Merge branch 'team-teaching' of https://github.com/highfidelity/hifi into team-teaching-scene-api

This commit is contained in:
ZappoMan 2015-06-02 21:04:33 -07:00
commit c9c434bc8c
23 changed files with 602 additions and 171 deletions

View file

@ -134,7 +134,7 @@ Slider = function(x,y,width,thumbSize) {
} }
// The Checkbox class // The Checkbox class
Checkbox = function(x,y,width,thumbSize) { Checkbox = function(x,y,thumbSize) {
this.thumb = Overlays.addOverlay("text", { this.thumb = Overlays.addOverlay("text", {
backgroundColor: { red: 255, green: 255, blue: 255 }, backgroundColor: { red: 255, green: 255, blue: 255 },
@ -150,7 +150,7 @@ Checkbox = function(x,y,width,thumbSize) {
backgroundColor: { red: 125, green: 125, blue: 255 }, backgroundColor: { red: 125, green: 125, blue: 255 },
x: x, x: x,
y: y, y: y,
width: width, width: thumbSize * 2,
height: thumbSize, height: thumbSize,
alpha: 1.0, alpha: 1.0,
backgroundAlpha: 0.5, backgroundAlpha: 0.5,
@ -161,7 +161,7 @@ Checkbox = function(x,y,width,thumbSize) {
this.thumbHalfSize = 0.5 * thumbSize; this.thumbHalfSize = 0.5 * thumbSize;
this.minThumbX = x + this.thumbHalfSize; this.minThumbX = x + this.thumbHalfSize;
this.maxThumbX = x + width - this.thumbHalfSize; this.maxThumbX = x + thumbSize * 2 - this.thumbHalfSize;
this.thumbX = this.minThumbX; this.thumbX = this.minThumbX;
this.minValue = 0.0; this.minValue = 0.0;
@ -553,7 +553,7 @@ Panel = function(x, y) {
var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight); var item = new PanelItem(name, setValue, getValue, displayValue, this.x, this.nextY, textWidth, valueWidth, rawHeight);
var checkbox = new Checkbox(this.widgetX, this.nextY, widgetWidth, rawHeight); var checkbox = new Checkbox(this.widgetX, this.nextY, rawHeight);
item.widget = checkbox; item.widget = checkbox;
item.widget.onValueChanged = function(value) { item.setterFromWidget(value); }; item.widget.onValueChanged = function(value) { item.setterFromWidget(value); };

View file

@ -0,0 +1,92 @@
//
// SunLightExample.js
// examples
// Sam Gateau
// 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
//
Script.include("cookies.js");
var panel = new Panel(10, 400);
panel.newCheckbox("Enable Cull Opaque",
function(value) { Scene.setEngineCullOpaque((value != 0)); },
function() { return Scene.doEngineCullOpaque(); },
function(value) { return (value); }
);
panel.newCheckbox("Enable Sort Opaque",
function(value) { Scene.setEngineSortOpaque((value != 0)); },
function() { return Scene.doEngineSortOpaque(); },
function(value) { return (value); }
);
panel.newCheckbox("Enable Render Opaque",
function(value) { Scene.setEngineRenderOpaque((value != 0)); },
function() { return Scene.doEngineRenderOpaque(); },
function(value) { return (value); }
);
panel.newSlider("Num Feed Opaques", 0, 1000,
function(value) { },
function() { return Scene.getEngineNumFeedOpaqueItems(); },
function(value) { return (value); }
);
panel.newSlider("Num Drawn Opaques", 0, 1000,
function(value) { },
function() { return Scene.getEngineNumDrawnOpaqueItems(); },
function(value) { return (value); }
);
panel.newCheckbox("Enable Cull Transparent",
function(value) { Scene.setEngineCullTransparent((value != 0)); },
function() { return Scene.doEngineCullTransparent(); },
function(value) { return (value); }
);
panel.newCheckbox("Enable Sort Transparent",
function(value) { Scene.setEngineSortTransparent((value != 0)); },
function() { return Scene.doEngineSortTransparent(); },
function(value) { return (value); }
);
panel.newCheckbox("Enable Render Transparent",
function(value) { Scene.setEngineRenderTransparent((value != 0)); },
function() { return Scene.doEngineRenderTransparent(); },
function(value) { return (value); }
);
panel.newSlider("Num Feed Transparents", 0, 1000,
function(value) { },
function() { return Scene.getEngineNumFeedTransparentItems(); },
function(value) { return (value); }
);
panel.newSlider("Num Drawn Transparents", 0, 1000,
function(value) { },
function() { return Scene.getEngineNumDrawnTransparentItems(); },
function(value) { return (value); }
);
var tickTackPeriod = 500;
function updateCounters() {
panel.set("Num Feed Opaques", panel.get("Num Feed Opaques"));
panel.set("Num Drawn Opaques", panel.get("Num Drawn Opaques"));
panel.set("Num Feed Transparents", panel.get("Num Feed Transparents"));
panel.set("Num Drawn Transparents", panel.get("Num Drawn Transparents"));
}
Script.setInterval(updateCounters, tickTackPeriod);
Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) { return panel.mouseMoveEvent(event); });
Controller.mousePressEvent.connect( function panelMousePressEvent(event) { return panel.mousePressEvent(event); });
Controller.mouseReleaseEvent.connect(function(event) { return panel.mouseReleaseEvent(event); });
function scriptEnding() {
panel.destroy();
}
Script.scriptEnding.connect(scriptEnding);

View file

@ -3200,6 +3200,113 @@ namespace render {
} }
} }
// Background Render Data & rendering functions
class BackgroundRenderData {
public:
typedef render::Payload<BackgroundRenderData> Payload;
typedef Payload::DataPointer Pointer;
Stars _stars;
Environment* _environment;
BackgroundRenderData(Environment* environment) : _environment(environment) {
}
static render::ItemID _item; // unique WorldBoxRenderData
};
render::ItemID BackgroundRenderData::_item = 0;
namespace render {
template <> const ItemKey payloadGetKey(const BackgroundRenderData::Pointer& stuff) { return ItemKey::Builder::background(); }
template <> const Item::Bound payloadGetBound(const BackgroundRenderData::Pointer& stuff) { return Item::Bound(); }
template <> void payloadRender(const BackgroundRenderData::Pointer& background, RenderArgs* args) {
// Background rendering decision
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
auto skybox = model::SkyboxPointer();
if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::payloadRender<BackgroundRenderData>() ... stars...");
if (!background->_stars.isStarsLoaded()) {
background->_stars.generate(STARFIELD_NUM_STARS, STARFIELD_SEED);
}
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
bool hasStars = true;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
// TODO: handle this correctly for zones
const EnvironmentData& closestData = background->_environment->getClosestData(args->_viewFrustum->getPosition()); // was theCamera instead of _viewFrustum
if (closestData.getHasStars()) {
const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
/ closestData.getAtmosphereOuterRadius();
float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
if (height < closestData.getAtmosphereInnerRadius()) {
// If we're inside the atmosphere, then determine if our keyLight is below the horizon
alpha = 0.0f;
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
} else if (height < closestData.getAtmosphereOuterRadius()) {
alpha = (height - closestData.getAtmosphereInnerRadius()) /
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
}
} else {
hasStars = false;
}
}
// finally render the starfield
if (hasStars) {
background->_stars.render(args->_viewFrustum->getFieldOfView(), args->_viewFrustum->getAspectRatio(), args->_viewFrustum->getNearClip(), alpha);
}
// draw the sky dome
if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
background->_environment->renderAtmospheres(*(args->_viewFrustum));
}
}
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
PerformanceTimer perfTimer("skybox");
skybox = skyStage->getSkybox();
if (skybox) {
gpu::Batch batch;
model::Skybox::render(batch, *(args->_viewFrustum), *skybox);
gpu::GLBackend::renderBatch(batch, true);
glUseProgram(0);
}
}
}
}
void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool selfAvatarOnly, bool billboard) { void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool selfAvatarOnly, bool billboard) {
@ -3272,86 +3379,19 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][2]); glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][2]);
} }
// THe pending changes collecting the changes here
render::PendingChanges pendingChanges;
// Background rendering decision // Background rendering decision
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage(); if (BackgroundRenderData::_item == 0) {
auto skybox = model::SkyboxPointer(); auto backgroundRenderData = BackgroundRenderData::Pointer(new BackgroundRenderData(&_environment));
if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) { auto backgroundRenderPayload = render::PayloadPointer(new BackgroundRenderData::Payload(backgroundRenderData));
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... stars...");
if (!_stars.isStarsLoaded()) {
_stars.generate(STARFIELD_NUM_STARS, STARFIELD_SEED);
}
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere BackgroundRenderData::_item = _main3DScene->allocateID();
float alpha = 1.0f;
bool hasStars = true;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) { pendingChanges.resetItem(WorldBoxRenderData::_item, backgroundRenderPayload);
// TODO: handle this correctly for zones } else {
const EnvironmentData& closestData = _environment.getClosestData(theCamera.getPosition());
if (closestData.getHasStars()) {
const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
glm::vec3 sunDirection = (getAvatarPosition() - closestData.getSunLocation())
/ closestData.getAtmosphereOuterRadius();
float height = glm::distance(theCamera.getPosition(), closestData.getAtmosphereCenter());
if (height < closestData.getAtmosphereInnerRadius()) {
// If we're inside the atmosphere, then determine if our keyLight is below the horizon
alpha = 0.0f;
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
} else if (height < closestData.getAtmosphereOuterRadius()) {
alpha = (height - closestData.getAtmosphereInnerRadius()) /
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
float directionY = glm::clamp(sunDirection.y,
-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
+ APPROXIMATE_DISTANCE_FROM_HORIZON;
alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
}
}
} else {
hasStars = false;
}
}
// finally render the starfield
if (hasStars) {
_stars.render(_displayViewFrustum.getFieldOfView(), _displayViewFrustum.getAspectRatio(), _displayViewFrustum.getNearClip(), alpha);
}
// draw the sky dome
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
_environment.renderAtmospheres(theCamera);
}
}
} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
skybox = skyStage->getSkybox();
if (skybox) {
gpu::Batch batch;
model::Skybox::render(batch, _viewFrustum, *skybox);
gpu::GLBackend::renderBatch(batch, true);
glUseProgram(0);
}
} }
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) { if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
@ -3361,7 +3401,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
DependencyManager::get<DeferredLightingEffect>()->prepare(); // Assuming nothing get's rendered through that
// DependencyManager::get<DeferredLightingEffect>()->prepare();
if (!selfAvatarOnly) { if (!selfAvatarOnly) {
@ -3388,10 +3429,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
renderArgs->_debugFlags = renderDebugFlags; renderArgs->_debugFlags = renderDebugFlags;
_entities.render(renderArgs); _entities.render(renderArgs);
if (!Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) { // This shouldn't matter anymore
/* if (!Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
// Restaure polygon mode // Restaure polygon mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
} }*/
} }
// render the ambient occlusion effect if enabled // render the ambient occlusion effect if enabled
@ -3403,7 +3445,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
} }
} }
render::PendingChanges pendingChanges;
// Make sure the WorldBox is in the scene // Make sure the WorldBox is in the scene
if (WorldBoxRenderData::_item == 0) { if (WorldBoxRenderData::_item == 0) {
@ -3423,6 +3464,26 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
}); });
} }
if (!billboard) {
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
auto skybox = model::SkyboxPointer();
if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
skybox = skyStage->getSkybox();
}
DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
// Not needed anymore here, taken care off by the Engine
/*
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");
DependencyManager::get<DeferredLightingEffect>()->render();*/
}
{ {
PerformanceTimer perfTimer("SceneProcessPendingChanges"); PerformanceTimer perfTimer("SceneProcessPendingChanges");
_main3DScene->enqueuePendingChanges(pendingChanges); _main3DScene->enqueuePendingChanges(pendingChanges);
@ -3434,8 +3495,20 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
{ {
PerformanceTimer perfTimer("EngineRun"); PerformanceTimer perfTimer("EngineRun");
render::RenderContext renderContext; render::RenderContext renderContext;
auto sceneInterface = DependencyManager::get<SceneScriptingInterface>();
renderContext._cullOpaque = sceneInterface->doEngineCullOpaque();
renderContext._sortOpaque = sceneInterface->doEngineSortOpaque();
renderContext._renderOpaque = sceneInterface->doEngineRenderOpaque();
renderContext._cullTransparent = sceneInterface->doEngineCullTransparent();
renderContext._sortTransparent = sceneInterface->doEngineSortTransparent();
renderContext._renderTransparent = sceneInterface->doEngineRenderTransparent();
renderArgs->_shouldRender = LODManager::shouldRender; renderArgs->_shouldRender = LODManager::shouldRender;
renderContext.args = renderArgs; renderContext.args = renderArgs;
renderArgs->_viewFrustum = getDisplayViewFrustum();
_renderEngine->setRenderContext(renderContext); _renderEngine->setRenderContext(renderContext);
// Before the deferred pass, let's try to use the render engine // Before the deferred pass, let's try to use the render engine
@ -3446,20 +3519,15 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
qDebug() << "renderArgs._trianglesRendered:" << renderArgs->_trianglesRendered; qDebug() << "renderArgs._trianglesRendered:" << renderArgs->_trianglesRendered;
qDebug() << "renderArgs._quadsRendered:" << renderArgs->_quadsRendered; qDebug() << "renderArgs._quadsRendered:" << renderArgs->_quadsRendered;
*/ */
auto engineRC = _renderEngine->getRenderContext();
sceneInterface->setEngineFeedOpaqueItems(engineRC->_numFeedOpaqueItems);
sceneInterface->setEngineDrawnOpaqueItems(engineRC->_numDrawnOpaqueItems);
sceneInterface->setEngineFeedTransparentItems(engineRC->_numFeedTransparentItems);
sceneInterface->setEngineDrawnTransparentItems(engineRC->_numDrawnTransparentItems);
} }
if (!billboard) {
DependencyManager::get<DeferredLightingEffect>()->setAmbientLightMode(getRenderAmbientLight());
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");
DependencyManager::get<DeferredLightingEffect>()->render();
}
//Render the sixense lasers //Render the sixense lasers
if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) { if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) {
@ -3709,7 +3777,7 @@ void Application::updateWindowTitle(){
void Application::clearDomainOctreeDetails() { void Application::clearDomainOctreeDetails() {
qCDebug(interfaceapp) << "Clearing domain octree details..."; qCDebug(interfaceapp) << "Clearing domain octree details...";
// reset the environment so that we don't erroneously end up with multiple // reset the environment so that we don't erroneously end up with multiple
_environment.resetToDefault(); // _environment.resetToDefault();
// reset our node to stats and node to jurisdiction maps... since these must be changing... // reset our node to stats and node to jurisdiction maps... since these must be changing...
_entityServerJurisdictions.lockForWrite(); _entityServerJurisdictions.lockForWrite();

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@ -210,7 +210,7 @@ public:
ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; } ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; } const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
EntityTreeRenderer* getEntities() { return &_entities; } EntityTreeRenderer* getEntities() { return &_entities; }
Environment* getEnvironment() { return &_environment; } // Environment* getEnvironment() { return &_environment; }
QUndoStack* getUndoStack() { return &_undoStack; } QUndoStack* getUndoStack() { return &_undoStack; }
MainWindow* getWindow() { return _window; } MainWindow* getWindow() { return _window; }
OctreeQuery& getOctreeQuery() { return _octreeQuery; } OctreeQuery& getOctreeQuery() { return _octreeQuery; }
@ -535,7 +535,7 @@ private:
QElapsedTimer _timerStart; QElapsedTimer _timerStart;
QElapsedTimer _lastTimeUpdated; QElapsedTimer _lastTimeUpdated;
bool _justStarted; bool _justStarted;
Stars _stars; // Stars _stars;
ShapeManager _shapeManager; ShapeManager _shapeManager;
PhysicalEntitySimulation _entitySimulation; PhysicalEntitySimulation _entitySimulation;

View file

@ -68,7 +68,7 @@ void Environment::resetToDefault() {
_data[HifiSockAddr()][0]; _data[HifiSockAddr()][0];
} }
void Environment::renderAtmospheres(Camera& camera) { void Environment::renderAtmospheres(ViewFrustum& camera) {
// get the lock for the duration of the call // get the lock for the duration of the call
QMutexLocker locker(&_mutex); QMutexLocker locker(&_mutex);
@ -228,7 +228,7 @@ ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
return program; return program;
} }
void Environment::renderAtmosphere(Camera& camera, const EnvironmentData& data) { void Environment::renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data) {
glm::vec3 center = data.getAtmosphereCenter(); glm::vec3 center = data.getAtmosphereCenter();
glPushMatrix(); glPushMatrix();

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@ -19,7 +19,7 @@
#include "EnvironmentData.h" #include "EnvironmentData.h"
class Camera; class ViewFrustum;
class ProgramObject; class ProgramObject;
class Environment { class Environment {
@ -29,7 +29,7 @@ public:
void init(); void init();
void resetToDefault(); void resetToDefault();
void renderAtmospheres(Camera& camera); void renderAtmospheres(ViewFrustum& camera);
void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; } void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
void endOverride() { _environmentIsOverridden = false; } void endOverride() { _environmentIsOverridden = false; }
@ -46,7 +46,7 @@ private:
ProgramObject* createSkyProgram(const char* from, int* locations); ProgramObject* createSkyProgram(const char* from, int* locations);
void renderAtmosphere(Camera& camera, const EnvironmentData& data); void renderAtmosphere(ViewFrustum& camera, const EnvironmentData& data);
bool _initialized; bool _initialized;
ProgramObject* _skyFromAtmosphereProgram; ProgramObject* _skyFromAtmosphereProgram;

View file

@ -34,6 +34,7 @@
using namespace std; using namespace std;
void renderWorldBox() { void renderWorldBox() {
return;
auto geometryCache = DependencyManager::get<GeometryCache>(); auto geometryCache = DependencyManager::get<GeometryCache>();
// Show edge of world // Show edge of world

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@ -45,6 +45,9 @@
#include "Util.h" #include "Util.h"
#include "InterfaceLogging.h" #include "InterfaceLogging.h"
#include "gpu/GLBackend.h"
using namespace std; using namespace std;
const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f); const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
@ -1485,7 +1488,8 @@ void MyAvatar::maybeUpdateBillboard() {
return; return;
} }
} }
RenderArgs renderArgs; gpu::Context context(new gpu::GLBackend());
RenderArgs renderArgs(&context);
QImage image = Application::getInstance()->renderAvatarBillboard(&renderArgs); QImage image = Application::getInstance()->renderAvatarBillboard(&renderArgs);
_billboard.clear(); _billboard.clear();
QBuffer buffer(&_billboard); QBuffer buffer(&_billboard);

View file

@ -525,9 +525,9 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
Model::endScene(renderArgs); Model::endScene(renderArgs);
_tree->unlock(); _tree->unlock();
glPushMatrix(); // glPushMatrix();
renderArgs->_context->render(batch); // renderArgs->_context->render(batch);
glPopMatrix(); // glPopMatrix();
renderArgs->_batch = nullptr; renderArgs->_batch = nullptr;

View file

@ -34,5 +34,8 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
void Context::render(Batch& batch) { void Context::render(Batch& batch) {
_backend->render(batch); _backend->render(batch);
// GLBackend::renderBatch(batch, true);
} }
void Context::syncCache() {
_backend->syncCache();
}

View file

@ -33,6 +33,7 @@ public:
virtual~ Backend() {}; virtual~ Backend() {};
virtual void render(Batch& batch) = 0; virtual void render(Batch& batch) = 0;
virtual void syncCache() = 0;
class TransformObject { class TransformObject {
public: public:
@ -115,6 +116,7 @@ public:
void render(Batch& batch); void render(Batch& batch);
void syncCache();
protected: protected:
Context(const Context& context); Context(const Context& context);

View file

@ -30,6 +30,12 @@ public:
virtual void render(Batch& batch); virtual void render(Batch& batch);
// This call synchronize the Full Backend cache with the current GLState
// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
// the gpu::Backend state with the true gl state which has probably been messed up by these ugly naked gl calls
// Let's try to avoid to do that as much as possible!
virtual void syncCache();
// Render Batch create a local Context and execute the batch with it // Render Batch create a local Context and execute the batch with it
// WARNING: // WARNING:
// if syncCache is true, then the gpu::GLBackend will synchornize // if syncCache is true, then the gpu::GLBackend will synchornize
@ -195,12 +201,6 @@ public:
void do_setStateColorWriteMask(uint32 mask); void do_setStateColorWriteMask(uint32 mask);
// This call synchronize the Full Backend cache with the current GLState
// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
// the gpu::Backend state with the true gl state which has probably been messed up by these ugly naked gl calls
// Let's try to avoid to do that as much as possible!
void syncCache();
protected: protected:
// Draw Stage // Draw Stage

View file

@ -865,6 +865,9 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
} }
bool somethingAdded = false; bool somethingAdded = false;
qDebug() << "Model::addToScene : " << this->getURL().toString();
// allow the attachments to add to scene // allow the attachments to add to scene
foreach (Model* attachment, _attachments) { foreach (Model* attachment, _attachments) {
bool attachementSomethingAdded = attachment->addToScene(scene, pendingChanges); bool attachementSomethingAdded = attachment->addToScene(scene, pendingChanges);
@ -904,6 +907,7 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
} }
_renderItems.clear(); _renderItems.clear();
_readyWhenAdded = false; _readyWhenAdded = false;
qDebug() << "Model::removeFromScene : " << this->getURL().toString();
} }
bool Model::render(RenderArgs* renderArgs, float alpha) { bool Model::render(RenderArgs* renderArgs, float alpha) {
@ -922,6 +926,8 @@ bool Model::render(RenderArgs* renderArgs, float alpha) {
} }
bool Model::renderCore(RenderArgs* args, float alpha) { bool Model::renderCore(RenderArgs* args, float alpha) {
return true;
PROFILE_RANGE(__FUNCTION__); PROFILE_RANGE(__FUNCTION__);
if (!_viewState) { if (!_viewState) {
return false; return false;
@ -2247,14 +2253,19 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
_transforms.push_back(Transform()); _transforms.push_back(Transform());
} }
_transforms[0] = _viewState->getViewTransform(); // _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) // args->_viewFrustum->evalViewTransform(_transforms[0]);
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
const float OPAQUE_ALPHA_THRESHOLD = 0.5f; // apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f; // _transforms[0].setTranslation(_translation);
auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
// batch.setViewTransform(_transforms[0]);
// const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
// const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
// auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
const FBXGeometry& geometry = _geometry->getFBXGeometry(); const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes(); const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
@ -2305,10 +2316,17 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
if (state.clusterMatrices.size() > 1) { if (state.clusterMatrices.size() > 1) {
GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false, GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData()); (const float*)state.clusterMatrices.constData());
batch.setModelTransform(Transform()); // batch.setModelTransform(Transform());
_transforms[0].setTranslation(_translation);
} else { } else {
batch.setModelTransform(Transform(state.clusterMatrices[0])); _transforms[0] = Transform(state.clusterMatrices[0]);
_transforms[0].preTranslate(_translation);
//batch.setModelTransform(Transform(state.clusterMatrices[0]));
} }
batch.setModelTransform(_transforms[0]);
if (mesh.blendshapes.isEmpty()) { if (mesh.blendshapes.isEmpty()) {
batch.setInputFormat(networkMesh._vertexFormat); batch.setInputFormat(networkMesh._vertexFormat);
@ -2331,7 +2349,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
model::MaterialPointer material = part._material; model::MaterialPointer material = part._material;
if (material == nullptr) { if (material == nullptr) {
qCDebug(renderutils) << "WARNING: material == nullptr!!!"; // qCDebug(renderutils) << "WARNING: material == nullptr!!!";
} }
if (material != nullptr) { if (material != nullptr) {

View file

@ -10,12 +10,34 @@
// //
#include "RenderDeferredTask.h" #include "RenderDeferredTask.h"
#include "gpu/Context.h"
#include <PerfStat.h>
using namespace render; using namespace render;
template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("PrepareDeferred");
DependencyManager::get<DeferredLightingEffect>()->prepare();
}
template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ResolveDeferred");
DependencyManager::get<DeferredLightingEffect>()->render();
}
RenderDeferredTask::RenderDeferredTask() : Task() { RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(PrepareDeferred()));
_jobs.push_back(Job(DrawBackground()));
_jobs.push_back(Job(DrawOpaque())); _jobs.push_back(Job(DrawOpaque()));
_jobs.push_back(Job(DrawLight())); _jobs.push_back(Job(DrawLight()));
_jobs.push_back(Job(DrawTransparent())); _jobs.push_back(Job(DrawTransparent()));
_jobs.push_back(Job(ResetGLState()));
_jobs.push_back(Job(ResolveDeferred()));
} }
RenderDeferredTask::~RenderDeferredTask() { RenderDeferredTask::~RenderDeferredTask() {
@ -34,6 +56,8 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
return; return;
} }
renderContext->args->_context->syncCache();
for (auto job : _jobs) { for (auto job : _jobs) {
job.run(sceneContext, renderContext); job.run(sceneContext, renderContext);
} }

View file

@ -14,6 +14,21 @@
#include "render/DrawTask.h" #include "render/DrawTask.h"
#include "DeferredLightingEffect.h"
class PrepareDeferred {
public:
};
namespace render {
template <> void jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
}
class ResolveDeferred {
public:
};
namespace render {
template <> void jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
}
class RenderDeferredTask : public render::Task { class RenderDeferredTask : public render::Task {
public: public:

View file

@ -29,6 +29,7 @@ DrawSceneTask::DrawSceneTask() : Task() {
_jobs.push_back(Job(DrawOpaque())); _jobs.push_back(Job(DrawOpaque()));
_jobs.push_back(Job(DrawLight())); _jobs.push_back(Job(DrawLight()));
_jobs.push_back(Job(DrawTransparent())); _jobs.push_back(Job(DrawTransparent()));
_jobs.push_back(Job(ResetGLState()));
} }
DrawSceneTask::~DrawSceneTask() { DrawSceneTask::~DrawSceneTask() {
@ -56,6 +57,7 @@ Job::~Job() {
} }
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemIDs& outItems) { void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems, ItemIDs& outItems) {
PerformanceTimer perfTimer("cullItems");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -114,6 +116,7 @@ struct BackToFrontSort {
}; };
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDs& inItems, ItemIDs& outItems) { void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDs& inItems, ItemIDs& outItems) {
PerformanceTimer perfTimer("depthSortItems");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -152,6 +155,7 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
} }
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems) { void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDs& inItems) {
PerformanceTimer perfTimer("renderItems");
auto& scene = sceneContext->_scene; auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
// render // render
@ -195,8 +199,16 @@ void addClearStateCommands(gpu::Batch& batch) {
batch._glUseProgram(0); batch._glUseProgram(0);
} }
template <> void render::jobRun(const ResetGLState& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
gpu::Batch theBatch;
addClearStateCommands(theBatch);
assert(renderContext->args);
renderContext->args->_context->render(theBatch);
}
template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawOpaque");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -209,40 +221,57 @@ template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(id);
} }
ItemIDs& renderedItems = inItems;
renderContext->_numFeedOpaqueItems = renderedItems.size();
ItemIDs culledItems; ItemIDs culledItems;
cullItems(sceneContext, renderContext, inItems, culledItems); if (renderContext->_cullOpaque) {
cullItems(sceneContext, renderContext, renderedItems, culledItems);
ItemIDs sortedItems; renderedItems = culledItems;
depthSortItems(sceneContext, renderContext, true, culledItems, sortedItems); // Sort Front to back opaque items!
RenderArgs* args = renderContext->args;
gpu::Batch theBatch;
args->_batch = &theBatch;
glm::mat4 proj;
args->_viewFrustum->evalProjectionMatrix(proj);
theBatch.setProjectionTransform(proj);
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
{
GLenum buffers[3];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
theBatch._glDrawBuffers(bufferCount, buffers);
} }
renderItems(sceneContext, renderContext, sortedItems); renderContext->_numDrawnOpaqueItems = renderedItems.size();
addClearStateCommands((*args->_batch));
args->_context->render((*args->_batch)); ItemIDs sortedItems;
args->_batch = nullptr; if (renderContext->_sortOpaque) {
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
renderedItems = sortedItems;
}
if (renderContext->_renderOpaque) {
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
{
GLenum buffers[3];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
batch._glDrawBuffers(bufferCount, buffers);
}
renderItems(sceneContext, renderContext, renderedItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
}
} }
template <> void render::jobRun(const DrawTransparent& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { template <> void render::jobRun(const DrawTransparent& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawTransparent");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -255,33 +284,71 @@ template <> void render::jobRun(const DrawTransparent& job, const SceneContextPo
for (auto id : items) { for (auto id : items) {
inItems.push_back(id); inItems.push_back(id);
} }
ItemIDs& renderedItems = inItems;
renderContext->_numFeedTransparentItems = renderedItems.size();
ItemIDs culledItems; ItemIDs culledItems;
cullItems(sceneContext, renderContext, inItems, culledItems); if (renderContext->_cullTransparent) {
cullItems(sceneContext, renderContext, inItems, culledItems);
ItemIDs sortedItems; renderedItems = culledItems;
depthSortItems(sceneContext, renderContext, false, culledItems, sortedItems); // Sort Back to front transparent items!
RenderArgs* args = renderContext->args;
gpu::Batch theBatch;
args->_batch = &theBatch;
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
{
GLenum buffers[3];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
theBatch._glDrawBuffers(bufferCount, buffers);
} }
renderItems(sceneContext, renderContext, sortedItems); renderContext->_numDrawnTransparentItems = renderedItems.size();
addClearStateCommands((*args->_batch)); ItemIDs sortedItems;
args->_context->render((*args->_batch)); if (renderContext->_sortTransparent) {
args->_batch = nullptr; depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
renderedItems = sortedItems;
}
if (renderContext->_renderTransparent) {
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
// render translucent meshes afterwards
{
GLenum buffers[2];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
batch._glDrawBuffers(bufferCount, buffers);
args->_alphaThreshold = MOSTLY_OPAQUE_THRESHOLD;
}
renderItems(sceneContext, renderContext, renderedItems);
{
GLenum buffers[3];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
batch._glDrawBuffers(bufferCount, buffers);
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
}
renderItems(sceneContext, renderContext, renderedItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
}
} }
template <> void render::jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { template <> void render::jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawLight");
assert(renderContext->args); assert(renderContext->args);
assert(renderContext->args->_viewFrustum); assert(renderContext->args->_viewFrustum);
@ -306,3 +373,37 @@ template <> void render::jobRun(const DrawLight& job, const SceneContextPointer&
args->_context->render((*args->_batch)); args->_context->render((*args->_batch));
args->_batch = nullptr; args->_batch = nullptr;
} }
template <> void render::jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("DrawBackground");
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());
ItemIDs inItems;
inItems.reserve(items.size());
for (auto id : items) {
inItems.push_back(id);
}
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderItems(sceneContext, renderContext, inItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
// Force the context sync
args->_context->syncCache();
}

View file

@ -78,6 +78,16 @@ public:
}; };
template <> void jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext); template <> void jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
class DrawBackground {
public:
};
template <> void jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
class ResetGLState {
public:
};
template <> void jobRun(const ResetGLState& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
class DrawSceneTask : public Task { class DrawSceneTask : public Task {
public: public:

View file

@ -30,6 +30,19 @@ class RenderContext {
public: public:
RenderArgs* args; RenderArgs* args;
bool _cullOpaque = true;
bool _sortOpaque = true;
bool _renderOpaque = true;
bool _cullTransparent = true;
bool _sortTransparent = true;
bool _renderTransparent = true;
int _numFeedOpaqueItems = 0;
int _numDrawnOpaqueItems = 0;
int _numFeedTransparentItems = 0;
int _numDrawnTransparentItems = 0;
RenderContext() {} RenderContext() {}
}; };
typedef std::shared_ptr<RenderContext> RenderContextPointer; typedef std::shared_ptr<RenderContext> RenderContextPointer;
@ -60,6 +73,7 @@ public:
// Push a RenderContext // Push a RenderContext
void setRenderContext(const RenderContext& renderContext); void setRenderContext(const RenderContext& renderContext);
RenderContextPointer getRenderContext() const { return _renderContext; }
void addTask(const TaskPointer& task); void addTask(const TaskPointer& task);
const Tasks& getTasks() const { return _tasks; } const Tasks& getTasks() const { return _tasks; }

View file

@ -47,8 +47,8 @@ void ItemBucketMap::reset(const ItemID& id, const ItemKey& oldKey, const ItemKey
void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() { void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() {
(*this)[ItemFilter::Builder::opaqueShape()]; (*this)[ItemFilter::Builder::opaqueShape()];
(*this)[ItemFilter::Builder::transparentShape()]; (*this)[ItemFilter::Builder::transparentShape()];
auto lightFilter = ItemFilter::Builder().withTypeLight().build(); (*this)[ItemFilter::Builder::light()];
(*this)[lightFilter]; (*this)[ItemFilter::Builder::background()];
} }

View file

@ -34,6 +34,7 @@ public:
enum FlagBit { enum FlagBit {
TYPE_SHAPE = 0, // Item is a Shape TYPE_SHAPE = 0, // Item is a Shape
TYPE_LIGHT, // Item is a Light TYPE_LIGHT, // Item is a Light
TYPE_BACKGROUND, // Item is a Background
TRANSLUCENT, // Transparent and not opaque, for some odd reason TRANSPARENCY doesn't work... TRANSLUCENT, // Transparent and not opaque, for some odd reason TRANSPARENCY doesn't work...
VIEW_SPACE, // Transformed in view space, and not in world space VIEW_SPACE, // Transformed in view space, and not in world space
DYNAMIC, // Dynamic and bound will change unlike static item DYNAMIC, // Dynamic and bound will change unlike static item
@ -62,6 +63,7 @@ public:
Builder& withTypeShape() { _flags.set(TYPE_SHAPE); return (*this); } Builder& withTypeShape() { _flags.set(TYPE_SHAPE); return (*this); }
Builder& withTypeLight() { _flags.set(TYPE_LIGHT); return (*this); } Builder& withTypeLight() { _flags.set(TYPE_LIGHT); return (*this); }
Builder& withTypeBackground() { _flags.set(TYPE_BACKGROUND); return (*this); }
Builder& withTransparent() { _flags.set(TRANSLUCENT); return (*this); } Builder& withTransparent() { _flags.set(TRANSLUCENT); return (*this); }
Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); } Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); } Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
@ -75,6 +77,7 @@ public:
static ItemKey opaqueShape() { return Builder().withTypeShape().build(); } static ItemKey opaqueShape() { return Builder().withTypeShape().build(); }
static ItemKey transparentShape() { return Builder().withTypeShape().withTransparent().build(); } static ItemKey transparentShape() { return Builder().withTypeShape().withTransparent().build(); }
static ItemKey light() { return Builder().withTypeLight().build(); } static ItemKey light() { return Builder().withTypeLight().build(); }
static ItemKey background() { return Builder().withTypeBackground().build(); }
}; };
bool isOpaque() const { return !_flags[TRANSLUCENT]; } bool isOpaque() const { return !_flags[TRANSLUCENT]; }
@ -126,6 +129,7 @@ public:
Builder& withTypeShape() { _value.set(ItemKey::TYPE_SHAPE); _mask.set(ItemKey::TYPE_SHAPE); return (*this); } Builder& withTypeShape() { _value.set(ItemKey::TYPE_SHAPE); _mask.set(ItemKey::TYPE_SHAPE); return (*this); }
Builder& withTypeLight() { _value.set(ItemKey::TYPE_LIGHT); _mask.set(ItemKey::TYPE_LIGHT); return (*this); } Builder& withTypeLight() { _value.set(ItemKey::TYPE_LIGHT); _mask.set(ItemKey::TYPE_LIGHT); return (*this); }
Builder& withTypeBackground() { _value.set(ItemKey::TYPE_BACKGROUND); _mask.set(ItemKey::TYPE_BACKGROUND); return (*this); }
Builder& withOpaque() { _value.reset(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); } Builder& withOpaque() { _value.reset(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
Builder& withTransparent() { _value.set(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); } Builder& withTransparent() { _value.set(ItemKey::TRANSLUCENT); _mask.set(ItemKey::TRANSLUCENT); return (*this); }
@ -154,6 +158,7 @@ public:
static ItemFilter opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace().build(); } static ItemFilter opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace().build(); }
static ItemFilter transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace().build(); } static ItemFilter transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace().build(); }
static ItemFilter light() { return Builder().withTypeLight().build(); } static ItemFilter light() { return Builder().withTypeLight().build(); }
static ItemFilter background() { return Builder().withTypeBackground().build(); }
}; };
// Item Filter operator testing if a key pass the filter // Item Filter operator testing if a key pass the filter

View file

@ -128,4 +128,35 @@ void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities)
_shouldRenderEntities = shouldRenderEntities; _shouldRenderEntities = shouldRenderEntities;
emit shouldRenderEntitiesChanged(_shouldRenderEntities); emit shouldRenderEntitiesChanged(_shouldRenderEntities);
} }
} }
void SceneScriptingInterface::setEngineRenderOpaque(bool renderOpaque) {
_engineRenderOpaque = renderOpaque;
}
void SceneScriptingInterface::setEngineRenderTransparent(bool renderTransparent) {
_engineRenderTransparent = renderTransparent;
}
void SceneScriptingInterface::setEngineCullOpaque(bool cullOpaque) {
_engineCullOpaque = cullOpaque;
}
void SceneScriptingInterface::setEngineCullTransparent(bool cullTransparent) {
_engineCullTransparent = cullTransparent;
}
void SceneScriptingInterface::setEngineSortOpaque(bool sortOpaque) {
_engineSortOpaque = sortOpaque;
}
void SceneScriptingInterface::setEngineSortTransparent(bool sortTransparent) {
_engineSortOpaque = sortTransparent;
}
void SceneScriptingInterface::clearEngineCounters() {
_numFeedOpaqueItems = 0;
_numDrawnOpaqueItems = 0;
_numFeedTransparentItems = 0;
_numDrawnTransparentItems = 0;
}

View file

@ -67,7 +67,36 @@ public:
Q_INVOKABLE void setShouldRenderEntities(bool shouldRenderEntities); Q_INVOKABLE void setShouldRenderEntities(bool shouldRenderEntities);
Q_INVOKABLE bool shouldRenderEntities() const { return _shouldRenderEntities; } Q_INVOKABLE bool shouldRenderEntities() const { return _shouldRenderEntities; }
// Controlling the rendering engine
Q_INVOKABLE void setEngineRenderOpaque(bool renderOpaque);
Q_INVOKABLE bool doEngineRenderOpaque() const { return _engineRenderOpaque; }
Q_INVOKABLE void setEngineRenderTransparent(bool renderTransparent);
Q_INVOKABLE bool doEngineRenderTransparent() const { return _engineRenderTransparent; }
Q_INVOKABLE void setEngineCullOpaque(bool cullOpaque);
Q_INVOKABLE bool doEngineCullOpaque() const { return _engineCullOpaque; }
Q_INVOKABLE void setEngineCullTransparent(bool cullTransparent);
Q_INVOKABLE bool doEngineCullTransparent() const { return _engineCullTransparent; }
Q_INVOKABLE void setEngineSortOpaque(bool sortOpaque);
Q_INVOKABLE bool doEngineSortOpaque() const { return _engineSortOpaque; }
Q_INVOKABLE void setEngineSortTransparent(bool sortTransparent);
Q_INVOKABLE bool doEngineSortTransparent() const { return _engineSortTransparent; }
void clearEngineCounters();
void setEngineDrawnOpaqueItems(int count) { _numDrawnOpaqueItems = count; }
Q_INVOKABLE int getEngineNumDrawnOpaqueItems() { return _numDrawnOpaqueItems; }
void setEngineDrawnTransparentItems(int count) { _numDrawnTransparentItems = count; }
Q_INVOKABLE int getEngineNumDrawnTransparentItems() { return _numDrawnTransparentItems; }
void setEngineFeedOpaqueItems(int count) { _numFeedOpaqueItems = count; }
Q_INVOKABLE int getEngineNumFeedOpaqueItems() { return _numFeedOpaqueItems; }
void setEngineFeedTransparentItems(int count) { _numFeedTransparentItems = count; }
Q_INVOKABLE int getEngineNumFeedTransparentItems() { return _numFeedTransparentItems; }
signals: signals:
void shouldRenderAvatarsChanged(bool shouldRenderAvatars); void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
void shouldRenderEntitiesChanged(bool shouldRenderEntities); void shouldRenderEntitiesChanged(bool shouldRenderEntities);
@ -79,6 +108,18 @@ protected:
bool _shouldRenderAvatars = true; bool _shouldRenderAvatars = true;
bool _shouldRenderEntities = true; bool _shouldRenderEntities = true;
bool _engineRenderOpaque = true;
bool _engineRenderTransparent = true;
bool _engineCullOpaque = true;
bool _engineCullTransparent = true;
bool _engineSortOpaque = true;
bool _engineSortTransparent = true;
int _numFeedOpaqueItems = 0;
int _numDrawnOpaqueItems = 0;
int _numFeedTransparentItems = 0;
int _numDrawnTransparentItems = 0;
}; };
#endif // hifi_SceneScriptingInterface_h #endif // hifi_SceneScriptingInterface_h

View file

@ -119,6 +119,8 @@ public:
int _translucentMeshPartsRendered; int _translucentMeshPartsRendered;
int _opaqueMeshPartsRendered; int _opaqueMeshPartsRendered;
float _alphaThreshold = 0.5f;
}; };
#endif // hifi_RenderArgs_h #endif // hifi_RenderArgs_h