From 7cc72307456b15e06691b4132be05e441a2a2058 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 27 Mar 2014 13:18:45 -0700 Subject: [PATCH 1/5] Adjust the shadow shader to prevent seeing shadows on the opposite sides of objects. Closes #2544. --- interface/resources/shaders/shadow_map.frag | 5 ++-- interface/resources/shaders/shadow_map.vert | 30 +++++++++++++++++++++ interface/src/voxels/VoxelSystem.cpp | 15 ++++------- 3 files changed, 38 insertions(+), 12 deletions(-) create mode 100644 interface/resources/shaders/shadow_map.vert diff --git a/interface/resources/shaders/shadow_map.frag b/interface/resources/shaders/shadow_map.frag index 4bd8b8b768..810fc6a947 100644 --- a/interface/resources/shaders/shadow_map.frag +++ b/interface/resources/shaders/shadow_map.frag @@ -10,7 +10,8 @@ uniform sampler2DShadow shadowMap; +varying vec4 shadowColor; + void main(void) { - gl_FragColor = gl_Color * mix(vec4(0.8, 0.8, 0.8, 1.0), vec4(1.0, 1.0, 1.0, 1.0), - shadow2D(shadowMap, gl_TexCoord[0].stp)); + gl_FragColor = gl_Color * mix(shadowColor, vec4(1.0, 1.0, 1.0, 1.0), shadow2D(shadowMap, gl_TexCoord[0].stp)); } diff --git a/interface/resources/shaders/shadow_map.vert b/interface/resources/shaders/shadow_map.vert new file mode 100644 index 0000000000..a15cd070b9 --- /dev/null +++ b/interface/resources/shaders/shadow_map.vert @@ -0,0 +1,30 @@ +#version 120 + +// +// shadow_map.vert +// vertex shader +// +// Created by Andrzej Kapolka on 3/27/14. +// Copyright (c) 2014 High Fidelity, Inc. All rights reserved. +// + +varying vec4 shadowColor; + +void main(void) { + // the shadow color depends on the light product + vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); + float lightProduct = dot(normal, gl_LightSource[0].position); + shadowColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.8, 0.8, 0.8, 1.0), step(0.0, lightProduct)); + + // standard diffuse lighting + gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient + + gl_LightSource[0].diffuse * max(0.0, lightProduct)); + + // generate the shadow texture coordinate using the eye position + vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex; + gl_TexCoord[0] = vec4(dot(gl_EyePlaneS[0], eyePosition), dot(gl_EyePlaneT[0], eyePosition), + dot(gl_EyePlaneR[0], eyePosition), 1.0); + + // use the fixed function transform + gl_Position = ftransform(); +} diff --git a/interface/src/voxels/VoxelSystem.cpp b/interface/src/voxels/VoxelSystem.cpp index 4db5af3c04..5c68485436 100644 --- a/interface/src/voxels/VoxelSystem.cpp +++ b/interface/src/voxels/VoxelSystem.cpp @@ -506,8 +506,10 @@ void VoxelSystem::initVoxelMemory() { _perlinModulateProgram.setUniformValue("permutationNormalTexture", 0); _perlinModulateProgram.release(); - _shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() - + "shaders/shadow_map.frag"); + _shadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, + Application::resourcesPath() + "shaders/shadow_map.vert"); + _shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, + Application::resourcesPath() + "shaders/shadow_map.frag"); _shadowMapProgram.link(); _shadowMapProgram.bind(); @@ -1471,10 +1473,6 @@ void VoxelSystem::applyScaleAndBindProgram(bool texture) { if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { _shadowMapProgram.bind(); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID()); - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glEnable(GL_TEXTURE_GEN_R); - glEnable(GL_TEXTURE_2D); glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]); glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]); @@ -1496,10 +1494,7 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) { if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { _shadowMapProgram.release(); glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); - glDisable(GL_TEXTURE_GEN_R); - glDisable(GL_TEXTURE_2D); + } else if (texture) { _perlinModulateProgram.release(); From 563725e7810259e49f47a5b6cca883a14bdea5d7 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 27 Mar 2014 13:44:34 -0700 Subject: [PATCH 2/5] Use the "correct" shadow strategy: include only ambient term when in shadow. --- interface/resources/shaders/shadow_map.frag | 2 +- interface/resources/shaders/shadow_map.vert | 12 +++++------- 2 files changed, 6 insertions(+), 8 deletions(-) diff --git a/interface/resources/shaders/shadow_map.frag b/interface/resources/shaders/shadow_map.frag index 810fc6a947..b683ed5af2 100644 --- a/interface/resources/shaders/shadow_map.frag +++ b/interface/resources/shaders/shadow_map.frag @@ -13,5 +13,5 @@ uniform sampler2DShadow shadowMap; varying vec4 shadowColor; void main(void) { - gl_FragColor = gl_Color * mix(shadowColor, vec4(1.0, 1.0, 1.0, 1.0), shadow2D(shadowMap, gl_TexCoord[0].stp)); + gl_FragColor = mix(shadowColor, gl_Color, shadow2D(shadowMap, gl_TexCoord[0].stp)); } diff --git a/interface/resources/shaders/shadow_map.vert b/interface/resources/shaders/shadow_map.vert index a15cd070b9..6809ca6e2b 100644 --- a/interface/resources/shaders/shadow_map.vert +++ b/interface/resources/shaders/shadow_map.vert @@ -11,14 +11,12 @@ varying vec4 shadowColor; void main(void) { - // the shadow color depends on the light product - vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); - float lightProduct = dot(normal, gl_LightSource[0].position); - shadowColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.8, 0.8, 0.8, 1.0), step(0.0, lightProduct)); + // the shadow color includes only the ambient terms + shadowColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); - // standard diffuse lighting - gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient + - gl_LightSource[0].diffuse * max(0.0, lightProduct)); + // the normal color includes diffuse + vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0)); + gl_FrontColor = shadowColor + gl_Color * (gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position))); // generate the shadow texture coordinate using the eye position vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex; From 9078d9a0f245a4a7218936adc0dc421d1a32a770 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 27 Mar 2014 14:14:31 -0700 Subject: [PATCH 3/5] Fix for avatar LOD's getting into a degenerate state. Don't persist the avatar LOD, since we adjust it more rapidly. --- interface/interface_en.ts | 8 ++++---- interface/src/Menu.cpp | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/interface/interface_en.ts b/interface/interface_en.ts index da8827d89d..aa7b1951ea 100644 --- a/interface/interface_en.ts +++ b/interface/interface_en.ts @@ -113,18 +113,18 @@ Menu - + Open .ini config file - - + + Text files (*.ini) - + Save .ini config file diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 79b0a23ce5..efb5f04c43 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -393,8 +393,6 @@ void Menu::loadSettings(QSettings* settings) { _maxVoxels = loadSetting(settings, "maxVoxels", DEFAULT_MAX_VOXELS_PER_SYSTEM); _maxVoxelPacketsPerSecond = loadSetting(settings, "maxVoxelsPPS", DEFAULT_MAX_VOXEL_PPS); _voxelSizeScale = loadSetting(settings, "voxelSizeScale", DEFAULT_OCTREE_SIZE_SCALE); - _avatarLODDistanceMultiplier = loadSetting(settings, "avatarLODDistanceMultiplier", - DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER); _boundaryLevelAdjust = loadSetting(settings, "boundaryLevelAdjust", 0); settings->beginGroup("View Frustum Offset Camera"); @@ -434,7 +432,6 @@ void Menu::saveSettings(QSettings* settings) { settings->setValue("maxVoxels", _maxVoxels); settings->setValue("maxVoxelsPPS", _maxVoxelPacketsPerSecond); settings->setValue("voxelSizeScale", _voxelSizeScale); - settings->setValue("avatarLODDistanceMultiplier", _avatarLODDistanceMultiplier); settings->setValue("boundaryLevelAdjust", _boundaryLevelAdjust); settings->beginGroup("View Frustum Offset Camera"); settings->setValue("viewFrustumOffsetYaw", _viewFrustumOffset.yaw); @@ -1203,7 +1200,10 @@ void Menu::autoAdjustLOD(float currentFPS) { if (now - _lastAvatarDetailDrop > ADJUST_AVATAR_LOD_DOWN_DELAY) { // attempt to lower the detail in proportion to the fps difference float targetFps = (ADJUST_LOD_DOWN_FPS + ADJUST_LOD_UP_FPS) * 0.5f; - _avatarLODDistanceMultiplier *= (targetFps / _fastFPSAverage.getAverage()); + float averageFps = _fastFPSAverage.getAverage(); + const float MAXIMUM_MULTIPLIER_SCALE = 2.0f; + _avatarLODDistanceMultiplier *= (averageFps < EPSILON) ? MAXIMUM_MULTIPLIER_SCALE : + qMin(MAXIMUM_MULTIPLIER_SCALE, targetFps / averageFps); _lastAvatarDetailDrop = now; } } else if (_fastFPSAverage.getAverage() > ADJUST_LOD_UP_FPS) { From eab4b4bc5d945ed2ef73db745970ea599971c2b0 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 27 Mar 2014 14:47:46 -0700 Subject: [PATCH 4/5] Make sure we process the model root nodes in alphabetic order. --- interface/src/renderer/FBXReader.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/interface/src/renderer/FBXReader.cpp b/interface/src/renderer/FBXReader.cpp index 53f4e04b0b..6846f79825 100644 --- a/interface/src/renderer/FBXReader.cpp +++ b/interface/src/renderer/FBXReader.cpp @@ -1259,7 +1259,13 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) remainingModels.insert(model.key()); } while (!remainingModels.isEmpty()) { - QString topID = getTopModelID(parentMap, models, *remainingModels.constBegin()); + QString first = *remainingModels.constBegin(); + foreach (const QString& id, remainingModels) { + if (id < first) { + first = id; + } + } + QString topID = getTopModelID(parentMap, models, first); appendModelIDs(parentMap.value(topID), childMap, models, remainingModels, modelIDs); } From 077df3906fbc491fd740e2bc99674772a2e26037 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 27 Mar 2014 15:02:26 -0700 Subject: [PATCH 5/5] Make sure we reset our LOD adjustments before we switch back from throttling the renderer. --- interface/interface_en.ts | 4 ++-- interface/src/Application.cpp | 2 ++ interface/src/Menu.cpp | 6 ++++++ interface/src/Menu.h | 1 + 4 files changed, 11 insertions(+), 2 deletions(-) diff --git a/interface/interface_en.ts b/interface/interface_en.ts index aa7b1951ea..8ca6f7d269 100644 --- a/interface/interface_en.ts +++ b/interface/interface_en.ts @@ -14,12 +14,12 @@ - + Open Script - + JavaScript Files (*.js) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index edeb454f11..5b08997b7c 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1636,6 +1636,8 @@ void Application::updateLOD() { // adjust it unless we were asked to disable this feature, or if we're currently in throttleRendering mode if (!Menu::getInstance()->isOptionChecked(MenuOption::DisableAutoAdjustLOD) && !isThrottleRendering()) { Menu::getInstance()->autoAdjustLOD(_fps); + } else { + Menu::getInstance()->resetLODAdjust(); } } diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index efb5f04c43..e1764374ea 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -1249,6 +1249,12 @@ void Menu::autoAdjustLOD(float currentFPS) { } } +void Menu::resetLODAdjust() { + _fpsAverage.reset(); + _fastFPSAverage.reset(); + _lastAvatarDetailDrop = _lastAdjust = usecTimestampNow(); +} + void Menu::setVoxelSizeScale(float sizeScale) { _voxelSizeScale = sizeScale; } diff --git a/interface/src/Menu.h b/interface/src/Menu.h index cab5645304..6b41430eaf 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -85,6 +85,7 @@ public: // User Tweakable LOD Items QString getLODFeedbackText(); void autoAdjustLOD(float currentFPS); + void resetLODAdjust(); void setVoxelSizeScale(float sizeScale); float getVoxelSizeScale() const { return _voxelSizeScale; } float getAvatarLODDistanceMultiplier() const { return _avatarLODDistanceMultiplier; }