mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
Merge pull request #5473 from samcake/punk
GLCORE : Merged upstream master into core
This commit is contained in:
commit
d9d0f8dcfd
54 changed files with 519 additions and 318 deletions
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@ -70,7 +70,7 @@ void Agent::handleOctreePacket(QSharedPointer<NLPacket> packet, SharedNodePointe
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// pull out the piggybacked packet and create a new QSharedPointer<NLPacket> for it
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int piggyBackedSizeWithHeader = packet->getPayloadSize() - statsMessageLength;
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std::unique_ptr<char> buffer = std::unique_ptr<char>(new char[piggyBackedSizeWithHeader]);
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auto buffer = std::unique_ptr<char[]>(new char[piggyBackedSizeWithHeader]);
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memcpy(buffer.get(), packet->getPayload() + statsMessageLength, piggyBackedSizeWithHeader);
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auto newPacket = NLPacket::fromReceivedPacket(std::move(buffer), piggyBackedSizeWithHeader, packet->getSenderSockAddr());
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@ -107,6 +107,7 @@ void Agent::handleAudioPacket(QSharedPointer<NLPacket> packet) {
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}
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const QString AGENT_LOGGING_NAME = "agent";
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const int PING_INTERVAL = 1000;
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void Agent::run() {
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ThreadedAssignment::commonInit(AGENT_LOGGING_NAME, NodeType::Agent);
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@ -118,6 +119,10 @@ void Agent::run() {
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<< NodeType::EntityServer
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);
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_pingTimer = new QTimer(this);
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connect(_pingTimer, SIGNAL(timeout()), SLOT(sendPingRequests()));
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_pingTimer->start(PING_INTERVAL);
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// figure out the URL for the script for this agent assignment
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QUrl scriptURL;
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if (_payload.isEmpty()) {
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@ -193,7 +198,27 @@ void Agent::run() {
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void Agent::aboutToFinish() {
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_scriptEngine.stop();
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_pingTimer->stop();
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delete _pingTimer;
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// our entity tree is going to go away so tell that to the EntityScriptingInterface
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DependencyManager::get<EntityScriptingInterface>()->setEntityTree(NULL);
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}
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void Agent::sendPingRequests() {
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auto nodeList = DependencyManager::get<NodeList>();
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nodeList->eachMatchingNode([](const SharedNodePointer& node)->bool {
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switch (node->getType()) {
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case NodeType::AvatarMixer:
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case NodeType::AudioMixer:
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case NodeType::EntityServer:
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return true;
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default:
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return false;
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}
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}, [nodeList](const SharedNodePointer& node) {
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nodeList->sendPacket(nodeList->constructPingPacket(), *node);
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});
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}
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@ -58,11 +58,13 @@ private slots:
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void handleAudioPacket(QSharedPointer<NLPacket> packet);
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void handleOctreePacket(QSharedPointer<NLPacket> packet, SharedNodePointer senderNode);
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void handleJurisdictionPacket(QSharedPointer<NLPacket> packet, SharedNodePointer senderNode);
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void sendPingRequests();
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private:
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ScriptEngine _scriptEngine;
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EntityEditPacketSender _entityEditSender;
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EntityTreeHeadlessViewer _entityViewer;
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QTimer* _pingTimer;
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MixedAudioStream _receivedAudioStream;
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float _lastReceivedAudioLoudness;
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@ -927,9 +927,9 @@ void AudioMixer::parseSettingsObject(const QJsonObject &settingsObject) {
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const QString USE_STDEV_FOR_DESIRED_CALC_JSON_KEY = "use_stdev_for_desired_calc";
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_streamSettings._useStDevForJitterCalc = audioBufferGroupObject[USE_STDEV_FOR_DESIRED_CALC_JSON_KEY].toBool();
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if (_streamSettings._useStDevForJitterCalc) {
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qDebug() << "Using Philip's stdev method for jitter calc if dynamic jitter buffers enabled";
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qDebug() << "Using stdev method for jitter calc if dynamic jitter buffers enabled";
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} else {
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qDebug() << "Using Fred's max-gap method for jitter calc if dynamic jitter buffers enabled";
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qDebug() << "Using max-gap method for jitter calc if dynamic jitter buffers enabled";
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}
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const QString WINDOW_STARVE_THRESHOLD_JSON_KEY = "window_starve_threshold";
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@ -38,5 +38,19 @@ if (WIN32)
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find_package_handle_standard_args(GLEW DEFAULT_MSG GLEW_INCLUDE_DIRS GLEW_LIBRARIES GLEW_DLL_PATH)
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add_paths_to_fixup_libs(${GLEW_DLL_PATH})
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elseif (APPLE)
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else ()
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find_path(GLEW_INCLUDE_DIR GL/glew.h)
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find_library(GLEW_LIBRARY NAMES GLEW glew32 glew glew32s PATH_SUFFIXES lib64)
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set(GLEW_INCLUDE_DIRS ${GLEW_INCLUDE_DIR})
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set(GLEW_LIBRARIES ${GLEW_LIBRARY})
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(GLEW
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REQUIRED_VARS GLEW_INCLUDE_DIR GLEW_LIBRARY)
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mark_as_advanced(GLEW_INCLUDE_DIR GLEW_LIBRARY)
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endif ()
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@ -50,7 +50,7 @@ void IceServer::processDatagrams() {
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while (_serverSocket.hasPendingDatagrams()) {
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// setup a buffer to read the packet into
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int packetSizeWithHeader = _serverSocket.pendingDatagramSize();
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std::unique_ptr<char> buffer = std::unique_ptr<char>(new char[packetSizeWithHeader]);
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auto buffer = std::unique_ptr<char[]>(new char[packetSizeWithHeader]);
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_serverSocket.readDatagram(buffer.get(), packetSizeWithHeader,
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sendingSockAddr.getAddressPointer(), sendingSockAddr.getPortPointer());
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@ -218,33 +218,13 @@ else (APPLE)
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"${PROJECT_SOURCE_DIR}/resources"
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$<TARGET_FILE_DIR:${TARGET_NAME}>/resources
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)
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find_package(OpenGL REQUIRED)
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if (${OPENGL_INCLUDE_DIR})
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include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
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endif ()
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target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
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# link target to external libraries
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if (WIN32)
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add_dependency_external_projects(glew)
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find_package(GLEW REQUIRED)
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target_include_directories(${TARGET_NAME} PRIVATE ${GLEW_INCLUDE_DIRS})
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target_link_libraries(${TARGET_NAME} ${GLEW_LIBRARIES} wsock32.lib opengl32.lib Winmm.lib)
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if (USE_NSIGHT)
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# try to find the Nsight package and add it to the build if we find it
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find_package(NSIGHT)
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if (NSIGHT_FOUND)
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include_directories(${NSIGHT_INCLUDE_DIRS})
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add_definitions(-DNSIGHT_FOUND)
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target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
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endif ()
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endif()
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# target_link_libraries(${TARGET_NAME} wsock32.lib Winmm.lib)
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target_link_libraries(${TARGET_NAME} wsock32.lib Winmm.lib)
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else (WIN32)
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# Nothing else required on linux apparently
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endif()
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endif (APPLE)
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@ -772,8 +772,9 @@ void Application::initializeGL() {
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}
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#endif
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// Where the gpuContext is created and where the TRUE Backend is created and assigned
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_gpuContext = std::make_shared<gpu::Context>(new gpu::GLBackend());
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// Where the gpuContext is initialized and where the TRUE Backend is created and assigned
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gpu::Context::init<gpu::GLBackend>();
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_gpuContext = std::make_shared<gpu::Context>();
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initDisplay();
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qCDebug(interfaceapp, "Initialized Display.");
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@ -13,7 +13,6 @@
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#define hifi_GLCanvas_h
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#include <QDebug>
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#include <gpu/GPUConfig.h>
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#include <QGLWidget>
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#include <QTimer>
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@ -106,7 +106,7 @@ bool ModelPackager::loadModel() {
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}
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qCDebug(interfaceapp) << "Reading FBX file : " << _fbxInfo.filePath();
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QByteArray fbxContents = fbx.readAll();
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_geometry = readFBX(fbxContents, QVariantHash());
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_geometry = readFBX(fbxContents, QVariantHash(), _fbxInfo.filePath());
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// make sure we have some basic mappings
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populateBasicMapping(_mapping, _fbxInfo.filePath(), _geometry);
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@ -14,8 +14,6 @@
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#include <mutex>
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#include <QElapsedTimer>
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#include <gpu/GPUConfig.h>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <NumericalConstants.h>
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#include <DependencyManager.h>
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@ -208,8 +206,6 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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batch._glUniform1f(_timeSlot, secs);
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geometryCache->renderUnitCube(batch);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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static const size_t VERTEX_STRIDE = sizeof(StarVertex);
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size_t offset = offsetof(StarVertex, position);
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gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
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@ -218,10 +214,11 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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// Render the stars
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batch.setPipeline(_starsPipeline);
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batch.setInputFormat(streamFormat);
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batch.setInputBuffer(VERTICES_SLOT, posView);
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batch.setInputBuffer(COLOR_SLOT, colView);
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batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
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renderArgs->_context->render(batch);
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}
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@ -11,16 +11,16 @@
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//
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#include "OculusManager.h"
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#include <gpu/GPUConfig.h>
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#include <glm/glm.hpp>
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#include <QDesktopWidget>
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#include <QGuiApplication>
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#include <gpu/GPUConfig.h>
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#include <QScreen>
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#include <CursorManager.h>
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#include <QOpenGLTimerQuery>
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#include <QGLWidget>
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#include <CursorManager.h>
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#include <glm/glm.hpp>
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#include <avatar/AvatarManager.h>
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#include <avatar/MyAvatar.h>
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@ -9,13 +9,14 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "TV3DManager.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "gpu/GLBackend.h"
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#include "Application.h"
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#include <RenderArgs.h>
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#include "TV3DManager.h"
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#include "Application.h"
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#include "Menu.h"
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int TV3DManager::_screenWidth = 1;
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@ -63,6 +64,7 @@ void TV3DManager::setFrustum(Camera& whichCamera) {
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}
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void TV3DManager::configureCamera(Camera& whichCamera, int screenWidth, int screenHeight) {
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#ifdef THIS_CURRENTLY_BROKEN_WAITING_FOR_DISPLAY_PLUGINS
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if (screenHeight == 0) {
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screenHeight = 1; // prevent divide by 0
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}
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@ -72,6 +74,7 @@ void TV3DManager::configureCamera(Camera& whichCamera, int screenWidth, int scre
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setFrustum(whichCamera);
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glViewport (0, 0, _screenWidth, _screenHeight); // sets drawing viewport
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#endif
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}
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void TV3DManager::display(RenderArgs* renderArgs, Camera& whichCamera) {
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|
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@ -17,6 +17,7 @@
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#include <glm/glm.hpp>
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class Camera;
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class RenderArgs;
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struct eyeFrustum {
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double left;
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|
|
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@ -57,7 +57,7 @@ void OctreePacketProcessor::processPacket(QSharedPointer<NLPacket> packet, Share
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if (piggybackBytes) {
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// construct a new packet from the piggybacked one
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std::unique_ptr<char> buffer = std::unique_ptr<char>(new char[piggybackBytes]);
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auto buffer = std::unique_ptr<char[]>(new char[piggybackBytes]);
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memcpy(buffer.get(), packet->getPayload() + statsMessageLength, piggybackBytes);
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auto newPacket = NLPacket::fromReceivedPacket(std::move(buffer), piggybackBytes, packet->getSenderSockAddr());
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|
|
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@ -62,7 +62,7 @@ void AnimationReader::run() {
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QSharedPointer<Resource> animation = _animation.toStrongRef();
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if (!animation.isNull()) {
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QMetaObject::invokeMethod(animation.data(), "setGeometry",
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Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash())));
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Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash(), _reply->property("url").toString())));
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}
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_reply->deleteLater();
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}
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|
|
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@ -35,7 +35,7 @@
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#include <PolyVoxCore/Material.h>
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#include "model/Geometry.h"
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#include "gpu/GLBackend.h"
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#include "gpu/Context.h"
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#include "EntityTreeRenderer.h"
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#include "RenderablePolyVoxEntityItem.h"
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|
|
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@ -8,7 +8,6 @@
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|
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#include "RenderableWebEntityItem.h"
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#include <gpu/GPUConfig.h>
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#include <QMouseEvent>
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#include <QQuickItem>
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#include <QQuickWindow>
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|
@ -24,7 +23,7 @@
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#include <GLMHelpers.h>
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#include <PathUtils.h>
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#include <TextureCache.h>
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#include <gpu/GLBackend.h>
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#include <gpu/Context.h>
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|
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#include "EntityTreeRenderer.h"
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|
|
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@ -114,7 +114,8 @@ _glowLevelChanged(false),
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_localRenderAlphaChanged(false),
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_defaultSettings(true),
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_naturalDimensions(1.0f, 1.0f, 1.0f)
|
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_naturalDimensions(1.0f, 1.0f, 1.0f),
|
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_naturalPosition(0.0f, 0.0f, 0.0f)
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{
|
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}
|
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|
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|
@ -128,6 +129,11 @@ void EntityItemProperties::setSittingPoints(const QVector<SittingPoint>& sitting
|
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}
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}
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void EntityItemProperties::calculateNaturalPosition(const glm::vec3& min, const glm::vec3& max) {
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glm::vec3 halfDimension = (max - min) / 2.0f;
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_naturalPosition = max - halfDimension;
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}
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|
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bool EntityItemProperties::animationSettingsChanged() const {
|
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return _animationSettingsChanged;
|
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}
|
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|
@ -378,6 +384,7 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
|
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COPY_PROPERTY_TO_QSCRIPTVALUE(dimensions);
|
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if (!skipDefaults) {
|
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COPY_PROPERTY_TO_QSCRIPTVALUE(naturalDimensions); // gettable, but not settable
|
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COPY_PROPERTY_TO_QSCRIPTVALUE(naturalPosition);
|
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}
|
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COPY_PROPERTY_TO_QSCRIPTVALUE(rotation);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(velocity);
|
||||
|
|
|
@ -192,7 +192,10 @@ public:
|
|||
|
||||
const glm::vec3& getNaturalDimensions() const { return _naturalDimensions; }
|
||||
void setNaturalDimensions(const glm::vec3& value) { _naturalDimensions = value; }
|
||||
|
||||
|
||||
const glm::vec3& getNaturalPosition() const { return _naturalPosition; }
|
||||
void calculateNaturalPosition(const glm::vec3& min, const glm::vec3& max);
|
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|
||||
const QStringList& getTextureNames() const { return _textureNames; }
|
||||
void setTextureNames(const QStringList& value) { _textureNames = value; }
|
||||
|
||||
|
@ -232,6 +235,7 @@ private:
|
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QVector<SittingPoint> _sittingPoints;
|
||||
QStringList _textureNames;
|
||||
glm::vec3 _naturalDimensions;
|
||||
glm::vec3 _naturalPosition;
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(EntityItemProperties);
|
||||
|
|
|
@ -118,6 +118,7 @@ EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identit
|
|||
results.setSittingPoints(geometry->sittingPoints);
|
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Extents meshExtents = geometry->getUnscaledMeshExtents();
|
||||
results.setNaturalDimensions(meshExtents.maximum - meshExtents.minimum);
|
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results.calculateNaturalPosition(meshExtents.minimum, meshExtents.maximum);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -155,9 +155,9 @@ void ParticleEffectEntityItem::computeAndUpdateDimensions() {
|
|||
float yMin = std::min(yApex, yEnd);
|
||||
|
||||
// times 2 because dimensions are diameters not radii.
|
||||
glm::vec3 dims(2.0f * std::max(fabs(xMin), fabs(xMax)),
|
||||
2.0f * std::max(fabs(yMin), fabs(yMax)),
|
||||
2.0f * std::max(fabs(zMin), fabs(zMax)));
|
||||
glm::vec3 dims(2.0f * std::max(fabsf(xMin), fabsf(xMax)),
|
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2.0f * std::max(fabsf(yMin), fabsf(yMax)),
|
||||
2.0f * std::max(fabsf(zMin), fabsf(zMax)));
|
||||
|
||||
EntityItem::setDimensions(dims);
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <QTextStream>
|
||||
#include <QtDebug>
|
||||
#include <QtEndian>
|
||||
#include <QFileInfo>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
@ -1454,9 +1455,21 @@ void buildModelMesh(ExtractedMesh& extracted) {
|
|||
}
|
||||
#endif // USE_MODEL_MESH
|
||||
|
||||
QByteArray fileOnUrl(const QByteArray& filenameString, const QString& url) {
|
||||
QString path = QFileInfo(url).path();
|
||||
QByteArray filename = filenameString;
|
||||
QFileInfo checkFile(path + "/" + filename.replace('\\', '/'));
|
||||
//check if the file exists at the RelativeFileName
|
||||
if (checkFile.exists() && checkFile.isFile()) {
|
||||
filename = filename.replace('\\', '/');
|
||||
} else {
|
||||
// there is no texture at the fbx dir with the filename added. Assume it is in the fbx dir.
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
}
|
||||
return filename;
|
||||
}
|
||||
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
QHash<QString, ExtractedMesh> meshes;
|
||||
QHash<QString, QString> modelIDsToNames;
|
||||
QHash<QString, int> meshIDsToMeshIndices;
|
||||
|
@ -1781,9 +1794,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
TextureParam tex;
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
// trim off any path information
|
||||
QByteArray filename = subobject.properties.at(0).toByteArray();
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
filename = fileOnUrl(filename, url);
|
||||
textureFilenames.insert(getID(object.properties), filename);
|
||||
} else if (subobject.name == "TextureName") {
|
||||
// trim the name from the timestamp
|
||||
|
@ -1857,7 +1869,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
filename = subobject.properties.at(0).toByteArray();
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
filename = fileOnUrl(filename, url);
|
||||
|
||||
} else if (subobject.name == "Content" && !subobject.properties.isEmpty()) {
|
||||
content = subobject.properties.at(0).toByteArray();
|
||||
|
@ -2717,12 +2729,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
return geometry;
|
||||
}
|
||||
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
QBuffer buffer(const_cast<QByteArray*>(&model));
|
||||
buffer.open(QIODevice::ReadOnly);
|
||||
return readFBX(&buffer, mapping, loadLightmaps, lightmapLevel);
|
||||
return readFBX(&buffer, mapping, url, loadLightmaps, lightmapLevel);
|
||||
}
|
||||
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
return extractFBXGeometry(parseFBX(device), mapping, loadLightmaps, lightmapLevel);
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
return extractFBXGeometry(parseFBX(device), mapping, url, loadLightmaps, lightmapLevel);
|
||||
}
|
||||
|
|
|
@ -271,10 +271,10 @@ Q_DECLARE_METATYPE(FBXGeometry)
|
|||
|
||||
/// Reads FBX geometry from the supplied model and mapping data.
|
||||
/// \exception QString if an error occurs in parsing
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
|
||||
/// Reads FBX geometry from the supplied model and mapping data.
|
||||
/// \exception QString if an error occurs in parsing
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
|
||||
#endif // hifi_FBXReader_h
|
||||
|
|
|
@ -21,23 +21,26 @@ elseif (WIN32)
|
|||
|
||||
if (USE_NSIGHT)
|
||||
# try to find the Nsight package and add it to the build if we find it
|
||||
# note that this will also enable NSIGHT profilers in all the projects linking gpu
|
||||
find_package(NSIGHT)
|
||||
if (NSIGHT_FOUND)
|
||||
include_directories(${NSIGHT_INCLUDE_DIRS})
|
||||
add_definitions(-DNSIGHT_FOUND)
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${NSIGHT_INCLUDE_DIRS})
|
||||
target_compile_definitions(${TARGET_NAME} PUBLIC NSIGHT_FOUND)
|
||||
target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
|
||||
endif ()
|
||||
endif()
|
||||
elseif (ANDROID)
|
||||
target_link_libraries(${TARGET_NAME} "-lGLESv3" "-lEGL")
|
||||
else ()
|
||||
find_package(GLEW REQUIRED)
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${GLEW_INCLUDE_DIRS})
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
if (${OPENGL_INCLUDE_DIR})
|
||||
include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
|
||||
endif ()
|
||||
|
||||
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
|
||||
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${OPENGL_INCLUDE_DIR})
|
||||
|
||||
target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" "${OPENGL_LIBRARY}")
|
||||
|
||||
endif (APPLE)
|
||||
|
|
|
@ -8,13 +8,9 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include <string.h>
|
||||
|
||||
#include "Batch.h"
|
||||
#include "GPUConfig.h"
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
#include "nvToolsExt.h"
|
||||
|
@ -292,15 +288,3 @@ void Batch::resetStages() {
|
|||
ADD_COMMAND(resetStages);
|
||||
}
|
||||
|
||||
void push_back(Batch::Params& params, const vec3& v) {
|
||||
params.push_back(v.x);
|
||||
params.push_back(v.y);
|
||||
params.push_back(v.z);
|
||||
}
|
||||
|
||||
void push_back(Batch::Params& params, const vec4& v) {
|
||||
params.push_back(v.x);
|
||||
params.push_back(v.y);
|
||||
params.push_back(v.z);
|
||||
params.push_back(v.a);
|
||||
}
|
||||
|
|
|
@ -11,8 +11,16 @@
|
|||
<@if not GPU_CONFIG_SLH@>
|
||||
<@def GPU_CONFIG_SLH@>
|
||||
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
|
||||
<@if GLPROFILE == PC_GL @>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@elif GLPROFILE == MAC_GL @>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@else@>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 410 core@>
|
||||
<@endif@>
|
||||
|
|
|
@ -10,13 +10,16 @@
|
|||
//
|
||||
#include "Context.h"
|
||||
|
||||
// this include should disappear! as soon as the gpu::Context is in place
|
||||
#include "GLBackend.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
Context::Context(Backend* backend) :
|
||||
_backend(backend) {
|
||||
Context::CreateBackend Context::_createBackendCallback = nullptr;
|
||||
Context::MakeProgram Context::_makeProgramCallback = nullptr;
|
||||
std::once_flag Context::_initialized;
|
||||
|
||||
Context::Context() {
|
||||
if (_createBackendCallback) {
|
||||
_backend.reset(_createBackendCallback());
|
||||
}
|
||||
}
|
||||
|
||||
Context::Context(const Context& context) {
|
||||
|
@ -26,8 +29,8 @@ Context::~Context() {
|
|||
}
|
||||
|
||||
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
|
||||
if (shader.isProgram()) {
|
||||
return GLBackend::makeProgram(shader, bindings);
|
||||
if (shader.isProgram() && _makeProgramCallback) {
|
||||
return _makeProgramCallback(shader, bindings);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#define hifi_gpu_Context_h
|
||||
|
||||
#include <assert.h>
|
||||
#include <mutex>
|
||||
|
||||
#include "Batch.h"
|
||||
|
||||
|
@ -26,13 +27,12 @@ namespace gpu {
|
|||
|
||||
class Backend {
|
||||
public:
|
||||
|
||||
virtual~ Backend() {};
|
||||
|
||||
virtual void render(Batch& batch) = 0;
|
||||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
||||
|
||||
class TransformObject {
|
||||
public:
|
||||
Mat4 _model;
|
||||
|
@ -118,7 +118,21 @@ protected:
|
|||
|
||||
class Context {
|
||||
public:
|
||||
Context(Backend* backend);
|
||||
typedef Backend* (*CreateBackend)();
|
||||
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
|
||||
// This one call must happen before any context is created or used (Shader::MakeProgram) in order to setup the Backend and any singleton data needed
|
||||
template <class T>
|
||||
static void init() {
|
||||
std::call_once(_initialized, [] {
|
||||
_createBackendCallback = T::createBackend;
|
||||
_makeProgramCallback = T::makeProgram;
|
||||
T::init();
|
||||
});
|
||||
}
|
||||
|
||||
Context();
|
||||
~Context();
|
||||
|
||||
void render(Batch& batch);
|
||||
|
@ -132,13 +146,17 @@ public:
|
|||
protected:
|
||||
Context(const Context& context);
|
||||
|
||||
std::unique_ptr<Backend> _backend;
|
||||
|
||||
// This function can only be called by "static Shader::makeProgram()"
|
||||
// makeProgramShader(...) make a program shader ready to be used in a Batch.
|
||||
// It compiles the sub shaders, link them and defines the Slots and their bindings.
|
||||
// If the shader passed is not a program, nothing happens.
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
std::unique_ptr<Backend> _backend;
|
||||
static CreateBackend _createBackendCallback;
|
||||
static MakeProgram _makeProgramCallback;
|
||||
static std::once_flag _initialized;
|
||||
|
||||
friend class Shader;
|
||||
};
|
||||
|
|
|
@ -8,9 +8,9 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include <mutex>
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
#include <mutex>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
using namespace gpu;
|
||||
|
@ -63,12 +63,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_glLineWidth),
|
||||
};
|
||||
|
||||
GLBackend::GLBackend() :
|
||||
_input(),
|
||||
_transform(),
|
||||
_pipeline(),
|
||||
_output()
|
||||
{
|
||||
void GLBackend::init() {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [] {
|
||||
qCDebug(gpulogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
|
||||
|
@ -94,6 +89,13 @@ GLBackend::GLBackend() :
|
|||
#endif
|
||||
|
||||
#if defined(Q_OS_LINUX)
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err) {
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
qCDebug(gpulogging, "Error: %s\n", glewGetErrorString(err));
|
||||
}
|
||||
qCDebug(gpulogging, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
|
||||
// TODO: Write the correct code for Linux...
|
||||
/* if (wglewGetExtension("WGL_EXT_swap_control")) {
|
||||
int swapInterval = wglGetSwapIntervalEXT();
|
||||
|
@ -101,7 +103,18 @@ GLBackend::GLBackend() :
|
|||
}*/
|
||||
#endif
|
||||
});
|
||||
}
|
||||
|
||||
Backend* GLBackend::createBackend() {
|
||||
return new GLBackend();
|
||||
}
|
||||
|
||||
GLBackend::GLBackend() :
|
||||
_input(),
|
||||
_transform(),
|
||||
_pipeline(),
|
||||
_output()
|
||||
{
|
||||
initInput();
|
||||
initTransform();
|
||||
}
|
||||
|
|
|
@ -18,16 +18,21 @@
|
|||
#include "GPUConfig.h"
|
||||
|
||||
#include "Context.h"
|
||||
#include "Batch.h"
|
||||
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class GLBackend : public Backend {
|
||||
public:
|
||||
|
||||
// Context Backend static interface required
|
||||
friend class Context;
|
||||
static void init();
|
||||
static Backend* createBackend();
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
explicit GLBackend(bool syncCache);
|
||||
GLBackend();
|
||||
public:
|
||||
|
||||
virtual ~GLBackend();
|
||||
|
||||
virtual void render(Batch& batch);
|
||||
|
@ -49,7 +54,6 @@ public:
|
|||
|
||||
static void checkGLStackStable(std::function<void()> f);
|
||||
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
|
||||
|
||||
|
||||
class GLBuffer : public GPUObject {
|
||||
|
@ -91,9 +95,9 @@ public:
|
|||
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
#else
|
||||
GLuint _transformObject_model = -1;
|
||||
GLuint _transformCamera_viewInverse = -1;
|
||||
GLuint _transformCamera_viewport = -1;
|
||||
GLint _transformObject_model = -1;
|
||||
GLint _transformCamera_viewInverse = -1;
|
||||
GLint _transformCamera_viewport = -1;
|
||||
#endif
|
||||
|
||||
GLShader();
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
#include "Format.h"
|
||||
|
||||
|
@ -542,7 +541,12 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
|
|||
};
|
||||
|
||||
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
, Shader::SlotSet& fakeBuffers
|
||||
#endif
|
||||
) {
|
||||
GLint uniformsCount = 0;
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
|
@ -583,6 +587,15 @@ int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, S
|
|||
}
|
||||
|
||||
if (elementResource._resource == Resource::BUFFER) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
// if in legacy profile, we fake the uniform buffer with an array
|
||||
// this is where we detect it assuming it's explicitely assinged a binding
|
||||
auto requestedBinding = slotBindings.find(std::string(sname));
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
// found one buffer!
|
||||
fakeBuffers.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
}
|
||||
#endif
|
||||
uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
} else {
|
||||
// For texture/Sampler, the location is the actual binding value
|
||||
|
@ -640,14 +653,13 @@ int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindin
|
|||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
GLint binding = -1;
|
||||
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
|
||||
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, name);
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
|
||||
|
||||
|
||||
GLuint blockIndex = glGetUniformBlockIndex(glprogram, name);
|
||||
|
||||
// CHeck if there is a requested binding for this block
|
||||
|
@ -738,8 +750,12 @@ bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindin
|
|||
Shader::SlotSet uniforms;
|
||||
Shader::SlotSet textures;
|
||||
Shader::SlotSet samplers;
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers);
|
||||
|
||||
#else
|
||||
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers, buffers);
|
||||
#endif
|
||||
|
||||
Shader::SlotSet inputs;
|
||||
makeInputSlots(object->_program, slotBindings, inputs);
|
||||
|
||||
|
|
|
@ -11,11 +11,10 @@
|
|||
#ifndef hifi_gpu_GLBackend_Shared_h
|
||||
#define hifi_gpu_GLBackend_Shared_h
|
||||
|
||||
#include "GLBackend.h"
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include "Batch.h"
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackend.h"
|
||||
|
||||
static const GLenum _primitiveToGLmode[gpu::NUM_PRIMITIVES] = {
|
||||
GL_POINTS,
|
||||
|
|
|
@ -484,6 +484,7 @@ void GLBackend::syncPipelineStateCache() {
|
|||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
// Point size is always on
|
||||
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
|
||||
glEnable(GL_PROGRAM_POINT_SIZE_EXT);
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
|
||||
|
|
|
@ -34,11 +34,11 @@
|
|||
#elif defined(ANDROID)
|
||||
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glext.h>
|
||||
|
||||
#define GPU_FEATURE_PROFILE GPU_LEGACY
|
||||
#define GPU_TRANSFORM_PROFILE GPU_LEGACY
|
||||
#include <GL/glew.h>
|
||||
|
||||
#define GPU_FEATURE_PROFILE GPU_CORE
|
||||
#define GPU_TRANSFORM_PROFILE GPU_CORE
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -13,13 +13,13 @@
|
|||
|
||||
#include <bitset>
|
||||
#include <map>
|
||||
#include <qurl.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "gpu/Resource.h"
|
||||
#include "gpu/Texture.h"
|
||||
|
||||
#include <qurl.h>
|
||||
|
||||
namespace model {
|
||||
|
||||
|
|
|
@ -46,7 +46,7 @@ std::unique_ptr<NLPacket> NLPacket::create(PacketType::Value type, qint64 size)
|
|||
return packet;
|
||||
}
|
||||
|
||||
std::unique_ptr<NLPacket> NLPacket::fromReceivedPacket(std::unique_ptr<char> data, qint64 size,
|
||||
std::unique_ptr<NLPacket> NLPacket::fromReceivedPacket(std::unique_ptr<char[]> data, qint64 size,
|
||||
const HifiSockAddr& senderSockAddr) {
|
||||
// Fail with null data
|
||||
Q_ASSERT(data);
|
||||
|
@ -85,7 +85,7 @@ NLPacket::NLPacket(const NLPacket& other) : Packet(other) {
|
|||
|
||||
}
|
||||
|
||||
NLPacket::NLPacket(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr) :
|
||||
NLPacket::NLPacket(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr) :
|
||||
Packet(std::move(data), size, senderSockAddr)
|
||||
{
|
||||
adjustPayloadStartAndCapacity();
|
||||
|
|
|
@ -20,7 +20,7 @@ class NLPacket : public Packet {
|
|||
Q_OBJECT
|
||||
public:
|
||||
static std::unique_ptr<NLPacket> create(PacketType::Value type, qint64 size = -1);
|
||||
static std::unique_ptr<NLPacket> fromReceivedPacket(std::unique_ptr<char> data, qint64 size,
|
||||
static std::unique_ptr<NLPacket> fromReceivedPacket(std::unique_ptr<char[]> data, qint64 size,
|
||||
const HifiSockAddr& senderSockAddr);
|
||||
// Provided for convenience, try to limit use
|
||||
static std::unique_ptr<NLPacket> createCopy(const NLPacket& other);
|
||||
|
@ -45,7 +45,7 @@ protected:
|
|||
|
||||
NLPacket(PacketType::Value type);
|
||||
NLPacket(PacketType::Value type, qint64 size);
|
||||
NLPacket(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
NLPacket(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
NLPacket(const NLPacket& other);
|
||||
|
||||
void readSourceID();
|
||||
|
|
|
@ -243,7 +243,7 @@ void PacketReceiver::processDatagrams() {
|
|||
while (nodeList && nodeList->getNodeSocket().hasPendingDatagrams()) {
|
||||
// setup a buffer to read the packet into
|
||||
int packetSizeWithHeader = nodeList->getNodeSocket().pendingDatagramSize();
|
||||
std::unique_ptr<char> buffer = std::unique_ptr<char>(new char[packetSizeWithHeader]);
|
||||
auto buffer = std::unique_ptr<char[]>(new char[packetSizeWithHeader]);
|
||||
|
||||
// if we're supposed to drop this packet then break out here
|
||||
if (_shouldDropPackets) {
|
||||
|
|
|
@ -31,7 +31,7 @@ std::unique_ptr<Packet> Packet::create(PacketType::Value type, qint64 size) {
|
|||
return packet;
|
||||
}
|
||||
|
||||
std::unique_ptr<Packet> Packet::fromReceivedPacket(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr) {
|
||||
std::unique_ptr<Packet> Packet::fromReceivedPacket(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr) {
|
||||
// Fail with invalid size
|
||||
Q_ASSERT(size >= 0);
|
||||
|
||||
|
@ -82,7 +82,7 @@ Packet::Packet(PacketType::Value type, qint64 size) :
|
|||
}
|
||||
}
|
||||
|
||||
Packet::Packet(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr) :
|
||||
Packet::Packet(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr) :
|
||||
_packetSize(size),
|
||||
_packet(std::move(data)),
|
||||
_senderSockAddr(senderSockAddr)
|
||||
|
@ -110,7 +110,7 @@ Packet& Packet::operator=(const Packet& other) {
|
|||
_type = other._type;
|
||||
|
||||
_packetSize = other._packetSize;
|
||||
_packet = std::unique_ptr<char>(new char[_packetSize]);
|
||||
_packet = std::unique_ptr<char[]>(new char[_packetSize]);
|
||||
memcpy(_packet.get(), other._packet.get(), _packetSize);
|
||||
|
||||
_payloadStart = _packet.get() + (other._payloadStart - other._packet.get());
|
||||
|
|
|
@ -27,7 +27,7 @@ public:
|
|||
static const qint64 PACKET_WRITE_ERROR;
|
||||
|
||||
static std::unique_ptr<Packet> create(PacketType::Value type, qint64 size = -1);
|
||||
static std::unique_ptr<Packet> fromReceivedPacket(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
static std::unique_ptr<Packet> fromReceivedPacket(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
|
||||
// Provided for convenience, try to limit use
|
||||
static std::unique_ptr<Packet> createCopy(const Packet& other);
|
||||
|
@ -88,7 +88,7 @@ public:
|
|||
|
||||
protected:
|
||||
Packet(PacketType::Value type, qint64 size);
|
||||
Packet(std::unique_ptr<char> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
Packet(std::unique_ptr<char[]> data, qint64 size, const HifiSockAddr& senderSockAddr);
|
||||
Packet(const Packet& other);
|
||||
Packet& operator=(const Packet& other);
|
||||
Packet(Packet&& other);
|
||||
|
@ -109,7 +109,7 @@ protected:
|
|||
PacketVersion _version; // Packet version
|
||||
|
||||
qint64 _packetSize = 0; // Total size of the allocated memory
|
||||
std::unique_ptr<char> _packet; // Allocated memory
|
||||
std::unique_ptr<char[]> _packet; // Allocated memory
|
||||
|
||||
char* _payloadStart = nullptr; // Start of the payload
|
||||
qint64 _payloadCapacity = 0; // Total capacity of the payload
|
||||
|
|
|
@ -9,15 +9,12 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
|
@ -164,7 +161,7 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
|
|||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR);
|
||||
gpu::State::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_blendPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
@ -176,7 +173,6 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
|
|||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
gpu::Batch batch;
|
||||
|
||||
|
|
|
@ -12,12 +12,12 @@
|
|||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <PathUtils.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
#include <PathUtils.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "GeometryCache.h"
|
||||
|
@ -291,7 +291,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
}
|
||||
batch.setPipeline(program);
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const float*) &_viewState->getShadowDistances());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
|
@ -325,7 +325,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
sh = (*_skybox->getCubemap()->getIrradiance());
|
||||
}
|
||||
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const float*) (&sh) + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -340,7 +340,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
|
||||
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
|
||||
}
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
}
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
|
@ -419,9 +419,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _pointLights) {
|
||||
auto& light = _allocatedLights[lightID];
|
||||
|
@ -467,9 +467,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
@ -489,7 +489,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
if ((eyeHalfPlaneDistance > -nearRadius) &&
|
||||
(glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
|
||||
coneParam.w = 0.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
|
@ -509,7 +509,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch.setViewTransform(viewMat);
|
||||
} else {
|
||||
coneParam.w = 1.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(light->getPosition());
|
||||
|
@ -595,9 +595,9 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
const GLint LIGHT_GPU_SLOT = 3;
|
||||
const int LIGHT_GPU_SLOT = 3;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
const int ATMOSPHERE_GPU_SLOT = 4;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
@ -614,13 +614,8 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
|
|||
locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
|
||||
locations.coneParam = program->getUniforms().findLocation("coneParam");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
|
||||
#else
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
|
||||
#endif
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
if (lightVolume) {
|
||||
|
@ -677,10 +672,10 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
|||
int ringFloatOffset = slices * 3;
|
||||
|
||||
|
||||
GLfloat* vertexData = new GLfloat[verticesSize];
|
||||
GLfloat* vertexRing0 = vertexData;
|
||||
GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
float* vertexData = new float[verticesSize];
|
||||
float* vertexRing0 = vertexData;
|
||||
float* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
float* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
|
||||
for (int i = 0; i < slices; i++) {
|
||||
float theta = TWO_PI * i / slices;
|
||||
|
@ -746,7 +741,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
|||
*(index++) = capVertex;
|
||||
}
|
||||
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
delete[] indexData;
|
||||
|
||||
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
#include <QMap>
|
||||
#include <QQueue>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
|
||||
|
|
|
@ -9,22 +9,22 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include <QNetworkReply>
|
||||
#include <QRunnable>
|
||||
#include <QThreadPool>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <FSTReader.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include "TextureCache.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
@ -1998,7 +1998,7 @@ void GeometryReader::run() {
|
|||
} else if (_url.path().toLower().endsWith("palaceoforinthilian4.fbx")) {
|
||||
lightmapLevel = 3.5f;
|
||||
}
|
||||
fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel);
|
||||
fbxgeo = readFBX(_reply, _mapping, _url.path(), grabLightmaps, lightmapLevel);
|
||||
} else if (_url.path().toLower().endsWith(".obj")) {
|
||||
fbxgeo = OBJReader().readOBJ(_reply, _mapping, &_url);
|
||||
}
|
||||
|
|
|
@ -18,20 +18,18 @@
|
|||
|
||||
#include <CapsuleShape.h>
|
||||
#include <GeometryUtil.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <PathUtils.h>
|
||||
#include <PerfStat.h>
|
||||
#include "PhysicsEntity.h"
|
||||
#include <ShapeCollider.h>
|
||||
#include <SphereShape.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <render/Scene.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "AnimationHandle.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "Model.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
|
@ -96,7 +94,7 @@ Model::~Model() {
|
|||
}
|
||||
|
||||
Model::RenderPipelineLib Model::_renderPipelineLib;
|
||||
const GLint MATERIAL_GPU_SLOT = 3;
|
||||
const int MATERIAL_GPU_SLOT = 3;
|
||||
|
||||
void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
||||
gpu::ShaderPointer& vertexShader,
|
||||
|
@ -189,13 +187,9 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model:
|
|||
locations.specularTextureUnit = program->getTextures().findLocation("specularMap");
|
||||
locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
#else
|
||||
locations.materialBufferUnit = program->getUniforms().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
#endif
|
||||
|
||||
locations.clusterMatrices = program->getUniforms().findLocation("clusterMatrices");
|
||||
|
||||
locations.clusterIndices = program->getInputs().findLocation("clusterIndices");;
|
||||
|
|
|
@ -11,12 +11,10 @@
|
|||
//
|
||||
#include "RenderDeferredTask.h"
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <PerfStat.h>
|
||||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
|
|
@ -16,16 +16,15 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <QNetworkReply>
|
||||
#include <QPainter>
|
||||
#include <QRunnable>
|
||||
#include <QThreadPool>
|
||||
#include <qimagereader.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
|
||||
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
|
|
|
@ -18,6 +18,9 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
// Based on NVidia HBAO implementation in D3D11
|
||||
// http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
uniform sampler2D depthTexture;
|
||||
|
@ -30,80 +33,213 @@ uniform float g_intensity;
|
|||
uniform float bufferWidth;
|
||||
uniform float bufferHeight;
|
||||
|
||||
#define SAMPLE_COUNT 4
|
||||
const float PI = 3.14159265;
|
||||
|
||||
float getRandom(vec2 uv) {
|
||||
const vec2 FocalLen = vec2(1.0, 1.0);
|
||||
|
||||
const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0);
|
||||
|
||||
const vec2 AORes = vec2(1024.0, 768.0);
|
||||
const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0);
|
||||
const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0;
|
||||
|
||||
const float AOStrength = 1.9;
|
||||
const float R = 0.3;
|
||||
const float R2 = 0.3*0.3;
|
||||
const float NegInvR2 = - 1.0 / (0.3*0.3);
|
||||
const float TanBias = tan(30.0 * PI / 180.0);
|
||||
const float MaxRadiusPixels = 50.0;
|
||||
|
||||
const int NumDirections = 6;
|
||||
const int NumSamples = 4;
|
||||
|
||||
float ViewSpaceZFromDepth(float d){
|
||||
// [0,1] -> [-1,1] clip space
|
||||
d = d * 2.0 - 1.0;
|
||||
|
||||
// Get view space Z
|
||||
return -1.0 / (LinMAD.x * d + LinMAD.y);
|
||||
}
|
||||
|
||||
vec3 UVToViewSpace(vec2 uv, float z){
|
||||
//uv = UVToViewA * uv + UVToViewB;
|
||||
return vec3(uv * z, z);
|
||||
}
|
||||
|
||||
vec3 GetViewPos(vec2 uv){
|
||||
float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r);
|
||||
return UVToViewSpace(uv, z);
|
||||
}
|
||||
|
||||
vec3 GetViewPosPoint(ivec2 uv){
|
||||
vec2 coord = vec2(gl_FragCoord.xy) + uv;
|
||||
//float z = texelFetch(texture0, coord, 0).r;
|
||||
float z = texture2D(depthTexture, uv).r;
|
||||
return UVToViewSpace(uv, z);
|
||||
}
|
||||
|
||||
float TanToSin(float x){
|
||||
return x * inversesqrt(x*x + 1.0);
|
||||
}
|
||||
|
||||
float InvLength(vec2 V){
|
||||
return inversesqrt(dot(V,V));
|
||||
}
|
||||
|
||||
float Tangent(vec3 V){
|
||||
return V.z * InvLength(V.xy);
|
||||
}
|
||||
|
||||
float BiasedTangent(vec3 V){
|
||||
return V.z * InvLength(V.xy) + TanBias;
|
||||
}
|
||||
|
||||
float Tangent(vec3 P, vec3 S){
|
||||
return -(P.z - S.z) * InvLength(S.xy - P.xy);
|
||||
}
|
||||
|
||||
float Length2(vec3 V){
|
||||
return dot(V,V);
|
||||
}
|
||||
|
||||
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
|
||||
vec3 V1 = Pr - P;
|
||||
vec3 V2 = P - Pl;
|
||||
return (Length2(V1) < Length2(V2)) ? V1 : V2;
|
||||
}
|
||||
|
||||
vec2 SnapUVOffset(vec2 uv){
|
||||
return round(uv * AORes) * InvAORes;
|
||||
}
|
||||
|
||||
float Falloff(float d2){
|
||||
return d2 * NegInvR2 + 1.0f;
|
||||
}
|
||||
|
||||
float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
|
||||
float ao = 0;
|
||||
|
||||
// Offset the first coord with some noise
|
||||
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
|
||||
deltaUV = SnapUVOffset( deltaUV );
|
||||
|
||||
// Calculate the tangent vector
|
||||
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
|
||||
|
||||
// Get the angle of the tangent vector from the viewspace axis
|
||||
float tanH = BiasedTangent(T);
|
||||
float sinH = TanToSin(tanH);
|
||||
|
||||
float tanS;
|
||||
float d2;
|
||||
vec3 S;
|
||||
|
||||
// Sample to find the maximum angle
|
||||
for(float s = 1; s <= numSamples; ++s){
|
||||
uv += deltaUV;
|
||||
S = GetViewPos(uv);
|
||||
tanS = Tangent(P, S);
|
||||
d2 = Length2(S - P);
|
||||
|
||||
// Is the sample within the radius and the angle greater?
|
||||
if(d2 < R2 && tanS > tanH)
|
||||
{
|
||||
float sinS = TanToSin(tanS);
|
||||
// Apply falloff based on the distance
|
||||
ao += Falloff(d2) * (sinS - sinH);
|
||||
|
||||
tanH = tanS;
|
||||
sinH = sinS;
|
||||
}
|
||||
}
|
||||
return ao;
|
||||
}
|
||||
|
||||
vec2 RotateDirections(vec2 Dir, vec2 CosSin){
|
||||
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
|
||||
}
|
||||
|
||||
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
|
||||
// Avoid oversampling if numSteps is greater than the kernel radius in pixels
|
||||
numSteps = min(NumSamples, rayRadiusPix);
|
||||
|
||||
// Divide by Ns+1 so that the farthest samples are not fully attenuated
|
||||
float stepSizePix = rayRadiusPix / (numSteps + 1);
|
||||
|
||||
// Clamp numSteps if it is greater than the max kernel footprint
|
||||
float maxNumSteps = MaxRadiusPixels / stepSizePix;
|
||||
if (maxNumSteps < numSteps)
|
||||
{
|
||||
// Use dithering to avoid AO discontinuities
|
||||
numSteps = floor(maxNumSteps + rand);
|
||||
numSteps = max(numSteps, 1);
|
||||
stepSizePix = MaxRadiusPixels / numSteps;
|
||||
}
|
||||
|
||||
// Step size in uv space
|
||||
stepSizeUv = stepSizePix * InvAORes;
|
||||
}
|
||||
|
||||
float getRandom(vec2 uv){
|
||||
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec3 sampleKernel[4] = { vec3(0.2, 0.0, 0.0),
|
||||
vec3(0.0, 0.2, 0.0),
|
||||
vec3(0.0, 0.0, 0.2),
|
||||
vec3(0.2, 0.2, 0.2) };
|
||||
void main(void){
|
||||
float numDirections = NumDirections;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec3 P, Pr, Pl, Pt, Pb;
|
||||
P = GetViewPos(varTexcoord);
|
||||
|
||||
vec3 eyeDir = vec3(0.0, 0.0, -3.0);
|
||||
vec3 cameraPositionWorldSpace;
|
||||
<$transformEyeToWorldDir(cam, eyeDir, cameraPositionWorldSpace)$>
|
||||
// Sample neighboring pixels
|
||||
Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0));
|
||||
Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0));
|
||||
Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y));
|
||||
Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y));
|
||||
|
||||
vec4 depthColor = texture2D(depthTexture, varTexcoord);
|
||||
// Calculate tangent basis vectors using the minimum difference
|
||||
vec3 dPdu = MinDiff(P, Pr, Pl);
|
||||
vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x);
|
||||
|
||||
// z in non linear range [0,1]
|
||||
float depthVal = depthColor.r;
|
||||
// conversion into NDC [-1,1]
|
||||
float zNDC = depthVal * 2.0 - 1.0;
|
||||
float n = 1.0; // the near plane
|
||||
float f = 30.0; // the far plane
|
||||
float l = -1.0; // left
|
||||
float r = 1.0; // right
|
||||
float b = -1.0; // bottom
|
||||
float t = 1.0; // top
|
||||
|
||||
// conversion into eye space
|
||||
float zEye = 2*f*n / (zNDC*(f-n)-(f+n));
|
||||
// Converting from pixel coordinates to NDC
|
||||
float xNDC = gl_FragCoord.x/bufferWidth * 2.0 - 1.0;
|
||||
float yNDC = gl_FragCoord.y/bufferHeight * 2.0 - 1.0;
|
||||
// Unprojecting X and Y from NDC to eye space
|
||||
float xEye = -zEye*(xNDC*(r-l)+(r+l))/(2.0*n);
|
||||
float yEye = -zEye*(yNDC*(t-b)+(t+b))/(2.0*n);
|
||||
vec3 currentFragEyeSpace = vec3(xEye, yEye, zEye);
|
||||
vec3 currentFragWorldSpace;
|
||||
<$transformEyeToWorldDir(cam, currentFragEyeSpace, currentFragWorldSpace)$>
|
||||
|
||||
vec3 cameraToPositionRay = normalize(currentFragWorldSpace - cameraPositionWorldSpace);
|
||||
vec3 origin = cameraToPositionRay * depthVal + cameraPositionWorldSpace;
|
||||
|
||||
vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz);
|
||||
//normal = normalize(normal * normalMatrix);
|
||||
|
||||
vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
|
||||
vec3 tangent = normalize(rvec - normal * dot(rvec, normal));
|
||||
vec3 bitangent = cross(normal, tangent);
|
||||
mat3 tbn = mat3(tangent, bitangent, normal);
|
||||
|
||||
float occlusion = 0.0;
|
||||
|
||||
for (int i = 0; i < SAMPLE_COUNT; ++i) {
|
||||
vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad;
|
||||
vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0);
|
||||
|
||||
offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
|
||||
float depth = length(samplePos - cameraPositionWorldSpace);
|
||||
|
||||
float sampleDepthVal = texture2D(depthTexture, offset.xy).r;
|
||||
|
||||
float rangeDelta = abs(depthVal - sampleDepthVal);
|
||||
float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
|
||||
|
||||
occlusion += rangeCheck * step(sampleDepthVal, depth);
|
||||
}
|
||||
|
||||
occlusion = 1.0 - occlusion / float(SAMPLE_COUNT);
|
||||
occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0);
|
||||
gl_FragColor = vec4(vec3(occlusion), 1.0);
|
||||
}
|
||||
// Get the random samples from the noise function
|
||||
vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
|
||||
|
||||
// Calculate the projected size of the hemisphere
|
||||
vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z;
|
||||
float rayRadiusPix = rayRadiusUV.x * AORes.x;
|
||||
|
||||
float ao = 1.0;
|
||||
|
||||
// Make sure the radius of the evaluated hemisphere is more than a pixel
|
||||
if(rayRadiusPix > 1.0){
|
||||
ao = 0.0;
|
||||
float numSteps;
|
||||
vec2 stepSizeUV;
|
||||
|
||||
// Compute the number of steps
|
||||
ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
|
||||
|
||||
float alpha = 2.0 * PI / numDirections;
|
||||
|
||||
// Calculate the horizon occlusion of each direction
|
||||
for(float d = 0; d < numDirections; ++d){
|
||||
float theta = alpha * d;
|
||||
|
||||
// Apply noise to the direction
|
||||
vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
|
||||
vec2 deltaUV = dir * stepSizeUV;
|
||||
|
||||
// Sample the pixels along the direction
|
||||
ao += HorizonOcclusion( deltaUV,
|
||||
P,
|
||||
dPdu,
|
||||
dPdv,
|
||||
random.z,
|
||||
numSteps);
|
||||
}
|
||||
|
||||
// Average the results and produce the final AO
|
||||
ao = 1.0 - ao / numDirections * AOStrength;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(vec3(ao), 1.0);
|
||||
}
|
|
@ -21,9 +21,6 @@ uniform sampler2D blurredOcclusionTexture;
|
|||
void main(void) {
|
||||
vec4 occlusionColor = texture2D(blurredOcclusionTexture, varTexcoord);
|
||||
|
||||
if(occlusionColor.r > 0.8 && occlusionColor.r <= 1.0) {
|
||||
gl_FragColor = vec4(vec3(0.0), 0.0);
|
||||
} else {
|
||||
gl_FragColor = vec4(vec3(occlusionColor.r), 1.0);
|
||||
}
|
||||
gl_FragColor = vec4(vec3(0.0), occlusionColor.r);
|
||||
|
||||
}
|
||||
|
|
|
@ -15,15 +15,11 @@
|
|||
#include <assert.h>
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/GPULogging.h>
|
||||
|
||||
#include <ViewFrustum.h>
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
#include "drawItemStatus_vert.h"
|
||||
|
@ -152,17 +148,17 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
const unsigned int VEC3_ADRESS_OFFSET = 3;
|
||||
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
|
||||
batch.draw(gpu::LINES, 24, 0);
|
||||
}
|
||||
|
||||
batch.setPipeline(getDrawItemStatusPipeline());
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const GLint*) (itemStatus + i));
|
||||
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const int*) (itemStatus + i));
|
||||
|
||||
batch.draw(gpu::TRIANGLES, 24, 0);
|
||||
}
|
||||
|
@ -171,4 +167,4 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((batch));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,12 +14,10 @@
|
|||
#include <algorithm>
|
||||
#include <assert.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <PerfStat.h>
|
||||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -8,33 +8,35 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <QWindow>
|
||||
#include <QtGlobal>
|
||||
#include <QFile>
|
||||
#include <QTime>
|
||||
#include <QImage>
|
||||
#include <QTimer>
|
||||
#include <QElapsedTimer>
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QResizeEvent>
|
||||
#include <QLoggingCategory>
|
||||
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLDebugLogger>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QApplication>
|
||||
#include <QOpenGLDebugLogger>
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
#include <QResizeEvent>
|
||||
#include <QTime>
|
||||
#include <QTimer>
|
||||
#include <QWindow>
|
||||
#include <QElapsedTimer>
|
||||
#include <QDir>
|
||||
#include <QGuiApplication>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <QDir>
|
||||
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
|
@ -174,22 +176,20 @@ public:
|
|||
show();
|
||||
makeCurrent();
|
||||
|
||||
#ifdef WIN32
|
||||
glewExperimental = true;
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err) {
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
const GLubyte * errStr = glewGetErrorString(err);
|
||||
qDebug("Error: %s\n", errStr);
|
||||
}
|
||||
qDebug("Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
gpu::Context::init<gpu::GLBackend>();
|
||||
|
||||
if (wglewGetExtension("WGL_EXT_swap_control")) {
|
||||
int swapInterval = wglGetSwapIntervalEXT();
|
||||
qDebug("V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
|
||||
|
||||
|
||||
{
|
||||
QOpenGLDebugLogger* logger = new QOpenGLDebugLogger(this);
|
||||
logger->initialize(); // initializes in the current context, i.e. ctx
|
||||
logger->enableMessages();
|
||||
connect(logger, &QOpenGLDebugLogger::messageLogged, this, [&](const QOpenGLDebugMessage & debugMessage) {
|
||||
qDebug() << debugMessage;
|
||||
});
|
||||
// logger->startLogging(QOpenGLDebugLogger::SynchronousLogging);
|
||||
}
|
||||
glGetError();
|
||||
#endif
|
||||
qDebug() << (const char*)glGetString(GL_VERSION);
|
||||
|
||||
//_textRenderer[0] = TextRenderer::getInstance(SANS_FONT_FAMILY, 12, false);
|
||||
//_textRenderer[1] = TextRenderer::getInstance(SERIF_FONT_FAMILY, 12, false,
|
||||
|
|
|
@ -38,7 +38,7 @@ bool vhacd::VHACDUtil::loadFBX(const QString filename, FBXGeometry& result) {
|
|||
if (filename.toLower().endsWith(".obj")) {
|
||||
result = OBJReader().readOBJ(fbxContents, QVariantHash());
|
||||
} else if (filename.toLower().endsWith(".fbx")) {
|
||||
result = readFBX(fbxContents, QVariantHash());
|
||||
result = readFBX(fbxContents, QVariantHash(), filename);
|
||||
} else {
|
||||
qDebug() << "unknown file extension";
|
||||
return false;
|
||||
|
|
Loading…
Reference in a new issue