpha: SCROLLBAR_BAR_ALPHA
});
isMovingScrollbar = false;
var offset = {};
if (isMovingScrollbar) {
Overlays.editOverlay(scrollbarBar, {
backgroundAlpha: SCROLLBAR_BAR_ALPHA
});
isMovingScrollbar = false;
}
if (isMovingWindow) {
// Save offset of bottom of window to nearest edge of the window.
offset.x = (windowPosition.x + WINDOW_WIDTH / 2 < viewport.x / 2) ? windowPosition.x : windowPosition.x - viewport.x;
offset.y = (windowPosition.y < viewport.y / 2) ? windowPosition.y : windowPosition.y - viewport.y;
Settings.setValue(SETINGS_USERS_WINDOW_OFFSET, JSON.stringify(offset));
isMovingWindow = false;
}
}
function onScriptUpdate() {
var oldViewportHeight = viewportHeight,
var oldViewport = viewport,
oldIsMirrorDisplay = isMirrorDisplay,
oldIsFullscreenMirror = isFullscreenMirror,
MIRROR_MENU_ITEM = "Mirror",
FULLSCREEN_MIRROR_MENU_ITEM = "Fullscreen Mirror";
viewportHeight = Controller.getViewportDimensions().y;
viewport = Controller.getViewportDimensions();
isMirrorDisplay = Menu.isOptionChecked(MIRROR_MENU_ITEM);
isFullscreenMirror = Menu.isOptionChecked(FULLSCREEN_MIRROR_MENU_ITEM);
if (viewportHeight !== oldViewportHeight || isMirrorDisplay !== oldIsMirrorDisplay || isFullscreenMirror !== oldIsFullscreenMirror) {
if (viewport.y !== oldViewport.y || isMirrorDisplay !== oldIsMirrorDisplay
|| isFullscreenMirror !== oldIsFullscreenMirror) {
calculateWindowHeight();
updateUsersDisplay();
updateOverlayPositions();
}
if (viewport.y !== oldViewport.y) {
if (windowPosition.y > oldViewport.y / 2) {
// Maintain position w.r.t. bottom of window.
windowPosition.y = viewport.y - (oldViewport.y - windowPosition.y);
}
}
if (viewport.x !== oldViewport.x) {
if (windowPosition.x + (WINDOW_WIDTH / 2) > oldViewport.x / 2) {
// Maintain position w.r.t. right of window.
windowPosition.x = viewport.x - (oldViewport.x - windowPosition.x);
}
}
updateOverlayPositions();
}
function setUp() {
var textSizeOverlay;
var textSizeOverlay,
offsetSetting,
offset = {},
hmdViewport;
textSizeOverlay = Overlays.addOverlay("text", {
font: WINDOW_FONT,
@ -792,13 +916,40 @@ var usersWindow = (function() {
windowLineHeight = windowTextHeight + windowLineSpacing;
Overlays.deleteOverlay(textSizeOverlay);
viewportHeight = Controller.getViewportDimensions().y;
viewport = Controller.getViewportDimensions();
offsetSetting = Settings.getValue(SETINGS_USERS_WINDOW_OFFSET);
if (offsetSetting !== "") {
offset = JSON.parse(Settings.getValue(SETINGS_USERS_WINDOW_OFFSET));
}
if (offset.hasOwnProperty("x") && offset.hasOwnProperty("y")) {
windowPosition.x = offset.x < 0 ? viewport.x + offset.x : offset.x;
windowPosition.y = offset.y <= 0 ? viewport.y + offset.y : offset.y;
} else {
hmdViewport = Controller.getRecommendedOverlayRect();
windowPosition = {
x: (viewport.x - hmdViewport.width) / 2, // HMD viewport is narrower than screen.
y: hmdViewport.height // HMD viewport starts at top of screen but only extends down so far.
};
}
calculateWindowHeight();
windowBorder = Overlays.addOverlay("rectangle", {
x: 0,
y: viewport.y, // Start up off-screen
width: WINDOW_BORDER_WIDTH,
height: windowBorderHeight,
radius: WINDOW_BORDER_RADIUS,
color: WINDOW_BORDER_COLOR,
alpha: WINDOW_BORDER_ALPHA,
visible: isVisible && isBorderVisible
});
windowPane = Overlays.addOverlay("text", {
x: 0,
y: viewportHeight, // Start up off-screen
y: viewport.y,
width: WINDOW_WIDTH,
height: windowHeight,
topMargin: WINDOW_MARGIN + windowLineHeight,
@ -813,8 +964,8 @@ var usersWindow = (function() {
});
windowHeading = Overlays.addOverlay("text", {
x: WINDOW_MARGIN,
y: viewportHeight,
x: 0,
y: viewport.y,
width: WINDOW_WIDTH - 2 * WINDOW_MARGIN,
height: windowTextHeight,
topMargin: 0,
@ -828,8 +979,8 @@ var usersWindow = (function() {
});
minimizeButton = Overlays.addOverlay("image", {
x: WINDOW_WIDTH - WINDOW_MARGIN / 2 - MIN_MAX_BUTTON_WIDTH,
y: viewportHeight,
x: 0,
y: viewport.y,
width: MIN_MAX_BUTTON_WIDTH,
height: MIN_MAX_BUTTON_HEIGHT,
imageURL: MIN_MAX_BUTTON_SVG,
@ -845,11 +996,11 @@ var usersWindow = (function() {
});
scrollbarBackgroundPosition = {
x: WINDOW_WIDTH - 0.5 * WINDOW_MARGIN - SCROLLBAR_BACKGROUND_WIDTH,
y: viewportHeight
x: 0,
y: viewport.y
};
scrollbarBackground = Overlays.addOverlay("text", {
x: scrollbarBackgroundPosition.x,
x: 0,
y: scrollbarBackgroundPosition.y,
width: SCROLLBAR_BACKGROUND_WIDTH,
height: windowTextHeight,
@ -860,11 +1011,11 @@ var usersWindow = (function() {
});
scrollbarBarPosition = {
x: WINDOW_WIDTH - 0.5 * WINDOW_MARGIN - SCROLLBAR_BACKGROUND_WIDTH + 1,
y: viewportHeight
x: 0,
y: viewport.y
};
scrollbarBar = Overlays.addOverlay("text", {
x: scrollbarBarPosition.x,
x: 0,
y: scrollbarBarPosition.y,
width: SCROLLBAR_BACKGROUND_WIDTH - 2,
height: windowTextHeight,
@ -875,8 +1026,8 @@ var usersWindow = (function() {
});
friendsButton = Overlays.addOverlay("image", {
x: WINDOW_MARGIN,
y: viewportHeight,
x: 0,
y: viewport.y,
width: FRIENDS_BUTTON_WIDTH,
height: FRIENDS_BUTTON_HEIGHT,
imageURL: FRIENDS_BUTTON_SVG,
@ -895,8 +1046,8 @@ var usersWindow = (function() {
value: DISPLAY_VALUES[0],
values: DISPLAY_VALUES,
displayValues: DISPLAY_DISPLAY_VALUES,
x: WINDOW_MARGIN,
y: viewportHeight,
x: 0,
y: viewport.y,
width: WINDOW_WIDTH - 1.5 * WINDOW_MARGIN,
promptWidth: DISPLAY_PROMPT_WIDTH,
lineHeight: windowLineHeight,
@ -928,8 +1079,8 @@ var usersWindow = (function() {
value: myVisibility,
values: VISIBILITY_VALUES,
displayValues: VISIBILITY_DISPLAY_VALUES,
x: WINDOW_MARGIN,
y: viewportHeight,
x: 0,
y: viewport.y,
width: WINDOW_WIDTH - 1.5 * WINDOW_MARGIN,
promptWidth: VISIBILITY_PROMPT_WIDTH,
lineHeight: windowLineHeight,
@ -979,6 +1130,7 @@ var usersWindow = (function() {
Menu.removeMenuItem(MENU_NAME, MENU_ITEM);
Script.clearTimeout(usersTimer);
Overlays.deleteOverlay(windowBorder);
Overlays.deleteOverlay(windowPane);
Overlays.deleteOverlay(windowHeading);
Overlays.deleteOverlay(minimizeButton);
@ -991,4 +1143,4 @@ var usersWindow = (function() {
setUp();
Script.scriptEnding.connect(tearDown);
}());
}());

View file

@ -26,7 +26,7 @@
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
#include <render-utils/simple_textured_frag.h>
#include <render-utils/simple_textured_emisive_frag.h>
#include <render-utils/simple_textured_unlit_frag.h>
#include <render-utils/deferred_light_vert.h>
#include <render-utils/deferred_light_limited_vert.h>
@ -160,7 +160,7 @@ void QTestWindow::draw() {
testShaderBuild(skybox_vert, skybox_frag);
testShaderBuild(simple_vert, simple_frag);
testShaderBuild(simple_vert, simple_textured_frag);
testShaderBuild(simple_vert, simple_textured_emisive_frag);
testShaderBuild(simple_vert, simple_textured_unlit_frag);
testShaderBuild(deferred_light_vert, directional_light_frag);
testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
testShaderBuild(deferred_light_vert, directional_skybox_light_frag);

View file

@ -12,6 +12,7 @@
#include "TextTemplate.h"
#include <fstream>
#include <sstream>
#include <ctime>
#include <chrono>
@ -168,7 +169,7 @@ int main (int argc, char** argv) {
auto scribe = std::make_shared<TextTemplate>(srcFilename, config);
// ready to parse and generate
std::ostringstream destStringStream;
std::stringstream destStringStream;
int numErrors = scribe->scribe(destStringStream, srcStream, vars);
if (numErrors) {
cerr << "Scribe " << srcFilename << "> failed: " << numErrors << " errors." << endl;
@ -187,14 +188,38 @@ int main (int argc, char** argv) {
std::ostringstream targetStringStream;
if (makeCPlusPlus) {
// Because there is a maximum size for literal strings declared in source we need to partition the
// full source string stream into pages that seems to be around that value...
const int MAX_STRING_LITERAL = 10000;
std::string lineToken;
auto pageSize = lineToken.length();
std::vector<std::shared_ptr<std::stringstream>> pages(1, std::make_shared<std::stringstream>());
while (!destStringStream.eof()) {
std::getline(destStringStream, lineToken);
auto lineSize = lineToken.length() + 1;
if (pageSize + lineSize > MAX_STRING_LITERAL) {
pages.push_back(std::make_shared<std::stringstream>());
// reset pageStringStream
pageSize = 0;
}
(*pages.back()) << lineToken << std::endl;
pageSize += lineSize;
}
targetStringStream << "// File generated by Scribe " << vars["_SCRIBE_DATE"] << std::endl;
targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
// targetStringStream << "const char " << targetName << "[] = R\"XXXX(" << destStringStream.str() << ")XXXX\";";
targetStringStream << "const char " << targetName << "[] = R\"SCRIBE(";
targetStringStream << destStringStream.str();
targetStringStream << "\n)SCRIBE\";\n\n";
targetStringStream << "const char " << targetName << "[] = \n";
// Write the pages content
for (auto page : pages) {
targetStringStream << "R\"SCRIBE(\n" << page->str() << "\n)SCRIBE\"\n";
}
targetStringStream << ";\n" << std::endl << std::endl;
targetStringStream << "#endif" << std::endl;
} else {
targetStringStream << destStringStream.str();

View file

@ -9,7 +9,7 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
var MINUTE_HAND_CLOCK_SCRIPT_URL = Script.resolvePath("cuckooClockMinuteHandEntityScript.js" )
var MINUTE_HAND_CLOCK_SCRIPT_URL = Script.resolvePath("cuckooClockMinuteHandEntityScript.js")
var CLOCK_BODY_URL = "atp:/cuckooClock/cuckoo2_BODY.fbx";
var CLOCK_BODY_COLLISION_HULL_URL = "atp:/cuckooClock/clockHull.obj";
var CLOCK_FACE_URL = "atp:/cuckooClock/cuckooClock2_FACE.fbx";
@ -38,11 +38,11 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
},
position: spawnPosition,
rotation: clockRotation,
dimensions: {
dimensions: Vec3.multiply(0.5, {
x: 0.8181,
y: 1.3662,
z: 0.8181
},
}),
userData: JSON.stringify({
hifiHomeKey: {
reset: true
@ -50,9 +50,9 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
})
})
var forwardOffset = -0.13
var upOffset = 0.255;
var sideOffset = -0.03;
var forwardOffset = 0.5 * -0.13;
var upOffset = 0.5 * 0.255;
var sideOffset = 0.5 * -0.03;
var clockFacePosition = spawnPosition;
clockFacePosition = Vec3.sum(clockFacePosition, Vec3.multiply(Quat.getFront(clockRotation), forwardOffset));
clockFacePosition = Vec3.sum(clockFacePosition, Vec3.multiply(Quat.getUp(clockRotation), upOffset));
@ -65,11 +65,11 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
name: "home_model_clockFace",
modelURL: CLOCK_FACE_URL,
position: clockFacePosition,
dimensions: {
dimensions: Vec3.multiply(0.5, {
x: 0.2397,
y: 0.2402,
z: 0.0212
},
}),
userData: JSON.stringify({
hifiHomeKey: {
reset: true
@ -86,7 +86,7 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
var myDate = new Date()
// HOUR HAND *************************
var clockHandForwardOffset = -0.017;
var clockHandForwardOffset = (0.5 * -0.017);
var hourHandPosition = Vec3.sum(clockFacePosition, Vec3.multiply(Quat.getFront(clockRotation), clockHandForwardOffset));
@ -118,11 +118,11 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
rotation: worldClockHandRotation,
angularDamping: 0,
angularVelocity: worldAngularVelocity,
dimensions: {
dimensions: Vec3.multiply(0.5, {
x: 0.0263,
y: 0.0982,
z: 0.0024
},
}),
userData: JSON.stringify({
hifiHomeKey: {
reset: true
@ -150,11 +150,11 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
modelURL: CLOCK_SECOND_HAND_URL,
name: "home_model_clockSecondHand",
position: hourHandPosition,
dimensions: {
dimensions: Vec3.multiply(0.5, {
x: 0.0043,
y: 0.1117,
z: 0.0008
},
}),
color: {
red: 200,
green: 10,
@ -202,14 +202,14 @@ MyCuckooClock = function(spawnPosition, spawnRotation) {
y: 0.05,
z: 0.5
},
rotation:worldClockHandRotation,
rotation: worldClockHandRotation,
angularDamping: 0,
angularVelocity: worldAngularVelocity,
dimensions: {
dimensions: Vec3.multiply(0.5, {
x: 0.0251,
y: 0.1179,
z: 0.0032
},
}),
script: MINUTE_HAND_CLOCK_SCRIPT_URL,
userData: JSON.stringify({
clockBody: clockBody,

View file

@ -0,0 +1,165 @@
// this script turns an entity into an exploder -- anything that collides with it will be vaporized!
//
//
(function() {
var _this = this;
function Fire() {
_this = this;
}
var RED = {
red: 255,
green: 0,
blue: 0
};
var ORANGE = {
red: 255,
green: 165,
blue: 0
};
var YELLOW = {
red: 255,
green: 255,
blue: 0
};
var GREEN = {
red: 0,
green: 255,
blue: 0
};
var BLUE = {
red: 0,
green: 0,
blue: 255
};
var INDIGO = {
red: 128,
green: 0,
blue: 128
};
var VIOLET = {
red: 75,
green: 0,
blue: 130
};
var colors = [RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET];
Fire.prototype = {
preload: function(entityID) {
this.entityID = entityID;
this.EXPLOSION_SOUND = SoundCache.getSound("atp:/firepit/fire_burst.wav");
},
collisionWithEntity: function(myID, otherID, collisionInfo) {
var otherProps = Entities.getEntityProperties(otherID);
var data = null;
try {
data = JSON.parse(otherProps.userData)
} catch (err) {
print('ERROR GETTING USERDATA!');
}
if (data === null || "") {
return;
} else {
if (data.hasOwnProperty('hifiHomeKey')) {
if (data.hifiHomeKey.reset === true) {
print('FLAMMABLE THING, EXPLODE IT!');
_this.playSoundAtCurrentPosition();
_this.explodeWithColor();
_this.smokePuff();
Entities.deleteEntity(otherID)
}
}
}
},
explodeWithColor: function() {
print('EXPLODE!')
var myProps = Entities.getEntityProperties(this.entityID);
var color = colors[Math.floor(Math.random() * colors.length)];
var explosionParticleProperties = {
"color": color,
"isEmitting": 1,
"maxParticles": 1000,
"lifespan": 0.25,
"emitRate": 1,
"emitSpeed": 0.1,
"speedSpread": 1,
"emitOrientation": Quat.getUp(myProps.rotation),
"emitDimensions": {
"x": 0,
"y": 0,
"z": 0
},
"polarStart": 0,
"polarFinish": 0,
"azimuthStart": 0,
"azimuthFinish": 0,
"emitAcceleration": {
"x": 0,
"y": 0,
"z": 0
},
"accelerationSpread": {
"x": 0,
"y": 0,
"z": 0
},
"particleRadius": 0.829,
"radiusSpread": 0,
"radiusStart": 0.361,
"radiusFinish": 0.294,
"colorSpread": {
"red": 0,
"green": 0,
"blue": 0
},
"colorStart": {
"red": 255,
"green": 255,
"blue": 255
},
"colorFinish": {
"red": 255,
"green": 255,
"blue": 255
},
"alpha": 1,
"alphaSpread": 0,
"alphaStart": -0.2,
"alphaFinish": 0.5,
"emitterShouldTrail": 0,
"textures": "atp:/firepit/explode.png",
"type": "ParticleEffect",
lifetime: 1,
position: myProps.position
};
var explosion = Entities.addEntity(explosionParticleProperties);
print('explosion is: ' + explosion)
},
smokePuff: function() {
//smoke puff here
},
playSoundAtCurrentPosition: function() {
var audioProperties = {
volume: 0.5,
position: Entities.getEntityProperties(this.entityID).position
};
Audio.playSound(this.EXPLOSION_SOUND, audioProperties);
},
}
return new Fire();
});

View file

@ -0,0 +1,51 @@
(function() {
var MINIMUM_LIGHT_INTENSITY = 50.0;
var MAXIMUM_LIGHT_INTENSITY = 200.0;
var LIGHT_FALLOFF_RADIUS = 0.1;
var LIGHT_INTENSITY_RANDOMNESS = 0.1;
function randFloat(low, high) {
return low + Math.random() * (high - low);
}
var _this;
function FlickeringFlame() {
_this = this;
}
var totalTime = 0;
var spacer = 2;
FlickeringFlame.prototype = {
preload: function(entityID) {
this.entityID = entityID;
Script.update.connect(this.update);
},
update: function(deltaTime) {
totalTime += deltaTime;
if (totalTime > spacer) {
var howManyAvatars = AvatarList.getAvatarIdentifiers().length;
var intensity = (MINIMUM_LIGHT_INTENSITY + (MAXIMUM_LIGHT_INTENSITY + (Math.sin(totalTime) * MAXIMUM_LIGHT_INTENSITY)));
intensity += randFloat(-LIGHT_INTENSITY_RANDOMNESS, LIGHT_INTENSITY_RANDOMNESS);
Entities.editEntity(_this.entityID, {
intensity: intensity
});
spacer = Math.random(0, 100) * (2 / howManyAvatars);
totalTime = 0;
} else {
//just keep counting
}
},
unload: function() {
Script.update.disconnect(this.update)
}
}
return new FlickeringFlame
});

View file

@ -37,14 +37,10 @@
var whiteboardPath = Script.resolvePath("atp:/whiteboard/wrapper.js");
var plantPath = Script.resolvePath("atp:/growingPlant/wrapper.js");
var cuckooClockPath = Script.resolvePath("atp:/cuckooClock/wrapper.js");
var pingPongGunPath = Script.resolvePath("atp:/pingPongGun/wrapper.js");
var musicBoxPath = Script.resolvePath("musicBox/wrapper.js?" + Math.random());
var transformerPath = Script.resolvePath("atp:/dressingRoom/wrapper.js");
Script.include(utilsPath);
@ -54,10 +50,8 @@
Script.include(fishTankPath);
Script.include(tiltMazePath);
Script.include(whiteboardPath);
Script.include(plantPath);
Script.include(cuckooClockPath);
Script.include(pingPongGunPath);
// Script.include(musicBoxPath);
Script.include(transformerPath);
var TRANSFORMER_URL_ROBOT = 'atp:/dressingRoom/simple_robot.fbx';
@ -204,23 +198,13 @@
});
var whiteboard = new Whiteboard({
x: 1104,
y: 460.5,
z: -77
x: 1105.0955,
y: 460.5000,
z: -77.4409
}, {
x: 0,
y: -133,
z: 0
});
var myPlant = new Plant({
x: 1099.8785,
y: 460.3115,
z: -84.7736
}, {
x: 0,
y: 0,
z: 0
x: -0.0013,
y: -133.0056,
z: -0.0013
});
var pingPongGun = new HomePingPongGun({
@ -234,16 +218,15 @@
});
var cuckooClock = new MyCuckooClock({
x: 1105.267,
y: 461.44,
z: -81.9495
x: 1105.5237,
y: 461.4826,
z: -81.7524
}, {
x: 0,
y: -57,
z: 0
x: -0.0013,
y: -57.0089,
z: -0.0013
});
// var musicBox = new MusicBox();
print('HOME after creating scripted entities')
},