Merge pull request #4596 from samcake/orange

On my quest for fixing the shadows i found a few syntax issues
This commit is contained in:
Andrew Meadows 2015-04-06 10:16:09 -07:00
commit b9310f67f8
6 changed files with 67 additions and 31 deletions

View file

@ -2622,7 +2622,12 @@ glm::vec3 Application::getSunDirection() {
return skyStage->getSunLight()->getDirection();
}
// FIXME, preprocessor guard this check to occur only in DEBUG builds
static QThread * activeRenderingThread = nullptr;
void Application::updateShadowMap() {
activeRenderingThread = QThread::currentThread();
PerformanceTimer perfTimer("shadowMap");
QOpenGLFramebufferObject* fbo = DependencyManager::get<TextureCache>()->getShadowFramebufferObject();
fbo->bind();
@ -2717,6 +2722,10 @@ void Application::updateShadowMap() {
glLoadIdentity();
glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
glm::mat4 projAgain;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&projAgain);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
@ -2772,6 +2781,7 @@ void Application::updateShadowMap() {
fbo->release();
glViewport(0, 0, _glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
activeRenderingThread = nullptr;
}
const GLfloat WORLD_AMBIENT_COLOR[] = { 0.525f, 0.525f, 0.6f };
@ -2832,9 +2842,6 @@ QImage Application::renderAvatarBillboard() {
return image;
}
// FIXME, preprocessor guard this check to occur only in DEBUG builds
static QThread * activeRenderingThread = nullptr;
ViewFrustum* Application::getViewFrustum() {
#ifdef DEBUG
if (QThread::currentThread() == activeRenderingThread) {

View file

@ -337,8 +337,13 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
// simple frustum check
float boundingRadius = getBillboardSize();
ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getDisplayViewFrustum();
ViewFrustum* frustum = nullptr;
if (renderMode == Avatar::SHADOW_RENDER_MODE) {
frustum = Application::getInstance()->getShadowViewFrustum();
} else {
frustum = Application::getInstance()->getDisplayViewFrustum();
}
if (frustum->sphereInFrustum(getPosition(), boundingRadius) == ViewFrustum::OUTSIDE) {
return;
}

View file

@ -1005,22 +1005,25 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
Camera *camera = Application::getInstance()->getCamera();
const glm::vec3 cameraPos = camera->getPosition();
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
} else {
float clipDistance = _skeletonModel.getHeadClipDistance();
if (OculusManager::isConnected()) {
// If avatar is horizontally in front of camera, increase clip distance by the amount it is in front.
glm::vec3 cameraToAvatar = _position - cameraPos;
cameraToAvatar.y = 0.0f;
glm::vec3 cameraLookAt = camera->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f);
float headOffset = glm::dot(cameraLookAt, cameraToAvatar);
if (headOffset > 0) {
clipDistance += headOffset;
// Only tweak the frustum near far if it's not shadow
if (renderMode != SHADOW_RENDER_MODE) {
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
} else {
float clipDistance = _skeletonModel.getHeadClipDistance();
if (OculusManager::isConnected()) {
// If avatar is horizontally in front of camera, increase clip distance by the amount it is in front.
glm::vec3 cameraToAvatar = _position - cameraPos;
cameraToAvatar.y = 0.0f;
glm::vec3 cameraLookAt = camera->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f);
float headOffset = glm::dot(cameraLookAt, cameraToAvatar);
if (headOffset > 0) {
clipDistance += headOffset;
}
}
renderFrustum->setNearClip(clipDistance);
}
renderFrustum->setNearClip(clipDistance);
}
// Render the body's voxels and head

View file

@ -104,7 +104,7 @@ void makeBindings(GLBackend::GLShader* shader) {
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
}
#endif
}

View file

@ -121,18 +121,20 @@ Model::Locations Model::_normalMapLocations;
Model::Locations Model::_specularMapLocations;
Model::Locations Model::_normalSpecularMapLocations;
Model::Locations Model::_translucentLocations;
Model::Locations Model::_shadowLocations;
Model::Locations Model::_lightmapLocations;
Model::Locations Model::_lightmapNormalMapLocations;
Model::Locations Model::_lightmapSpecularMapLocations;
Model::Locations Model::_lightmapNormalSpecularMapLocations;
Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations;
Model::SkinLocations Model::_skinSpecularMapLocations;
Model::SkinLocations Model::_skinNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowLocations;
Model::SkinLocations Model::_skinTranslucentLocations;
Model::SkinLocations Model::_skinShadowLocations;
AbstractViewStateInterface* Model::_viewState = NULL;
@ -284,8 +286,7 @@ void Model::init() {
_shadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*_shadowProgram, slotBindings);
Model::Locations tempShadowLoc;
initProgram(_shadowProgram, tempShadowLoc);
initProgram(_shadowProgram, _shadowLocations);
_lightmapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapPixel));
makeResult = gpu::Shader::makeProgram(*_lightmapProgram, slotBindings);
@ -656,7 +657,7 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
renderSetup(args);
return renderCore(alpha, mode, args);
}
bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
PROFILE_RANGE(__FUNCTION__);
if (!_viewState) {
@ -670,7 +671,12 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
// Setup the projection matrix
if (args && args->_viewFrustum) {
glm::mat4 proj;
args->_viewFrustum->evalProjectionMatrix(proj);
// If for easier debug depending on the pass
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
batch.setProjectionTransform(proj);
}
@ -678,7 +684,9 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
_transforms[0] = _viewState->getViewTransform();
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
@ -699,7 +707,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
GLBATCH(glDisable)(GL_BLEND);
GLBATCH(glEnable)(GL_ALPHA_TEST);
if (mode == SHADOW_RENDER_MODE) {
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
}
@ -1710,14 +1718,19 @@ void Model::startScene(RenderArgs::RenderSide renderSide) {
}
}
void Model::setupBatchTransform(gpu::Batch& batch) {
void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
// We should be able to use the Frustum viewpoint onstead of the "viewTransform"
// but it s still buggy in some cases, so let's s wait and fix it...
_transforms[0] = _viewState->getViewTransform();
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
}
@ -1738,7 +1751,12 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
if (args) {
glm::mat4 proj;
args->_viewFrustum->evalProjectionMatrix(proj);
// If for easier debug depending on the pass
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
gpu::Batch batch;
batch.setProjectionTransform(proj);
backend.render(batch);
@ -2286,6 +2304,7 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
skinLocations = &_skinLocations;
if (mode == SHADOW_RENDER_MODE) {
program = _shadowProgram;
locations = &_shadowLocations;
skinProgram = _skinShadowProgram;
skinLocations = &_skinShadowLocations;
} else if (translucent && alphaThreshold == 0.0f) {
@ -2376,7 +2395,7 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
pickProgramsNeeded = false;
}
model->setupBatchTransform(batch);
model->setupBatchTransform(batch, args);
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
}
}

View file

@ -357,6 +357,7 @@ private:
static Locations _specularMapLocations;
static Locations _normalSpecularMapLocations;
static Locations _translucentLocations;
static Locations _shadowLocations;
static Locations _lightmapLocations;
static Locations _lightmapNormalMapLocations;
@ -377,8 +378,9 @@ private:
static SkinLocations _skinNormalMapLocations;
static SkinLocations _skinSpecularMapLocations;
static SkinLocations _skinNormalSpecularMapLocations;
static SkinLocations _skinShadowLocations;
static SkinLocations _skinTranslucentLocations;
static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
static void initSkinProgram(gpu::ShaderPointer& program, SkinLocations& locations);
@ -463,7 +465,7 @@ private:
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
bool forceRenderMeshes = false);
void setupBatchTransform(gpu::Batch& batch);
void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,