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https://github.com/overte-org/overte.git
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Merge pull request #2556 from ey6es/master
Fix for shadows' showing up on the wrong side of objects.
This commit is contained in:
commit
a9d24451cf
8 changed files with 62 additions and 23 deletions
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@ -14,12 +14,12 @@
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Application.cpp" line="3608"/>
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<location filename="src/Application.cpp" line="3610"/>
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<source>Open Script</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Application.cpp" line="3609"/>
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<location filename="src/Application.cpp" line="3611"/>
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<source>JavaScript Files (*.js)</source>
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<translation type="unfinished"></translation>
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</message>
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@ -113,18 +113,18 @@
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<context>
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<name>Menu</name>
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<message>
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<location filename="src/Menu.cpp" line="459"/>
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<location filename="src/Menu.cpp" line="456"/>
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<source>Open .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="461"/>
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<location filename="src/Menu.cpp" line="473"/>
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<location filename="src/Menu.cpp" line="458"/>
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<location filename="src/Menu.cpp" line="470"/>
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<source>Text files (*.ini)</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="471"/>
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<location filename="src/Menu.cpp" line="468"/>
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<source>Save .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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@ -10,7 +10,8 @@
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uniform sampler2DShadow shadowMap;
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varying vec4 shadowColor;
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void main(void) {
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gl_FragColor = gl_Color * mix(vec4(0.8, 0.8, 0.8, 1.0), vec4(1.0, 1.0, 1.0, 1.0),
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shadow2D(shadowMap, gl_TexCoord[0].stp));
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gl_FragColor = mix(shadowColor, gl_Color, shadow2D(shadowMap, gl_TexCoord[0].stp));
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}
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28
interface/resources/shaders/shadow_map.vert
Normal file
28
interface/resources/shaders/shadow_map.vert
Normal file
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@ -0,0 +1,28 @@
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#version 120
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//
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// shadow_map.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 3/27/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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varying vec4 shadowColor;
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void main(void) {
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// the shadow color includes only the ambient terms
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shadowColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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// the normal color includes diffuse
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vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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gl_FrontColor = shadowColor + gl_Color * (gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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// generate the shadow texture coordinate using the eye position
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vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = vec4(dot(gl_EyePlaneS[0], eyePosition), dot(gl_EyePlaneT[0], eyePosition),
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dot(gl_EyePlaneR[0], eyePosition), 1.0);
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// use the fixed function transform
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gl_Position = ftransform();
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}
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@ -1636,6 +1636,8 @@ void Application::updateLOD() {
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// adjust it unless we were asked to disable this feature, or if we're currently in throttleRendering mode
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if (!Menu::getInstance()->isOptionChecked(MenuOption::DisableAutoAdjustLOD) && !isThrottleRendering()) {
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Menu::getInstance()->autoAdjustLOD(_fps);
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} else {
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Menu::getInstance()->resetLODAdjust();
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}
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}
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@ -393,8 +393,6 @@ void Menu::loadSettings(QSettings* settings) {
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_maxVoxels = loadSetting(settings, "maxVoxels", DEFAULT_MAX_VOXELS_PER_SYSTEM);
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_maxVoxelPacketsPerSecond = loadSetting(settings, "maxVoxelsPPS", DEFAULT_MAX_VOXEL_PPS);
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_voxelSizeScale = loadSetting(settings, "voxelSizeScale", DEFAULT_OCTREE_SIZE_SCALE);
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_avatarLODDistanceMultiplier = loadSetting(settings, "avatarLODDistanceMultiplier",
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DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER);
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_boundaryLevelAdjust = loadSetting(settings, "boundaryLevelAdjust", 0);
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settings->beginGroup("View Frustum Offset Camera");
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@ -434,7 +432,6 @@ void Menu::saveSettings(QSettings* settings) {
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settings->setValue("maxVoxels", _maxVoxels);
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settings->setValue("maxVoxelsPPS", _maxVoxelPacketsPerSecond);
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settings->setValue("voxelSizeScale", _voxelSizeScale);
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settings->setValue("avatarLODDistanceMultiplier", _avatarLODDistanceMultiplier);
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settings->setValue("boundaryLevelAdjust", _boundaryLevelAdjust);
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settings->beginGroup("View Frustum Offset Camera");
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settings->setValue("viewFrustumOffsetYaw", _viewFrustumOffset.yaw);
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@ -1203,7 +1200,10 @@ void Menu::autoAdjustLOD(float currentFPS) {
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if (now - _lastAvatarDetailDrop > ADJUST_AVATAR_LOD_DOWN_DELAY) {
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// attempt to lower the detail in proportion to the fps difference
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float targetFps = (ADJUST_LOD_DOWN_FPS + ADJUST_LOD_UP_FPS) * 0.5f;
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_avatarLODDistanceMultiplier *= (targetFps / _fastFPSAverage.getAverage());
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float averageFps = _fastFPSAverage.getAverage();
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const float MAXIMUM_MULTIPLIER_SCALE = 2.0f;
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_avatarLODDistanceMultiplier *= (averageFps < EPSILON) ? MAXIMUM_MULTIPLIER_SCALE :
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qMin(MAXIMUM_MULTIPLIER_SCALE, targetFps / averageFps);
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_lastAvatarDetailDrop = now;
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}
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} else if (_fastFPSAverage.getAverage() > ADJUST_LOD_UP_FPS) {
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@ -1249,6 +1249,12 @@ void Menu::autoAdjustLOD(float currentFPS) {
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}
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}
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void Menu::resetLODAdjust() {
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_fpsAverage.reset();
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_fastFPSAverage.reset();
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_lastAvatarDetailDrop = _lastAdjust = usecTimestampNow();
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}
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void Menu::setVoxelSizeScale(float sizeScale) {
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_voxelSizeScale = sizeScale;
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}
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@ -85,6 +85,7 @@ public:
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// User Tweakable LOD Items
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QString getLODFeedbackText();
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void autoAdjustLOD(float currentFPS);
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void resetLODAdjust();
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void setVoxelSizeScale(float sizeScale);
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float getVoxelSizeScale() const { return _voxelSizeScale; }
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float getAvatarLODDistanceMultiplier() const { return _avatarLODDistanceMultiplier; }
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@ -1259,7 +1259,13 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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remainingModels.insert(model.key());
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}
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while (!remainingModels.isEmpty()) {
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QString topID = getTopModelID(parentMap, models, *remainingModels.constBegin());
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QString first = *remainingModels.constBegin();
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foreach (const QString& id, remainingModels) {
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if (id < first) {
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first = id;
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}
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}
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QString topID = getTopModelID(parentMap, models, first);
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appendModelIDs(parentMap.value(topID), childMap, models, remainingModels, modelIDs);
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}
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@ -506,8 +506,10 @@ void VoxelSystem::initVoxelMemory() {
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_perlinModulateProgram.setUniformValue("permutationNormalTexture", 0);
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_perlinModulateProgram.release();
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/shadow_map.frag");
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/shadow_map.vert");
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/shadow_map.frag");
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_shadowMapProgram.link();
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_shadowMapProgram.bind();
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@ -1471,10 +1473,6 @@ void VoxelSystem::applyScaleAndBindProgram(bool texture) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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_shadowMapProgram.bind();
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_2D);
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glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]);
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glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]);
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@ -1496,10 +1494,7 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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_shadowMapProgram.release();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_2D);
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} else if (texture) {
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_perlinModulateProgram.release();
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