mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 12:04:18 +02:00
Merge branch 'master' into tony/smooth-hands
This commit is contained in:
commit
ab390f7d2e
48 changed files with 924 additions and 466 deletions
|
@ -46,6 +46,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
|
|||
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
|
||||
endif()
|
||||
|
||||
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
|
||||
|
||||
# Target dependant Custom rule on the SHADER_FILE
|
||||
if (APPLE)
|
||||
set(GLPROFILE MAC_GL)
|
||||
|
@ -87,10 +89,14 @@ macro(AUTOSCRIBE_SHADER_LIB)
|
|||
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
|
||||
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
|
||||
|
||||
#make the shader folder
|
||||
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")
|
||||
file(MAKE_DIRECTORY ${SHADERS_DIR})
|
||||
|
||||
#message(${SHADER_INCLUDE_FILES})
|
||||
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
|
||||
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
|
||||
file(TO_CMAKE_PATH "${CMAKE_CURRENT_BINARY_DIR}/${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
|
||||
file(TO_CMAKE_PATH "${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
|
||||
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
|
||||
endforeach()
|
||||
#message(${AUTOSCRIBE_SHADER_SRC})
|
||||
|
@ -105,4 +111,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
|
|||
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
|
||||
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
|
||||
|
||||
# Link library shaders, if they exist
|
||||
include_directories("${SHADERS_DIR}")
|
||||
|
||||
endmacro()
|
||||
|
|
|
@ -19,20 +19,14 @@ macro(LINK_HIFI_LIBRARIES)
|
|||
endif ()
|
||||
|
||||
include_directories("${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src")
|
||||
include_directories("${CMAKE_BINARY_DIR}/libraries/${HIFI_LIBRARY}/shaders")
|
||||
|
||||
add_dependencies(${TARGET_NAME} ${HIFI_LIBRARY})
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||||
|
||||
# link the actual library - it is static so don't bubble it up
|
||||
target_link_libraries(${TARGET_NAME} ${HIFI_LIBRARY})
|
||||
|
||||
# ask the library what its include dependencies are and link them
|
||||
get_target_property(LINKED_TARGET_DEPENDENCY_INCLUDES ${HIFI_LIBRARY} DEPENDENCY_INCLUDES)
|
||||
|
||||
if(LINKED_TARGET_DEPENDENCY_INCLUDES)
|
||||
list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES ${LINKED_TARGET_DEPENDENCY_INCLUDES})
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
setup_memory_debugger()
|
||||
|
||||
endmacro(LINK_HIFI_LIBRARIES)
|
||||
endmacro(LINK_HIFI_LIBRARIES)
|
||||
|
|
|
@ -1237,7 +1237,7 @@
|
|||
|
||||
|
||||
<div class="section-header">
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||||
<label>Spacial Properties</label>
|
||||
<label>Spatial Properties</label>
|
||||
</div>
|
||||
|
||||
<div class="property">
|
||||
|
|
|
@ -0,0 +1,91 @@
|
|||
// rapidProceduralChangeTest.js
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// examples/tests/rapidProceduralChange
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||||
//
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||||
// Created by Eric Levin on 3/9/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// This test creates primitives with fragment shaders and rapidly updates its uniforms, as well as a skybox.
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||||
// For the test to pass:
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||||
// - The primitives (cube and sphere) should update at rate of update loop, cycling through red values.
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||||
// - The skymap should do the same, although its periodicity may be different.
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||||
//
|
||||
// Under the hood, the primitives are driven by a uniform, while the skymap is driven by a timer.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
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||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var orientation = Camera.getOrientation();
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||||
orientation = Quat.safeEulerAngles(orientation);
|
||||
orientation.x = 0;
|
||||
orientation = Quat.fromVec3Degrees(orientation);
|
||||
|
||||
var centerUp = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
|
||||
centerUp.y += 0.5;
|
||||
var centerDown = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
|
||||
centerDown.y -= 0.5;
|
||||
|
||||
var ENTITY_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/uniformTest.fs";
|
||||
var SKYBOX_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/timerTest.fs";
|
||||
|
||||
var entityData = {
|
||||
ProceduralEntity: {
|
||||
shaderUrl: ENTITY_SHADER_URL,
|
||||
uniforms: { red: 0.0 }
|
||||
}
|
||||
};
|
||||
var skyboxData = {
|
||||
ProceduralEntity: {
|
||||
shaderUrl: SKYBOX_SHADER_URL,
|
||||
uniforms: { red: 0.0 }
|
||||
}
|
||||
};
|
||||
|
||||
var testBox = Entities.addEntity({
|
||||
type: "Box",
|
||||
dimensions: { x: 0.5, y: 0.5, z: 0.5 },
|
||||
position: centerUp,
|
||||
userData: JSON.stringify(entityData)
|
||||
});
|
||||
var testSphere = Entities.addEntity({
|
||||
type: "Sphere",
|
||||
dimensions: { x: 0.5, y: 0.5, z: 0.5 },
|
||||
position: centerDown,
|
||||
userData: JSON.stringify(entityData)
|
||||
});
|
||||
var testZone = Entities.addEntity({
|
||||
type: "Zone",
|
||||
dimensions: { x: 50, y: 50, z: 50 },
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||||
position: MyAvatar.position,
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||||
userData: JSON.stringify(skyboxData),
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||||
backgroundMode: "skybox",
|
||||
skybox: { url: "http://kyoub.googlecode.com/svn/trunk/KYouB/textures/skybox_test.png" }
|
||||
});
|
||||
|
||||
|
||||
var currentTime = 0;
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||||
|
||||
function update(deltaTime) {
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||||
var red = (Math.sin(currentTime) + 1) / 2;
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entityData.ProceduralEntity.uniforms.red = red;
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||||
skyboxData.ProceduralEntity.uniforms.red = red;
|
||||
entityEdit = { userData: JSON.stringify(entityData) };
|
||||
skyboxEdit = { userData: JSON.stringify(skyboxData) };
|
||||
|
||||
Entities.editEntity(testBox, entityEdit);
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||||
Entities.editEntity(testSphere, entityEdit);
|
||||
Entities.editEntity(testZone, skyboxEdit);
|
||||
|
||||
currentTime += deltaTime;
|
||||
}
|
||||
|
||||
Script.update.connect(update);
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
|
||||
function cleanup() {
|
||||
Entities.deleteEntity(testBox);
|
||||
Entities.deleteEntity(testSphere);
|
||||
Entities.deleteEntity(testZone);
|
||||
}
|
||||
|
21
examples/tests/rapidProceduralChange/timerTest.fs
Normal file
21
examples/tests/rapidProceduralChange/timerTest.fs
Normal file
|
@ -0,0 +1,21 @@
|
|||
//
|
||||
// timerTest.fs
|
||||
// examples/tests/rapidProceduralChange
|
||||
//
|
||||
// Created by Eric Levin on 3/9/16.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This fragment shader is designed to test the rapid changing of a uniform on the timer.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
uniform float red;
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float blue = red;
|
||||
blue = (cos(iGlobalTime) + 1) / 2;
|
||||
return vec3(1.0, 0.0, blue);
|
||||
}
|
||||
|
27
examples/tests/rapidProceduralChange/uniformTest.fs
Normal file
27
examples/tests/rapidProceduralChange/uniformTest.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
//
|
||||
// uniformTest.fs
|
||||
// examples/tests/rapidProceduralChange
|
||||
//
|
||||
// Created by Eric Levin on 3/9/16.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This fragment shader is designed to test the rapid changing of a uniform.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
|
||||
uniform float red;
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
fragColor = vec4(red, 0.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 getProceduralColor() {
|
||||
vec4 result;
|
||||
vec2 position = _position.xz;
|
||||
position += 0.5;
|
||||
mainImage(result, position * iWorldScale.xz);
|
||||
return result;
|
||||
}
|
||||
|
18
examples/tests/skybox/px.fs
Normal file
18
examples/tests/skybox/px.fs
Normal file
|
@ -0,0 +1,18 @@
|
|||
//
|
||||
// px.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// 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
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
20
examples/tests/skybox/px_rgba.fs
Normal file
20
examples/tests/skybox/px_rgba.fs
Normal file
|
@ -0,0 +1,20 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// 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
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
color *= skybox.color.rgb;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
22
examples/tests/skybox/px_tex.fs
Normal file
22
examples/tests/skybox/px_tex.fs
Normal file
|
@ -0,0 +1,22 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// 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
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
color *= texel;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
24
examples/tests/skybox/px_tex_rgba.fs
Normal file
24
examples/tests/skybox/px_tex_rgba.fs
Normal file
|
@ -0,0 +1,24 @@
|
|||
//
|
||||
// px_rgba.fs
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016
|
||||
// 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
|
||||
|
||||
|
||||
vec3 getSkyboxColor() {
|
||||
float red = (cos(iGlobalTime) + 1) / 2;
|
||||
vec3 color = vec3(red, 1.0, 1.0);
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
color *= texel;
|
||||
|
||||
color *= skybox.color.rgb;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
83
examples/tests/skybox/skyboxTest.js
Normal file
83
examples/tests/skybox/skyboxTest.js
Normal file
|
@ -0,0 +1,83 @@
|
|||
// skyboxTest.js
|
||||
// examples/tests/skybox
|
||||
//
|
||||
// Created by Zach Pomerantz on 3/10/2016.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// This test cycles through different variations on the skybox with a mouseclick.
|
||||
// For the test to pass, you should observe the following cycle:
|
||||
// - Procedural skybox (no texture, no color)
|
||||
// - Procedural skybox (no texture, with color)
|
||||
// - Procedural skybox (with texture, no color)
|
||||
// - Procedural skybox (with texture, with color)
|
||||
// - Color skybox (no texture)
|
||||
// - Color skybox (with texture)
|
||||
// - Texture skybox (no color)
|
||||
//
|
||||
// As you run the test, descriptions of the expected rendered skybox will appear as overlays.
|
||||
//
|
||||
// NOTE: This does not test uniforms/textures applied to a procedural shader through userData.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var PX_URL = Script.resolvePath('px.fs');
|
||||
var PX_RGBA_URL = Script.resolvePath('px_rgba.fs');
|
||||
var PX_TEX_URL = Script.resolvePath('px_tex.fs');
|
||||
var PX_TEX_RGBA_URL = Script.resolvePath('px_tex_rgba.fs');
|
||||
|
||||
var TEX_URL = 'https://hifi-public.s3.amazonaws.com/alan/Playa/Skies/Test-Sky_out.png';
|
||||
var NO_TEX = '';
|
||||
|
||||
var COLOR = { red: 255, green: 0, blue: 255 };
|
||||
var NO_COLOR = { red: 0, green: 0, blue: 0 };
|
||||
|
||||
var data = { ProceduralEntity: { shaderUrl: PX_URL } };
|
||||
|
||||
var zone = Entities.addEntity({
|
||||
type: 'Zone',
|
||||
dimensions: { x: 50, y: 50, z: 50 },
|
||||
position: MyAvatar.position,
|
||||
backgroundMode: 'skybox'
|
||||
});
|
||||
var text = Overlays.addOverlay('text', {
|
||||
text: 'Click this box to advance tests; note that red value cycling means white->light blue',
|
||||
x: Window.innerWidth / 2 - 250, y: Window.innerHeight / 2 - 25,
|
||||
width: 500, height: 50
|
||||
});
|
||||
|
||||
print('Zone:', zone);
|
||||
print('Text:', text);
|
||||
|
||||
var edits = [
|
||||
['Red value should cycle', getEdit(PX_URL, NO_TEX, NO_COLOR)],
|
||||
['Red value should cycle, no green', getEdit(PX_RGBA_URL, NO_TEX, COLOR)],
|
||||
['Red value should cycle, each face tinted differently', getEdit(PX_TEX_URL, TEX_URL, NO_COLOR)],
|
||||
['Red value should cycle, each face tinted differently, no green', getEdit(PX_TEX_RGBA_URL, TEX_URL, COLOR)],
|
||||
['No green', getEdit(null, NO_TEX, COLOR)],
|
||||
['Each face colored differently, no green', getEdit(null, TEX_URL, COLOR)],
|
||||
['Each face colored differently', getEdit(null, TEX_URL, NO_COLOR)],
|
||||
];
|
||||
|
||||
Controller.mousePressEvent.connect(function(e) { if (Overlays.getOverlayAtPoint(e) === text) next(); });
|
||||
|
||||
Script.scriptEnding.connect(function() {
|
||||
Overlays.deleteOverlay(text);
|
||||
Entities.deleteEntity(zone);
|
||||
});
|
||||
|
||||
var i = 0;
|
||||
function next() {
|
||||
var edit = edits[i];
|
||||
Overlays.editOverlay(text, { text: edit[0] });
|
||||
Entities.editEntity(zone, edit[1]);
|
||||
i++;
|
||||
i %= edits.length;
|
||||
}
|
||||
|
||||
function getEdit(px, url, color) {
|
||||
return { userData: px ? getUserData(px) : '', backgroundMode: 'skybox', skybox: { url: url, color: color } }
|
||||
}
|
||||
function getUserData(px) { return JSON.stringify({ ProceduralEntity: { shaderUrl: px } }); }
|
||||
|
|
@ -3758,19 +3758,19 @@ namespace render {
|
|||
switch (backgroundMode) {
|
||||
case model::SunSkyStage::SKY_BOX: {
|
||||
auto skybox = skyStage->getSkybox();
|
||||
if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
|
||||
if (skybox) {
|
||||
PerformanceTimer perfTimer("skybox");
|
||||
skybox->render(batch, *(args->_viewFrustum));
|
||||
break;
|
||||
}
|
||||
// If no skybox texture is available, render the SKY_DOME while it loads
|
||||
}
|
||||
// fall through to next case
|
||||
|
||||
// Fall through: if no skybox is available, render the SKY_DOME
|
||||
case model::SunSkyStage::SKY_DOME: {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
|
||||
PerformanceTimer perfTimer("stars");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::payloadRender<BackgroundRenderData>() ... stars...");
|
||||
"Application::payloadRender<BackgroundRenderData>() ... My god, it's full of stars...");
|
||||
// should be the first rendering pass - w/o depth buffer / lighting
|
||||
|
||||
static const float alpha = 1.0f;
|
||||
|
@ -3778,6 +3778,7 @@ namespace render {
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case model::SunSkyStage::NO_BACKGROUND:
|
||||
default:
|
||||
// this line intentionally left blank
|
||||
|
@ -4881,7 +4882,10 @@ void Application::updateDisplayMode() {
|
|||
}
|
||||
}
|
||||
emit activeDisplayPluginChanged();
|
||||
resetSensors();
|
||||
|
||||
// reset the avatar, to set head and hand palms back to a resonable default pose.
|
||||
getMyAvatar()->reset(false);
|
||||
|
||||
Q_ASSERT_X(_displayPlugin, "Application::updateDisplayMode", "could not find an activated display plugin");
|
||||
}
|
||||
|
||||
|
|
|
@ -464,6 +464,8 @@ Menu::Menu() {
|
|||
avatar, SLOT(setUseAnimPreAndPostRotations(bool)));
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableInverseKinematics, 0, true,
|
||||
avatar, SLOT(setEnableInverseKinematics(bool)));
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSensorToWorldMatrix, 0, false,
|
||||
avatar, SLOT(setEnableDebugDrawSensorToWorldMatrix(bool)));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::KeyboardMotorControl,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar, SLOT(updateMotionBehaviorFromMenu()),
|
||||
|
|
|
@ -144,6 +144,7 @@ namespace MenuOption {
|
|||
const QString RenderResolutionHalf = "1/2";
|
||||
const QString RenderResolutionThird = "1/3";
|
||||
const QString RenderResolutionQuarter = "1/4";
|
||||
const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
|
||||
const QString ResetAvatarSize = "Reset Avatar Size";
|
||||
const QString ResetSensors = "Reset Sensors";
|
||||
const QString RunningScripts = "Running Scripts...";
|
||||
|
|
|
@ -22,11 +22,11 @@
|
|||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include <stars_vert.h>
|
||||
#include <stars_frag.h>
|
||||
#include <render-utils/stars_vert.h>
|
||||
#include <render-utils/stars_frag.h>
|
||||
|
||||
#include <standardTransformPNTC_vert.h>
|
||||
#include <starsGrid_frag.h>
|
||||
#include <render-utils/standardTransformPNTC_vert.h>
|
||||
#include <render-utils/starsGrid_frag.h>
|
||||
|
||||
//static const float TILT = 0.23f;
|
||||
static const float TILT = 0.0f;
|
||||
|
|
|
@ -438,6 +438,10 @@ void MyAvatar::updateSensorToWorldMatrix() {
|
|||
|
||||
lateUpdatePalms();
|
||||
|
||||
if (_enableDebugDrawSensorToWorldMatrix) {
|
||||
DebugDraw::getInstance().addMarker("sensorToWorldMatrix", glmExtractRotation(_sensorToWorldMatrix), extractTranslation(_sensorToWorldMatrix), glm::vec4(1));
|
||||
}
|
||||
|
||||
_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
|
||||
}
|
||||
|
||||
|
@ -695,12 +699,21 @@ void MyAvatar::setEnableDebugDrawPosition(bool isEnabled) {
|
|||
|
||||
void MyAvatar::setEnableDebugDrawHandControllers(bool isEnabled) {
|
||||
_enableDebugDrawHandControllers = isEnabled;
|
||||
|
||||
if (!isEnabled) {
|
||||
DebugDraw::getInstance().removeMarker("leftHandController");
|
||||
DebugDraw::getInstance().removeMarker("rightHandController");
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) {
|
||||
_enableDebugDrawSensorToWorldMatrix = isEnabled;
|
||||
|
||||
if (!isEnabled) {
|
||||
DebugDraw::getInstance().removeMarker("sensorToWorldMatrix");
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
_skeletonModel.setVisibleInScene(isEnabled, scene);
|
||||
|
|
|
@ -278,6 +278,7 @@ public slots:
|
|||
void setEnableDebugDrawAnimPose(bool isEnabled);
|
||||
void setEnableDebugDrawPosition(bool isEnabled);
|
||||
void setEnableDebugDrawHandControllers(bool isEnabled);
|
||||
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
|
||||
bool getEnableMeshVisible() const { return _skeletonModel.isVisible(); }
|
||||
void setEnableMeshVisible(bool isEnabled);
|
||||
void setUseAnimPreAndPostRotations(bool isEnabled);
|
||||
|
@ -442,6 +443,7 @@ private:
|
|||
bool _enableDebugDrawDefaultPose { false };
|
||||
bool _enableDebugDrawAnimPose { false };
|
||||
bool _enableDebugDrawHandControllers { false };
|
||||
bool _enableDebugDrawSensorToWorldMatrix { false };
|
||||
|
||||
AudioListenerMode _audioListenerMode;
|
||||
glm::vec3 _customListenPosition;
|
||||
|
|
|
@ -164,7 +164,7 @@ void Stats::updateStats(bool force) {
|
|||
MyAvatar* myAvatar = avatarManager->getMyAvatar();
|
||||
glm::vec3 avatarPos = myAvatar->getPosition();
|
||||
STAT_UPDATE(position, QVector3D(avatarPos.x, avatarPos.y, avatarPos.z));
|
||||
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.1f);
|
||||
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.01f);
|
||||
STAT_UPDATE_FLOAT(yaw, myAvatar->getBodyYaw(), 0.1f);
|
||||
if (_expanded || force) {
|
||||
SharedNodePointer avatarMixer = nodeList->soloNodeOfType(NodeType::AvatarMixer);
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <RegisteredMetaTypes.h>
|
||||
#include <SharedUtil.h>
|
||||
#include "Application.h"
|
||||
|
||||
|
||||
const float DEFAULT_LINE_WIDTH = 1.0f;
|
||||
|
@ -38,15 +39,17 @@ Base3DOverlay::Base3DOverlay(const Base3DOverlay* base3DOverlay) :
|
|||
_drawInFront(base3DOverlay->_drawInFront)
|
||||
{
|
||||
}
|
||||
|
||||
void Base3DOverlay::setProperties(const QVariantMap& properties) {
|
||||
Overlay::setProperties(properties);
|
||||
|
||||
bool needRenderItemUpdate = false;
|
||||
|
||||
auto drawInFront = properties["drawInFront"];
|
||||
|
||||
if (drawInFront.isValid()) {
|
||||
bool value = drawInFront.toBool();
|
||||
setDrawInFront(value);
|
||||
needRenderItemUpdate = true;
|
||||
}
|
||||
|
||||
auto position = properties["position"];
|
||||
|
@ -60,16 +63,19 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
|
|||
}
|
||||
if (position.isValid()) {
|
||||
setPosition(vec3FromVariant(position));
|
||||
needRenderItemUpdate = true;
|
||||
}
|
||||
|
||||
if (properties["lineWidth"].isValid()) {
|
||||
setLineWidth(properties["lineWidth"].toFloat());
|
||||
needRenderItemUpdate = true;
|
||||
}
|
||||
|
||||
auto rotation = properties["rotation"];
|
||||
|
||||
if (rotation.isValid()) {
|
||||
setRotation(quatFromVariant(rotation));
|
||||
needRenderItemUpdate = true;
|
||||
}
|
||||
|
||||
if (properties["isSolid"].isValid()) {
|
||||
|
@ -100,6 +106,17 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
|
|||
if (properties["ignoreRayIntersection"].isValid()) {
|
||||
setIgnoreRayIntersection(properties["ignoreRayIntersection"].toBool());
|
||||
}
|
||||
|
||||
// Communicate changes to the renderItem if needed
|
||||
if (needRenderItemUpdate) {
|
||||
auto itemID = getRenderItemID();
|
||||
if (render::Item::isValidID(itemID)) {
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
pendingChanges.updateItem(itemID);
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
QVariant Base3DOverlay::getProperty(const QString& property) {
|
||||
|
|
|
@ -233,19 +233,6 @@ bool Overlays::editOverlay(unsigned int id, const QVariant& properties) {
|
|||
if (thisOverlay) {
|
||||
thisOverlay->setProperties(properties.toMap());
|
||||
|
||||
if (thisOverlay->is3D()) {
|
||||
auto itemID = thisOverlay->getRenderItemID();
|
||||
if (render::Item::isValidID(itemID)) {
|
||||
render::ScenePointer scene = qApp->getMain3DScene();
|
||||
const render::Item& item = scene->getItem(itemID);
|
||||
if (item.getKey() != render::payloadGetKey(thisOverlay)) {
|
||||
render::PendingChanges pendingChanges;
|
||||
pendingChanges.updateItem(itemID);
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -51,27 +51,24 @@ void QmlOverlay::buildQmlElement(const QUrl& url) {
|
|||
}
|
||||
|
||||
QmlOverlay::~QmlOverlay() {
|
||||
if (_qmlElement) {
|
||||
_qmlElement->deleteLater();
|
||||
_qmlElement = nullptr;
|
||||
}
|
||||
_qmlElement.reset();
|
||||
}
|
||||
|
||||
void QmlOverlay::setProperties(const QVariantMap& properties) {
|
||||
Overlay2D::setProperties(properties);
|
||||
auto bounds = _bounds;
|
||||
std::weak_ptr<QQuickItem> weakQmlElement;
|
||||
DependencyManager::get<OffscreenUi>()->executeOnUiThread([=] {
|
||||
std::weak_ptr<QQuickItem> weakQmlElement = _qmlElement;
|
||||
DependencyManager::get<OffscreenUi>()->executeOnUiThread([weakQmlElement, bounds, properties] {
|
||||
// check to see if qmlElement still exists
|
||||
auto qmlElement = weakQmlElement.lock();
|
||||
if (qmlElement) {
|
||||
_qmlElement->setX(bounds.left());
|
||||
_qmlElement->setY(bounds.top());
|
||||
_qmlElement->setWidth(bounds.width());
|
||||
_qmlElement->setHeight(bounds.height());
|
||||
qmlElement->setX(bounds.left());
|
||||
qmlElement->setY(bounds.top());
|
||||
qmlElement->setWidth(bounds.width());
|
||||
qmlElement->setHeight(bounds.height());
|
||||
QMetaObject::invokeMethod(qmlElement.get(), "updatePropertiesFromScript", Qt::DirectConnection, Q_ARG(QVariant, properties));
|
||||
}
|
||||
});
|
||||
QMetaObject::invokeMethod(_qmlElement.get(), "updatePropertiesFromScript", Q_ARG(QVariant, properties));
|
||||
}
|
||||
|
||||
void QmlOverlay::render(RenderArgs* args) {
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include <memory>
|
||||
#include <math.h>
|
||||
|
||||
#include <QtCore/QTimer>
|
||||
#include <QtCore/QThread>
|
||||
#include <QtWidgets/QApplication>
|
||||
#include <QtWidgets/QDesktopWidget>
|
||||
|
@ -414,13 +415,39 @@ void CompositorHelper::updateTooltips() {
|
|||
}
|
||||
|
||||
static const float FADE_DURATION = 500.0f;
|
||||
static const float FADE_IN_ALPHA = 1.0f;
|
||||
static const float FADE_OUT_ALPHA = 0.0f;
|
||||
|
||||
void CompositorHelper::startFadeFailsafe(float endValue) {
|
||||
_fadeStarted = usecTimestampNow();
|
||||
_fadeFailsafeEndValue = endValue;
|
||||
|
||||
const int SLIGHT_DELAY = 10;
|
||||
QTimer::singleShot(FADE_DURATION + SLIGHT_DELAY, [this]{
|
||||
checkFadeFailsafe();
|
||||
});
|
||||
}
|
||||
|
||||
void CompositorHelper::checkFadeFailsafe() {
|
||||
auto elapsedInFade = usecTimestampNow() - _fadeStarted;
|
||||
if (elapsedInFade > FADE_DURATION) {
|
||||
setAlpha(_fadeFailsafeEndValue);
|
||||
}
|
||||
}
|
||||
|
||||
void CompositorHelper::fadeIn() {
|
||||
_fadeInAlpha = true;
|
||||
|
||||
_alphaPropertyAnimation->setDuration(FADE_DURATION);
|
||||
_alphaPropertyAnimation->setStartValue(_alpha);
|
||||
_alphaPropertyAnimation->setEndValue(1.0f);
|
||||
_alphaPropertyAnimation->setEndValue(FADE_IN_ALPHA);
|
||||
_alphaPropertyAnimation->start();
|
||||
|
||||
// Sometimes, this "QPropertyAnimation" fails to complete the animation, and we end up with a partially faded
|
||||
// state. So we will also have this fail-safe, where we record the timestamp of the fadeRequest, and the target
|
||||
// value of the fade, and if after that time we still haven't faded all the way, we will kick it to the final
|
||||
// fade value
|
||||
startFadeFailsafe(FADE_IN_ALPHA);
|
||||
}
|
||||
|
||||
void CompositorHelper::fadeOut() {
|
||||
|
@ -428,8 +455,9 @@ void CompositorHelper::fadeOut() {
|
|||
|
||||
_alphaPropertyAnimation->setDuration(FADE_DURATION);
|
||||
_alphaPropertyAnimation->setStartValue(_alpha);
|
||||
_alphaPropertyAnimation->setEndValue(0.0f);
|
||||
_alphaPropertyAnimation->setEndValue(FADE_OUT_ALPHA);
|
||||
_alphaPropertyAnimation->start();
|
||||
startFadeFailsafe(FADE_OUT_ALPHA);
|
||||
}
|
||||
|
||||
void CompositorHelper::toggle() {
|
||||
|
|
|
@ -145,6 +145,11 @@ private:
|
|||
float _fadeInAlpha { true };
|
||||
float _oculusUIRadius { 1.0f };
|
||||
|
||||
quint64 _fadeStarted { 0 };
|
||||
float _fadeFailsafeEndValue { 1.0f };
|
||||
void checkFadeFailsafe();
|
||||
void startFadeFailsafe(float endValue);
|
||||
|
||||
int _reticleQuad;
|
||||
|
||||
int _previousBorderWidth { -1 };
|
||||
|
|
|
@ -296,6 +296,9 @@ void OpenGLDisplayPlugin::customizeContext() {
|
|||
if (uniform.Name() == "mvp") {
|
||||
_mvpUniform = uniform.Index();
|
||||
}
|
||||
if (uniform.Name() == "alpha") {
|
||||
_alphaUniform = uniform.Index();
|
||||
}
|
||||
uniforms.Next();
|
||||
}
|
||||
|
||||
|
@ -406,33 +409,53 @@ void OpenGLDisplayPlugin::updateFramerate() {
|
|||
|
||||
void OpenGLDisplayPlugin::compositeOverlay() {
|
||||
using namespace oglplus;
|
||||
// Overlay draw
|
||||
if (isStereo()) {
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
// Overlay draw
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
drawUnitQuad();
|
||||
if (isStereo()) {
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
// Overlay draw
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
drawUnitQuad();
|
||||
}
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void OpenGLDisplayPlugin::compositePointer() {
|
||||
using namespace oglplus;
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
|
||||
if (isStereo()) {
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
|
||||
if (isStereo()) {
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
drawUnitQuad();
|
||||
});
|
||||
} else {
|
||||
drawUnitQuad();
|
||||
}
|
||||
}
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void OpenGLDisplayPlugin::compositeLayers() {
|
||||
|
|
|
@ -86,6 +86,7 @@ protected:
|
|||
|
||||
ProgramPtr _program;
|
||||
int32_t _mvpUniform { -1 };
|
||||
int32_t _alphaUniform { -1 };
|
||||
ShapeWrapperPtr _plane;
|
||||
|
||||
mutable Mutex _mutex;
|
||||
|
|
|
@ -62,30 +62,50 @@ void HmdDisplayPlugin::uncustomizeContext() {
|
|||
|
||||
void HmdDisplayPlugin::compositeOverlay() {
|
||||
using namespace oglplus;
|
||||
_sphereSection->Use();
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
|
||||
auto mvp = _eyeProjections[eye] * modelView;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_sphereSection->Draw();
|
||||
});
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
_sphereSection->Use();
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
|
||||
auto mvp = _eyeProjections[eye] * modelView;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_sphereSection->Draw();
|
||||
});
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositePointer() {
|
||||
//Mouse Pointer
|
||||
using namespace oglplus;
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
_plane->Use();
|
||||
// Reconstruct the headpose from the eye poses
|
||||
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
|
||||
for_each_eye([&](Eye eye) {
|
||||
using namespace oglplus;
|
||||
eyeViewport(eye);
|
||||
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
|
||||
auto mvp = _eyeProjections[eye] * reticleTransform;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_plane->Draw();
|
||||
});
|
||||
|
||||
// check the alpha
|
||||
auto overlayAlpha = compositorHelper->getAlpha();
|
||||
if (overlayAlpha > 0.0f) {
|
||||
// set the alpha
|
||||
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
|
||||
|
||||
// Mouse pointer
|
||||
_plane->Use();
|
||||
// Reconstruct the headpose from the eye poses
|
||||
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
|
||||
auto mvp = _eyeProjections[eye] * reticleTransform;
|
||||
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
|
||||
_plane->Draw();
|
||||
});
|
||||
}
|
||||
Uniform<float>(*_program, _alphaUniform).Set(1.0);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::internalPresent() {
|
||||
|
|
|
@ -140,8 +140,8 @@ void EntityTreeRenderer::update() {
|
|||
// If we haven't already updated and previously attempted to load a texture,
|
||||
// check if the texture loaded and apply it
|
||||
if (!updated && (
|
||||
(_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
|
||||
(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded()))) {
|
||||
(_pendingSkyboxTexture && (!_skyboxTexture || _skyboxTexture->isLoaded())) ||
|
||||
(_pendingAmbientTexture && (!_ambientTexture && _ambientTexture->isLoaded())))) {
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
}
|
||||
|
||||
|
@ -158,6 +158,8 @@ void EntityTreeRenderer::update() {
|
|||
}
|
||||
|
||||
bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
||||
bool didUpdate = false;
|
||||
|
||||
if (_tree && !_shuttingDown) {
|
||||
glm::vec3 avatarPosition = _viewState->getAvatarPosition();
|
||||
|
||||
|
@ -172,6 +174,7 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
std::static_pointer_cast<EntityTree>(_tree)->findEntities(avatarPosition, radius, foundEntities);
|
||||
|
||||
// Whenever you're in an intersection between zones, we will always choose the smallest zone.
|
||||
auto oldBestZone = _bestZone;
|
||||
_bestZone = nullptr; // NOTE: Is this what we want?
|
||||
_bestZoneVolume = std::numeric_limits<float>::max();
|
||||
|
||||
|
@ -204,7 +207,10 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
}
|
||||
}
|
||||
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
if (_bestZone != oldBestZone) {
|
||||
applyZonePropertiesToScene(_bestZone);
|
||||
didUpdate = true;
|
||||
}
|
||||
});
|
||||
|
||||
// Note: at this point we don't need to worry about the tree being locked, because we only deal with
|
||||
|
@ -228,11 +234,9 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
}
|
||||
_currentEntitiesInside = entitiesContainingAvatar;
|
||||
_lastAvatarPosition = avatarPosition;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return didUpdate;
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::leaveAllEntities() {
|
||||
|
@ -322,15 +326,19 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
|
|||
_ambientTexture.clear();
|
||||
} else {
|
||||
_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
|
||||
if (_ambientTexture && _ambientTexture->isLoaded() && _ambientTexture->getGPUTexture()) {
|
||||
_pendingAmbientTexture = true;
|
||||
|
||||
if (_ambientTexture && _ambientTexture->isLoaded()) {
|
||||
_pendingAmbientTexture = false;
|
||||
if (_ambientTexture->getGPUTexture()->getIrradiance()) {
|
||||
sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(_ambientTexture->getGPUTexture());
|
||||
|
||||
auto texture = _ambientTexture->getGPUTexture();
|
||||
if (texture) {
|
||||
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(texture);
|
||||
isAmbientTextureSet = true;
|
||||
} else {
|
||||
qCDebug(entitiesrenderer) << "Failed to load ambient texture:" << zone->getKeyLightProperties().getAmbientURL();
|
||||
}
|
||||
} else {
|
||||
_pendingAmbientTexture = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -341,32 +349,30 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
|
|||
static QString userData;
|
||||
if (userData != zone->getUserData()) {
|
||||
userData = zone->getUserData();
|
||||
auto procedural = std::make_shared<Procedural>(userData);
|
||||
if (procedural->_enabled) {
|
||||
skybox->setProcedural(procedural);
|
||||
} else {
|
||||
skybox->setProcedural(ProceduralPointer());
|
||||
}
|
||||
skybox->parse(userData);
|
||||
}
|
||||
if (zone->getSkyboxProperties().getURL().isEmpty()) {
|
||||
skybox->setCubemap(gpu::TexturePointer());
|
||||
skybox->setCubemap(nullptr);
|
||||
_pendingSkyboxTexture = false;
|
||||
_skyboxTexture.clear();
|
||||
} else {
|
||||
// Update the Texture of the Skybox with the one pointed by this zone
|
||||
_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
|
||||
_pendingSkyboxTexture = true;
|
||||
|
||||
if (_skyboxTexture && _skyboxTexture->isLoaded()) {
|
||||
_pendingSkyboxTexture = false;
|
||||
|
||||
if (_skyboxTexture && _skyboxTexture->isLoaded() && _skyboxTexture->getGPUTexture()) {
|
||||
auto texture = _skyboxTexture->getGPUTexture();
|
||||
skybox->setCubemap(texture);
|
||||
_pendingSkyboxTexture = false;
|
||||
if (!isAmbientTextureSet && texture->getIrradiance()) {
|
||||
if (!isAmbientTextureSet) {
|
||||
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
|
||||
sceneKeyLight->setAmbientMap(texture);
|
||||
isAmbientTextureSet = true;
|
||||
}
|
||||
} else {
|
||||
_pendingSkyboxTexture = true;
|
||||
skybox->setCubemap(nullptr);
|
||||
qCDebug(entitiesrenderer) << "Failed to load skybox:" << zone->getSkyboxProperties().getURL();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,8 +19,8 @@
|
|||
#include <ObjectMotionState.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "../render-utils/simple_vert.h"
|
||||
#include "../render-utils/simple_frag.h"
|
||||
#include <render-utils/simple_vert.h>
|
||||
#include <render-utils/simple_frag.h>
|
||||
|
||||
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
EntityItemPointer entity{ new RenderableBoxEntityItem(entityID) };
|
||||
|
@ -31,7 +31,9 @@ EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID,
|
|||
void RenderableBoxEntityItem::setUserData(const QString& value) {
|
||||
if (value != getUserData()) {
|
||||
BoxEntityItem::setUserData(value);
|
||||
_procedural.reset();
|
||||
if (_procedural) {
|
||||
_procedural->parse(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -40,7 +42,6 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
|
|||
Q_ASSERT(getType() == EntityTypes::Box);
|
||||
Q_ASSERT(args->_batch);
|
||||
|
||||
|
||||
if (!_procedural) {
|
||||
_procedural.reset(new Procedural(this->getUserData()));
|
||||
_procedural->_vertexSource = simple_vert;
|
||||
|
@ -62,7 +63,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
|
|||
}
|
||||
|
||||
batch.setModelTransform(transToCenter); // we want to include the scale as well
|
||||
if (_procedural && _procedural->ready()) {
|
||||
if (_procedural->ready()) {
|
||||
_procedural->prepare(batch, getPosition(), getDimensions());
|
||||
auto color = _procedural->getColor(cubeColor);
|
||||
batch._glColor4f(color.r, color.g, color.b, color.a);
|
||||
|
|
|
@ -19,8 +19,8 @@
|
|||
#include <GeometryCache.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "../render-utils/simple_vert.h"
|
||||
#include "../render-utils/simple_frag.h"
|
||||
#include <render-utils/simple_vert.h>
|
||||
#include <render-utils/simple_frag.h>
|
||||
|
||||
// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
|
||||
// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
|
||||
|
@ -36,7 +36,9 @@ EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entity
|
|||
void RenderableSphereEntityItem::setUserData(const QString& value) {
|
||||
if (value != getUserData()) {
|
||||
SphereEntityItem::setUserData(value);
|
||||
_procedural.reset();
|
||||
if (_procedural) {
|
||||
_procedural->parse(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -33,6 +33,7 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
|
|||
#pragma line __LINE__
|
||||
|
||||
uniform sampler2D sampler;
|
||||
uniform float alpha = 1.0;
|
||||
|
||||
in vec2 vTexCoord;
|
||||
out vec4 FragColor;
|
||||
|
@ -40,6 +41,7 @@ out vec4 FragColor;
|
|||
void main() {
|
||||
|
||||
FragColor = texture(sampler, vTexCoord);
|
||||
FragColor.a *= alpha;
|
||||
}
|
||||
|
||||
)FS";
|
||||
|
|
|
@ -146,7 +146,7 @@ public:
|
|||
|
||||
NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type, const QByteArray& content) {
|
||||
TextureExtra extra = { type, content };
|
||||
return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
|
||||
return ResourceCache::getResource(url, QUrl(), content.isEmpty(), &extra).staticCast<NetworkTexture>();
|
||||
}
|
||||
|
||||
/// Returns a texture version of an image file
|
||||
|
|
|
@ -101,8 +101,6 @@ private:
|
|||
/// A simple object wrapper for an OpenGL texture.
|
||||
class Texture {
|
||||
public:
|
||||
friend class TextureCache;
|
||||
|
||||
gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
|
||||
gpu::TextureSourcePointer _textureSource;
|
||||
};
|
||||
|
|
|
@ -15,71 +15,68 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "Skybox_vert.h"
|
||||
#include "Skybox_frag.h"
|
||||
#include "skybox_vert.h"
|
||||
#include "skybox_frag.h"
|
||||
|
||||
using namespace model;
|
||||
|
||||
Skybox::Skybox() {
|
||||
Data data;
|
||||
_dataBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Data), (const gpu::Byte*) &data));
|
||||
|
||||
/* // PLease create a default engineer skybox
|
||||
_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
|
||||
unsigned char texels[] = {
|
||||
255, 0, 0, 255,
|
||||
0, 255, 255, 255,
|
||||
0, 0, 255, 255,
|
||||
255, 255, 0, 255,
|
||||
0, 255, 0, 255,
|
||||
255, 0, 255, 255,
|
||||
};
|
||||
_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);*/
|
||||
Schema schema;
|
||||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
}
|
||||
|
||||
void Skybox::setColor(const Color& color) {
|
||||
_dataBuffer.edit<Data>()._color = color;
|
||||
_schemaBuffer.edit<Schema>().color = color;
|
||||
}
|
||||
|
||||
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
|
||||
_cubemap = cubemap;
|
||||
}
|
||||
|
||||
|
||||
void Skybox::updateDataBuffer() const {
|
||||
void Skybox::updateSchemaBuffer() const {
|
||||
auto blend = 0.0f;
|
||||
if (getCubemap() && getCubemap()->isDefined()) {
|
||||
blend = 1.0f;
|
||||
blend = 0.5f;
|
||||
|
||||
// If pitch black neutralize the color
|
||||
if (glm::all(glm::equal(getColor(), glm::vec3(0.0f)))) {
|
||||
blend = 2.0f;
|
||||
blend = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (blend != _dataBuffer.get<Data>()._blend) {
|
||||
_dataBuffer.edit<Data>()._blend = blend;
|
||||
if (blend != _schemaBuffer.get<Schema>().blend) {
|
||||
_schemaBuffer.edit<Schema>().blend = blend;
|
||||
}
|
||||
}
|
||||
|
||||
void Skybox::prepare(gpu::Batch& batch, int textureSlot, int bufferSlot) const {
|
||||
if (bufferSlot > -1) {
|
||||
batch.setUniformBuffer(bufferSlot, _schemaBuffer);
|
||||
}
|
||||
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
updateDataBuffer();
|
||||
Skybox::render(batch, frustum, (*this));
|
||||
if (textureSlot > -1) {
|
||||
gpu::TexturePointer skymap = getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
if (skymap && skymap->isDefined()) {
|
||||
batch.setResourceTexture(textureSlot, skymap);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
updateSchemaBuffer();
|
||||
Skybox::render(batch, frustum, (*this));
|
||||
}
|
||||
|
||||
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
|
||||
// Create the static shared elements used to render the skybox
|
||||
static gpu::BufferPointer theConstants;
|
||||
static gpu::PipelinePointer thePipeline;
|
||||
const int SKYBOX_SKYMAP_SLOT = 0;
|
||||
const int SKYBOX_CONSTANTS_SLOT = 0;
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
{
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(Skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(Skybox_frag));
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
|
||||
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
|
||||
|
||||
gpu::Shader::BindingSet bindings;
|
||||
|
@ -98,10 +95,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
|
||||
|
||||
// Render
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
|
@ -112,11 +105,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
batch.setPipeline(thePipeline);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, skybox._dataBuffer);
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, skymap);
|
||||
|
||||
skybox.prepare(batch);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
|
|
|
@ -30,30 +30,33 @@ public:
|
|||
virtual ~Skybox() {};
|
||||
|
||||
void setColor(const Color& color);
|
||||
const Color getColor() const { return _dataBuffer.get<Data>()._color; }
|
||||
const Color getColor() const { return _schemaBuffer.get<Schema>().color; }
|
||||
|
||||
void setCubemap(const gpu::TexturePointer& cubemap);
|
||||
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
|
||||
|
||||
void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const;
|
||||
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
|
||||
|
||||
|
||||
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
|
||||
|
||||
protected:
|
||||
static const int SKYBOX_SKYMAP_SLOT { 0 };
|
||||
static const int SKYBOX_CONSTANTS_SLOT { 0 };
|
||||
|
||||
gpu::TexturePointer _cubemap;
|
||||
|
||||
class Data {
|
||||
class Schema {
|
||||
public:
|
||||
glm::vec3 _color{ 1.0f, 1.0f, 1.0f };
|
||||
float _blend = 1.0f;
|
||||
glm::vec3 color { 1.0f, 1.0f, 1.0f };
|
||||
float blend { 0.0f };
|
||||
};
|
||||
|
||||
mutable gpu::BufferView _dataBuffer;
|
||||
mutable gpu::BufferView _schemaBuffer;
|
||||
|
||||
void updateDataBuffer() const;
|
||||
void updateSchemaBuffer() const;
|
||||
};
|
||||
typedef std::shared_ptr< Skybox > SkyboxPointer;
|
||||
typedef std::shared_ptr<Skybox> SkyboxPointer;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,59 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 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
|
||||
//
|
||||
|
||||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
out vec4 _fragColor;
|
||||
|
||||
//PROCEDURAL_COMMON_BLOCK
|
||||
|
||||
#line 1001
|
||||
//PROCEDURAL_BLOCK
|
||||
|
||||
#line 2033
|
||||
void main(void) {
|
||||
|
||||
#ifdef PROCEDURAL
|
||||
|
||||
vec3 color = getSkyboxColor();
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
|
||||
vec3 coord = normalize(_normal);
|
||||
|
||||
// Skybox color or blend with skymap
|
||||
vec3 color = _skybox._color.rgb;
|
||||
if (_skybox._color.a > 0.0) {
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
if (_skybox._color.a < 2.0) {
|
||||
color *= texel;
|
||||
} else {
|
||||
color = texel;
|
||||
}
|
||||
}
|
||||
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
}
|
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
19
libraries/procedural/src/procedural/ProceduralSkybox.slf → libraries/model/src/model/skybox.slf
Normal file → Executable file
|
@ -14,11 +14,11 @@
|
|||
uniform samplerCube cubeMap;
|
||||
|
||||
struct Skybox {
|
||||
vec4 _color;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
uniform skyboxBuffer {
|
||||
Skybox _skybox;
|
||||
Skybox skybox;
|
||||
};
|
||||
|
||||
in vec3 _normal;
|
||||
|
@ -39,11 +39,20 @@ void main(void) {
|
|||
color = pow(color, vec3(2.2));
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#else
|
||||
// FIXME: scribe does not yet scrub out else statements
|
||||
return;
|
||||
|
||||
#else
|
||||
vec3 coord = normalize(_normal);
|
||||
vec3 texel = texture(cubeMap, coord).rgb;
|
||||
vec3 color = texel * _skybox._color.rgb;
|
||||
vec3 color = skybox.color.rgb;
|
||||
|
||||
// blend is only set if there is a cubemap
|
||||
if (skybox.color.a > 0.0) {
|
||||
color = texture(cubeMap, coord).rgb;
|
||||
if (skybox.color.a < 1.0) {
|
||||
color *= skybox.color.rgb;
|
||||
}
|
||||
}
|
||||
_fragColor = vec4(color, 0.0);
|
||||
|
||||
#endif
|
|
@ -62,6 +62,9 @@ QJsonValue Procedural::getProceduralData(const QString& proceduralJson) {
|
|||
return doc.object()[PROCEDURAL_USER_DATA_KEY];
|
||||
}
|
||||
|
||||
Procedural::Procedural() {
|
||||
_state = std::make_shared<gpu::State>();
|
||||
}
|
||||
|
||||
Procedural::Procedural(const QString& userDataJson) {
|
||||
parse(userDataJson);
|
||||
|
@ -69,74 +72,111 @@ Procedural::Procedural(const QString& userDataJson) {
|
|||
}
|
||||
|
||||
void Procedural::parse(const QString& userDataJson) {
|
||||
_enabled = false;
|
||||
auto proceduralData = getProceduralData(userDataJson);
|
||||
if (proceduralData.isObject()) {
|
||||
parse(proceduralData.toObject());
|
||||
// Instead of parsing, prep for a parse on the rendering thread
|
||||
// This will be called by Procedural::ready
|
||||
std::lock_guard<std::mutex> lock(_proceduralDataMutex);
|
||||
_proceduralData = proceduralData.toObject();
|
||||
_proceduralDataDirty = true;
|
||||
}
|
||||
|
||||
bool Procedural::parseVersion(const QJsonValue& version) {
|
||||
if (version.isDouble()) {
|
||||
_version = (uint8_t)(floor(version.toDouble()));
|
||||
} else {
|
||||
// All unversioned shaders default to V1
|
||||
_version = 1;
|
||||
}
|
||||
return (_version == 1 || _version == 2);
|
||||
}
|
||||
|
||||
bool Procedural::parseUrl(const QUrl& shaderUrl) {
|
||||
if (!shaderUrl.isValid()) {
|
||||
qWarning() << "Invalid shader URL: " << shaderUrl;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_shaderUrl == shaderUrl) {
|
||||
return true;
|
||||
}
|
||||
|
||||
_shaderUrl = shaderUrl;
|
||||
_shaderDirty = true;
|
||||
|
||||
if (_shaderUrl.isLocalFile()) {
|
||||
_shaderPath = _shaderUrl.toLocalFile();
|
||||
qDebug() << "Shader path: " << _shaderPath;
|
||||
if (!QFile(_shaderPath).exists()) {
|
||||
return false;;
|
||||
}
|
||||
} else {
|
||||
qDebug() << "Shader url: " << _shaderUrl;
|
||||
_networkShader = ShaderCache::instance().getShader(_shaderUrl);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Procedural::parseUniforms(const QJsonObject& uniforms) {
|
||||
if (_parsedUniforms != uniforms) {
|
||||
_parsedUniforms = uniforms;
|
||||
_uniformsDirty = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Procedural::parseTextures(const QJsonArray& channels) {
|
||||
if (_parsedChannels != channels) {
|
||||
_parsedChannels = channels;
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
|
||||
for (size_t i = 0; i < channelCount; ++i) {
|
||||
QString url = _parsedChannels.at((int)i).toString();
|
||||
_channels[i] = textureCache->getTexture(QUrl(url));
|
||||
}
|
||||
|
||||
_channelsDirty = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Procedural::parse(const QJsonObject& proceduralData) {
|
||||
// grab the version number
|
||||
{
|
||||
auto version = proceduralData[VERSION_KEY];
|
||||
if (version.isDouble()) {
|
||||
_version = (uint8_t)(floor(version.toDouble()));
|
||||
}
|
||||
_enabled = false;
|
||||
|
||||
if (proceduralData.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the path to the shader
|
||||
{
|
||||
QString shaderUrl = proceduralData[URL_KEY].toString();
|
||||
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
|
||||
_shaderUrl = QUrl(shaderUrl);
|
||||
if (!_shaderUrl.isValid()) {
|
||||
qWarning() << "Invalid shader URL: " << shaderUrl;
|
||||
return;
|
||||
}
|
||||
auto version = proceduralData[VERSION_KEY];
|
||||
auto shaderUrl = proceduralData[URL_KEY].toString();
|
||||
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
|
||||
auto uniforms = proceduralData[UNIFORMS_KEY].toObject();
|
||||
auto channels = proceduralData[CHANNELS_KEY].toArray();
|
||||
|
||||
if (_shaderUrl.isLocalFile()) {
|
||||
_shaderPath = _shaderUrl.toLocalFile();
|
||||
qDebug() << "Shader path: " << _shaderPath;
|
||||
if (!QFile(_shaderPath).exists()) {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
qDebug() << "Shader url: " << _shaderUrl;
|
||||
_networkShader = ShaderCache::instance().getShader(_shaderUrl);
|
||||
}
|
||||
if (parseVersion(version) &&
|
||||
parseUrl(shaderUrl) &&
|
||||
parseUniforms(uniforms) &&
|
||||
parseTextures(channels)) {
|
||||
_enabled = true;
|
||||
}
|
||||
|
||||
// Grab any custom uniforms
|
||||
{
|
||||
auto uniforms = proceduralData[UNIFORMS_KEY];
|
||||
if (uniforms.isObject()) {
|
||||
_parsedUniforms = uniforms.toObject();
|
||||
}
|
||||
}
|
||||
|
||||
// Grab any textures
|
||||
{
|
||||
auto channels = proceduralData[CHANNELS_KEY];
|
||||
if (channels.isArray()) {
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
_parsedChannels = channels.toArray();
|
||||
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
|
||||
for (size_t i = 0; i < channelCount; ++i) {
|
||||
QString url = _parsedChannels.at((int)i).toString();
|
||||
_channels[i] = textureCache->getTexture(QUrl(url));
|
||||
}
|
||||
}
|
||||
}
|
||||
_enabled = true;
|
||||
}
|
||||
|
||||
bool Procedural::ready() {
|
||||
// Load any changes to the procedural
|
||||
if (_proceduralDataDirty) {
|
||||
std::lock_guard<std::mutex> lock(_proceduralDataMutex);
|
||||
parse(_proceduralData);
|
||||
_proceduralDataDirty = false;
|
||||
}
|
||||
|
||||
if (!_enabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do we have a network or local shader
|
||||
// Do we have a network or local shader, and if so, is it loaded?
|
||||
if (_shaderPath.isEmpty() && (!_networkShader || !_networkShader->isLoaded())) {
|
||||
return false;
|
||||
}
|
||||
|
@ -160,15 +200,14 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
QFile file(_shaderPath);
|
||||
file.open(QIODevice::ReadOnly);
|
||||
_shaderSource = QTextStream(&file).readAll();
|
||||
_pipelineDirty = true;
|
||||
_shaderDirty = true;
|
||||
_shaderModified = lastModified;
|
||||
}
|
||||
} else if (_networkShader && _networkShader->isLoaded()) {
|
||||
_shaderSource = _networkShader->_source;
|
||||
}
|
||||
|
||||
if (!_pipeline || _pipelineDirty) {
|
||||
_pipelineDirty = true;
|
||||
if (!_pipeline || _shaderDirty) {
|
||||
if (!_vertexShader) {
|
||||
_vertexShader = gpu::Shader::createVertex(_vertexSource);
|
||||
}
|
||||
|
@ -192,7 +231,10 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
if (replaceIndex != std::string::npos) {
|
||||
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
|
||||
}
|
||||
//qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
// Leave this here for debugging
|
||||
// qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
|
||||
|
||||
_fragmentShader = gpu::Shader::createPixel(fragmentShaderSource);
|
||||
_shader = gpu::Shader::createProgram(_vertexShader, _fragmentShader);
|
||||
|
||||
|
@ -214,11 +256,15 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
|
|||
|
||||
batch.setPipeline(_pipeline);
|
||||
|
||||
if (_pipelineDirty) {
|
||||
_pipelineDirty = false;
|
||||
if (_shaderDirty || _uniformsDirty) {
|
||||
setupUniforms();
|
||||
}
|
||||
|
||||
if (_shaderDirty || _uniformsDirty || _channelsDirty) {
|
||||
setupChannels(_shaderDirty || _uniformsDirty);
|
||||
}
|
||||
|
||||
_shaderDirty = _uniformsDirty = _channelsDirty = false;
|
||||
|
||||
for (auto lambda : _uniforms) {
|
||||
lambda(batch);
|
||||
|
@ -359,8 +405,14 @@ void Procedural::setupUniforms() {
|
|||
batch._glUniform(_standardUniformSlots[POSITION], _entityPosition);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Procedural::setupChannels(bool shouldCreate) {
|
||||
if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[CHANNEL_RESOLUTION]) {
|
||||
if (!shouldCreate) {
|
||||
// Instead of modifying the last element, just remove and recreate it.
|
||||
_uniforms.pop_back();
|
||||
}
|
||||
_uniforms.push_back([=](gpu::Batch& batch) {
|
||||
vec3 channelSizes[MAX_PROCEDURAL_TEXTURE_CHANNELS];
|
||||
for (size_t i = 0; i < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++i) {
|
||||
|
|
|
@ -28,27 +28,25 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
|
|||
// FIXME better encapsulation
|
||||
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
|
||||
struct Procedural {
|
||||
public:
|
||||
static QJsonValue getProceduralData(const QString& proceduralJson);
|
||||
|
||||
Procedural();
|
||||
Procedural(const QString& userDataJson);
|
||||
void parse(const QString& userDataJson);
|
||||
void parse(const QJsonObject&);
|
||||
|
||||
bool ready();
|
||||
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
|
||||
void setupUniforms();
|
||||
const gpu::ShaderPointer& getShader() const { return _shader; }
|
||||
|
||||
glm::vec4 getColor(const glm::vec4& entityColor);
|
||||
|
||||
bool _enabled{ false };
|
||||
uint8_t _version{ 1 };
|
||||
uint8_t _version { 1 };
|
||||
|
||||
std::string _vertexSource;
|
||||
std::string _fragmentSource;
|
||||
|
||||
QString _shaderSource;
|
||||
QString _shaderPath;
|
||||
QUrl _shaderUrl;
|
||||
quint64 _shaderModified{ 0 };
|
||||
bool _pipelineDirty{ true };
|
||||
gpu::StatePointer _state;
|
||||
|
||||
enum StandardUniforms {
|
||||
DATE,
|
||||
|
@ -60,23 +58,50 @@ struct Procedural {
|
|||
NUM_STANDARD_UNIFORMS
|
||||
};
|
||||
|
||||
int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
|
||||
protected:
|
||||
// Procedural metadata
|
||||
bool _enabled { false };
|
||||
uint64_t _start { 0 };
|
||||
int32_t _frameCount { 0 };
|
||||
|
||||
uint64_t _start{ 0 };
|
||||
int32_t _frameCount{ 0 };
|
||||
// Rendering object descriptions, from userData
|
||||
QJsonObject _proceduralData;
|
||||
std::mutex _proceduralDataMutex;
|
||||
QString _shaderSource;
|
||||
QString _shaderPath;
|
||||
QUrl _shaderUrl;
|
||||
quint64 _shaderModified { 0 };
|
||||
NetworkShaderPointer _networkShader;
|
||||
QJsonObject _parsedUniforms;
|
||||
QJsonArray _parsedChannels;
|
||||
bool _proceduralDataDirty { true };
|
||||
bool _shaderDirty { true };
|
||||
bool _uniformsDirty { true };
|
||||
bool _channelsDirty { true };
|
||||
|
||||
// Rendering objects
|
||||
UniformLambdas _uniforms;
|
||||
int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
|
||||
NetworkTexturePointer _channels[MAX_PROCEDURAL_TEXTURE_CHANNELS];
|
||||
gpu::PipelinePointer _pipeline;
|
||||
gpu::ShaderPointer _vertexShader;
|
||||
gpu::ShaderPointer _fragmentShader;
|
||||
gpu::ShaderPointer _shader;
|
||||
gpu::StatePointer _state;
|
||||
|
||||
// Entity metadata
|
||||
glm::vec3 _entityDimensions;
|
||||
glm::vec3 _entityPosition;
|
||||
|
||||
private:
|
||||
// This should only be called from the render thread, as it shares data with Procedural::prepare
|
||||
void parse(const QJsonObject&);
|
||||
bool parseVersion(const QJsonValue& version);
|
||||
bool parseUrl(const QUrl& url);
|
||||
bool parseUniforms(const QJsonObject& uniforms);
|
||||
bool parseTextures(const QJsonArray& channels);
|
||||
|
||||
void setupUniforms();
|
||||
void setupChannels(bool shouldCreate);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -15,55 +15,39 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "ProceduralSkybox_vert.h"
|
||||
#include "ProceduralSkybox_frag.h"
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
|
||||
}
|
||||
|
||||
ProceduralSkybox::ProceduralSkybox(const ProceduralSkybox& skybox) :
|
||||
model::Skybox(skybox),
|
||||
_procedural(skybox._procedural) {
|
||||
|
||||
}
|
||||
|
||||
void ProceduralSkybox::setProcedural(const ProceduralPointer& procedural) {
|
||||
_procedural = procedural;
|
||||
if (_procedural) {
|
||||
_procedural->_vertexSource = ProceduralSkybox_vert;
|
||||
_procedural->_fragmentSource = ProceduralSkybox_frag;
|
||||
// Adjust the pipeline state for background using the stencil test
|
||||
_procedural->_state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
|
||||
}
|
||||
_procedural._vertexSource = skybox_vert;
|
||||
_procedural._fragmentSource = skybox_frag;
|
||||
// Adjust the pipeline state for background using the stencil test
|
||||
_procedural._state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
if (_procedural.ready()) {
|
||||
ProceduralSkybox::render(batch, frustum, (*this));
|
||||
} else {
|
||||
Skybox::render(batch, frustum);
|
||||
}
|
||||
}
|
||||
|
||||
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const ProceduralSkybox& skybox) {
|
||||
if (!(skybox._procedural)) {
|
||||
skybox.updateDataBuffer();
|
||||
Skybox::render(batch, viewFrustum, skybox);
|
||||
}
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
|
||||
gpu::TexturePointer skymap = skybox.getCubemap();
|
||||
// FIXME: skymap->isDefined may not be threadsafe
|
||||
assert(skymap && skymap->isDefined());
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
Transform viewTransform;
|
||||
viewFrustum.evalViewTransform(viewTransform);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
|
||||
skybox._procedural->prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
auto& procedural = skybox._procedural;
|
||||
procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
|
||||
auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
|
||||
auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer");
|
||||
skybox.prepare(batch, textureSlot, bufferSlot);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
|
|
|
@ -17,22 +17,18 @@
|
|||
|
||||
#include "Procedural.h"
|
||||
|
||||
typedef std::shared_ptr<Procedural> ProceduralPointer;
|
||||
|
||||
class ProceduralSkybox: public model::Skybox {
|
||||
public:
|
||||
ProceduralSkybox();
|
||||
ProceduralSkybox(const ProceduralSkybox& skybox);
|
||||
ProceduralSkybox& operator= (const ProceduralSkybox& skybox);
|
||||
virtual ~ProceduralSkybox() {};
|
||||
|
||||
void setProcedural(const ProceduralPointer& procedural);
|
||||
void parse(const QString& userData) { _procedural.parse(userData); }
|
||||
|
||||
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
|
||||
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const ProceduralSkybox& skybox);
|
||||
|
||||
protected:
|
||||
ProceduralPointer _procedural;
|
||||
mutable Procedural _procedural;
|
||||
};
|
||||
typedef std::shared_ptr< ProceduralSkybox > ProceduralSkyboxPointer;
|
||||
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// skybox.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 5/5/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
const float depth = 0.0;
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 inPosition = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 clipDir = vec3(inPosition.xy, 0.0);
|
||||
vec3 eyeDir;
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
|
||||
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
|
||||
|
||||
// Position is supposed to come in clip space
|
||||
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
|
||||
}
|
|
@ -48,6 +48,10 @@ ItemID Scene::allocateID() {
|
|||
return _IDAllocator.fetch_add(1);
|
||||
}
|
||||
|
||||
bool Scene::isAllocatedID(const ItemID& id) {
|
||||
return Item::isValidID(id) && (id < _numAllocatedItems.load());
|
||||
}
|
||||
|
||||
/// Enqueue change batch to the scene
|
||||
void Scene::enqueuePendingChanges(const PendingChanges& pendingChanges) {
|
||||
_changeQueueMutex.lock();
|
||||
|
@ -79,10 +83,22 @@ void Scene::processPendingChangesQueue() {
|
|||
}
|
||||
// Now we know for sure that we have enough items in the array to
|
||||
// capture anything coming from the pendingChanges
|
||||
|
||||
// resets and potential NEW items
|
||||
resetItems(consolidatedPendingChanges._resetItems, consolidatedPendingChanges._resetPayloads);
|
||||
|
||||
// Update the numItemsAtomic counter AFTER the reset changes went through
|
||||
_numAllocatedItems.exchange(maxID);
|
||||
|
||||
// updates
|
||||
updateItems(consolidatedPendingChanges._updatedItems, consolidatedPendingChanges._updateFunctors);
|
||||
|
||||
// removes
|
||||
removeItems(consolidatedPendingChanges._removedItems);
|
||||
|
||||
// Update the numItemsAtomic counter AFTER the pending changes went through
|
||||
_numAllocatedItems.exchange(maxID);
|
||||
|
||||
// ready to go back to rendering activities
|
||||
_itemsMutex.unlock();
|
||||
}
|
||||
|
|
|
@ -60,18 +60,24 @@ public:
|
|||
// This call is thread safe, can be called from anywhere to allocate a new ID
|
||||
ItemID allocateID();
|
||||
|
||||
// Check that the ID is valid and allocated for this scene, this a threadsafe call
|
||||
bool isAllocatedID(const ItemID& id);
|
||||
|
||||
// THis is the total number of allocated items, this a threadsafe call
|
||||
size_t getNumItems() const { return _numAllocatedItems.load(); }
|
||||
|
||||
// Enqueue change batch to the scene
|
||||
void enqueuePendingChanges(const PendingChanges& pendingChanges);
|
||||
|
||||
// Process the penging changes equeued
|
||||
void processPendingChangesQueue();
|
||||
|
||||
// This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues
|
||||
|
||||
// Access a particular item form its ID
|
||||
// WARNING, There is No check on the validity of the ID, so this could return a bad Item
|
||||
const Item& getItem(const ItemID& id) const { return _items[id]; }
|
||||
|
||||
size_t getNumItems() const { return _items.size(); }
|
||||
|
||||
// Access the spatialized items
|
||||
const ItemSpatialTree& getSpatialTree() const { return _masterSpatialTree; }
|
||||
|
||||
|
@ -81,6 +87,7 @@ public:
|
|||
protected:
|
||||
// Thread safe elements that can be accessed from anywhere
|
||||
std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
|
||||
std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
|
||||
std::mutex _changeQueueMutex;
|
||||
PendingChangesQueue _changeQueue;
|
||||
|
||||
|
|
|
@ -264,12 +264,33 @@ Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& acc
|
|||
return brickID;
|
||||
}
|
||||
|
||||
Octree::Location ItemSpatialTree::evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const {
|
||||
minCoordf = evalCoordf(bound.getMinimumPoint());
|
||||
maxCoordf = evalCoordf(bound.getMaximumPoint());
|
||||
|
||||
// If the bound crosses any of the octree volume limit, then return root cell
|
||||
if ( (minCoordf.x < 0.0f)
|
||||
|| (minCoordf.y < 0.0f)
|
||||
|| (minCoordf.z < 0.0f)
|
||||
|| (maxCoordf.x >= _size)
|
||||
|| (maxCoordf.y >= _size)
|
||||
|| (maxCoordf.z >= _size)) {
|
||||
return Location();
|
||||
}
|
||||
|
||||
Coord3 minCoord(minCoordf);
|
||||
Coord3 maxCoord(maxCoordf);
|
||||
return Location::evalFromRange(minCoord, maxCoord);
|
||||
}
|
||||
|
||||
Octree::Locations ItemSpatialTree::evalLocations(const ItemBounds& bounds) const {
|
||||
Locations locations;
|
||||
Coord3f minCoordf, maxCoordf;
|
||||
|
||||
locations.reserve(bounds.size());
|
||||
for (auto& bound : bounds) {
|
||||
if (!bound.bound.isNull()) {
|
||||
locations.emplace_back(evalLocation(bound.bound));
|
||||
locations.emplace_back(evalLocation(bound.bound, minCoordf, maxCoordf));
|
||||
} else {
|
||||
locations.emplace_back(Location());
|
||||
}
|
||||
|
@ -344,11 +365,8 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
|
|||
ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey& oldKey, const AABox& bound, const ItemID& item, ItemKey& newKey) {
|
||||
auto newCell = INVALID_CELL;
|
||||
if (!newKey.isViewSpace()) {
|
||||
auto minCoordf = evalCoordf(bound.getMinimumPoint());
|
||||
auto maxCoordf = evalCoordf(bound.getMaximumPoint());
|
||||
Coord3 minCoord(minCoordf);
|
||||
Coord3 maxCoord(maxCoordf);
|
||||
auto location = Location::evalFromRange(minCoord, maxCoord);
|
||||
Coord3f minCoordf, maxCoordf;
|
||||
auto location = evalLocation(bound, minCoordf, maxCoordf);
|
||||
|
||||
// Compare range size vs cell location size and tag itemKey accordingly
|
||||
// If Item bound fits in sub cell then tag as small
|
||||
|
@ -403,7 +421,21 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
|
|||
int Octree::select(CellSelection& selection, const FrustumSelector& selector) const {
|
||||
|
||||
Index cellID = ROOT_CELL;
|
||||
return selectTraverse(cellID, selection, selector);
|
||||
auto cell = getConcreteCell(cellID);
|
||||
int numSelectedsIn = (int)selection.size();
|
||||
|
||||
// Always include the root cell partially containing potentially outer objects
|
||||
selectCellBrick(cellID, selection, false);
|
||||
|
||||
// then traverse deeper
|
||||
for (int i = 0; i < NUM_OCTANTS; i++) {
|
||||
Index subCellID = cell.child((Link)i);
|
||||
if (subCellID != INVALID_CELL) {
|
||||
selectTraverse(subCellID, selection, selector);
|
||||
}
|
||||
}
|
||||
|
||||
return (int)selection.size() - numSelectedsIn;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -117,7 +117,6 @@ namespace render {
|
|||
return depth;
|
||||
}
|
||||
|
||||
|
||||
class Location {
|
||||
void assertValid() {
|
||||
assert((pos.x >= 0) && (pos.y >= 0) && (pos.z >= 0));
|
||||
|
@ -157,6 +156,7 @@ namespace render {
|
|||
// Eval the location best fitting the specified range
|
||||
static Location evalFromRange(const Coord3& minCoord, const Coord3& maxCoord, Depth rangeDepth = MAX_DEPTH);
|
||||
|
||||
|
||||
// Eval the intersection test against a frustum
|
||||
enum Intersection {
|
||||
Outside = 0,
|
||||
|
@ -367,7 +367,7 @@ namespace render {
|
|||
// An octree of Items organizing them efficiently for culling
|
||||
// The octree only cares about the bound & the key of an item to store it a the right cell location
|
||||
class ItemSpatialTree : public Octree {
|
||||
float _size { 32768.0f };
|
||||
float _size{ 32768.0f };
|
||||
float _invSize { 1.0f / _size };
|
||||
glm::vec3 _origin { -16384.0f };
|
||||
|
||||
|
@ -398,10 +398,26 @@ namespace render {
|
|||
return getOrigin() + glm::vec3(coord) * cellWidth;
|
||||
}
|
||||
|
||||
|
||||
// Clamp a 3D relative position to make sure it is in the valid range space of the octree
|
||||
glm::vec3 clampRelPosToTreeRange(const glm::vec3& pos) const {
|
||||
const float EPSILON = 0.0001f;
|
||||
return glm::vec3(
|
||||
std::min(std::max(pos.x, 0.0f), _size - EPSILON),
|
||||
std::min(std::max(pos.y, 0.0f), _size - EPSILON),
|
||||
std::min(std::max(pos.z, 0.0f), _size - EPSILON));
|
||||
}
|
||||
|
||||
// Eval an integer cell coordinate (at the specified deepth) from a given 3d position
|
||||
// If the 3D position is out of the octree volume, then the position is clamped
|
||||
// so the integer coordinate is meaningfull
|
||||
Coord3 evalCoord(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
|
||||
auto npos = (pos - getOrigin());
|
||||
auto npos = clampRelPosToTreeRange((pos - getOrigin()));
|
||||
return Coord3(npos * getInvCellWidth(depth)); // Truncate fractional part
|
||||
}
|
||||
|
||||
// Eval a real cell coordinate (at the specified deepth) from a given 3d position
|
||||
// Position is NOT clamped to the boundaries of the octree so beware of conversion to a Coord3!
|
||||
Coord3f evalCoordf(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
|
||||
auto npos = (pos - getOrigin());
|
||||
return Coord3f(npos * getInvCellWidth(depth));
|
||||
|
@ -412,9 +428,10 @@ namespace render {
|
|||
float cellWidth = getCellWidth(loc.depth);
|
||||
return AABox(evalPos(loc.pos, cellWidth), cellWidth);
|
||||
}
|
||||
Location evalLocation(const AABox& bound) const {
|
||||
return Location::evalFromRange(evalCoord(bound.getMinimumPoint()), evalCoord(bound.getMaximumPoint()));
|
||||
}
|
||||
|
||||
// Eval the cell location for a given arbitrary Bound,
|
||||
// if the Bound crosses any of the Octree planes then the root cell is returned
|
||||
Location evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const;
|
||||
Locations evalLocations(const ItemBounds& bounds) const;
|
||||
|
||||
// Managing itemsInserting items in cells
|
||||
|
|
|
@ -68,6 +68,21 @@ void OpenVrDisplayPlugin::activate() {
|
|||
_compositor = vr::VRCompositor();
|
||||
Q_ASSERT(_compositor);
|
||||
HmdDisplayPlugin::activate();
|
||||
|
||||
// set up default sensor space such that the UI overlay will align with the front of the room.
|
||||
auto chaperone = vr::VRChaperone();
|
||||
if (chaperone) {
|
||||
float const UI_RADIUS = 1.0f;
|
||||
float const UI_HEIGHT = 1.6f;
|
||||
float const UI_Z_OFFSET = 0.5;
|
||||
|
||||
float xSize, zSize;
|
||||
chaperone->GetPlayAreaSize(&xSize, &zSize);
|
||||
glm::vec3 uiPos(0.0f, UI_HEIGHT, UI_RADIUS - (0.5f * zSize) - UI_Z_OFFSET);
|
||||
_sensorResetMat = glm::inverse(createMatFromQuatAndPos(glm::quat(), uiPos));
|
||||
} else {
|
||||
qDebug() << "OpenVR: error could not get chaperone pointer";
|
||||
}
|
||||
}
|
||||
|
||||
void OpenVrDisplayPlugin::deactivate() {
|
||||
|
@ -115,7 +130,7 @@ glm::mat4 OpenVrDisplayPlugin::getHeadPose(uint32_t frameIndex) const {
|
|||
#endif
|
||||
|
||||
vr::TrackedDevicePose_t predictedTrackedDevicePose[vr::k_unMaxTrackedDeviceCount];
|
||||
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseSeated, predictedSecondsFromNow, predictedTrackedDevicePose, vr::k_unMaxTrackedDeviceCount);
|
||||
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, predictedSecondsFromNow, predictedTrackedDevicePose, vr::k_unMaxTrackedDeviceCount);
|
||||
|
||||
// copy and process predictedTrackedDevicePoses
|
||||
for (int i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
|
||||
|
|
|
@ -23,83 +23,77 @@
|
|||
#include <gl/QOpenGLDebugLoggerWrapper.h>
|
||||
#include <gl/QOpenGLContextWrapper.h>
|
||||
|
||||
#include "../model/Skybox_vert.h"
|
||||
#include "../model/Skybox_frag.h"
|
||||
#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 "simple_vert.h"
|
||||
#include "simple_frag.h"
|
||||
#include "simple_textured_frag.h"
|
||||
#include "simple_textured_emisive_frag.h"
|
||||
#include <render-utils/deferred_light_vert.h>
|
||||
#include <render-utils/deferred_light_limited_vert.h>
|
||||
|
||||
#include "deferred_light_vert.h"
|
||||
#include "deferred_light_limited_vert.h"
|
||||
#include <render-utils/directional_light_frag.h>
|
||||
#include <render-utils/directional_ambient_light_frag.h>
|
||||
#include <render-utils/directional_skybox_light_frag.h>
|
||||
|
||||
#include "directional_light_frag.h"
|
||||
#include <render-utils/point_light_frag.h>
|
||||
#include <render-utils/spot_light_frag.h>
|
||||
|
||||
#include "directional_ambient_light_frag.h"
|
||||
#include <render-utils/standardTransformPNTC_vert.h>
|
||||
#include <render-utils/standardDrawTexture_frag.h>
|
||||
|
||||
#include "directional_skybox_light_frag.h"
|
||||
#include <render-utils/model_vert.h>
|
||||
#include <render-utils/model_shadow_vert.h>
|
||||
#include <render-utils/model_normal_map_vert.h>
|
||||
#include <render-utils/model_lightmap_vert.h>
|
||||
#include <render-utils/model_lightmap_normal_map_vert.h>
|
||||
#include <render-utils/skin_model_vert.h>
|
||||
#include <render-utils/skin_model_shadow_vert.h>
|
||||
#include <render-utils/skin_model_normal_map_vert.h>
|
||||
|
||||
#include "point_light_frag.h"
|
||||
#include "spot_light_frag.h"
|
||||
#include <render-utils/model_frag.h>
|
||||
#include <render-utils/model_shadow_frag.h>
|
||||
#include <render-utils/model_normal_map_frag.h>
|
||||
#include <render-utils/model_normal_specular_map_frag.h>
|
||||
#include <render-utils/model_specular_map_frag.h>
|
||||
#include <render-utils/model_lightmap_frag.h>
|
||||
#include <render-utils/model_lightmap_normal_map_frag.h>
|
||||
#include <render-utils/model_lightmap_normal_specular_map_frag.h>
|
||||
#include <render-utils/model_lightmap_specular_map_frag.h>
|
||||
#include <render-utils/model_translucent_frag.h>
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
#include <entities-renderer/untextured_particle_frag.h>
|
||||
#include <entities-renderer/untextured_particle_vert.h>
|
||||
#include <entities-renderer/textured_particle_frag.h>
|
||||
#include <entities-renderer/textured_particle_vert.h>
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
#include "model_normal_map_vert.h"
|
||||
#include "model_lightmap_vert.h"
|
||||
#include "model_lightmap_normal_map_vert.h"
|
||||
#include "skin_model_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
#include "skin_model_normal_map_vert.h"
|
||||
#include <render-utils/hit_effect_vert.h>
|
||||
#include <render-utils/hit_effect_frag.h>
|
||||
|
||||
#include "model_frag.h"
|
||||
#include "model_shadow_frag.h"
|
||||
#include "model_normal_map_frag.h"
|
||||
#include "model_normal_specular_map_frag.h"
|
||||
#include "model_specular_map_frag.h"
|
||||
#include "model_lightmap_frag.h"
|
||||
#include "model_lightmap_normal_map_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_frag.h"
|
||||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
#include <render-utils/overlay3D_vert.h>
|
||||
#include <render-utils/overlay3D_frag.h>
|
||||
|
||||
#include "untextured_particle_frag.h"
|
||||
#include "untextured_particle_vert.h"
|
||||
#include "textured_particle_frag.h"
|
||||
#include "textured_particle_vert.h"
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
|
||||
#include <render-utils/stars_vert.h>
|
||||
#include <render-utils/stars_frag.h>
|
||||
#include <render-utils/starsGrid_frag.h>
|
||||
|
||||
#include "hit_effect_vert.h"
|
||||
#include "hit_effect_frag.h"
|
||||
#include <gpu/DrawTransformUnitQuad_vert.h>
|
||||
#include <gpu/DrawTexcoordRectTransformUnitQuad_vert.h>
|
||||
#include <gpu/DrawViewportQuadTransformTexcoord_vert.h>
|
||||
#include <gpu/DrawTexture_frag.h>
|
||||
#include <gpu/DrawTextureOpaque_frag.h>
|
||||
#include <gpu/DrawColoredTexture_frag.h>
|
||||
|
||||
#include "overlay3D_vert.h"
|
||||
#include "overlay3D_frag.h"
|
||||
#include <render-utils/sdf_text3D_vert.h>
|
||||
#include <render-utils/sdf_text3D_frag.h>
|
||||
|
||||
#include "Skybox_vert.h"
|
||||
#include "Skybox_frag.h"
|
||||
#include <entities-renderer/paintStroke_vert.h>
|
||||
#include <entities-renderer/paintStroke_frag.h>
|
||||
|
||||
#include "stars_vert.h"
|
||||
#include "stars_frag.h"
|
||||
#include "starsGrid_frag.h"
|
||||
|
||||
#include "DrawTransformUnitQuad_vert.h"
|
||||
#include "DrawTexcoordRectTransformUnitQuad_vert.h"
|
||||
#include "DrawViewportQuadTransformTexcoord_vert.h"
|
||||
#include "DrawTexture_frag.h"
|
||||
#include "DrawTextureOpaque_frag.h"
|
||||
#include "DrawColoredTexture_frag.h"
|
||||
|
||||
#include "sdf_text3D_vert.h"
|
||||
#include "sdf_text3D_frag.h"
|
||||
|
||||
#include "paintStroke_vert.h"
|
||||
#include "paintStroke_frag.h"
|
||||
|
||||
#include "polyvox_vert.h"
|
||||
#include "polyvox_frag.h"
|
||||
#include <entities-renderer/polyvox_vert.h>
|
||||
#include <entities-renderer/polyvox_frag.h>
|
||||
|
||||
// Create a simple OpenGL window that renders text in various ways
|
||||
class QTestWindow : public QWindow {
|
||||
|
@ -163,7 +157,7 @@ void QTestWindow::draw() {
|
|||
testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
|
||||
testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
testShaderBuild(skybox_vert, skybox_frag);
|
||||
testShaderBuild(simple_vert, simple_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_frag);
|
||||
testShaderBuild(simple_vert, simple_textured_emisive_frag);
|
||||
|
@ -209,8 +203,6 @@ void QTestWindow::draw() {
|
|||
|
||||
testShaderBuild(overlay3D_vert, overlay3D_frag);
|
||||
|
||||
testShaderBuild(Skybox_vert, Skybox_frag);
|
||||
|
||||
testShaderBuild(paintStroke_vert,paintStroke_frag);
|
||||
testShaderBuild(polyvox_vert, polyvox_frag);
|
||||
|
||||
|
|
Loading…
Reference in a new issue