mirror of
https://github.com/overte-org/overte.git
synced 2025-04-14 07:47:30 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into graphicsMaster
This commit is contained in:
commit
b3acde4462
40 changed files with 1400 additions and 395 deletions
|
@ -36,7 +36,12 @@ if (WIN32)
|
|||
if (MSVC10)
|
||||
set(WINDOW_SDK_PATH "C:\\Program Files\\Microsoft SDKs\\Windows\\v7.1 ")
|
||||
elseif (MSVC12)
|
||||
set(WINDOW_SDK_PATH "C:\\Program Files (x86)\\Windows Kits\\8.1\\Lib\\winv6.3\\um\\x86 ")
|
||||
if ("${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
|
||||
set(WINDOW_SDK_FOLDER "x64")
|
||||
else()
|
||||
set(WINDOW_SDK_FOLDER "x86")
|
||||
endif()
|
||||
set(WINDOW_SDK_PATH "C:\\Program Files (x86)\\Windows Kits\\8.1\\Lib\\winv6.3\\um\\${WINDOW_SDK_FOLDER}")
|
||||
endif ()
|
||||
message (WINDOW_SDK_PATH= ${WINDOW_SDK_PATH})
|
||||
set(CMAKE_PREFIX_PATH ${CMAKE_PREFIX_PATH} ${WINDOW_SDK_PATH})
|
||||
|
|
|
@ -225,6 +225,8 @@ bool OctreeQueryNode::updateCurrentViewFrustum() {
|
|||
newestViewFrustum.setPosition(getCameraPosition());
|
||||
newestViewFrustum.setOrientation(getCameraOrientation());
|
||||
|
||||
newestViewFrustum.setKeyholeRadius(getKeyholeRadius());
|
||||
|
||||
// Also make sure it's got the correct lens details from the camera
|
||||
float originalFOV = getCameraFov();
|
||||
float wideFOV = originalFOV + VIEW_FRUSTUM_FOV_OVERSEND;
|
||||
|
|
12
cmake/externals/sixense/CMakeLists.txt
vendored
12
cmake/externals/sixense/CMakeLists.txt
vendored
|
@ -8,14 +8,14 @@ string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
|
|||
#set(SIXENSE_URL_MD5 "10cc8dc470d2ac1244a88cf04bc549cc")
|
||||
#set(SIXENSE_NEW_LAYOUT 0)
|
||||
|
||||
#set(SIXENSE_URL "http://public.s3.amazonaws.com/dependencies/SixenseSDK_071615.zip")
|
||||
#set(SIXENSE_URL_MD5 "752a3901f334124e9cffc2ba4136ef7d")
|
||||
#set(SIXENSE_NEW_LAYOUT 1)
|
||||
|
||||
set(SIXENSE_URL "http://hifi-public.s3.amazonaws.com/dependencies/SixenseSDK_102215.zip")
|
||||
set(SIXENSE_URL_MD5 "93c3a6795cce777a0f472b09532935f1")
|
||||
set(SIXENSE_URL "http://hifi-public.s3.amazonaws.com/dependencies/SixenseSDK_071615.zip")
|
||||
set(SIXENSE_URL_MD5 "752a3901f334124e9cffc2ba4136ef7d")
|
||||
set(SIXENSE_NEW_LAYOUT 1)
|
||||
|
||||
#set(SIXENSE_URL "http://hifi-public.s3.amazonaws.com/dependencies/SixenseSDK_102215.zip")
|
||||
#set(SIXENSE_URL_MD5 "93c3a6795cce777a0f472b09532935f1")
|
||||
#set(SIXENSE_NEW_LAYOUT 1)
|
||||
|
||||
ExternalProject_Add(
|
||||
${EXTERNAL_NAME}
|
||||
URL ${SIXENSE_URL}
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
|
||||
// See MAIN CONTROL, below, for what "paused" actually does.
|
||||
|
||||
var IK_WINDOW_AFTER_GOING_ACTIVE = 3000; // milliseconds
|
||||
var OVERLAY_DATA = {
|
||||
text: "Paused:\npress any key to continue",
|
||||
font: {size: 75},
|
||||
|
@ -31,7 +30,6 @@ function playAwayAnimation() {
|
|||
return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
|
||||
}
|
||||
if (stopper) {
|
||||
Script.clearTimeout(stopper);
|
||||
stopper = false;
|
||||
MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
|
||||
}
|
||||
|
@ -47,15 +45,14 @@ function stopAwayAnimation() {
|
|||
// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
|
||||
// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
|
||||
// want to track the standing up animation.)
|
||||
// Our standard anim graph flips 'awayOutroOnDone' for one frame, but it's a trigger (not an animVar) and other folks might use different graphs.
|
||||
// So... Just give us a fixed amount of time to be done with animation, before we turn ik back on.
|
||||
// The anim graph will trigger awayOutroOnDone when awayOutro is finished.
|
||||
var backToNormal = false;
|
||||
stopper = Script.setTimeout(function () {
|
||||
backToNormal = true;
|
||||
stopper = false;
|
||||
}, IK_WINDOW_AFTER_GOING_ACTIVE);
|
||||
stopper = true;
|
||||
function animateActive(state) {
|
||||
if (state.ikOverlayAlpha) {
|
||||
if (state.awayOutroOnDone) {
|
||||
backToNormal = true;
|
||||
stopper = false;
|
||||
} else if (state.ikOverlayAlpha) {
|
||||
// Once the right state gets reflected back to us, we don't need the hander any more.
|
||||
// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
|
||||
Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
|
||||
|
@ -63,7 +60,7 @@ function stopAwayAnimation() {
|
|||
// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
|
||||
return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
|
||||
}
|
||||
activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['isAway', 'isNotAway', 'isNotMoving', 'ikOverlayAlpha']);
|
||||
activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['ikOverlayAlpha', 'awayOutroOnDone']);
|
||||
}
|
||||
|
||||
// OVERLAY
|
||||
|
|
55
examples/drylake/createAvatarDetector.js
Normal file
55
examples/drylake/createAvatarDetector.js
Normal file
|
@ -0,0 +1,55 @@
|
|||
//
|
||||
// createAvatarDetector.js
|
||||
//
|
||||
// Created by James B. Pollack @imgntn on 12/7/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Run this script if you want the rats to run away from you.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
var avatarDetector = null;
|
||||
|
||||
function createAvatarDetector() {
|
||||
|
||||
var detectorProperties = {
|
||||
name: 'Hifi-Avatar-Detector',
|
||||
type: 'Box',
|
||||
position: MyAvatar.position,
|
||||
dimensions: {
|
||||
x: 1,
|
||||
y: 2,
|
||||
z: 1
|
||||
},
|
||||
collisionsWillMove: false,
|
||||
ignoreForCollisions: true,
|
||||
visible: false,
|
||||
color: {
|
||||
red: 255,
|
||||
green: 0,
|
||||
blue: 0
|
||||
}
|
||||
}
|
||||
|
||||
avatarDetector = Entities.addEntity(detectorProperties);
|
||||
};
|
||||
|
||||
var updateAvatarDetector = function() {
|
||||
// print('updating detector position' + JSON.stringify(MyAvatar.position))
|
||||
Entities.editEntity(avatarDetector, {
|
||||
position: MyAvatar.position
|
||||
});
|
||||
|
||||
};
|
||||
|
||||
var cleanup = function() {
|
||||
Script.update.disconnect(updateAvatarDetector);
|
||||
Entities.deleteEntity(avatarDetector);
|
||||
}
|
||||
|
||||
createAvatarDetector();
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
Script.update.connect(updateAvatarDetector);
|
471
examples/drylake/ratCreator.js
Normal file
471
examples/drylake/ratCreator.js
Normal file
|
@ -0,0 +1,471 @@
|
|||
//
|
||||
// ratCreator.js
|
||||
//
|
||||
// Created by James B. Pollack @imgntn on 12/7/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// This script spawns some rats that have simple steering behaviors applied to them.
|
||||
// Run it in the 'drylake' environment, or adjust all object locations to match your scene.
|
||||
//
|
||||
// Steering bevhaviors from ratSteer.js:
|
||||
// The rats will move from a spawning point toward their nest.
|
||||
// They will avoid avoider blocks moving across the alley
|
||||
// They will avoid avatars running createAvatarDetector.js
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
Script.include('ratSteer.js');
|
||||
var steer = loadSteer();
|
||||
Script.include('../libraries/tween.js');
|
||||
var TWEEN = loadTween();
|
||||
|
||||
var USE_CONSTANT_SPAWNER = true;
|
||||
|
||||
var RAT_SPAWNER_LOCATION = {
|
||||
x: 1000.5,
|
||||
y: 98,
|
||||
z: 1040
|
||||
};
|
||||
|
||||
var RAT_NEST_LOCATION = {
|
||||
x: 1003.5,
|
||||
y: 99,
|
||||
z: 964.2
|
||||
};
|
||||
|
||||
var RAT_DIMENSIONS = {
|
||||
x: 0.22,
|
||||
y: 0.32,
|
||||
z: 1.14
|
||||
};
|
||||
|
||||
var RAT_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/rat/models/rat_model.fbx';
|
||||
var RAT_IDLE_ANIMATION_URL = 'http://hifi-content.s3.amazonaws.com/james/rat/animations/idle.fbx';
|
||||
var RAT_WALKING_ANIMATION_URL = 'http://hifi-content.s3.amazonaws.com/james/rat/animations/walk.fbx';
|
||||
var RAT_RUNNING_ANIMATION_URL = 'http://hifi-content.s3.amazonaws.com/james/rat/animations/run.fbx';
|
||||
var RAT_DEATH_ANIMATION_URL = 'http://hifi-content.s3.amazonaws.com/james/rat/animations/death.fbx';
|
||||
|
||||
var RAT_IN_NEST_DISTANCE = 4;
|
||||
|
||||
//how many milliseconds between rats
|
||||
var RAT_SPAWN_RATE = 2500;
|
||||
|
||||
var RAT_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Rats_Squeaks_Active.wav';
|
||||
var ratRunningSound = SoundCache.getSound(RAT_SOUND_URL);
|
||||
|
||||
function playRatRunningAnimation(rat) {
|
||||
var animationSettings = JSON.stringify({
|
||||
running: true
|
||||
});
|
||||
Entities.editEntity(rat, {
|
||||
animationURL: RAT_RUNNING_ANIMATION_URL,
|
||||
animation: {
|
||||
url: RAT_RUNNING_ANIMATION_URL,
|
||||
running: true,
|
||||
fps: 30
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
function playRatDeathAnimation(rat) {
|
||||
var animationSettings = JSON.stringify({
|
||||
running: true
|
||||
});
|
||||
|
||||
Entities.editEntity(rat, {
|
||||
animationURL: RAT_DEATH_ANIMATION_URL,
|
||||
animationSettings: animationSettings
|
||||
});
|
||||
}
|
||||
|
||||
var modelRatProperties = {
|
||||
name: 'rat',
|
||||
type: 'Model',
|
||||
modelURL: RAT_MODEL_URL,
|
||||
dimensions: RAT_DIMENSIONS,
|
||||
position: RAT_SPAWNER_LOCATION,
|
||||
shapeType: 'Box',
|
||||
damping: 0.8,
|
||||
angularDamping: 0.99,
|
||||
friction: 0.75,
|
||||
collisionsWillMove: true,
|
||||
ignoreForCollisions: false,
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: -9.8,
|
||||
z: 0
|
||||
},
|
||||
lifetime: 30,
|
||||
userData: JSON.stringify({
|
||||
grabbableKey: {
|
||||
grabbable: false
|
||||
}
|
||||
})
|
||||
|
||||
};
|
||||
|
||||
var targetProperties = {
|
||||
name: 'Hifi-Rat-Nest',
|
||||
type: 'Box',
|
||||
color: {
|
||||
red: 0,
|
||||
green: 255,
|
||||
blue: 0
|
||||
},
|
||||
dimensions: {
|
||||
x: 1,
|
||||
y: 1,
|
||||
z: 1
|
||||
},
|
||||
visible: false,
|
||||
position: RAT_NEST_LOCATION
|
||||
};
|
||||
|
||||
var target = Entities.addEntity(targetProperties);
|
||||
|
||||
function addRat() {
|
||||
var rat = Entities.addEntity(modelRatProperties);
|
||||
return rat;
|
||||
}
|
||||
|
||||
//every sixth rat will play a sound
|
||||
var RAT_SOUND_RATE = 6;
|
||||
|
||||
//spawn rate will be multiplied by this to clear any sounds hanging around
|
||||
var RAT_SOUND_CLEAR_RATE = 3;
|
||||
|
||||
var rats = [];
|
||||
var metaRats = [];
|
||||
var ratCount = 0;
|
||||
|
||||
var AVOIDER_Y_HEIGHT = 99;
|
||||
var FIRST_AVOIDER_START_POSITION = {
|
||||
x: 1004,
|
||||
y: AVOIDER_Y_HEIGHT,
|
||||
z: 1019
|
||||
};
|
||||
var FIRST_AVOIDER_FINISH_POSITION = {
|
||||
x: 997,
|
||||
y: AVOIDER_Y_HEIGHT,
|
||||
z: 1019
|
||||
};
|
||||
var SECOND_AVOIDER_START_POSITION = {
|
||||
x: 998,
|
||||
y: AVOIDER_Y_HEIGHT,
|
||||
z: 998
|
||||
};
|
||||
var SECOND_AVOIDER_FINISH_POSITION = {
|
||||
x: 1005,
|
||||
y: AVOIDER_Y_HEIGHT,
|
||||
z: 999
|
||||
};
|
||||
var THIRD_AVOIDER_START_POSITION = {
|
||||
x: 1001.5,
|
||||
y: 100,
|
||||
z: 978
|
||||
};
|
||||
var THIRD_AVOIDER_FINISH_POSITION = {
|
||||
x: 1005,
|
||||
y: 100,
|
||||
z: 974
|
||||
};
|
||||
|
||||
cleanupLeftoverAvoidersBeforeStart();
|
||||
|
||||
var avoiders = [];
|
||||
addAvoiderBlock(FIRST_AVOIDER_START_POSITION);
|
||||
addAvoiderBlock(SECOND_AVOIDER_START_POSITION);
|
||||
addAvoiderBlock(THIRD_AVOIDER_START_POSITION);
|
||||
|
||||
function addAvoiderBlock(position) {
|
||||
var avoiderProperties = {
|
||||
name: 'Hifi-Rat-Avoider',
|
||||
type: 'Box',
|
||||
color: {
|
||||
red: 255,
|
||||
green: 0,
|
||||
blue: 255
|
||||
},
|
||||
dimensions: {
|
||||
x: 1,
|
||||
y: 1,
|
||||
z: 1
|
||||
},
|
||||
position: position,
|
||||
collisionsWillMove: false,
|
||||
ignoreForCollisions: true,
|
||||
visible: false
|
||||
};
|
||||
|
||||
var avoider = Entities.addEntity(avoiderProperties);
|
||||
avoiders.push(avoider);
|
||||
}
|
||||
|
||||
|
||||
tweenAvoider(avoiders[0], FIRST_AVOIDER_START_POSITION, FIRST_AVOIDER_FINISH_POSITION);
|
||||
tweenAvoider(avoiders[1], SECOND_AVOIDER_START_POSITION, SECOND_AVOIDER_FINISH_POSITION);
|
||||
tweenAvoider(avoiders[2], THIRD_AVOIDER_START_POSITION, THIRD_AVOIDER_FINISH_POSITION);
|
||||
|
||||
function tweenAvoider(entityID, startPosition, endPosition) {
|
||||
var ANIMATION_DURATION = 4200;
|
||||
|
||||
var begin = {
|
||||
x: startPosition.x,
|
||||
y: startPosition.y,
|
||||
z: startPosition.z
|
||||
};
|
||||
|
||||
var end = endPosition;
|
||||
|
||||
var original = startPosition;
|
||||
|
||||
var tweenHead = new TWEEN.Tween(begin).to(end, ANIMATION_DURATION);
|
||||
|
||||
function updateTo() {
|
||||
Entities.editEntity(entityID, {
|
||||
position: {
|
||||
x: begin.x,
|
||||
y: begin.y,
|
||||
z: begin.z
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function updateBack() {
|
||||
Entities.editEntity(entityID, {
|
||||
position: {
|
||||
x: begin.x,
|
||||
y: begin.y,
|
||||
z: begin.z
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
var tweenBack = new TWEEN.Tween(begin).to(original, ANIMATION_DURATION).onUpdate(updateBack);
|
||||
|
||||
tweenHead.onUpdate(function() {
|
||||
updateTo()
|
||||
});
|
||||
|
||||
tweenHead.chain(tweenBack);
|
||||
tweenBack.chain(tweenHead);
|
||||
tweenHead.start();
|
||||
|
||||
}
|
||||
|
||||
function updateTweens() {
|
||||
TWEEN.update();
|
||||
}
|
||||
|
||||
function createRatSoundInjector() {
|
||||
var audioOptions = {
|
||||
volume: 0.05,
|
||||
loop: false
|
||||
};
|
||||
|
||||
var injector = Audio.playSound(ratRunningSound, audioOptions);
|
||||
|
||||
return injector;
|
||||
}
|
||||
|
||||
function moveRats() {
|
||||
rats.forEach(function(rat) {
|
||||
|
||||
//remove the rat if its near the nest
|
||||
checkDistanceFromNest(rat);
|
||||
|
||||
//see if there are avatars to run from
|
||||
var avatarFlightVectors = steer.fleeAllAvatars(rat);
|
||||
var averageAvatarFlight;
|
||||
var i;
|
||||
for (i = 0; i < avatarFlightVectors.length; i++) {
|
||||
if (i === 0) {
|
||||
averageAvatarFlight = avatarFlightVectors[0];
|
||||
} else {
|
||||
averageAvatarFlight = Vec3.sum(avatarFlightVectors[i - 1], avatarFlightVectors[i]);
|
||||
}
|
||||
}
|
||||
averageAvatarFlight = Vec3.multiply(averageAvatarFlight, 1 / avatarFlightVectors.length);
|
||||
|
||||
//see if there are avoiders to flee
|
||||
var avoidBlockVectors = steer.fleeAvoiderBlocks(rat);
|
||||
var averageAvoiderFlight;
|
||||
var j;
|
||||
for (j = 0; j < avoidBlockVectors.length; j++) {
|
||||
if (j === 0) {
|
||||
averageAvoiderFlight = avoidBlockVectors[0];
|
||||
} else {
|
||||
averageAvoiderFlight = Vec3.sum(avoidBlockVectors[j - 1], avoidBlockVectors[j]);
|
||||
}
|
||||
};
|
||||
averageAvoiderFlight = Vec3.multiply(averageAvoiderFlight, 1 / avoidBlockVectors.length);
|
||||
|
||||
//add all of the vectors and divide them by total to get average vector
|
||||
//start by trying to go toward the nest
|
||||
var seek = steer.arrive(rat, target);
|
||||
var averageVector = seek;
|
||||
var divisorCount = 1;
|
||||
|
||||
//if there are avatars to run away from
|
||||
if (avatarFlightVectors.length > 0) {
|
||||
divisorCount++;
|
||||
averageVector = Vec3.sum(averageVector, averageAvatarFlight);
|
||||
}
|
||||
|
||||
//or if there are avoider blocks to run away from
|
||||
if (avoidBlockVectors.length > 0) {
|
||||
divisorCount++;
|
||||
averageVector = Vec3.sum(averageVector, averageAvoiderFlight);
|
||||
}
|
||||
|
||||
averageVector = Vec3.multiply(averageVector, 1 / divisorCount);
|
||||
|
||||
var thisRatProps = Entities.getEntityProperties(rat, ["position", "rotation"]);
|
||||
var ratPosition = thisRatProps.position;
|
||||
var ratToNest = Vec3.subtract(RAT_NEST_LOCATION, ratPosition);
|
||||
var ratRotation = Quat.rotationBetween(Vec3.UNIT_Z, ratToNest);
|
||||
var eulerAngle = Quat.safeEulerAngles(ratRotation);
|
||||
eulerAngle.x = 0;
|
||||
eulerAngle.z = 0;
|
||||
var constrainedRotation = Quat.fromVec3Degrees(eulerAngle);
|
||||
|
||||
Entities.editEntity(rat, {
|
||||
velocity: averageVector,
|
||||
rotation: constrainedRotation,
|
||||
});
|
||||
|
||||
//have to make a 'meta' rat object to keep track of rats for updating sound injector locations. parenting sounds would make this easy.
|
||||
var metaRat = getMetaRatByRat(rat);
|
||||
if (metaRat !== undefined) {
|
||||
if (metaRat.injector !== undefined) {
|
||||
if (metaRat.injector.isPlaying === true) {
|
||||
metaRat.injector.options = {
|
||||
loop: true,
|
||||
position: ratPosition
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
Script.update.connect(moveRats)
|
||||
Script.update.connect(updateTweens);
|
||||
|
||||
function checkDistanceFromNest(rat) {
|
||||
var ratProps = Entities.getEntityProperties(rat, "position");
|
||||
var distance = Vec3.distance(ratProps.position, RAT_NEST_LOCATION);
|
||||
if (distance < RAT_IN_NEST_DISTANCE) {
|
||||
//at nest
|
||||
removeRatFromScene(rat);
|
||||
}
|
||||
}
|
||||
|
||||
function removeRatFromScene(rat) {
|
||||
|
||||
var index = rats.indexOf(rat);
|
||||
if (index > -1) {
|
||||
rats.splice(index, 1);
|
||||
Entities.deleteEntity(rat);
|
||||
|
||||
}
|
||||
|
||||
var metaRatIndex = findWithAttr(metaRats, 'rat', rat);
|
||||
if (metaRatIndex > -1) {
|
||||
metaRats[index].injector.stop();
|
||||
metaRats.splice(index, 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function popRatFromStack(entityID) {
|
||||
|
||||
var index = rats.indexOf(entityID);
|
||||
if (index > -1) {
|
||||
rats.splice(index, 1);
|
||||
}
|
||||
|
||||
var metaRatIndex = findWithAttr(metaRats, 'rat', entityID);
|
||||
if (metaRatIndex > -1) {
|
||||
metaRats[index].injector.stop();
|
||||
metaRats.splice(index, 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function findWithAttr(array, attr, value) {
|
||||
for (var i = 0; i < array.length; i += 1) {
|
||||
if (array[i][attr] === value) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getMetaRatByRat(rat) {
|
||||
var result = metaRats.filter(function(metaRat) {
|
||||
return rat === metaRat.rat;
|
||||
});
|
||||
return result[0];
|
||||
}
|
||||
|
||||
Entities.deletingEntity.connect(popRatFromStack);
|
||||
|
||||
|
||||
function cleanupLeftoverAvoidersBeforeStart() {
|
||||
//sometimes if we crash or something there could be extra avoider blocks around. clear them out.
|
||||
var nearbyEntities = Entities.findEntities(RAT_SPAWNER_LOCATION, 100);
|
||||
var entityIndex;
|
||||
for (entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
|
||||
var entityID = nearbyEntities[entityIndex];
|
||||
var entityProps = Entities.getEntityProperties(entityID);
|
||||
if (entityProps.name === 'Hifi-Rat-Avoider') {
|
||||
Entities.deleteEntity(entityID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function cleanup() {
|
||||
while (rats.length > 0) {
|
||||
Entities.deleteEntity(rats.pop());
|
||||
}
|
||||
|
||||
while (avoiders.length > 0) {
|
||||
Entities.deleteEntity(avoiders.pop());
|
||||
}
|
||||
|
||||
Entities.deleteEntity(target);
|
||||
Script.update.disconnect(moveRats);
|
||||
Script.update.disconnect(updateTweens);
|
||||
Entities.deletingEntity.disconnect(popRatFromStack);
|
||||
Script.clearInterval(ratSpawnerInterval);
|
||||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
|
||||
var ratSpawnerInterval;
|
||||
|
||||
if (USE_CONSTANT_SPAWNER === true) {
|
||||
ratSpawnerInterval = Script.setInterval(function() {
|
||||
var rat = addRat();
|
||||
playRatRunningAnimation(rat);
|
||||
rats.push(rat);
|
||||
ratCount++;
|
||||
if (ratCount % RAT_SOUND_RATE === 0) {
|
||||
var metaRat = {
|
||||
rat: rat,
|
||||
injector: createRatSoundInjector()
|
||||
}
|
||||
metaRats.push(metaRat);
|
||||
|
||||
Script.setTimeout(function() {
|
||||
//if we have too many injectors hanging around there are problems
|
||||
metaRat.injector.stop();
|
||||
delete metaRat.injector;
|
||||
}, RAT_SPAWN_RATE * RAT_SOUND_CLEAR_RATE;
|
||||
}
|
||||
|
||||
}, RAT_SPAWN_RATE);
|
||||
}
|
183
examples/drylake/ratSteer.js
Normal file
183
examples/drylake/ratSteer.js
Normal file
|
@ -0,0 +1,183 @@
|
|||
//
|
||||
// ratSteer.js
|
||||
//
|
||||
// Created by James B. Pollack @imgntn on 12/7/2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// This is an example of steering behaviors that can be applied entities.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
function flee(thisEntity, target) {
|
||||
var targetPosition = Entities.getEntityProperties(target, "position").position;
|
||||
var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
|
||||
var location = properties.position;
|
||||
var velocity = properties.velocity;
|
||||
var MAX_SPEED = 1;
|
||||
var MAX_FORCE = 1;
|
||||
var FLEE_RANGE = 2;
|
||||
var desired = Vec3.subtract(location, targetPosition);
|
||||
var d = Vec3.length(desired);
|
||||
desired = Vec3.normalize(desired);
|
||||
desired = Vec3.multiply(MAX_SPEED, desired);
|
||||
if (d < FLEE_RANGE) {
|
||||
var steer = Vec3.subtract(desired, velocity);
|
||||
|
||||
var steerVector = new V3(desired.x, 0, desired.z);
|
||||
steer = steerVector.limit(MAX_FORCE);
|
||||
|
||||
return steer;
|
||||
} else {
|
||||
//target too far away to flee
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
function fleeAllAvatars(thisEntity) {
|
||||
//print('FLEE AVATARS');
|
||||
var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
|
||||
var location = properties.position;
|
||||
var velocity = properties.velocity;
|
||||
|
||||
var nearbyEntities = Entities.findEntities(location, 3);
|
||||
var flightVectors = [];
|
||||
for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
|
||||
var entityID = nearbyEntities[entityIndex];
|
||||
var entityProps = Entities.getEntityProperties(entityID);
|
||||
if (entityProps.name === 'Hifi-Avatar-Detector') {
|
||||
//found an avatar to flee
|
||||
|
||||
var MAX_SPEED = 8;
|
||||
var MAX_FORCE = 8;
|
||||
var FLEE_AVATAR_RANGE = 3;
|
||||
var desired = Vec3.subtract(location, entityProps.position);
|
||||
var d = Vec3.length(desired);
|
||||
desired = Vec3.normalize(desired);
|
||||
desired = Vec3.multiply(MAX_SPEED, desired);
|
||||
if (d < FLEE_AVATAR_RANGE) {
|
||||
var steer = Vec3.subtract(desired, velocity);
|
||||
var steerVector = new V3(desired.x, 0, desired.z);
|
||||
steer = steerVector.limit(MAX_FORCE);
|
||||
flightVectors.push(steer);
|
||||
} else {
|
||||
// target too far away from this avatar to flee
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return flightVectors;
|
||||
}
|
||||
|
||||
function fleeAvoiderBlocks(thisEntity) {
|
||||
// print('FLEE AVOIDER BLOCKS');
|
||||
var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
|
||||
var location = properties.position;
|
||||
var velocity = properties.velocity;
|
||||
|
||||
var nearbyEntities = Entities.findEntities(location, 2);
|
||||
var flightVectors = [];
|
||||
for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
|
||||
var entityID = nearbyEntities[entityIndex];
|
||||
var entityProps = Entities.getEntityProperties(entityID);
|
||||
if (entityProps.name === 'Hifi-Rat-Avoider') {
|
||||
//found an avoiderblock to flee
|
||||
|
||||
var MAX_SPEED = 11;
|
||||
var MAX_FORCE = 6;
|
||||
var FLEE_AVOIDER_RANGE = 5;
|
||||
|
||||
var desired = Vec3.subtract(location, entityProps.position);
|
||||
var d = Vec3.length(desired);
|
||||
desired = Vec3.normalize(desired);
|
||||
desired = Vec3.multiply(MAX_SPEED, desired);
|
||||
|
||||
if (d < FLEE_AVOIDER_RANGE) {
|
||||
var steer = Vec3.subtract(desired, velocity);
|
||||
var steerVector = new V3(desired.x, 0, desired.z);
|
||||
steer = steerVector.limit(MAX_FORCE);
|
||||
flightVectors.push(steer);
|
||||
} else {
|
||||
//target too far away from this avoider to flee
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return flightVectors;
|
||||
}
|
||||
|
||||
function arrive(thisEntity, target) {
|
||||
|
||||
var targetPosition = Entities.getEntityProperties(target, "position").position;
|
||||
var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
|
||||
var location = properties.position;
|
||||
var velocity = properties.velocity;
|
||||
var MAX_SPEED = 10;
|
||||
var MAX_FORCE = 6;
|
||||
var ARRIVAL_DISTANCE = 2;
|
||||
|
||||
var desired = Vec3.subtract(targetPosition, location);
|
||||
var d = Vec3.length(desired);
|
||||
desired = Vec3.normalize(desired);
|
||||
|
||||
if (d < ARRIVAL_DISTANCE) {
|
||||
var m = scale(d, 0, ARRIVAL_DISTANCE, 0, MAX_SPEED);
|
||||
} else {
|
||||
desired = Vec3.multiply(MAX_SPEED, desired);
|
||||
|
||||
}
|
||||
|
||||
var steer = Vec3.subtract(desired, velocity);
|
||||
var steerVector = new V3(desired.x, 0, desired.z);
|
||||
steer = steerVector.limit(MAX_FORCE);
|
||||
|
||||
return steer;
|
||||
}
|
||||
|
||||
|
||||
function V3(x, y, z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
return
|
||||
}
|
||||
|
||||
V3.prototype.length = function() {
|
||||
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
|
||||
};
|
||||
|
||||
V3.prototype.limit = function(s) {
|
||||
var len = this.length();
|
||||
|
||||
if (len > s && len > 0) {
|
||||
this.scale(s / len);
|
||||
}
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
V3.prototype.scale = function(f) {
|
||||
this.x *= f;
|
||||
this.y *= f;
|
||||
this.z *= f;
|
||||
return this;
|
||||
};
|
||||
|
||||
var v3 = new V3();
|
||||
|
||||
var scale = function(value, min1, max1, min2, max2) {
|
||||
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
|
||||
}
|
||||
|
||||
loadSteer = function() {
|
||||
return {
|
||||
flee: flee,
|
||||
fleeAllAvatars: fleeAllAvatars,
|
||||
fleeAvoiderBlocks: fleeAvoiderBlocks,
|
||||
arrive: arrive
|
||||
};
|
||||
}
|
|
@ -2764,6 +2764,8 @@ void Application::reloadResourceCaches() {
|
|||
DependencyManager::get<TextureCache>()->refreshAll();
|
||||
|
||||
DependencyManager::get<NodeList>()->reset(); // Force redownload of .fst models
|
||||
|
||||
getMyAvatar()->resetFullAvatarURL();
|
||||
}
|
||||
|
||||
void Application::rotationModeChanged() {
|
||||
|
@ -3077,6 +3079,7 @@ void Application::queryOctree(NodeType_t serverType, PacketType packetType, Node
|
|||
_octreeQuery.setCameraNearClip(_viewFrustum.getNearClip());
|
||||
_octreeQuery.setCameraFarClip(_viewFrustum.getFarClip());
|
||||
_octreeQuery.setCameraEyeOffsetPosition(glm::vec3());
|
||||
_octreeQuery.setKeyholeRadius(_viewFrustum.getKeyholeRadius());
|
||||
auto lodManager = DependencyManager::get<LODManager>();
|
||||
_octreeQuery.setOctreeSizeScale(lodManager->getOctreeSizeScale());
|
||||
_octreeQuery.setBoundaryLevelAdjust(lodManager->getBoundaryLevelAdjust());
|
||||
|
@ -3429,10 +3432,10 @@ namespace render {
|
|||
|
||||
// Background rendering decision
|
||||
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
|
||||
auto skybox = model::SkyboxPointer();
|
||||
if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
|
||||
// this line intentionally left blank
|
||||
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
|
||||
if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
|
||||
PerformanceTimer perfTimer("stars");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::payloadRender<BackgroundRenderData>() ... stars...");
|
||||
|
@ -3498,10 +3501,9 @@ namespace render {
|
|||
}
|
||||
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
|
||||
PerformanceTimer perfTimer("skybox");
|
||||
|
||||
skybox = skyStage->getSkybox();
|
||||
auto skybox = skyStage->getSkybox();
|
||||
if (skybox) {
|
||||
skybox->render(batch, *(qApp->getDisplayViewFrustum()));
|
||||
skybox->render(batch, *(args->_viewFrustum));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3768,6 +3770,10 @@ void Application::clearDomainOctreeDetails() {
|
|||
|
||||
// reset the model renderer
|
||||
getEntities()->clear();
|
||||
|
||||
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
|
||||
skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
|
||||
|
||||
}
|
||||
|
||||
void Application::domainChanged(const QString& domainHostname) {
|
||||
|
|
|
@ -986,6 +986,14 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|||
_headBoneSet.clear();
|
||||
}
|
||||
|
||||
|
||||
void MyAvatar::resetFullAvatarURL() {
|
||||
auto lastAvatarURL = getFullAvatarURLFromPreferences();
|
||||
auto lastAvatarName = getFullAvatarModelName();
|
||||
useFullAvatarURL(QUrl());
|
||||
useFullAvatarURL(lastAvatarURL, lastAvatarName);
|
||||
}
|
||||
|
||||
void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName) {
|
||||
|
||||
if (QThread::currentThread() != thread()) {
|
||||
|
|
|
@ -196,6 +196,8 @@ public:
|
|||
Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
|
||||
Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
|
||||
Q_INVOKABLE const QString& getFullAvatarModelName() const { return _fullAvatarModelName; }
|
||||
void resetFullAvatarURL();
|
||||
|
||||
|
||||
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
|
||||
|
||||
|
|
|
@ -50,9 +50,11 @@ QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine,
|
|||
if (useNames) { // copy only the requested names
|
||||
for (const QString& name : names) {
|
||||
auto search = _map.find(name);
|
||||
if (search != _map.end()) { // scripts are allowed to request names that do not exist
|
||||
if (search != _map.end()) {
|
||||
setOne(name, search->second);
|
||||
}
|
||||
} else if (_triggers.count(name) == 1) {
|
||||
target.setProperty(name, true);
|
||||
} // scripts are allowed to request names that do not exist
|
||||
}
|
||||
|
||||
} else { // copy all of them
|
||||
|
|
|
@ -717,7 +717,8 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
|
|||
// This works (I tried it), but the result would be that we would still have same runtime type checks as the invokeMethod above
|
||||
// (occuring within the ScriptEngine::callAnimationStateHandler invokeMethod trampoline), _plus_ another runtime check for the dynamic_cast.
|
||||
|
||||
// gather results in (likely from an earlier update):
|
||||
// Gather results in (likely from an earlier update).
|
||||
// Note: the behavior is undefined if a handler (re-)sets a trigger. Scripts should not be doing that.
|
||||
_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registgered wins. (_map preserves order).
|
||||
}
|
||||
}
|
||||
|
|
|
@ -226,9 +226,16 @@ bool EntityTree::updateEntityWithElement(EntityItemPointer entity, const EntityI
|
|||
|
||||
while (!toProcess.empty()) {
|
||||
EntityItemPointer childEntity = std::static_pointer_cast<EntityItem>(toProcess.dequeue());
|
||||
if (!childEntity) {
|
||||
continue;
|
||||
}
|
||||
BoundingBoxRelatedProperties newChildBBRelProperties(childEntity);
|
||||
EntityTreeElementPointer containingElement = childEntity->getElement();
|
||||
if (!containingElement) {
|
||||
continue;
|
||||
}
|
||||
UpdateEntityOperator theChildOperator(getThisPointer(),
|
||||
childEntity->getElement(),
|
||||
containingElement,
|
||||
childEntity, newChildBBRelProperties);
|
||||
recurseTreeWithOperator(&theChildOperator);
|
||||
foreach (SpatiallyNestablePointer childChild, childEntity->getChildren()) {
|
||||
|
|
|
@ -49,35 +49,32 @@ template <
|
|||
>
|
||||
class GLEscrow {
|
||||
public:
|
||||
static const uint64_t MAX_UNSIGNALED_TIME = USECS_PER_SECOND / 2;
|
||||
|
||||
struct Item {
|
||||
T _value;
|
||||
const T _value;
|
||||
GLsync _sync;
|
||||
uint64_t _created;
|
||||
const uint64_t _created;
|
||||
|
||||
Item(T value, GLsync sync) :
|
||||
_value(value), _sync(sync), _created(usecTimestampNow())
|
||||
{
|
||||
}
|
||||
|
||||
uint64_t age() {
|
||||
uint64_t age() const {
|
||||
return usecTimestampNow() - _created;
|
||||
}
|
||||
|
||||
bool signaled() {
|
||||
bool signaled() const {
|
||||
auto result = glClientWaitSync(_sync, 0, 0);
|
||||
if (GL_TIMEOUT_EXPIRED != result && GL_WAIT_FAILED != result) {
|
||||
return true;
|
||||
}
|
||||
if (age() > (USECS_PER_SECOND / 2)) {
|
||||
qWarning() << "Long unsignaled sync";
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
using Mutex = std::recursive_mutex;
|
||||
using Lock = std::unique_lock<Mutex>;
|
||||
using Mutex = std::mutex;
|
||||
using Recycler = std::function<void(T t)>;
|
||||
// deque gives us random access, double ended push & pop and size, all in constant time
|
||||
using Deque = std::deque<Item>;
|
||||
|
@ -87,9 +84,32 @@ public:
|
|||
_recycler = recycler;
|
||||
}
|
||||
|
||||
size_t depth() {
|
||||
template <typename F>
|
||||
void withLock(F f) {
|
||||
using Lock = std::unique_lock<Mutex>;
|
||||
Lock lock(_mutex);
|
||||
return _submits.size();
|
||||
f();
|
||||
}
|
||||
|
||||
template <typename F>
|
||||
bool tryLock(F f) {
|
||||
using Lock = std::unique_lock<Mutex>;
|
||||
bool result = false;
|
||||
Lock lock(_mutex, std::try_to_lock_t());
|
||||
if (lock.owns_lock()) {
|
||||
f();
|
||||
result = true;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
size_t depth() {
|
||||
size_t result{ 0 };
|
||||
withLock([&]{
|
||||
result = _submits.size();
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// Submit a new resource from the producer context
|
||||
|
@ -104,11 +124,9 @@ public:
|
|||
glFlush();
|
||||
}
|
||||
|
||||
{
|
||||
Lock lock(_mutex);
|
||||
withLock([&]{
|
||||
_submits.push_back(Item(t, writeSync));
|
||||
}
|
||||
|
||||
});
|
||||
return cleanTrash();
|
||||
}
|
||||
|
||||
|
@ -120,13 +138,13 @@ public:
|
|||
// On the one hand using try_lock() reduces the chance of blocking the consumer thread,
|
||||
// but if the produce thread is going fast enough, it could effectively
|
||||
// starve the consumer out of ever actually getting resources.
|
||||
if (_mutex.try_lock()) {
|
||||
tryLock([&]{
|
||||
// May be called on any thread, but must be inside a locked section
|
||||
if (signaled(_submits, 0)) {
|
||||
result = _submits.at(0)._value;
|
||||
_submits.pop_front();
|
||||
}
|
||||
_mutex.unlock();
|
||||
}
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -154,37 +172,45 @@ public:
|
|||
glFlush();
|
||||
}
|
||||
|
||||
Lock lock(_mutex);
|
||||
_releases.push_back(Item(t, readSync));
|
||||
withLock([&]{
|
||||
_releases.push_back(Item(t, readSync));
|
||||
});
|
||||
}
|
||||
|
||||
private:
|
||||
size_t cleanTrash() {
|
||||
size_t wastedWork{ 0 };
|
||||
List trash;
|
||||
{
|
||||
tryLock([&]{
|
||||
while (!_submits.empty()) {
|
||||
const auto& item = _submits.front();
|
||||
if (!item._sync || item.age() < MAX_UNSIGNALED_TIME) {
|
||||
break;
|
||||
}
|
||||
qWarning() << "Long unsignaled sync " << item._sync << " unsignaled for " << item.age();
|
||||
_trash.push_front(item);
|
||||
_submits.pop_front();
|
||||
}
|
||||
|
||||
// We only ever need one ready item available in the list, so if the
|
||||
// second item is signaled (implying the first is as well, remove the first
|
||||
// item. Iterate until the SECOND item in the list is not in the ready state
|
||||
// The signaled function takes care of checking against the deque size
|
||||
while (signaled(_submits, 1)) {
|
||||
pop(_submits);
|
||||
_trash.push_front(_submits.front());
|
||||
_submits.pop_front();
|
||||
++wastedWork;
|
||||
}
|
||||
|
||||
// Stuff in the release queue can be cleared out as soon as it's signaled
|
||||
while (signaled(_releases, 0)) {
|
||||
pop(_releases);
|
||||
_trash.push_front(_releases.front());
|
||||
_releases.pop_front();
|
||||
}
|
||||
|
||||
{
|
||||
// FIXME I don't think this lock should be necessary, only the submitting thread
|
||||
// touches the trash
|
||||
Lock lock(_mutex);
|
||||
trash.swap(_trash);
|
||||
}
|
||||
}
|
||||
|
||||
trash.swap(_trash);
|
||||
});
|
||||
|
||||
// FIXME maybe doing a timing on the deleters and warn if it's taking excessive time?
|
||||
// although we are out of the lock, so it shouldn't be blocking anything
|
||||
std::for_each(trash.begin(), trash.end(), [&](typename List::const_reference item) {
|
||||
|
@ -198,14 +224,6 @@ private:
|
|||
return wastedWork;
|
||||
}
|
||||
|
||||
// May be called on any thread, but must be inside a locked section
|
||||
void pop(Deque& deque) {
|
||||
Lock lock(_mutex);
|
||||
auto& item = deque.front();
|
||||
_trash.push_front(item);
|
||||
deque.pop_front();
|
||||
}
|
||||
|
||||
// May be called on any thread, but must be inside a locked section
|
||||
bool signaled(Deque& deque, size_t i) {
|
||||
if (i >= deque.size()) {
|
||||
|
|
|
@ -8,16 +8,18 @@
|
|||
#include "OffscreenQmlSurface.h"
|
||||
#include "OglplusHelpers.h"
|
||||
|
||||
#include <QWidget>
|
||||
#include <QtQml>
|
||||
#include <QQmlEngine>
|
||||
#include <QQmlComponent>
|
||||
#include <QQuickItem>
|
||||
#include <QQuickWindow>
|
||||
#include <QQuickRenderControl>
|
||||
#include <QWaitCondition>
|
||||
#include <QMutex>
|
||||
#include <QtWidgets/QWidget>
|
||||
#include <QtQml/QtQml>
|
||||
#include <QtQml/QQmlEngine>
|
||||
#include <QtQml/QQmlComponent>
|
||||
#include <QtQuick/QQuickItem>
|
||||
#include <QtQuick/QQuickWindow>
|
||||
#include <QtQuick/QQuickRenderControl>
|
||||
#include <QtCore/QWaitCondition>
|
||||
#include <QtCore/QMutex>
|
||||
#include <QtGui/QOpenGLContext>
|
||||
|
||||
#include <shared/NsightHelpers.h>
|
||||
#include <PerfStat.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
@ -25,8 +27,6 @@
|
|||
#include "GLEscrow.h"
|
||||
#include "OffscreenGLCanvas.h"
|
||||
|
||||
// FIXME move to threaded rendering with Qt 5.5
|
||||
//#define QML_THREADED
|
||||
|
||||
// Time between receiving a request to render the offscreen UI actually triggering
|
||||
// the render. Could possibly be increased depending on the framerate we expect to
|
||||
|
@ -56,13 +56,11 @@ private:
|
|||
Q_DECLARE_LOGGING_CATEGORY(offscreenFocus)
|
||||
Q_LOGGING_CATEGORY(offscreenFocus, "hifi.offscreen.focus")
|
||||
|
||||
#ifdef QML_THREADED
|
||||
static const QEvent::Type INIT = QEvent::Type(QEvent::User + 1);
|
||||
static const QEvent::Type RENDER = QEvent::Type(QEvent::User + 2);
|
||||
static const QEvent::Type RESIZE = QEvent::Type(QEvent::User + 3);
|
||||
static const QEvent::Type STOP = QEvent::Type(QEvent::User + 4);
|
||||
static const QEvent::Type UPDATE = QEvent::Type(QEvent::User + 5);
|
||||
#endif
|
||||
|
||||
class OffscreenQmlRenderer : public OffscreenGLCanvas {
|
||||
friend class OffscreenQmlSurface;
|
||||
|
@ -70,22 +68,30 @@ public:
|
|||
|
||||
OffscreenQmlRenderer(OffscreenQmlSurface* surface, QOpenGLContext* shareContext) : _surface(surface) {
|
||||
OffscreenGLCanvas::create(shareContext);
|
||||
#ifdef QML_THREADED
|
||||
|
||||
_renderControl = new QMyQuickRenderControl();
|
||||
|
||||
// Create a QQuickWindow that is associated with out render control. Note that this
|
||||
// window never gets created or shown, meaning that it will never get an underlying
|
||||
// native (platform) window.
|
||||
QQuickWindow::setDefaultAlphaBuffer(true);
|
||||
// Weirdness... QQuickWindow NEEDS to be created on the rendering thread, or it will refuse to render
|
||||
// because it retains an internal 'context' object that retains the thread it was created on,
|
||||
// regardless of whether you later move it to another thread.
|
||||
_quickWindow = new QQuickWindow(_renderControl);
|
||||
_quickWindow->setColor(QColor(255, 255, 255, 0));
|
||||
_quickWindow->setFlags(_quickWindow->flags() | static_cast<Qt::WindowFlags>(Qt::WA_TranslucentBackground));
|
||||
|
||||
// Qt 5.5
|
||||
_renderControl->prepareThread(_renderThread);
|
||||
_renderControl->prepareThread(&_thread);
|
||||
_context->moveToThread(&_thread);
|
||||
moveToThread(&_thread);
|
||||
_thread.setObjectName("QML Thread");
|
||||
_thread.start();
|
||||
post(INIT);
|
||||
#else
|
||||
init();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef QML_THREADED
|
||||
bool event(QEvent *e)
|
||||
{
|
||||
bool event(QEvent *e) {
|
||||
switch (int(e->type())) {
|
||||
case INIT:
|
||||
{
|
||||
|
@ -120,7 +126,6 @@ public:
|
|||
QCoreApplication::postEvent(this, new QEvent(type));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
|
@ -143,27 +148,9 @@ private:
|
|||
|
||||
|
||||
void init() {
|
||||
_renderControl = new QMyQuickRenderControl();
|
||||
connect(_renderControl, &QQuickRenderControl::renderRequested, _surface, &OffscreenQmlSurface::requestRender);
|
||||
connect(_renderControl, &QQuickRenderControl::sceneChanged, _surface, &OffscreenQmlSurface::requestUpdate);
|
||||
|
||||
// Create a QQuickWindow that is associated with out render control. Note that this
|
||||
// window never gets created or shown, meaning that it will never get an underlying
|
||||
// native (platform) window.
|
||||
QQuickWindow::setDefaultAlphaBuffer(true);
|
||||
// Weirdness... QQuickWindow NEEDS to be created on the rendering thread, or it will refuse to render
|
||||
// because it retains an internal 'context' object that retains the thread it was created on,
|
||||
// regardless of whether you later move it to another thread.
|
||||
_quickWindow = new QQuickWindow(_renderControl);
|
||||
_quickWindow->setColor(QColor(255, 255, 255, 0));
|
||||
_quickWindow->setFlags(_quickWindow->flags() | static_cast<Qt::WindowFlags>(Qt::WA_TranslucentBackground));
|
||||
|
||||
#ifdef QML_THREADED
|
||||
// However, because we want to use synchronous events with the quickwindow, we need to move it back to the main
|
||||
// thread after it's created.
|
||||
_quickWindow->moveToThread(qApp->thread());
|
||||
#endif
|
||||
|
||||
if (!makeCurrent()) {
|
||||
qWarning("Failed to make context current on render thread");
|
||||
return;
|
||||
|
@ -189,17 +176,15 @@ private:
|
|||
|
||||
doneCurrent();
|
||||
|
||||
#ifdef QML_THREADED
|
||||
_context->moveToThread(QCoreApplication::instance()->thread());
|
||||
_cond.wakeOne();
|
||||
#endif
|
||||
}
|
||||
|
||||
void resize(const QSize& newSize) {
|
||||
void resize() {
|
||||
// Update our members
|
||||
if (_quickWindow) {
|
||||
_quickWindow->setGeometry(QRect(QPoint(), newSize));
|
||||
_quickWindow->contentItem()->setSize(newSize);
|
||||
_quickWindow->setGeometry(QRect(QPoint(), _newSize));
|
||||
_quickWindow->contentItem()->setSize(_newSize);
|
||||
}
|
||||
|
||||
// Qt bug in 5.4 forces this check of pixel ratio,
|
||||
|
@ -209,7 +194,7 @@ private:
|
|||
pixelRatio = _renderControl->_renderWindow->devicePixelRatio();
|
||||
}
|
||||
|
||||
uvec2 newOffscreenSize = toGlm(newSize * pixelRatio);
|
||||
uvec2 newOffscreenSize = toGlm(_newSize * pixelRatio);
|
||||
_textures.setSize(newOffscreenSize);
|
||||
if (newOffscreenSize == _size) {
|
||||
return;
|
||||
|
@ -222,7 +207,7 @@ private:
|
|||
return;
|
||||
}
|
||||
|
||||
qDebug() << "Offscreen UI resizing to " << newSize.width() << "x" << newSize.height() << " with pixel ratio " << pixelRatio;
|
||||
qDebug() << "Offscreen UI resizing to " << _newSize.width() << "x" << _newSize.height() << " with pixel ratio " << pixelRatio;
|
||||
setupFbo();
|
||||
doneCurrent();
|
||||
}
|
||||
|
@ -237,54 +222,44 @@ private:
|
|||
return;
|
||||
}
|
||||
|
||||
//Q_ASSERT(toGlm(_quickWindow->geometry().size()) == _size);
|
||||
//Q_ASSERT(toGlm(_quickWindow->geometry().size()) == _textures._size);
|
||||
|
||||
_renderControl->sync();
|
||||
#ifdef QML_THREADED
|
||||
_cond.wakeOne();
|
||||
lock->unlock();
|
||||
#endif
|
||||
|
||||
|
||||
using namespace oglplus;
|
||||
|
||||
_quickWindow->setRenderTarget(GetName(*_fbo), QSize(_size.x, _size.y));
|
||||
|
||||
TexturePtr texture = _textures.getNextTexture();
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachTexture(Framebuffer::Target::Draw, FramebufferAttachment::Color, *texture, 0);
|
||||
_fbo->Complete(Framebuffer::Target::Draw);
|
||||
//Context::Clear().ColorBuffer();
|
||||
{
|
||||
_renderControl->render();
|
||||
// FIXME The web browsers seem to be leaving GL in an error state.
|
||||
// Need a debug context with sync logging to figure out why.
|
||||
// for now just clear the errors
|
||||
glGetError();
|
||||
PROFILE_RANGE("qml_render")
|
||||
TexturePtr texture = _textures.getNextTexture();
|
||||
_fbo->Bind(Framebuffer::Target::Draw);
|
||||
_fbo->AttachTexture(Framebuffer::Target::Draw, FramebufferAttachment::Color, *texture, 0);
|
||||
_fbo->Complete(Framebuffer::Target::Draw);
|
||||
{
|
||||
_renderControl->render();
|
||||
// FIXME The web browsers seem to be leaving GL in an error state.
|
||||
// Need a debug context with sync logging to figure out why.
|
||||
// for now just clear the errors
|
||||
glGetError();
|
||||
}
|
||||
// FIXME probably unecessary
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
_quickWindow->resetOpenGLState();
|
||||
_escrow.submit(GetName(*texture));
|
||||
}
|
||||
// FIXME probably unecessary
|
||||
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
|
||||
_quickWindow->resetOpenGLState();
|
||||
_escrow.submit(GetName(*texture));
|
||||
_lastRenderTime = usecTimestampNow();
|
||||
}
|
||||
|
||||
void aboutToQuit() {
|
||||
#ifdef QML_THREADED
|
||||
QMutexLocker lock(&_quitMutex);
|
||||
_quit = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
void stop() {
|
||||
#ifdef QML_THREADED
|
||||
QMutexLocker lock(&_quitMutex);
|
||||
QMutexLocker lock(&_mutex);
|
||||
post(STOP);
|
||||
_cond.wait(&_mutex);
|
||||
#else
|
||||
cleanup();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool allowNewFrame(uint8_t fps) {
|
||||
|
@ -297,13 +272,12 @@ private:
|
|||
QQuickWindow* _quickWindow{ nullptr };
|
||||
QMyQuickRenderControl* _renderControl{ nullptr };
|
||||
|
||||
#ifdef QML_THREADED
|
||||
QThread _thread;
|
||||
QMutex _mutex;
|
||||
QWaitCondition _cond;
|
||||
QMutex _quitMutex;
|
||||
#endif
|
||||
|
||||
QSize _newSize;
|
||||
bool _quit;
|
||||
FramebufferPtr _fbo;
|
||||
RenderbufferPtr _depthStencil;
|
||||
|
@ -346,9 +320,7 @@ void OffscreenQmlSurface::create(QOpenGLContext* shareContext) {
|
|||
}
|
||||
|
||||
void OffscreenQmlSurface::resize(const QSize& newSize) {
|
||||
#ifdef QML_THREADED
|
||||
QMutexLocker _locker(&(_renderer->_mutex));
|
||||
#endif
|
||||
|
||||
if (!_renderer || !_renderer->_quickWindow) {
|
||||
QSize currentSize = _renderer->_quickWindow->geometry().size();
|
||||
if (newSize == currentSize) {
|
||||
|
@ -362,11 +334,12 @@ void OffscreenQmlSurface::resize(const QSize& newSize) {
|
|||
_rootItem->setSize(newSize);
|
||||
}
|
||||
|
||||
#ifdef QML_THREADED
|
||||
{
|
||||
QMutexLocker _locker(&(_renderer->_mutex));
|
||||
_renderer->_newSize = newSize;
|
||||
}
|
||||
|
||||
_renderer->post(RESIZE);
|
||||
#else
|
||||
_renderer->resize(newSize);
|
||||
#endif
|
||||
}
|
||||
|
||||
QQuickItem* OffscreenQmlSurface::getRootItem() {
|
||||
|
@ -466,11 +439,7 @@ void OffscreenQmlSurface::updateQuick() {
|
|||
}
|
||||
|
||||
if (_render) {
|
||||
#ifdef QML_THREADED
|
||||
_renderer->post(RENDER);
|
||||
#else
|
||||
_renderer->render(nullptr);
|
||||
#endif
|
||||
_render = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -16,13 +16,6 @@
|
|||
#if defined(NSIGHT_FOUND)
|
||||
#include "nvToolsExt.h"
|
||||
|
||||
ProfileRange::ProfileRange(const char *name) {
|
||||
nvtxRangePush(name);
|
||||
}
|
||||
ProfileRange::~ProfileRange() {
|
||||
nvtxRangePop();
|
||||
}
|
||||
|
||||
ProfileRangeBatch::ProfileRangeBatch(gpu::Batch& batch, const char *name) : _batch(batch) {
|
||||
_batch.pushProfileRange(name);
|
||||
}
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
#include <mutex>
|
||||
#include <functional>
|
||||
|
||||
#include <shared/NsightHelpers.h>
|
||||
|
||||
#include "Framebuffer.h"
|
||||
#include "Pipeline.h"
|
||||
#include "Query.h"
|
||||
|
@ -22,18 +24,6 @@
|
|||
#include "Texture.h"
|
||||
#include "Transform.h"
|
||||
|
||||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
class ProfileRange {
|
||||
public:
|
||||
ProfileRange(const char *name);
|
||||
~ProfileRange();
|
||||
};
|
||||
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
|
||||
#else
|
||||
#define PROFILE_RANGE(name)
|
||||
#endif
|
||||
|
||||
class QDebug;
|
||||
|
||||
namespace gpu {
|
||||
|
|
|
@ -106,6 +106,7 @@ public:
|
|||
bool setAttribute(Slot slot, Frequency frequency = PER_VERTEX);
|
||||
bool setAttribute(Slot slot, Slot channel, Frequency frequency = PER_VERTEX);
|
||||
|
||||
bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
|
||||
|
||||
protected:
|
||||
AttributeMap _attributes;
|
||||
|
|
|
@ -135,7 +135,7 @@ TransformCamera getTransformCamera() {
|
|||
|
||||
<@func transformClipToEyeDir(cameraTransform, clipPos, eyeDir)@>
|
||||
{ // transformClipToEyeDir
|
||||
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 0.0));
|
||||
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 1.0)); // Must be 1.0 here
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
|
|
@ -92,7 +92,7 @@ void Mesh::setPartBuffer(const BufferView& buffer) {
|
|||
_partBuffer = buffer;
|
||||
}
|
||||
|
||||
const Box Mesh::evalPartBound(int partNum) const {
|
||||
Box Mesh::evalPartBound(int partNum) const {
|
||||
Box box;
|
||||
if (partNum < _partBuffer.getNum<Part>()) {
|
||||
const Part& part = _partBuffer.get<Part>(partNum);
|
||||
|
@ -111,7 +111,7 @@ const Box Mesh::evalPartBound(int partNum) const {
|
|||
return box;
|
||||
}
|
||||
|
||||
const Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const {
|
||||
Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const {
|
||||
Box totalBound;
|
||||
auto part = _partBuffer.cbegin<Part>() + partStart;
|
||||
auto partItEnd = _partBuffer.cbegin<Part>() + partEnd;
|
||||
|
|
|
@ -107,10 +107,10 @@ public:
|
|||
uint getNumParts() const { return _partBuffer.getNumElements(); }
|
||||
|
||||
// evaluate the bounding box of A part
|
||||
const Box evalPartBound(int partNum) const;
|
||||
Box evalPartBound(int partNum) const;
|
||||
// evaluate the bounding boxes of the parts in the range [start, end[ and fill the bounds parameter
|
||||
// the returned box is the bounding box of ALL the evaluated part bounds.
|
||||
const Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
|
||||
Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
|
||||
|
||||
static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
|
||||
|
||||
|
|
|
@ -71,22 +71,12 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
|
|||
|
||||
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 theBuffer;
|
||||
static gpu::Stream::FormatPointer theFormat;
|
||||
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, [&] {
|
||||
{
|
||||
const float CLIP = 1.0f;
|
||||
const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
|
||||
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
|
||||
theFormat = std::make_shared<gpu::Stream::Format>();
|
||||
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
|
||||
}
|
||||
|
||||
{
|
||||
auto skyVS = gpu::Shader::createVertex(std::string(Skybox_vert));
|
||||
auto skyFS = gpu::Shader::createPixel(std::string(Skybox_frag));
|
||||
|
@ -115,8 +105,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setInputFormat(theFormat);
|
||||
|
||||
gpu::TexturePointer skymap;
|
||||
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
|
||||
|
|
|
@ -11,21 +11,26 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
void main(void) {
|
||||
const float depth = 0.0;
|
||||
const vec4 UNIT_QUAD[4] = vec4[4](
|
||||
vec4(-1.0, -1.0, depth, 1.0),
|
||||
vec4(1.0, -1.0, depth, 1.0),
|
||||
vec4(-1.0, 1.0, depth, 1.0),
|
||||
vec4(1.0, 1.0, depth, 1.0)
|
||||
);
|
||||
vec4 inPosition = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
vec3 clipDir = vec3(inPosition.xy, 0.0);
|
||||
vec3 eyeDir;
|
||||
|
||||
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
|
||||
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
|
||||
|
||||
|
|
|
@ -41,7 +41,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
|
|||
case PacketType::EntityAdd:
|
||||
case PacketType::EntityEdit:
|
||||
case PacketType::EntityData:
|
||||
return VERSION_ENTITITES_REMOVED_START_AUTOMATICALLY_FROM_ANIMATION_PROPERTY_GROUP;
|
||||
return VERSION_ENTITIES_REMOVED_START_AUTOMATICALLY_FROM_ANIMATION_PROPERTY_GROUP;
|
||||
case PacketType::AvatarData:
|
||||
case PacketType::BulkAvatarData:
|
||||
return 17;
|
||||
|
|
|
@ -161,6 +161,6 @@ const PacketVersion VERSION_ENTITIES_KEYLIGHT_PROPERTIES_GROUP_BIS = 48;
|
|||
const PacketVersion VERSION_ENTITIES_PARTICLES_ADDITIVE_BLENDING = 49;
|
||||
const PacketVersion VERSION_ENTITIES_POLYLINE_TEXTURE = 50;
|
||||
const PacketVersion VERSION_ENTITIES_HAVE_PARENTS = 51;
|
||||
const PacketVersion VERSION_ENTITITES_REMOVED_START_AUTOMATICALLY_FROM_ANIMATION_PROPERTY_GROUP = 52;
|
||||
const PacketVersion VERSION_ENTITIES_REMOVED_START_AUTOMATICALLY_FROM_ANIMATION_PROPERTY_GROUP = 52;
|
||||
|
||||
#endif // hifi_PacketHeaders_h
|
||||
|
|
|
@ -56,6 +56,7 @@ void OctreeHeadlessViewer::queryOctree() {
|
|||
_octreeQuery.setCameraNearClip(_viewFrustum.getNearClip());
|
||||
_octreeQuery.setCameraFarClip(_viewFrustum.getFarClip());
|
||||
_octreeQuery.setCameraEyeOffsetPosition(glm::vec3());
|
||||
_octreeQuery.setKeyholeRadius(_viewFrustum.getKeyholeRadius());
|
||||
|
||||
_octreeQuery.setOctreeSizeScale(getVoxelSizeScale());
|
||||
_octreeQuery.setBoundaryLevelAdjust(getBoundaryLevelAdjust());
|
||||
|
|
|
@ -63,6 +63,9 @@ int OctreeQuery::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// desired boundaryLevelAdjust
|
||||
memcpy(destinationBuffer, &_boundaryLevelAdjust, sizeof(_boundaryLevelAdjust));
|
||||
destinationBuffer += sizeof(_boundaryLevelAdjust);
|
||||
|
||||
memcpy(destinationBuffer, &_keyholeRadius, sizeof(_keyholeRadius));
|
||||
destinationBuffer += sizeof(_keyholeRadius);
|
||||
|
||||
return destinationBuffer - bufferStart;
|
||||
}
|
||||
|
@ -104,6 +107,12 @@ int OctreeQuery::parseData(ReceivedMessage& message) {
|
|||
memcpy(&_boundaryLevelAdjust, sourceBuffer, sizeof(_boundaryLevelAdjust));
|
||||
sourceBuffer += sizeof(_boundaryLevelAdjust);
|
||||
|
||||
auto bytesRead = sourceBuffer - startPosition;
|
||||
auto bytesLeft = message.getSize() - bytesRead;
|
||||
if (bytesLeft >= sizeof(_keyholeRadius)) {
|
||||
memcpy(&_keyholeRadius, sourceBuffer, sizeof(_keyholeRadius));
|
||||
sourceBuffer += sizeof(_keyholeRadius);
|
||||
}
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
||||
|
|
|
@ -58,6 +58,7 @@ public:
|
|||
float getCameraNearClip() const { return _cameraNearClip; }
|
||||
float getCameraFarClip() const { return _cameraFarClip; }
|
||||
const glm::vec3& getCameraEyeOffsetPosition() const { return _cameraEyeOffsetPosition; }
|
||||
float getKeyholeRadius() const { return _keyholeRadius; }
|
||||
|
||||
glm::vec3 calculateCameraDirection() const;
|
||||
|
||||
|
@ -69,6 +70,7 @@ public:
|
|||
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
|
||||
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
|
||||
void setCameraEyeOffsetPosition(const glm::vec3& eyeOffsetPosition) { _cameraEyeOffsetPosition = eyeOffsetPosition; }
|
||||
void setKeyholeRadius(float keyholeRadius) { _keyholeRadius = keyholeRadius; }
|
||||
|
||||
// related to Octree Sending strategies
|
||||
int getMaxQueryPacketsPerSecond() const { return _maxQueryPPS; }
|
||||
|
@ -88,6 +90,7 @@ protected:
|
|||
float _cameraAspectRatio = 1.0f;
|
||||
float _cameraNearClip = 0.0f;
|
||||
float _cameraFarClip = 0.0f;
|
||||
float _keyholeRadius { 0.0f };
|
||||
glm::vec3 _cameraEyeOffsetPosition = glm::vec3(0.0f);
|
||||
|
||||
// octree server sending items
|
||||
|
|
|
@ -51,14 +51,6 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
|
|||
static gpu::Stream::FormatPointer theFormat;
|
||||
|
||||
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
|
||||
if (!theBuffer) {
|
||||
const float CLIP = 1.0f;
|
||||
const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } };
|
||||
theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices);
|
||||
theFormat = std::make_shared<gpu::Stream::Format>();
|
||||
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
|
||||
}
|
||||
|
||||
glm::mat4 projMat;
|
||||
viewFrustum.evalProjectionMatrix(projMat);
|
||||
|
||||
|
@ -67,8 +59,6 @@ void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum,
|
|||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewTransform);
|
||||
batch.setModelTransform(Transform()); // only for Mac
|
||||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setInputFormat(theFormat);
|
||||
|
||||
if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
|
|
|
@ -25,7 +25,7 @@ namespace render {
|
|||
// Return opaque for lack of a better idea
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->getBound();
|
||||
|
@ -39,55 +39,40 @@ namespace render {
|
|||
|
||||
using namespace render;
|
||||
|
||||
MeshPartPayload::MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex,
|
||||
glm::vec3 position, glm::quat orientation) :
|
||||
model(model),
|
||||
meshIndex(meshIndex),
|
||||
partIndex(partIndex),
|
||||
_shapeID(shapeIndex),
|
||||
_modelPosition(position),
|
||||
_modelOrientation(orientation) {
|
||||
initCache();
|
||||
MeshPartPayload::MeshPartPayload(model::MeshPointer mesh, int partIndex, model::MaterialPointer material, const Transform& transform, const Transform& offsetTransform) {
|
||||
|
||||
updateMeshPart(mesh, partIndex);
|
||||
updateMaterial(material);
|
||||
updateTransform(transform, offsetTransform);
|
||||
}
|
||||
|
||||
void MeshPartPayload::initCache() {
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
|
||||
const NetworkMesh& networkMesh = *(networkMeshes.at(meshIndex).get());
|
||||
_drawMesh = networkMesh._mesh;
|
||||
|
||||
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
_hasColorAttrib = !mesh.colors.isEmpty();
|
||||
_isBlendShaped = !mesh.blendshapes.isEmpty();
|
||||
_isSkinned = !mesh.clusterIndices.isEmpty();
|
||||
|
||||
|
||||
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
|
||||
|
||||
auto networkMaterial = model->_geometry->getShapeMaterial(_shapeID);
|
||||
if (networkMaterial) {
|
||||
_drawMaterial = networkMaterial->_material;
|
||||
};
|
||||
void MeshPartPayload::updateMeshPart(model::MeshPointer drawMesh, int partIndex) {
|
||||
_drawMesh = drawMesh;
|
||||
if (_drawMesh) {
|
||||
auto vertexFormat = _drawMesh->getVertexFormat();
|
||||
_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
|
||||
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
|
||||
|
||||
_localBound = _drawMesh->evalPartBound(partIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPartPayload::updateModelLocation(glm::vec3 position, glm::quat orientation) {
|
||||
_modelPosition = position;
|
||||
_modelOrientation = orientation;
|
||||
void MeshPartPayload::updateTransform(const Transform& transform, const Transform& offsetTransform) {
|
||||
_transform = transform;
|
||||
_offsetTransform = offsetTransform;
|
||||
Transform::mult(_drawTransform, _transform, _offsetTransform);
|
||||
_worldBound = _localBound;
|
||||
_worldBound.transform(_drawTransform);
|
||||
}
|
||||
|
||||
void MeshPartPayload::updateMaterial(model::MaterialPointer drawMaterial) {
|
||||
_drawMaterial = drawMaterial;
|
||||
}
|
||||
|
||||
render::ItemKey MeshPartPayload::getKey() const {
|
||||
ItemKey::Builder builder;
|
||||
builder.withTypeShape();
|
||||
|
||||
if (!model->isVisible()) {
|
||||
builder.withInvisible();
|
||||
}
|
||||
|
||||
if (_isBlendShaped || _isSkinned) {
|
||||
builder.withDeformed();
|
||||
}
|
||||
|
||||
if (_drawMaterial) {
|
||||
auto matKey = _drawMaterial->getKey();
|
||||
if (matKey.isTransparent() || matKey.isTransparentMap()) {
|
||||
|
@ -99,9 +84,7 @@ render::ItemKey MeshPartPayload::getKey() const {
|
|||
}
|
||||
|
||||
render::Item::Bound MeshPartPayload::getBound() const {
|
||||
// NOTE: we can't cache this bounds because we need to handle the case of a moving
|
||||
// entity or mesh part.
|
||||
return model->getPartBounds(meshIndex, partIndex, _modelPosition, _modelOrientation);
|
||||
return _worldBound;
|
||||
}
|
||||
|
||||
void MeshPartPayload::drawCall(gpu::Batch& batch) const {
|
||||
|
@ -109,22 +92,12 @@ void MeshPartPayload::drawCall(gpu::Batch& batch) const {
|
|||
}
|
||||
|
||||
void MeshPartPayload::bindMesh(gpu::Batch& batch) const {
|
||||
if (!_isBlendShaped) {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
} else {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
|
||||
batch.setInputBuffer(0, model->_blendedVertexBuffers[meshIndex], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, model->_blendedVertexBuffers[meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
|
||||
}
|
||||
|
||||
// TODO: Get rid of that extra call
|
||||
if (!_hasColorAttrib) {
|
||||
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
@ -215,31 +188,208 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ModelRender::Locatio
|
|||
}
|
||||
|
||||
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
|
||||
// Still relying on the raw data from the model
|
||||
const Model::MeshState& state = model->_meshStates.at(meshIndex);
|
||||
|
||||
Transform transform;
|
||||
if (state.clusterBuffer) {
|
||||
if (model->_cauterizeBones) {
|
||||
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
|
||||
} else {
|
||||
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
|
||||
}
|
||||
} else {
|
||||
if (model->_cauterizeBones) {
|
||||
transform = Transform(state.cauterizedClusterMatrices[0]);
|
||||
} else {
|
||||
transform = Transform(state.clusterMatrices[0]);
|
||||
}
|
||||
}
|
||||
transform.preTranslate(_modelPosition);
|
||||
batch.setModelTransform(transform);
|
||||
batch.setModelTransform(_drawTransform);
|
||||
}
|
||||
|
||||
|
||||
void MeshPartPayload::render(RenderArgs* args) const {
|
||||
PerformanceTimer perfTimer("MeshPartPayload::render");
|
||||
if (!model->_readyWhenAdded || !model->_isVisible) {
|
||||
|
||||
|
||||
gpu::Batch& batch = *(args->_batch);
|
||||
auto mode = args->_renderMode;
|
||||
|
||||
auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
|
||||
|
||||
model::MaterialKey drawMaterialKey;
|
||||
if (_drawMaterial) {
|
||||
drawMaterialKey = _drawMaterial->getKey();
|
||||
}
|
||||
bool translucentMesh = drawMaterialKey.isTransparent() || drawMaterialKey.isTransparentMap();
|
||||
|
||||
bool hasTangents = drawMaterialKey.isNormalMap();
|
||||
bool hasSpecular = drawMaterialKey.isGlossMap();
|
||||
bool hasLightmap = drawMaterialKey.isLightmapMap();
|
||||
bool isSkinned = false;
|
||||
bool wireframe = false;
|
||||
if (wireframe) {
|
||||
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
|
||||
}
|
||||
|
||||
ModelRender::Locations* locations = nullptr;
|
||||
ModelRender::pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
|
||||
args, locations);
|
||||
|
||||
|
||||
// Bind the model transform and the skinCLusterMatrices if needed
|
||||
bindTransform(batch, locations);
|
||||
|
||||
//Bind the index buffer and vertex buffer and Blend shapes if needed
|
||||
bindMesh(batch);
|
||||
|
||||
// apply material properties
|
||||
bindMaterial(batch, locations);
|
||||
|
||||
|
||||
// TODO: We should be able to do that just in the renderTransparentJob
|
||||
if (translucentMesh && locations->lightBufferUnit >= 0) {
|
||||
PerformanceTimer perfTimer("DLE->setupTransparent()");
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupTransparent(args, locations->lightBufferUnit);
|
||||
}
|
||||
if (args) {
|
||||
args->_details._materialSwitches++;
|
||||
}
|
||||
|
||||
// Draw!
|
||||
{
|
||||
PerformanceTimer perfTimer("batch.drawIndexed()");
|
||||
drawCall(batch);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const ModelMeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->getKey();
|
||||
}
|
||||
// Return opaque for lack of a better idea
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const ModelMeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->getBound();
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, RenderArgs* args) {
|
||||
return payload->render(args);
|
||||
}
|
||||
}
|
||||
|
||||
using namespace render;
|
||||
|
||||
ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
|
||||
_model(model),
|
||||
_meshIndex(_meshIndex),
|
||||
_shapeID(shapeIndex) {
|
||||
auto& modelMesh = _model->_geometry->getMeshes().at(_meshIndex)->_mesh;
|
||||
updateMeshPart(modelMesh, partIndex);
|
||||
|
||||
updateTransform(transform, offsetTransform);
|
||||
initCache();
|
||||
}
|
||||
|
||||
void ModelMeshPartPayload::initCache() {
|
||||
if (_drawMesh) {
|
||||
auto vertexFormat = _drawMesh->getVertexFormat();
|
||||
_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
|
||||
_isSkinned = vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT) && vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
|
||||
|
||||
const FBXGeometry& geometry = _model->_geometry->getFBXGeometry();
|
||||
const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
|
||||
_isBlendShaped = !mesh.blendshapes.isEmpty();
|
||||
}
|
||||
|
||||
auto networkMaterial = _model->_geometry->getShapeMaterial(_shapeID);
|
||||
if (networkMaterial) {
|
||||
_drawMaterial = networkMaterial->_material;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
void ModelMeshPartPayload::notifyLocationChanged() {
|
||||
_model->_needsUpdateClusterMatrices = true;
|
||||
}
|
||||
|
||||
render::ItemKey ModelMeshPartPayload::getKey() const {
|
||||
ItemKey::Builder builder;
|
||||
builder.withTypeShape();
|
||||
|
||||
if (!_model->isVisible()) {
|
||||
builder.withInvisible();
|
||||
}
|
||||
|
||||
if (_isBlendShaped || _isSkinned) {
|
||||
builder.withDeformed();
|
||||
}
|
||||
|
||||
if (_drawMaterial) {
|
||||
auto matKey = _drawMaterial->getKey();
|
||||
if (matKey.isTransparent() || matKey.isTransparentMap()) {
|
||||
builder.withTransparent();
|
||||
}
|
||||
}
|
||||
|
||||
return builder.build();
|
||||
}
|
||||
|
||||
render::Item::Bound ModelMeshPartPayload::getBound() const {
|
||||
// NOTE: we can't cache this bounds because we need to handle the case of a moving
|
||||
// entity or mesh part.
|
||||
return _model->getPartBounds(_meshIndex, _partIndex, _transform.getTranslation(), _transform.getRotation());
|
||||
}
|
||||
|
||||
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
|
||||
if (!_isBlendShaped) {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
} else {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputBuffer(0, _model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
|
||||
}
|
||||
|
||||
// TODO: Get rid of that extra call
|
||||
if (!_hasColorAttrib) {
|
||||
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
|
||||
// Still relying on the raw data from the model
|
||||
const Model::MeshState& state = _model->_meshStates.at(_meshIndex);
|
||||
|
||||
Transform transform;
|
||||
if (state.clusterBuffer) {
|
||||
if (_model->_cauterizeBones) {
|
||||
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
|
||||
} else {
|
||||
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
|
||||
}
|
||||
} else {
|
||||
if (_model->_cauterizeBones) {
|
||||
transform = Transform(state.cauterizedClusterMatrices[0]);
|
||||
} else {
|
||||
transform = Transform(state.clusterMatrices[0]);
|
||||
}
|
||||
}
|
||||
// transform.preTranslate(_modelPosition);
|
||||
transform.preTranslate(_transform.getTranslation());
|
||||
batch.setModelTransform(transform);
|
||||
}
|
||||
|
||||
|
||||
void ModelMeshPartPayload::render(RenderArgs* args) const {
|
||||
PerformanceTimer perfTimer("ModelMeshPartPayload::render");
|
||||
if (!_model->_readyWhenAdded || !_model->_isVisible) {
|
||||
return; // bail asap
|
||||
}
|
||||
|
||||
|
@ -248,25 +398,25 @@ void MeshPartPayload::render(RenderArgs* args) const {
|
|||
|
||||
auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
|
||||
|
||||
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
|
||||
const FBXGeometry& geometry = _model->_geometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = _model->_geometry->getMeshes();
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (meshIndex >= (int)networkMeshes.size() || meshIndex >= (int)geometry.meshes.size() || meshIndex >= (int)model->_meshStates.size() ) {
|
||||
if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)_model->_meshStates.size() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Back to model to update the cluster matrices right now
|
||||
model->updateClusterMatrices(_modelPosition, _modelOrientation);
|
||||
_model->updateClusterMatrices(_transform.getTranslation(), _transform.getRotation());
|
||||
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
|
||||
|
||||
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
|
||||
// to false to rebuild out mesh groups.
|
||||
if (meshIndex < 0 || meshIndex >= (int)networkMeshes.size() || meshIndex > geometry.meshes.size()) {
|
||||
model->_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
model->_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
if (_meshIndex < 0 || _meshIndex >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
|
||||
_model->_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
_model->_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
_model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
|
@ -276,13 +426,7 @@ void MeshPartPayload::render(RenderArgs* args) const {
|
|||
// sanity check
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (partIndex >= mesh.parts.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
model::MaterialKey drawMaterialKey;
|
||||
if (_drawMaterial) {
|
||||
drawMaterialKey = _drawMaterial->getKey();
|
||||
|
@ -293,12 +437,12 @@ void MeshPartPayload::render(RenderArgs* args) const {
|
|||
bool hasSpecular = drawMaterialKey.isGlossMap();
|
||||
bool hasLightmap = drawMaterialKey.isLightmapMap();
|
||||
bool isSkinned = _isSkinned;
|
||||
bool wireframe = model->isWireframe();
|
||||
bool wireframe = _model->isWireframe();
|
||||
|
||||
// render the part bounding box
|
||||
#ifdef DEBUG_BOUNDING_PARTS
|
||||
{
|
||||
AABox partBounds = getPartBounds(meshIndex, partIndex);
|
||||
AABox partBounds = getPartBounds(_meshIndex, partIndex);
|
||||
bool inView = args->_viewFrustum->boxInFrustum(partBounds) != ViewFrustum::OUTSIDE;
|
||||
|
||||
glm::vec4 cubeColor;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
//
|
||||
// MeshPartPayload.h
|
||||
// ModelMeshPartPayload.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
|
@ -24,41 +24,44 @@ class Model;
|
|||
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, glm::vec3 position, glm::quat orientation);
|
||||
|
||||
MeshPartPayload() {}
|
||||
MeshPartPayload(model::MeshPointer mesh, int partIndex, model::MaterialPointer material, const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
int _shapeID;
|
||||
glm::vec3 _modelPosition;
|
||||
glm::quat _modelOrientation;
|
||||
virtual void updateMeshPart(model::MeshPointer drawMesh, int partIndex);
|
||||
|
||||
void updateModelLocation(glm::vec3 position, glm::quat orientation);
|
||||
virtual void notifyLocationChanged() {}
|
||||
virtual void updateTransform(const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
virtual void updateMaterial(model::MaterialPointer drawMaterial);
|
||||
|
||||
// Render Item interface
|
||||
render::ItemKey getKey() const;
|
||||
render::Item::Bound getBound() const;
|
||||
void render(RenderArgs* args) const;
|
||||
|
||||
// MeshPartPayload functions to perform render
|
||||
virtual render::ItemKey getKey() const;
|
||||
virtual render::Item::Bound getBound() const;
|
||||
virtual void render(RenderArgs* args) const;
|
||||
|
||||
// ModelMeshPartPayload functions to perform render
|
||||
void drawCall(gpu::Batch& batch) const;
|
||||
void bindMesh(gpu::Batch& batch) const;
|
||||
void bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
|
||||
|
||||
void initCache();
|
||||
virtual void bindMesh(gpu::Batch& batch) const;
|
||||
virtual void bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
virtual void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
|
||||
// Payload resource cached values
|
||||
model::MeshPointer _drawMesh;
|
||||
int _partIndex = 0;
|
||||
model::Mesh::Part _drawPart;
|
||||
|
||||
model::MaterialPointer _drawMaterial;
|
||||
|
||||
model::Box _localBound;
|
||||
Transform _drawTransform;
|
||||
Transform _transform;
|
||||
Transform _offsetTransform;
|
||||
mutable model::Box _worldBound;
|
||||
|
||||
bool _hasColorAttrib = false;
|
||||
bool _isSkinned = false;
|
||||
bool _isBlendShaped = false;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
|
@ -67,4 +70,32 @@ namespace render {
|
|||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args);
|
||||
}
|
||||
|
||||
|
||||
class ModelMeshPartPayload : public MeshPartPayload {
|
||||
public:
|
||||
ModelMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
typedef render::Payload<ModelMeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
void notifyLocationChanged() override;
|
||||
|
||||
// Render Item interface
|
||||
render::ItemKey getKey() const override;
|
||||
render::Item::Bound getBound() const override;
|
||||
void render(RenderArgs* args) const override;
|
||||
|
||||
// ModelMeshPartPayload functions to perform render
|
||||
void bindMesh(gpu::Batch& batch) const override;
|
||||
void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const override;
|
||||
|
||||
|
||||
void initCache();
|
||||
Model* _model;
|
||||
int _meshIndex;
|
||||
int _shapeID;
|
||||
bool _isSkinned = false;
|
||||
bool _isBlendShaped = false;
|
||||
};
|
||||
|
||||
#endif // hifi_MeshPartPayload_h
|
||||
|
|
|
@ -90,7 +90,7 @@ void Model::setScale(const glm::vec3& scale) {
|
|||
_scaledToFit = false;
|
||||
}
|
||||
|
||||
const float METERS_PER_MILLIMETER = 0.01f;
|
||||
const float METERS_PER_MILLIMETER = 0.01f;
|
||||
|
||||
void Model::setScaleInternal(const glm::vec3& scale) {
|
||||
if (glm::distance(_scale, scale) > METERS_PER_MILLIMETER) {
|
||||
|
@ -110,11 +110,19 @@ void Model::setOffset(const glm::vec3& offset) {
|
|||
void Model::enqueueLocationChange() {
|
||||
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
render::PendingChanges pendingChanges;
|
||||
foreach (auto itemID, _renderItems.keys()) {
|
||||
pendingChanges.updateItem<MeshPartPayload>(itemID, [=](MeshPartPayload& data) {
|
||||
data.updateModelLocation(_translation, _rotation);
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
pendingChanges.updateItem<MeshPartPayload>(itemID, [transform, offset](MeshPartPayload& data) {
|
||||
data.updateTransform(transform, offset);
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -495,11 +503,10 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -523,12 +530,11 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
|
|||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
renderPayload->addStatusGetters(statusGetters);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -1127,8 +1133,14 @@ AABox Model::getPartBounds(int meshIndex, int partIndex, glm::vec3 modelPosition
|
|||
|
||||
void Model::segregateMeshGroups() {
|
||||
QSharedPointer<NetworkGeometry> networkGeometry;
|
||||
if (_showCollisionHull && _collisionGeometry && _collisionGeometry->isLoaded()) {
|
||||
networkGeometry = _collisionGeometry;
|
||||
bool showingCollisionHull = false;
|
||||
if (_showCollisionHull && _collisionGeometry) {
|
||||
if (_collisionGeometry->isLoaded()) {
|
||||
networkGeometry = _collisionGeometry;
|
||||
showingCollisionHull = true;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
networkGeometry = _geometry;
|
||||
}
|
||||
|
@ -1136,8 +1148,10 @@ void Model::segregateMeshGroups() {
|
|||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = networkGeometry->getMeshes();
|
||||
|
||||
// all of our mesh vectors must match in size
|
||||
if ((int)networkMeshes.size() != geometry.meshes.size() ||
|
||||
geometry.meshes.size() != _meshStates.size()) {
|
||||
auto geoMeshesSize = geometry.meshes.size();
|
||||
if ((int)networkMeshes.size() != geoMeshesSize ||
|
||||
// geometry.meshes.size() != _meshStates.size()) {
|
||||
geoMeshesSize > _meshStates.size()) {
|
||||
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
|
||||
return;
|
||||
}
|
||||
|
@ -1147,15 +1161,30 @@ void Model::segregateMeshGroups() {
|
|||
|
||||
_renderItemsSet.clear();
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
int shapeID = 0;
|
||||
for (int i = 0; i < (int)networkMeshes.size(); i++) {
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
const NetworkMesh& networkMesh = *(networkMeshes.at(i).get());
|
||||
|
||||
// Create the render payloads
|
||||
int totalParts = mesh.parts.size();
|
||||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
_renderItemsSet << std::make_shared<MeshPartPayload>(this, i, partIndex, shapeID, _translation, _rotation);
|
||||
if (showingCollisionHull) {
|
||||
_renderItemsSet << std::make_shared<MeshPartPayload>(networkMesh._mesh, partIndex, ModelRender::getCollisionHullMaterial(), transform, offset);
|
||||
|
||||
} else {
|
||||
_renderItemsSet << std::make_shared<ModelMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
|
||||
}
|
||||
|
||||
shapeID++;
|
||||
}
|
||||
}
|
||||
|
@ -1168,15 +1197,22 @@ bool Model::initWhenReady(render::ScenePointer scene) {
|
|||
|
||||
render::PendingChanges pendingChanges;
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.updateModelLocation(_translation, _rotation);
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [transform,offset](MeshPartPayload& data) {
|
||||
data.updateTransform(transform, offset);
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
|
|
|
@ -366,7 +366,7 @@ private:
|
|||
bool _needsUpdateClusterMatrices = true;
|
||||
bool _showCollisionHull = false;
|
||||
|
||||
friend class MeshPartPayload;
|
||||
friend class ModelMeshPartPayload;
|
||||
protected:
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
|
|
@ -280,3 +280,16 @@ void ModelRender::pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, b
|
|||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
}
|
||||
}
|
||||
|
||||
model::MaterialPointer ModelRender::_collisionHullMaterial;
|
||||
|
||||
model::MaterialPointer ModelRender::getCollisionHullMaterial() {
|
||||
if (!_collisionHullMaterial) {
|
||||
_collisionHullMaterial = std::make_shared<model::Material>();
|
||||
_collisionHullMaterial->setDiffuse(glm::vec3(1.0f, 0.5f, 0.0f));
|
||||
_collisionHullMaterial->setMetallic(0.02f);
|
||||
_collisionHullMaterial->setGloss(1.0f);
|
||||
}
|
||||
return _collisionHullMaterial;
|
||||
}
|
||||
|
||||
|
|
|
@ -149,6 +149,11 @@ public:
|
|||
|
||||
static const RenderPipelineLib& getRenderPipelineLib();
|
||||
|
||||
// Collision hull Material
|
||||
static model::MaterialPointer _collisionHullMaterial;
|
||||
|
||||
static model::MaterialPointer getCollisionHullMaterial();
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_ModelRender_h
|
|
@ -4,3 +4,4 @@ set(TARGET_NAME shared)
|
|||
setup_hifi_library(Gui Network Script Widgets)
|
||||
|
||||
target_zlib()
|
||||
target_nsight()
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include "AABox.h"
|
||||
|
||||
#include "AACube.h"
|
||||
#include "Transform.h"
|
||||
#include "Extents.h"
|
||||
#include "GeometryUtil.h"
|
||||
#include "NumericalConstants.h"
|
||||
|
@ -42,50 +43,6 @@ glm::vec3 AABox::calcCenter() const {
|
|||
return center;
|
||||
}
|
||||
|
||||
void AABox::rotate(const glm::quat& rotation) {
|
||||
auto minimum = _corner;
|
||||
auto maximum = _corner + _scale;
|
||||
|
||||
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
|
||||
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
|
||||
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
|
||||
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
|
||||
|
||||
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
|
||||
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
|
||||
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
|
||||
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
|
||||
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
|
||||
glm::vec3 topRightNearRotated = rotation * topRightNear;
|
||||
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
|
||||
glm::vec3 topRightFarRotated = rotation * topRightFar;
|
||||
|
||||
minimum = glm::min(bottomLeftNearRotated,
|
||||
glm::min(bottomRightNearRotated,
|
||||
glm::min(bottomLeftFarRotated,
|
||||
glm::min(bottomRightFarRotated,
|
||||
glm::min(topLeftNearRotated,
|
||||
glm::min(topRightNearRotated,
|
||||
glm::min(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
maximum = glm::max(bottomLeftNearRotated,
|
||||
glm::max(bottomRightNearRotated,
|
||||
glm::max(bottomLeftFarRotated,
|
||||
glm::max(bottomRightFarRotated,
|
||||
glm::max(topLeftNearRotated,
|
||||
glm::max(topRightNearRotated,
|
||||
glm::max(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
_corner = minimum;
|
||||
_scale = maximum - minimum;
|
||||
}
|
||||
|
||||
glm::vec3 AABox::getVertex(BoxVertex vertex) const {
|
||||
switch (vertex) {
|
||||
case BOTTOM_LEFT_NEAR:
|
||||
|
@ -525,3 +482,59 @@ AABox& AABox::operator += (const AABox& box) {
|
|||
}
|
||||
return (*this);
|
||||
}
|
||||
|
||||
void AABox::scale(const glm::vec3& scale) {
|
||||
_corner *= scale;
|
||||
_scale *= scale;
|
||||
}
|
||||
|
||||
|
||||
void AABox::rotate(const glm::quat& rotation) {
|
||||
auto minimum = _corner;
|
||||
auto maximum = _corner + _scale;
|
||||
|
||||
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
|
||||
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
|
||||
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
|
||||
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
|
||||
|
||||
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
|
||||
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
|
||||
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
|
||||
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
|
||||
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
|
||||
glm::vec3 topRightNearRotated = rotation * topRightNear;
|
||||
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
|
||||
glm::vec3 topRightFarRotated = rotation * topRightFar;
|
||||
|
||||
minimum = glm::min(bottomLeftNearRotated,
|
||||
glm::min(bottomRightNearRotated,
|
||||
glm::min(bottomLeftFarRotated,
|
||||
glm::min(bottomRightFarRotated,
|
||||
glm::min(topLeftNearRotated,
|
||||
glm::min(topRightNearRotated,
|
||||
glm::min(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
maximum = glm::max(bottomLeftNearRotated,
|
||||
glm::max(bottomRightNearRotated,
|
||||
glm::max(bottomLeftFarRotated,
|
||||
glm::max(bottomRightFarRotated,
|
||||
glm::max(topLeftNearRotated,
|
||||
glm::max(topRightNearRotated,
|
||||
glm::max(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
_corner = minimum;
|
||||
_scale = maximum - minimum;
|
||||
}
|
||||
|
||||
void AABox::transform(const Transform& transform) {
|
||||
scale(transform.getScale());
|
||||
rotate(transform.getRotation());
|
||||
translate(transform.getTranslation());
|
||||
}
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
class AACube;
|
||||
class Extents;
|
||||
class Transform;
|
||||
|
||||
class AABox {
|
||||
|
||||
|
@ -40,12 +41,7 @@ public:
|
|||
void setBox(const glm::vec3& corner, float scale);
|
||||
glm::vec3 getVertexP(const glm::vec3& normal) const;
|
||||
glm::vec3 getVertexN(const glm::vec3& normal) const;
|
||||
|
||||
void shiftBy(const glm::vec3& delta) { _corner += delta; }
|
||||
void rotate(const glm::quat& rotation);
|
||||
void scale(float scale) { _corner *= scale; _scale *= scale; }
|
||||
void scale(const glm::vec3& scale) { _corner *= scale; _scale *= scale; }
|
||||
|
||||
|
||||
const glm::vec3& getCorner() const { return _corner; }
|
||||
const glm::vec3& getScale() const { return _scale; }
|
||||
const glm::vec3& getDimensions() const { return _scale; }
|
||||
|
@ -85,6 +81,20 @@ public:
|
|||
AABox& operator += (const glm::vec3& point);
|
||||
AABox& operator += (const AABox& box);
|
||||
|
||||
// Translate the AABox just moving the corner
|
||||
void translate(const glm::vec3& translation) { _corner += translation; }
|
||||
|
||||
// Rotate the AABox around its frame origin
|
||||
// meaning rotating the corners of the AABox around the point {0,0,0} and reevaluating the min max
|
||||
void rotate(const glm::quat& rotation);
|
||||
|
||||
/// Scale the AABox
|
||||
void scale(float scale);
|
||||
void scale(const glm::vec3& scale);
|
||||
|
||||
// Transform the extents with transform
|
||||
void transform(const Transform& transform);
|
||||
|
||||
bool isInvalid() const { return _corner == glm::vec3(std::numeric_limits<float>::infinity()); }
|
||||
|
||||
private:
|
||||
|
|
22
libraries/shared/src/shared/NsightHelpers.cpp
Normal file
22
libraries/shared/src/shared/NsightHelpers.cpp
Normal file
|
@ -0,0 +1,22 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/12/10
|
||||
// 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 "NsightHelpers.h"
|
||||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
#include "nvToolsExt.h"
|
||||
|
||||
ProfileRange::ProfileRange(const char *name) {
|
||||
nvtxRangePush(name);
|
||||
}
|
||||
|
||||
ProfileRange::~ProfileRange() {
|
||||
nvtxRangePop();
|
||||
}
|
||||
|
||||
#endif
|
24
libraries/shared/src/shared/NsightHelpers.h
Normal file
24
libraries/shared/src/shared/NsightHelpers.h
Normal file
|
@ -0,0 +1,24 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/12/10
|
||||
// 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
|
||||
//
|
||||
#pragma once
|
||||
#ifndef hifi_gl_NsightHelpers_h
|
||||
#define hifi_gl_NsightHelpers_h
|
||||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
class ProfileRange {
|
||||
public:
|
||||
ProfileRange(const char *name);
|
||||
~ProfileRange();
|
||||
};
|
||||
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
|
||||
#else
|
||||
#define PROFILE_RANGE(name)
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue