mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 16:23:39 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into reset-hud-on-driving
This commit is contained in:
commit
dcc8764fa7
6 changed files with 66 additions and 54 deletions
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@ -1822,28 +1822,37 @@ bool Application::event(QEvent* event) {
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return false;
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}
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static bool justPresented = false;
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// Presentation/painting logic
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// TODO: Decouple presentation and painting loops
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static bool isPainting = false;
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if ((int)event->type() == (int)Present) {
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if (justPresented) {
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justPresented = false;
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// If presentation is hogging the main thread, repost as low priority to avoid hanging the GUI.
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if (isPainting) {
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// If painting (triggered by presentation) is hogging the main thread,
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// repost as low priority to avoid hanging the GUI.
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// This has the effect of allowing presentation to exceed the paint budget by X times and
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// only dropping every (1/X) frames, instead of every ceil(X) frames.
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// only dropping every (1/X) frames, instead of every ceil(X) frames
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// (e.g. at a 60FPS target, painting for 17us would fall to 58.82FPS instead of 30FPS).
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removePostedEvents(this, Present);
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Present)), Qt::LowEventPriority);
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isPainting = false;
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return true;
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}
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idle();
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
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isPainting = true;
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return true;
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} else if ((int)event->type() == (int)Paint) {
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// NOTE: This must be updated as close to painting as possible,
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// or AvatarInputs will mysteriously move to the bottom-right
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AvatarInputs::getInstance()->update();
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justPresented = true;
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paintGL();
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isPainting = false;
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return true;
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}
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@ -2658,9 +2667,6 @@ void Application::idle() {
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// Sync up the _renderedFrameIndex
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_renderedFrameIndex = displayPlugin->presentCount();
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// Request a paint ASAP
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority + 1);
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// Update the deadlock watchdog
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updateHeartbeat();
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@ -2687,8 +2693,6 @@ void Application::idle() {
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_keyboardDeviceHasFocus = true;
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}
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// We're going to execute idle processing, so restart the last idle timer
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_lastTimeUpdated.start();
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@ -149,17 +149,12 @@ void DeferredLightingEffect::prepare(RenderArgs* args) {
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batch.setFramebuffer(deferredFbo);
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// Clear Color, Depth and Stencil
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// Clear Color, Depth and Stencil for deferred buffer
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 |
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_COLOR1 | gpu::Framebuffer::BUFFER_COLOR2 |
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gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 1), 1.0, 0.0, true);
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// clear the normal and specular buffers
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), true);
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const float MAX_SPECULAR_EXPONENT = 128.0f;
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT), true);
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vec4(vec3(0), 0), 1.0, 0.0, true);
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});
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}
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@ -469,9 +464,10 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo
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batch.setInputBuffer(0, mesh->getVertexBuffer());
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batch.setInputFormat(mesh->getVertexFormat());
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auto& part = mesh->getPartBuffer().get<model::Mesh::Part>();
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batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
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{
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auto& part = mesh->getPartBuffer().get<model::Mesh::Part>(0);
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batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex);
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}
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}
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}
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}
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@ -548,14 +544,12 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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// Stencil test all the light passes for objects pixels only, not the background
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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if (lightVolume) {
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state->setCullMode(gpu::State::CULL_BACK);
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// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
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// TODO: We should bind the true depth buffer both as RT and texture for the depth test
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
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state->setDepthClampEnable(true);
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// additive blending
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state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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@ -662,10 +656,13 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
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delete[] indexData;
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model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
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//DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP);
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_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
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std::vector<model::Mesh::Part> parts;
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parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::TRIANGLES));
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parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); // outline version
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_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
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}
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return _spotLightMesh;
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}
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@ -52,17 +52,19 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
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batch.setFramebuffer(fbo);
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
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vec4(vec3(1.0, 1.0, 1.0), 1.0), 1.0, 0, true);
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vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true);
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batch.setProjectionTransform(shadow.getProjection());
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batch.setViewTransform(shadow.getView());
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auto shadowPipeline = _shapePlumber->pickPipeline(args, ShapeKey());
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, ShapeKey::Builder().withSkinned());
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args->_pipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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std::vector<ShapeKey> skinnedShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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args->_pipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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@ -71,6 +73,7 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
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}
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}
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// Reiterate to render the skinned
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args->_pipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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@ -87,7 +87,8 @@ float evalShadowAttenuationPCF(vec4 position, vec4 shadowTexcoord) {
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float evalShadowAttenuation(vec4 position) {
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vec4 shadowTexcoord = evalShadowTexcoord(position);
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if (shadowTexcoord.x < 0.0 || shadowTexcoord.x > 1.0 ||
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shadowTexcoord.y < 0.0 || shadowTexcoord.y > 1.0) {
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shadowTexcoord.y < 0.0 || shadowTexcoord.y > 1.0 ||
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shadowTexcoord.z < 0.0 || shadowTexcoord.z > 1.0) {
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// If a point is not in the map, do not attenuate
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return 1.0;
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}
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@ -9,6 +9,8 @@
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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 "ScriptCache.h"
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#include <QCoreApplication>
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#include <QEventLoop>
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#include <QNetworkAccessManager>
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@ -20,7 +22,7 @@
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#include <assert.h>
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#include <SharedUtil.h>
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#include "ScriptCache.h"
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#include "ScriptEngines.h"
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#include "ScriptEngineLogging.h"
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ScriptCache::ScriptCache(QObject* parent) {
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@ -78,22 +80,25 @@ void ScriptCache::scriptDownloaded() {
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QList<ScriptUser*> scriptUsers = _scriptUsers.values(url);
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_scriptUsers.remove(url);
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if (req->getResult() == ResourceRequest::Success) {
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auto scriptContents = req->getData();
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_scriptCache[url] = scriptContents;
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lock.unlock();
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qCDebug(scriptengine) << "Done downloading script at:" << url.toString();
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if (!DependencyManager::get<ScriptEngines>()->isStopped()) {
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if (req->getResult() == ResourceRequest::Success) {
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auto scriptContents = req->getData();
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_scriptCache[url] = scriptContents;
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lock.unlock();
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qCDebug(scriptengine) << "Done downloading script at:" << url.toString();
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foreach(ScriptUser* user, scriptUsers) {
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user->scriptContentsAvailable(url, scriptContents);
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}
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} else {
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lock.unlock();
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qCWarning(scriptengine) << "Error loading script from URL " << url;
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foreach(ScriptUser* user, scriptUsers) {
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user->errorInLoadingScript(url);
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foreach(ScriptUser* user, scriptUsers) {
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user->scriptContentsAvailable(url, scriptContents);
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}
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} else {
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lock.unlock();
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qCWarning(scriptengine) << "Error loading script from URL " << url;
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foreach(ScriptUser* user, scriptUsers) {
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user->errorInLoadingScript(url);
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}
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}
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}
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req->deleteLater();
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}
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@ -162,9 +167,11 @@ void ScriptCache::scriptContentAvailable() {
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}
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}
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foreach(contentAvailableCallback thisCallback, allCallbacks) {
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thisCallback(url.toString(), scriptContent, true, success);
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}
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req->deleteLater();
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}
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if (!DependencyManager::get<ScriptEngines>()->isStopped()) {
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foreach(contentAvailableCallback thisCallback, allCallbacks) {
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thisCallback(url.toString(), scriptContent, true, success);
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}
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}
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}
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@ -68,6 +68,7 @@ public:
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// Called at shutdown time
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void shutdownScripting();
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bool isStopped() const { return _isStopped; }
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signals:
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void scriptCountChanged();
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@ -86,7 +87,6 @@ protected:
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void onScriptEngineLoaded(const QString& scriptFilename);
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void onScriptEngineError(const QString& scriptFilename);
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void launchScriptEngine(ScriptEngine* engine);
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bool isStopped() const { return _isStopped; }
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QReadWriteLock _scriptEnginesHashLock;
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QHash<QUrl, ScriptEngine*> _scriptEnginesHash;
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