Merge branch 'master' into scriptvec3

This commit is contained in:
Sam Gondelman 2018-10-17 13:10:29 -07:00 committed by GitHub
commit e3543cf098
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GPG key ID: 4AEE18F83AFDEB23
59 changed files with 578 additions and 798 deletions

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@ -88,7 +88,7 @@ if (APPLE)
set(OSX_SDK "${OSX_VERSION}" CACHE String "OS X SDK version to look for inside Xcode bundle or at OSX_SDK_PATH")
# set our OS X deployment target
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.8)
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.9)
# find the SDK path for the desired SDK
find_path(

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@ -1,14 +1,12 @@
set(EXTERNAL_NAME quazip)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
cmake_policy(SET CMP0046 OLD)
include(ExternalProject)
set(QUAZIP_CMAKE_ARGS -DCMAKE_BUILD_TYPE=${CMAKE_BUILD_TYPE} -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DCMAKE_PREFIX_PATH=${QT_CMAKE_PREFIX_PATH} -DCMAKE_INSTALL_NAME_DIR:PATH=<INSTALL_DIR>/lib -DZLIB_ROOT=${ZLIB_ROOT} -DCMAKE_POSITION_INDEPENDENT_CODE=ON)
if (APPLE)
else ()
set(QUAZIP_CMAKE_ARGS ${QUAZIP_CMAKE_ARGS} -DCMAKE_CXX_STANDARD=11)
if (NOT APPLE)
set(QUAZIP_CMAKE_ARGS ${QUAZIP_CMAKE_ARGS} -DCMAKE_CXX_STANDARD=11)
endif ()
ExternalProject_Add(
@ -22,10 +20,12 @@ ExternalProject_Add(
LOG_BUILD 1
)
add_dependencies(quazip zlib)
if (WIN32)
add_dependencies(quazip zlib)
endif ()
# Hide this external target (for ide users)
set_target_properties(${EXTERNAL_NAME} PROPERTIES
set_target_properties(${EXTERNAL_NAME} PROPERTIES
FOLDER "hidden/externals"
INSTALL_NAME_DIR ${INSTALL_DIR}/lib
BUILD_WITH_INSTALL_RPATH True)
@ -54,4 +54,4 @@ select_library_configurations(${EXTERNAL_NAME_UPPER})
# Force selected libraries into the cache
set(${EXTERNAL_NAME_UPPER}_LIBRARY ${${EXTERNAL_NAME_UPPER}_LIBRARY} CACHE FILEPATH "Location of QuaZip libraries")
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${${EXTERNAL_NAME_UPPER}_LIBRARIES} CACHE FILEPATH "Location of QuaZip libraries")
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${${EXTERNAL_NAME_UPPER}_LIBRARIES} CACHE FILEPATH "Location of QuaZip libraries")

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@ -3,11 +3,11 @@ if (WIN32)
endif (WIN32)
if (POLICY CMP0043)
cmake_policy(SET CMP0043 OLD)
cmake_policy(SET CMP0043 NEW)
endif ()
if (POLICY CMP0042)
cmake_policy(SET CMP0042 OLD)
cmake_policy(SET CMP0042 NEW)
endif ()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
@ -34,7 +34,7 @@ file(GLOB HIFI_CUSTOM_MACROS "cmake/macros/*.cmake")
foreach(CUSTOM_MACRO ${HIFI_CUSTOM_MACROS})
include(${CUSTOM_MACRO})
endforeach()
unset(HIFI_CUSTOM_MACROS)
unset(HIFI_CUSTOM_MACROS)
if (ANDROID)
set(BUILD_SHARED_LIBS ON)

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@ -1,10 +1,10 @@
#
#
# Copyright 2015 High Fidelity, Inc.
# Created by Bradley Austin Davis on 2015/10/10
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
#
macro(TARGET_ZLIB)
if (WIN32)

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@ -0,0 +1,8 @@
{
"compressed": {
"COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT": "Default-Sky-9-cubemap_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT.ktx",
"COMPRESSED_SRGB8_ETC2": "Default-Sky-9-cubemap_COMPRESSED_SRGB8_ETC2.ktx"
},
"original": "Default-Sky-9-cubemap.jpg",
"uncompressed": "Default-Sky-9-cubemap.ktx"
}

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@ -152,6 +152,8 @@
#include <avatars-renderer/ScriptAvatar.h>
#include <RenderableEntityItem.h>
#include <procedural/ProceduralSkybox.h>
#include <model-networking/MaterialCache.h>
#include "recording/ClipCache.h"
#include "AudioClient.h"
#include "audio/AudioScope.h"
@ -328,9 +330,9 @@ static bool DISABLE_DEFERRED = QProcessEnvironment::systemEnvironment().contains
#endif
#if !defined(Q_OS_ANDROID)
static const int MAX_CONCURRENT_RESOURCE_DOWNLOADS = 16;
static const uint32_t MAX_CONCURRENT_RESOURCE_DOWNLOADS = 16;
#else
static const int MAX_CONCURRENT_RESOURCE_DOWNLOADS = 4;
static const uint32_t MAX_CONCURRENT_RESOURCE_DOWNLOADS = 4;
#endif
// For processing on QThreadPool, we target a number of threads after reserving some
@ -1327,7 +1329,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
QString concurrentDownloadsStr = getCmdOption(argc, constArgv, "--concurrent-downloads");
bool success;
int concurrentDownloads = concurrentDownloadsStr.toInt(&success);
uint32_t concurrentDownloads = concurrentDownloadsStr.toUInt(&success);
if (!success) {
concurrentDownloads = MAX_CONCURRENT_RESOURCE_DOWNLOADS;
}
@ -2054,7 +2056,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
}
properties["active_downloads"] = loadingRequests.size();
properties["pending_downloads"] = ResourceCache::getPendingRequestCount();
properties["pending_downloads"] = (int)ResourceCache::getPendingRequestCount();
properties["active_downloads_details"] = loadingRequestsStats;
auto statTracker = DependencyManager::get<StatTracker>();
@ -4653,8 +4655,8 @@ void Application::idle() {
PROFILE_COUNTER_IF_CHANGED(app, "present", float, displayPlugin->presentRate());
}
PROFILE_COUNTER_IF_CHANGED(app, "renderLoopRate", float, _renderLoopCounter.rate());
PROFILE_COUNTER_IF_CHANGED(app, "currentDownloads", int, ResourceCache::getLoadingRequests().length());
PROFILE_COUNTER_IF_CHANGED(app, "pendingDownloads", int, ResourceCache::getPendingRequestCount());
PROFILE_COUNTER_IF_CHANGED(app, "currentDownloads", uint32_t, ResourceCache::getLoadingRequestCount());
PROFILE_COUNTER_IF_CHANGED(app, "pendingDownloads", uint32_t, ResourceCache::getPendingRequestCount());
PROFILE_COUNTER_IF_CHANGED(app, "currentProcessing", int, DependencyManager::get<StatTracker>()->getStat("Processing").toInt());
PROFILE_COUNTER_IF_CHANGED(app, "pendingProcessing", int, DependencyManager::get<StatTracker>()->getStat("PendingProcessing").toInt());
auto renderConfig = _renderEngine->getConfiguration();
@ -5399,13 +5401,21 @@ void Application::reloadResourceCaches() {
queryOctree(NodeType::EntityServer, PacketType::EntityQuery);
// Clear the entities and their renderables
getEntities()->clear();
DependencyManager::get<AssetClient>()->clearCache();
DependencyManager::get<ScriptCache>()->clearCache();
// Clear all the resource caches
DependencyManager::get<ResourceCacheSharedItems>()->clear();
DependencyManager::get<AnimationCache>()->refreshAll();
DependencyManager::get<ModelCache>()->refreshAll();
DependencyManager::get<SoundCache>()->refreshAll();
MaterialCache::instance().refreshAll();
DependencyManager::get<ModelCache>()->refreshAll();
ShaderCache::instance().refreshAll();
DependencyManager::get<TextureCache>()->refreshAll();
DependencyManager::get<recording::ClipCache>()->refreshAll();
DependencyManager::get<NodeList>()->reset(); // Force redownload of .fst models
@ -6470,9 +6480,12 @@ void Application::clearDomainOctreeDetails() {
skyStage->setBackgroundMode(graphics::SunSkyStage::SKY_DEFAULT);
DependencyManager::get<AnimationCache>()->clearUnusedResources();
DependencyManager::get<ModelCache>()->clearUnusedResources();
DependencyManager::get<SoundCache>()->clearUnusedResources();
MaterialCache::instance().clearUnusedResources();
DependencyManager::get<ModelCache>()->clearUnusedResources();
ShaderCache::instance().clearUnusedResources();
DependencyManager::get<TextureCache>()->clearUnusedResources();
DependencyManager::get<recording::ClipCache>()->clearUnusedResources();
getMyAvatar()->setAvatarEntityDataChanged(true);
}

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@ -1942,7 +1942,7 @@ void MyAvatar::updateMotors() {
horizontalMotorTimescale = FLYING_MOTOR_TIMESCALE;
verticalMotorTimescale = FLYING_MOTOR_TIMESCALE;
} else {
horizontalMotorTimescale = WALKING_MOTOR_TIMESCALE;
horizontalMotorTimescale = WALKING_MOTOR_TIMESCALE * getSensorToWorldScale();
verticalMotorTimescale = INVALID_MOTOR_TIMESCALE;
}

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@ -267,8 +267,8 @@ void Stats::updateStats(bool force) {
auto loadingRequests = ResourceCache::getLoadingRequests();
STAT_UPDATE(downloads, loadingRequests.size());
STAT_UPDATE(downloadLimit, ResourceCache::getRequestLimit())
STAT_UPDATE(downloadsPending, ResourceCache::getPendingRequestCount());
STAT_UPDATE(downloadLimit, (int)ResourceCache::getRequestLimit())
STAT_UPDATE(downloadsPending, (int)ResourceCache::getPendingRequestCount());
STAT_UPDATE(processing, DependencyManager::get<StatTracker>()->getStat("Processing").toInt());
STAT_UPDATE(processingPending, DependencyManager::get<StatTracker>()->getStat("PendingProcessing").toInt());

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@ -32,12 +32,6 @@ AnimationCache::AnimationCache(QObject* parent) :
}
AnimationPointer AnimationCache::getAnimation(const QUrl& url) {
if (QThread::currentThread() != thread()) {
AnimationPointer result;
BLOCKING_INVOKE_METHOD(this, "getAnimation",
Q_RETURN_ARG(AnimationPointer, result), Q_ARG(const QUrl&, url));
return result;
}
return getResource(url).staticCast<Animation>();
}

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@ -30,12 +30,6 @@ SoundCache::SoundCache(QObject* parent) :
}
SharedSoundPointer SoundCache::getSound(const QUrl& url) {
if (QThread::currentThread() != thread()) {
SharedSoundPointer result;
BLOCKING_INVOKE_METHOD(this, "getSound",
Q_RETURN_ARG(SharedSoundPointer, result), Q_ARG(const QUrl&, url));
return result;
}
return getResource(url).staticCast<Sound>();
}

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@ -308,7 +308,7 @@ bool RenderableModelEntityItem::findDetailedParabolaIntersection(const glm::vec3
}
void RenderableModelEntityItem::getCollisionGeometryResource() {
QUrl hullURL(getCompoundShapeURL());
QUrl hullURL(getCollisionShapeURL());
QUrlQuery queryArgs(hullURL);
queryArgs.addQueryItem("collision-hull", "");
hullURL.setQuery(queryArgs);
@ -325,8 +325,9 @@ bool RenderableModelEntityItem::computeShapeFailedToLoad() {
void RenderableModelEntityItem::setShapeType(ShapeType type) {
ModelEntityItem::setShapeType(type);
if (getShapeType() == SHAPE_TYPE_COMPOUND) {
if (!_compoundShapeResource && !getCompoundShapeURL().isEmpty()) {
auto shapeType = getShapeType();
if (shapeType == SHAPE_TYPE_COMPOUND || shapeType == SHAPE_TYPE_SIMPLE_COMPOUND) {
if (!_compoundShapeResource && !getCollisionShapeURL().isEmpty()) {
getCollisionGeometryResource();
}
} else if (_compoundShapeResource && !getCompoundShapeURL().isEmpty()) {
@ -352,18 +353,21 @@ void RenderableModelEntityItem::setCompoundShapeURL(const QString& url) {
bool RenderableModelEntityItem::isReadyToComputeShape() const {
ShapeType type = getShapeType();
auto model = getModel();
if (type == SHAPE_TYPE_COMPOUND) {
if (!model || getCompoundShapeURL().isEmpty()) {
auto shapeType = getShapeType();
if (shapeType == SHAPE_TYPE_COMPOUND || shapeType == SHAPE_TYPE_SIMPLE_COMPOUND) {
auto shapeURL = getCollisionShapeURL();
if (!model || shapeURL.isEmpty()) {
return false;
}
if (model->getURL().isEmpty()) {
if (model->getURL().isEmpty() || !_dimensionsInitialized) {
// we need a render geometry with a scale to proceed, so give up.
return false;
}
if (model->isLoaded()) {
if (!getCompoundShapeURL().isEmpty() && !_compoundShapeResource) {
if (!shapeURL.isEmpty() && !_compoundShapeResource) {
const_cast<RenderableModelEntityItem*>(this)->getCollisionGeometryResource();
}
@ -518,7 +522,16 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
return;
}
auto& meshes = model->getGeometry()->getMeshes();
std::vector<std::shared_ptr<const graphics::Mesh>> meshes;
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
auto& fbxMeshes = _compoundShapeResource->getFBXGeometry().meshes;
meshes.reserve(fbxMeshes.size());
for (auto& fbxMesh : fbxMeshes) {
meshes.push_back(fbxMesh._mesh);
}
} else {
meshes = model->getGeometry()->getMeshes();
}
int32_t numMeshes = (int32_t)(meshes.size());
const int MAX_ALLOWED_MESH_COUNT = 1000;
@ -752,7 +765,7 @@ bool RenderableModelEntityItem::shouldBePhysical() const {
auto model = getModel();
// If we have a model, make sure it hasn't failed to download.
// If it has, we'll report back that we shouldn't be physical so that physics aren't held waiting for us to be ready.
if (model && getShapeType() == SHAPE_TYPE_COMPOUND && model->didCollisionGeometryRequestFail()) {
if (model && (getShapeType() == SHAPE_TYPE_COMPOUND || getShapeType() == SHAPE_TYPE_SIMPLE_COMPOUND) && model->didCollisionGeometryRequestFail()) {
return false;
} else if (model && getShapeType() != SHAPE_TYPE_NONE && model->didVisualGeometryRequestFail()) {
return false;

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@ -320,7 +320,7 @@ void ParticleEffectEntityRenderer::stepSimulation() {
}
void ParticleEffectEntityRenderer::doRender(RenderArgs* args) {
if (!_visible) {
if (!_visible || !(_networkTexture && _networkTexture->isLoaded())) {
return;
}
@ -328,11 +328,7 @@ void ParticleEffectEntityRenderer::doRender(RenderArgs* args) {
stepSimulation();
gpu::Batch& batch = *args->_batch;
if (_networkTexture && _networkTexture->isLoaded()) {
batch.setResourceTexture(0, _networkTexture->getGPUTexture());
} else {
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
batch.setResourceTexture(0, _networkTexture->getGPUTexture());
Transform transform;
// The particles are in world space, so the transform is unused, except for the rotation, which we use

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@ -551,6 +551,10 @@ QString ModelEntityItem::getCompoundShapeURL() const {
return _compoundShapeURL.get();
}
QString ModelEntityItem::getCollisionShapeURL() const {
return getShapeType() == SHAPE_TYPE_COMPOUND ? getCompoundShapeURL() : getModelURL();
}
void ModelEntityItem::setColor(const glm::u8vec3& value) {
withWriteLock([&] {
_color = value;

View file

@ -69,6 +69,9 @@ public:
static const QString DEFAULT_COMPOUND_SHAPE_URL;
QString getCompoundShapeURL() const;
// Returns the URL used for the collision shape
QString getCollisionShapeURL() const;
// model related properties
virtual void setModelURL(const QString& url);
virtual void setCompoundShapeURL(const QString& url);

View file

@ -75,8 +75,6 @@ protected:
void makeLocalRequest();
Q_INVOKABLE void handleLocalRequestCompleted();
virtual bool isCacheable() const override { return _loaded; }
Q_INVOKABLE virtual void downloadFinished(const QByteArray& data) override;
bool handleFailedRequest(ResourceRequest::Result result) override;

View file

@ -27,28 +27,35 @@
#include "NetworkLogging.h"
#include "NodeList.h"
#define clamp(x, min, max) (((x) < (min)) ? (min) :\
(((x) > (max)) ? (max) :\
(x)))
void ResourceCacheSharedItems::appendActiveRequest(QWeakPointer<Resource> resource) {
bool ResourceCacheSharedItems::appendRequest(QWeakPointer<Resource> resource) {
Lock lock(_mutex);
_loadingRequests.append(resource);
if ((uint32_t)_loadingRequests.size() < _requestLimit) {
_loadingRequests.append(resource);
return true;
} else {
_pendingRequests.append(resource);
return false;
}
}
void ResourceCacheSharedItems::appendPendingRequest(QWeakPointer<Resource> resource) {
void ResourceCacheSharedItems::setRequestLimit(uint32_t limit) {
Lock lock(_mutex);
_pendingRequests.append(resource);
_requestLimit = limit;
}
QList<QSharedPointer<Resource>> ResourceCacheSharedItems::getPendingRequests() {
uint32_t ResourceCacheSharedItems::getRequestLimit() const {
Lock lock(_mutex);
return _requestLimit;
}
QList<QSharedPointer<Resource>> ResourceCacheSharedItems::getPendingRequests() const {
QList<QSharedPointer<Resource>> result;
Lock lock(_mutex);
foreach(QSharedPointer<Resource> resource, _pendingRequests) {
if (resource) {
result.append(resource);
foreach (QWeakPointer<Resource> resource, _pendingRequests) {
auto locked = resource.lock();
if (locked) {
result.append(locked);
}
}
@ -60,16 +67,12 @@ uint32_t ResourceCacheSharedItems::getPendingRequestsCount() const {
return _pendingRequests.size();
}
QList<QSharedPointer<Resource>> ResourceCacheSharedItems::getLoadingRequests() {
QList<QSharedPointer<Resource>> ResourceCacheSharedItems::getLoadingRequests() const {
QList<QSharedPointer<Resource>> result;
Lock lock(_mutex);
foreach(QSharedPointer<Resource> resource, _loadingRequests) {
if (resource) {
result.append(resource);
}
{
Lock lock(_mutex);
result = _loadingRequests;
}
return result;
}
@ -131,6 +134,11 @@ QSharedPointer<Resource> ResourceCacheSharedItems::getHighestPendingRequest() {
return highestResource;
}
void ResourceCacheSharedItems::clear() {
Lock lock(_mutex);
_pendingRequests.clear();
_loadingRequests.clear();
}
ScriptableResourceCache::ScriptableResourceCache(QSharedPointer<ResourceCache> resourceCache) {
_resourceCache = resourceCache;
@ -244,9 +252,7 @@ ResourceCache::ResourceCache(QObject* parent) : QObject(parent) {
}
}
ResourceCache::~ResourceCache() {
clearUnusedResources();
}
ResourceCache::~ResourceCache() {}
void ResourceCache::clearATPAssets() {
{
@ -260,6 +266,7 @@ void ResourceCache::clearATPAssets() {
if (auto strongRef = resource.lock()) {
// Make sure the resource won't reinsert itself
strongRef->setCache(nullptr);
_totalResourcesSize -= strongRef->getBytes();
}
}
}
@ -269,28 +276,18 @@ void ResourceCache::clearATPAssets() {
for (auto& resource : _unusedResources.values()) {
if (resource->getURL().scheme() == URL_SCHEME_ATP) {
_unusedResources.remove(resource->getLRUKey());
}
}
}
{
QWriteLocker locker(&_resourcesToBeGottenLock);
auto it = _resourcesToBeGotten.begin();
while (it != _resourcesToBeGotten.end()) {
if (it->scheme() == URL_SCHEME_ATP) {
it = _resourcesToBeGotten.erase(it);
} else {
++it;
_unusedResourcesSize -= resource->getBytes();
}
}
}
resetResourceCounters();
}
void ResourceCache::refreshAll() {
// Clear all unused resources so we don't have to reload them
clearUnusedResources();
resetResourceCounters();
resetUnusedResourceCounter();
QHash<QUrl, QWeakPointer<Resource>> resources;
{
@ -306,21 +303,6 @@ void ResourceCache::refreshAll() {
}
}
void ResourceCache::refresh(const QUrl& url) {
QSharedPointer<Resource> resource;
{
QReadLocker locker(&_resourcesLock);
resource = _resources.value(url).lock();
}
if (resource) {
resource->refresh();
} else {
removeResource(url);
resetResourceCounters();
}
}
QVariantList ResourceCache::getResourceList() {
QVariantList list;
if (QThread::currentThread() != thread()) {
@ -338,12 +320,13 @@ QVariantList ResourceCache::getResourceList() {
return list;
}
void ResourceCache::setRequestLimit(int limit) {
_requestLimit = limit;
void ResourceCache::setRequestLimit(uint32_t limit) {
auto sharedItems = DependencyManager::get<ResourceCacheSharedItems>();
sharedItems->setRequestLimit(limit);
// Now go fill any new request spots
while (attemptHighestPriorityRequest()) {
// just keep looping until we reach the new limit or no more pending requests
while (sharedItems->getLoadingRequestsCount() < limit && sharedItems->getPendingRequestsCount() > 0) {
attemptHighestPriorityRequest();
}
}
@ -381,9 +364,9 @@ QSharedPointer<Resource> ResourceCache::getResource(const QUrl& url, const QUrl&
}
void ResourceCache::setUnusedResourceCacheSize(qint64 unusedResourcesMaxSize) {
_unusedResourcesMaxSize = clamp(unusedResourcesMaxSize, MIN_UNUSED_MAX_SIZE, MAX_UNUSED_MAX_SIZE);
_unusedResourcesMaxSize = glm::clamp(unusedResourcesMaxSize, MIN_UNUSED_MAX_SIZE, MAX_UNUSED_MAX_SIZE);
reserveUnusedResource(0);
resetResourceCounters();
resetUnusedResourceCounter();
}
void ResourceCache::addUnusedResource(const QSharedPointer<Resource>& resource) {
@ -391,18 +374,20 @@ void ResourceCache::addUnusedResource(const QSharedPointer<Resource>& resource)
if (resource->getBytes() == 0 || resource->getBytes() > _unusedResourcesMaxSize) {
resource->setCache(nullptr);
removeResource(resource->getURL(), resource->getBytes());
resetResourceCounters();
resetTotalResourceCounter();
return;
}
reserveUnusedResource(resource->getBytes());
resource->setLRUKey(++_lastLRUKey);
_unusedResourcesSize += resource->getBytes();
resetResourceCounters();
{
QWriteLocker locker(&_unusedResourcesLock);
_unusedResources.insert(resource->getLRUKey(), resource);
_unusedResourcesSize += resource->getBytes();
}
QWriteLocker locker(&_unusedResourcesLock);
_unusedResources.insert(resource->getLRUKey(), resource);
resetUnusedResourceCounter();
}
void ResourceCache::removeUnusedResource(const QSharedPointer<Resource>& resource) {
@ -412,7 +397,7 @@ void ResourceCache::removeUnusedResource(const QSharedPointer<Resource>& resourc
_unusedResourcesSize -= resource->getBytes();
locker.unlock();
resetResourceCounters();
resetUnusedResourceCounter();
}
}
@ -445,14 +430,19 @@ void ResourceCache::clearUnusedResources() {
}
_unusedResources.clear();
}
_unusedResourcesSize = 0;
}
void ResourceCache::resetResourceCounters() {
void ResourceCache::resetTotalResourceCounter() {
{
QReadLocker locker(&_resourcesLock);
_numTotalResources = _resources.size();
}
emit dirty();
}
void ResourceCache::resetUnusedResourceCounter() {
{
QReadLocker locker(&_unusedResourcesLock);
_numUnusedResources = _unusedResources.size();
@ -461,6 +451,13 @@ void ResourceCache::resetResourceCounters() {
emit dirty();
}
void ResourceCache::resetResourceCounters() {
resetTotalResourceCounter();
resetUnusedResourceCounter();
emit dirty();
}
void ResourceCache::removeResource(const QUrl& url, qint64 size) {
QWriteLocker locker(&_resourcesLock);
_resources.remove(url);
@ -481,38 +478,34 @@ QList<QSharedPointer<Resource>> ResourceCache::getLoadingRequests() {
return DependencyManager::get<ResourceCacheSharedItems>()->getLoadingRequests();
}
int ResourceCache::getPendingRequestCount() {
uint32_t ResourceCache::getPendingRequestCount() {
return DependencyManager::get<ResourceCacheSharedItems>()->getPendingRequestsCount();
}
int ResourceCache::getLoadingRequestCount() {
uint32_t ResourceCache::getLoadingRequestCount() {
return DependencyManager::get<ResourceCacheSharedItems>()->getLoadingRequestsCount();
}
bool ResourceCache::attemptRequest(QSharedPointer<Resource> resource) {
Q_ASSERT(!resource.isNull());
auto sharedItems = DependencyManager::get<ResourceCacheSharedItems>();
if (_requestsActive >= _requestLimit) {
// wait until a slot becomes available
sharedItems->appendPendingRequest(resource);
return false;
if (sharedItems->appendRequest(resource)) {
resource->makeRequest();
return true;
}
++_requestsActive;
sharedItems->appendActiveRequest(resource);
resource->makeRequest();
return true;
return false;
}
void ResourceCache::requestCompleted(QWeakPointer<Resource> resource) {
auto sharedItems = DependencyManager::get<ResourceCacheSharedItems>();
sharedItems->removeRequest(resource);
--_requestsActive;
attemptHighestPriorityRequest();
// Now go fill any new request spots
while (sharedItems->getLoadingRequestsCount() < sharedItems->getRequestLimit() && sharedItems->getPendingRequestsCount() > 0) {
attemptHighestPriorityRequest();
}
}
bool ResourceCache::attemptHighestPriorityRequest() {
@ -521,10 +514,6 @@ bool ResourceCache::attemptHighestPriorityRequest() {
return (resource && attemptRequest(resource));
}
const int DEFAULT_REQUEST_LIMIT = 10;
int ResourceCache::_requestLimit = DEFAULT_REQUEST_LIMIT;
int ResourceCache::_requestsActive = 0;
static int requestID = 0;
Resource::Resource(const QUrl& url) :
@ -550,7 +539,7 @@ void Resource::ensureLoading() {
}
void Resource::setLoadPriority(const QPointer<QObject>& owner, float priority) {
if (!(_failedToLoad)) {
if (!_failedToLoad) {
_loadPriorities.insert(owner, priority);
}
}
@ -566,7 +555,7 @@ void Resource::setLoadPriorities(const QHash<QPointer<QObject>, float>& prioriti
}
void Resource::clearLoadPriority(const QPointer<QObject>& owner) {
if (!(_failedToLoad)) {
if (!_failedToLoad) {
_loadPriorities.remove(owner);
}
}
@ -592,6 +581,7 @@ void Resource::refresh() {
if (_request && !(_loaded || _failedToLoad)) {
return;
}
if (_request) {
_request->disconnect(this);
_request->deleteLater();
@ -613,7 +603,7 @@ void Resource::allReferencesCleared() {
if (_cache && isCacheable()) {
// create and reinsert new shared pointer
QSharedPointer<Resource> self(this, &Resource::allReferencesCleared);
QSharedPointer<Resource> self(this, &Resource::deleter);
setSelf(self);
reinsert();
@ -623,7 +613,7 @@ void Resource::allReferencesCleared() {
if (_cache) {
// remove from the cache
_cache->removeResource(getURL(), getBytes());
_cache->resetResourceCounters();
_cache->resetTotalResourceCounter();
}
deleteLater();
@ -732,6 +722,7 @@ void Resource::handleReplyFinished() {
{ "from_cache", false },
{ "size_mb", _bytesTotal / 1000000.0 }
});
ResourceCache::requestCompleted(_self);
return;
}

View file

@ -66,21 +66,25 @@ class ResourceCacheSharedItems : public Dependency {
using Lock = std::unique_lock<Mutex>;
public:
void appendPendingRequest(QWeakPointer<Resource> newRequest);
void appendActiveRequest(QWeakPointer<Resource> newRequest);
bool appendRequest(QWeakPointer<Resource> newRequest);
void removeRequest(QWeakPointer<Resource> doneRequest);
QList<QSharedPointer<Resource>> getPendingRequests();
uint32_t getPendingRequestsCount() const;
QList<QSharedPointer<Resource>> getLoadingRequests();
void setRequestLimit(uint32_t limit);
uint32_t getRequestLimit() const;
QList<QSharedPointer<Resource>> getPendingRequests() const;
QSharedPointer<Resource> getHighestPendingRequest();
uint32_t getPendingRequestsCount() const;
QList<QSharedPointer<Resource>> getLoadingRequests() const;
uint32_t getLoadingRequestsCount() const;
void clear();
private:
ResourceCacheSharedItems() = default;
mutable Mutex _mutex;
QList<QWeakPointer<Resource>> _pendingRequests;
QList<QWeakPointer<Resource>> _loadingRequests;
QList<QSharedPointer<Resource>> _loadingRequests;
const uint32_t DEFAULT_REQUEST_LIMIT = 10;
uint32_t _requestLimit { DEFAULT_REQUEST_LIMIT };
};
/// Wrapper to expose resources to JS/QML
@ -200,25 +204,20 @@ public:
Q_INVOKABLE QVariantList getResourceList();
static void setRequestLimit(int limit);
static int getRequestLimit() { return _requestLimit; }
static int getRequestsActive() { return _requestsActive; }
static void setRequestLimit(uint32_t limit);
static uint32_t getRequestLimit() { return DependencyManager::get<ResourceCacheSharedItems>()->getRequestLimit(); }
void setUnusedResourceCacheSize(qint64 unusedResourcesMaxSize);
qint64 getUnusedResourceCacheSize() const { return _unusedResourcesMaxSize; }
static QList<QSharedPointer<Resource>> getLoadingRequests();
static int getPendingRequestCount();
static int getLoadingRequestCount();
static uint32_t getPendingRequestCount();
static uint32_t getLoadingRequestCount();
ResourceCache(QObject* parent = nullptr);
virtual ~ResourceCache();
void refreshAll();
void refresh(const QUrl& url);
void clearUnusedResources();
signals:
@ -272,11 +271,11 @@ private:
friend class ScriptableResourceCache;
void reserveUnusedResource(qint64 resourceSize);
void resetResourceCounters();
void removeResource(const QUrl& url, qint64 size = 0);
static int _requestLimit;
static int _requestsActive;
void resetTotalResourceCounter();
void resetUnusedResourceCounter();
void resetResourceCounters();
// Resources
QHash<QUrl, QWeakPointer<Resource>> _resources;
@ -293,10 +292,6 @@ private:
std::atomic<size_t> _numUnusedResources { 0 };
std::atomic<qint64> _unusedResourcesSize { 0 };
// Pending resources
QQueue<QUrl> _resourcesToBeGotten;
QReadWriteLock _resourcesToBeGottenLock { QReadWriteLock::Recursive };
};
/// Wrapper to expose resource caches to JS/QML
@ -455,7 +450,7 @@ protected:
virtual void makeRequest();
/// Checks whether the resource is cacheable.
virtual bool isCacheable() const { return true; }
virtual bool isCacheable() const { return _loaded; }
/// Called when the download has finished.
/// This should be overridden by subclasses that need to process the data once it is downloaded.

View file

@ -701,7 +701,7 @@ void CharacterController::updateState() {
const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
const btScalar MIN_HOVER_HEIGHT = _scaleFactor * DEFAULT_AVATAR_MIN_HOVER_HEIGHT;
const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
const quint64 JUMP_TO_HOVER_PERIOD = _scaleFactor < 1.0f ? _scaleFactor * 1100 * MSECS_PER_SECOND : 1100 * MSECS_PER_SECOND;
// scan for distant floor
// rayStart is at center of bottom sphere

View file

@ -55,85 +55,46 @@ BackgroundStage::BackgroundPointer BackgroundStage::removeBackground(Index index
void DrawBackgroundStage::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
const auto& lightingModel = inputs;
const auto& lightingModel = inputs.get0();
if (!lightingModel->isBackgroundEnabled()) {
return;
}
// Background rendering decision
auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>();
assert(backgroundStage);
graphics::SunSkyStagePointer background;
const auto& backgroundStage = renderContext->_scene->getStage<BackgroundStage>();
const auto& backgroundFrame = inputs.get1();
graphics::SkyboxPointer skybox;
if (backgroundStage->_currentFrame._backgrounds.size()) {
auto backgroundId = backgroundStage->_currentFrame._backgrounds.front();
auto background = backgroundStage->getBackground(backgroundId);
if (backgroundStage && backgroundFrame->_backgrounds.size()) {
const auto& background = backgroundStage->getBackground(backgroundFrame->_backgrounds.front());
if (background) {
skybox = background->getSkybox();
}
}
/* auto backgroundMode = skyStage->getBackgroundMode();
switch (backgroundMode) {
case graphics::SunSkyStage::SKY_DEFAULT: {
auto scene = DependencyManager::get<SceneScriptingInterface>()->getStage();
auto sceneKeyLight = scene->getKeyLight();
scene->setSunModelEnable(false);
sceneKeyLight->setColor(ColorUtils::toVec3(KeyLightPropertyGroup::DEFAULT_KEYLIGHT_COLOR));
sceneKeyLight->setIntensity(KeyLightPropertyGroup::DEFAULT_KEYLIGHT_INTENSITY);
sceneKeyLight->setAmbientIntensity(KeyLightPropertyGroup::DEFAULT_KEYLIGHT_AMBIENT_INTENSITY);
sceneKeyLight->setDirection(KeyLightPropertyGroup::DEFAULT_KEYLIGHT_DIRECTION);
// fall through: render a skybox (if available), or the defaults (if requested)
}
case graphics::SunSkyStage::SKY_BOX: {*/
if (skybox && !skybox->empty()) {
PerformanceTimer perfTimer("skybox");
auto args = renderContext->args;
PerformanceTimer perfTimer("skybox");
auto args = renderContext->args;
gpu::doInBatch("DrawBackgroundStage::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
gpu::doInBatch("DrawBackgroundStage::run", args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
batch.enableSkybox(true);
batch.enableSkybox(true);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
skybox->render(batch, args->getViewFrustum());
});
args->_batch = nullptr;
// break;
}
// fall through: render defaults (if requested)
// }
/*
case graphics::SunSkyStage::SKY_DEFAULT_AMBIENT_TEXTURE: {
if (Menu::getInstance()->isOptionChecked(MenuOption::DefaultSkybox)) {
auto scene = DependencyManager::get<SceneScriptingInterface>()->getStage();
auto sceneKeyLight = scene->getKeyLight();
auto defaultSkyboxAmbientTexture = qApp->getDefaultSkyboxAmbientTexture();
if (defaultSkyboxAmbientTexture) {
sceneKeyLight->setAmbientSphere(defaultSkyboxAmbientTexture->getIrradiance());
sceneKeyLight->setAmbientMap(defaultSkyboxAmbientTexture);
}
// fall through: render defaults skybox
} else {
break;
}
skybox->render(batch, args->getViewFrustum());
});
args->_batch = nullptr;
}
*/
}
BackgroundStageSetup::BackgroundStageSetup() {

View file

@ -65,6 +65,7 @@ public:
BackgroundStage::BackgroundIndices _backgrounds;
};
using FramePointer = std::shared_ptr<Frame>;
Frame _currentFrame;
};
@ -76,18 +77,16 @@ public:
BackgroundStageSetup();
void run(const render::RenderContextPointer& renderContext);
protected:
};
class DrawBackgroundStage {
public:
using Inputs = LightingModelPointer;
using Inputs = render::VaryingSet2<LightingModelPointer, BackgroundStage::FramePointer>;
using JobModel = render::Job::ModelI<DrawBackgroundStage, Inputs>;
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
DrawBackgroundStage() {}
protected:
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
};
#endif

View file

@ -35,7 +35,16 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
const auto frameTransform = inputs.get0();
const auto inputFrameBuffer = inputs.get1();
const auto bloom = inputs.get2();
const auto bloomFrame = inputs.get2();
const auto& bloomStage = renderContext->_scene->getStage<BloomStage>();
graphics::BloomPointer bloom;
if (bloomStage && bloomFrame->_blooms.size()) {
bloom = bloomStage->getBloom(bloomFrame->_blooms.front());
}
if (!bloom) {
renderContext->taskFlow.abortTask();
return;
}
assert(inputFrameBuffer->hasColor());
@ -65,11 +74,6 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
if (!bloom) {
renderContext->taskFlow.abortTask();
return;
}
_parameters.edit()._threshold = bloom->getBloomThreshold();
gpu::doInBatch("BloomThreshold::run", args->_context, [&](gpu::Batch& batch) {
@ -89,6 +93,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
outputs.edit0() = _outputBuffer;
outputs.edit1() = 0.5f + bloom->getBloomSize() * 3.5f;
outputs.edit2() = bloom;
}
BloomApply::BloomApply() {
@ -296,9 +301,9 @@ void BloomEffect::build(JobModel& task, const render::Varying& inputs, render::V
const auto blurFB2 = task.addJob<render::BlurGaussian>("BloomBlur2", blurInput2);
const auto& frameBuffer = inputs.getN<Inputs>(1);
const auto& bloom = inputs.getN<Inputs>(2);
// Mix all blur levels at quarter resolution
const auto bloom = bloomOutputs.getN<BloomThreshold::Outputs>(2);
const auto applyInput = BloomApply::Inputs(blurInputBuffer, blurFB0, blurFB1, blurFB2, bloom).asVarying();
task.addJob<BloomApply>("BloomApply", applyInput);
// And then blend result in additive manner on top of final color buffer

View file

@ -14,7 +14,7 @@
#include <render/Engine.h>
#include "graphics/Bloom.h"
#include "BloomStage.h"
#include "DeferredFrameTransform.h"
@ -28,8 +28,8 @@ class BloomThresholdConfig : public render::Job::Config {
class BloomThreshold {
public:
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, gpu::FramebufferPointer, graphics::BloomPointer>;
using Outputs = render::VaryingSet2<gpu::FramebufferPointer, float>;
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, gpu::FramebufferPointer, BloomStage::FramePointer>;
using Outputs = render::VaryingSet3<gpu::FramebufferPointer, float, graphics::BloomPointer>;
using Config = BloomThresholdConfig;
using JobModel = render::Job::ModelIO<BloomThreshold, Inputs, Outputs, Config>;
@ -127,7 +127,7 @@ private:
class BloomEffect {
public:
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, gpu::FramebufferPointer, graphics::BloomPointer>;
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, gpu::FramebufferPointer, BloomStage::FramePointer>;
using Config = BloomConfig;
using JobModel = render::Task::ModelI<BloomEffect, Inputs, Config>;

View file

@ -16,16 +16,6 @@
std::string BloomStage::_stageName { "BLOOM_STAGE"};
const BloomStage::Index BloomStage::INVALID_INDEX { render::indexed_container::INVALID_INDEX };
FetchBloomStage::FetchBloomStage() {
_bloom = std::make_shared<graphics::Bloom>();
}
void FetchBloomStage::configure(const Config& config) {
_bloom->setBloomIntensity(config.bloomIntensity);
_bloom->setBloomThreshold(config.bloomThreshold);
_bloom->setBloomSize(config.bloomSize);
}
BloomStage::Index BloomStage::findBloom(const BloomPointer& bloom) const {
auto found = _bloomMap.find(bloom);
if (found != _bloomMap.end()) {
@ -66,14 +56,3 @@ void BloomStageSetup::run(const render::RenderContextPointer& renderContext) {
renderContext->_scene->resetStage(BloomStage::getName(), std::make_shared<BloomStage>());
}
}
void FetchBloomStage::run(const render::RenderContextPointer& renderContext, graphics::BloomPointer& bloom) {
auto bloomStage = renderContext->_scene->getStage<BloomStage>();
assert(bloomStage);
bloom = nullptr;
if (bloomStage->_currentFrame._blooms.size() != 0) {
auto bloomId = bloomStage->_currentFrame._blooms.front();
bloom = bloomStage->getBloom(bloomId);
}
}

View file

@ -65,6 +65,7 @@ public:
BloomStage::BloomIndices _blooms;
};
using FramePointer = std::shared_ptr<Frame>;
Frame _currentFrame;
};
@ -102,17 +103,4 @@ signals:
void dirty();
};
class FetchBloomStage {
public:
using Config = FetchBloomConfig;
using JobModel = render::Job::ModelO<FetchBloomStage, graphics::BloomPointer, Config>;
FetchBloomStage();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, graphics::BloomPointer& bloom);
private:
graphics::BloomPointer _bloom;
};
#endif

View file

@ -405,6 +405,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
auto& ambientOcclusionFramebuffer = inputs.get3();
auto& velocityFramebuffer = inputs.get4();
auto& frameTransform = inputs.get5();
auto& lightFrame = inputs.get6();
gpu::doInBatch("DebugDeferredBuffer::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
@ -443,7 +444,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
assert(lightStage->getNumLights() > 0);
auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(*lightFrame);
const auto& globalShadow = lightAndShadow.second;
if (globalShadow) {
batch.setResourceTexture(Textures::Shadow, globalShadow->map);

View file

@ -21,6 +21,8 @@
#include "AmbientOcclusionEffect.h"
#include "VelocityBufferPass.h"
#include "LightStage.h"
class DebugDeferredBufferConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(bool enabled MEMBER enabled)
@ -39,12 +41,13 @@ signals:
class DebugDeferredBuffer {
public:
using Inputs = render::VaryingSet6<DeferredFramebufferPointer,
using Inputs = render::VaryingSet7<DeferredFramebufferPointer,
LinearDepthFramebufferPointer,
SurfaceGeometryFramebufferPointer,
AmbientOcclusionFramebufferPointer,
VelocityFramebufferPointer,
DeferredFrameTransformPointer>;
DeferredFrameTransformPointer,
LightStage::FramePointer>;
using Config = DebugDeferredBufferConfig;
using JobModel = render::Job::ModelI<DebugDeferredBuffer, Inputs, Config>;

View file

@ -70,17 +70,22 @@ void DeferredLightingEffect::init() {
loadLightProgram(shader::render_utils::program::local_lights_drawOutline, true, _localLightOutline, _localLightOutlineLocations);
}
// FIXME: figure out how to move lightFrame into a varying in GeometryCache and RenderPipelines
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch) {
setupKeyLightBatch(args, batch, args->_scene->getStage<LightStage>()->_currentFrame);
}
void DeferredLightingEffect::setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, const LightStage::Frame& lightFrame) {
PerformanceTimer perfTimer("DLE->setupBatch()");
graphics::LightPointer keySunLight;
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) {
keySunLight = lightStage->getCurrentKeyLight();
keySunLight = lightStage->getCurrentKeyLight(lightFrame);
}
graphics::LightPointer keyAmbiLight;
if (lightStage) {
keyAmbiLight = lightStage->getCurrentAmbientLight();
keyAmbiLight = lightStage->getCurrentAmbientLight(lightFrame);
}
if (keySunLight) {
@ -361,12 +366,6 @@ void PrepareDeferred::run(const RenderContextPointer& renderContext, const Input
// For the rest of the rendering, bind the lighting model
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
});
// Prepare a fresh Light Frame
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
lightStage->_currentFrame.clear();
}
@ -374,7 +373,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
const DeferredFrameTransformPointer& frameTransform,
const DeferredFramebufferPointer& deferredFramebuffer,
const LightingModelPointer& lightingModel,
const graphics::HazePointer& haze,
const LightStage::FramePointer& lightFrame,
const HazeStage::FramePointer& hazeFrame,
const SurfaceGeometryFramebufferPointer& surfaceGeometryFramebuffer,
const AmbientOcclusionFramebufferPointer& ambientOcclusionFramebuffer,
const SubsurfaceScatteringResourcePointer& subsurfaceScatteringResource,
@ -434,7 +434,7 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
assert(lightStage->getNumLights() > 0);
auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow();
auto lightAndShadow = lightStage->getCurrentKeyLightAndShadow(*lightFrame);
const auto& globalShadow = lightAndShadow.second;
// Bind the shadow buffers
@ -448,8 +448,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
auto keyLight = lightAndShadow.first;
graphics::LightPointer ambientLight;
if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
ambientLight = lightStage->getLight(lightStage->_currentFrame._ambientLights.front());
if (lightStage && lightFrame->_ambientLights.size()) {
ambientLight = lightStage->getLight(lightFrame->_ambientLights.front());
}
bool hasAmbientMap = (ambientLight != nullptr);
@ -458,8 +458,8 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
// Check if keylight casts shadows
bool keyLightCastShadows { false };
if (renderShadows && lightStage && lightStage->_currentFrame._sunLights.size()) {
graphics::LightPointer keyLight = lightStage->getLight(lightStage->_currentFrame._sunLights.front());
if (renderShadows && lightStage && lightFrame->_sunLights.size()) {
graphics::LightPointer keyLight = lightStage->getLight(lightFrame->_sunLights.front());
if (keyLight) {
keyLightCastShadows = keyLight->getCastShadows();
}
@ -496,13 +496,17 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
}
// Setup the global lighting
deferredLightingEffect->setupKeyLightBatch(args, batch);
deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);
// Haze
if (haze) {
batch.setUniformBuffer(ru::Buffer::HazeParams, haze->getHazeParametersBuffer());
const auto& hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeFrame->_hazes.size() > 0) {
const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front());
if (hazePointer) {
batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());
}
}
batch.draw(gpu::TRIANGLE_STRIP, 4);
deferredLightingEffect->unsetKeyLightBatch(batch);
@ -617,7 +621,8 @@ void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs
auto lightClusters = inputs.get6();
auto args = renderContext->args;
const auto haze = inputs.get7();
const auto& lightFrame = inputs.get7();
const auto& hazeFrame = inputs.get8();
if (!_gpuTimer) {
_gpuTimer = std::make_shared < gpu::RangeTimer>(__FUNCTION__);
@ -626,10 +631,10 @@ void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs
auto previousBatch = args->_batch;
gpu::doInBatch(nullptr, args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
_gpuTimer->begin(batch);
_gpuTimer->begin(batch);
setupJob.run(renderContext, deferredTransform, deferredFramebuffer, lightingModel, lightFrame, hazeFrame, surfaceGeometryFramebuffer, ssaoFramebuffer, subsurfaceScatteringResource, _renderShadows);
setupJob.run(renderContext, deferredTransform, deferredFramebuffer, lightingModel, haze, surfaceGeometryFramebuffer, ssaoFramebuffer, subsurfaceScatteringResource, _renderShadows);
lightsJob.run(renderContext, deferredTransform, deferredFramebuffer, lightingModel, surfaceGeometryFramebuffer, lightClusters);
cleanupJob.run(renderContext);
@ -647,19 +652,18 @@ void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs
void DefaultLightingSetup::run(const RenderContextPointer& renderContext) {
if (!_defaultLight || !_defaultBackground) {
if (!_defaultSkyboxTexture) {
auto textureCache = DependencyManager::get<TextureCache>();
{
PROFILE_RANGE(render, "Process Default Skybox");
QFileSelector fileSelector;
fileSelector.setExtraSelectors(FileUtils::getFileSelectors());
auto skyboxUrl = fileSelector.select(PathUtils::resourcesPath() + "images/Default-Sky-9-cubemap.ktx");
if (!_defaultSkyboxNetworkTexture) {
PROFILE_RANGE(render, "Process Default Skybox");
_defaultSkyboxNetworkTexture = DependencyManager::get<TextureCache>()->getTexture(
PathUtils::resourcesUrl() + "images/Default-Sky-9-cubemap/Default-Sky-9-cubemap.texmeta.json", image::TextureUsage::CUBE_TEXTURE);
}
_defaultSkyboxTexture = gpu::Texture::unserialize(skyboxUrl.toStdString());
_defaultSkyboxAmbientTexture = _defaultSkyboxTexture;
_defaultSkybox->setCubemap(_defaultSkyboxTexture);
}
if (_defaultSkyboxNetworkTexture && _defaultSkyboxNetworkTexture->isLoaded() && _defaultSkyboxNetworkTexture->getGPUTexture()) {
_defaultSkyboxAmbientTexture = _defaultSkyboxNetworkTexture->getGPUTexture();
_defaultSkybox->setCubemap(_defaultSkyboxAmbientTexture);
} else {
// Don't do anything until the skybox has loaded
return;
}
auto lightStage = renderContext->_scene->getStage<LightStage>();

View file

@ -49,6 +49,7 @@ public:
void init();
static void setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch);
static void setupKeyLightBatch(const RenderArgs* args, gpu::Batch& batch, const LightStage::Frame& lightFrame);
static void unsetKeyLightBatch(gpu::Batch& batch);
static void setupLocalLightsBatch(gpu::Batch& batch, const LightClustersPointer& lightClusters);
@ -139,13 +140,13 @@ public:
class RenderDeferredSetup {
public:
// using JobModel = render::Job::ModelI<RenderDeferredSetup, DeferredFrameTransformPointer>;
void run(const render::RenderContextPointer& renderContext,
const DeferredFrameTransformPointer& frameTransform,
const DeferredFramebufferPointer& deferredFramebuffer,
const LightingModelPointer& lightingModel,
const graphics::HazePointer& haze,
const LightStage::FramePointer& lightFrame,
const HazeStage::FramePointer& hazeFrame,
const SurfaceGeometryFramebufferPointer& surfaceGeometryFramebuffer,
const AmbientOcclusionFramebufferPointer& ambientOcclusionFramebuffer,
const SubsurfaceScatteringResourcePointer& subsurfaceScatteringResource,
@ -181,9 +182,9 @@ using RenderDeferredConfig = render::GPUJobConfig;
class RenderDeferred {
public:
using Inputs = render::VaryingSet8 <
using Inputs = render::VaryingSet9<
DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, SurfaceGeometryFramebufferPointer,
AmbientOcclusionFramebufferPointer, SubsurfaceScatteringResourcePointer, LightClustersPointer, graphics::HazePointer>;
AmbientOcclusionFramebufferPointer, SubsurfaceScatteringResourcePointer, LightClustersPointer, LightStage::FramePointer, HazeStage::FramePointer>;
using Config = RenderDeferredConfig;
using JobModel = render::Job::ModelI<RenderDeferred, Inputs, Config>;
@ -220,7 +221,7 @@ protected:
graphics::HazePointer _defaultHaze{ nullptr };
HazeStage::Index _defaultHazeID{ HazeStage::INVALID_INDEX };
graphics::SkyboxPointer _defaultSkybox { new ProceduralSkybox() };
gpu::TexturePointer _defaultSkyboxTexture;
NetworkTexturePointer _defaultSkyboxNetworkTexture;
gpu::TexturePointer _defaultSkyboxAmbientTexture;
};

View file

@ -19,7 +19,6 @@
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
#include "HazeStage.h"
#include "LightStage.h"
namespace ru {
@ -32,98 +31,15 @@ namespace gr {
using graphics::slot::buffer::Buffer;
}
void HazeConfig::setHazeColor(const glm::vec3 value) {
hazeColor = value;
}
void HazeConfig::setHazeGlareAngle(const float value) {
hazeGlareAngle = value;
}
void HazeConfig::setHazeGlareColor(const glm::vec3 value) {
hazeGlareColor = value;
}
void HazeConfig::setHazeBaseReference(const float value) {
hazeBaseReference = value;
}
void HazeConfig::setHazeActive(const bool active) {
isHazeActive = active;
}
void HazeConfig::setAltitudeBased(const bool active) {
isAltitudeBased = active;
}
void HazeConfig::setHazeAttenuateKeyLight(const bool active) {
isHazeAttenuateKeyLight = active;
}
void HazeConfig::setModulateColorActive(const bool active) {
isModulateColorActive = active;
}
void HazeConfig::setHazeEnableGlare(const bool active) {
isHazeEnableGlare = active;
}
void HazeConfig::setHazeRange(const float value) {
hazeRange = value;
}
void HazeConfig::setHazeAltitude(const float value) {
hazeHeight = value;
}
void HazeConfig::setHazeKeyLightRange(const float value) {
hazeKeyLightRange = value;
}
void HazeConfig::setHazeKeyLightAltitude(const float value) {
hazeKeyLightAltitude = value;
}
void HazeConfig::setHazeBackgroundBlend(const float value) {
hazeBackgroundBlend = value;
}
MakeHaze::MakeHaze() {
_haze = std::make_shared<graphics::Haze>();
}
void MakeHaze::configure(const Config& config) {
_haze->setHazeColor(config.hazeColor);
_haze->setHazeGlareBlend(graphics::Haze::convertGlareAngleToPower(config.hazeGlareAngle));
_haze->setHazeGlareColor(config.hazeGlareColor);
_haze->setHazeBaseReference(config.hazeBaseReference);
_haze->setHazeActive(config.isHazeActive);
_haze->setAltitudeBased(config.isAltitudeBased);
_haze->setHazeAttenuateKeyLight(config.isHazeAttenuateKeyLight);
_haze->setModulateColorActive(config.isModulateColorActive);
_haze->setHazeEnableGlare(config.isHazeEnableGlare);
_haze->setHazeRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(config.hazeRange));
_haze->setHazeAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(config.hazeHeight));
_haze->setHazeKeyLightRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(config.hazeKeyLightRange));
_haze->setHazeKeyLightAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(config.hazeKeyLightAltitude));
_haze->setHazeBackgroundBlend(config.hazeBackgroundBlend);
}
void MakeHaze::run(const render::RenderContextPointer& renderContext, graphics::HazePointer& haze) {
haze = _haze;
}
void DrawHaze::configure(const Config& config) {
}
void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
const auto haze = inputs.get0();
if (haze == nullptr) {
const auto hazeFrame = inputs.get0();
const auto& hazeStage = renderContext->args->_scene->getStage<HazeStage>();
graphics::HazePointer haze;
if (hazeStage && hazeFrame->_hazes.size() > 0) {
haze = hazeStage->getHaze(hazeFrame->_hazes.front());
}
if (!haze) {
return;
}
@ -131,6 +47,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
const auto framebuffer = inputs.get2();
const auto transformBuffer = inputs.get3();
const auto lightingModel = inputs.get4();
const auto lightFrame = inputs.get5();
auto depthBuffer = framebuffer->getLinearDepthTexture();
@ -161,17 +78,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(outputFramebufferSize, args->_viewport));
batch.setPipeline(_hazePipeline);
auto hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
if (hazePointer) {
batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());
} else {
// Something is wrong, so just quit Haze
return;
}
}
batch.setUniformBuffer(ru::Buffer::HazeParams, haze->getHazeParametersBuffer());
batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, transformBuffer->getFrameTransformBuffer());
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
@ -179,13 +86,12 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) {
graphics::LightPointer keyLight;
keyLight = lightStage->getCurrentKeyLight();
keyLight = lightStage->getCurrentKeyLight(*lightFrame);
if (keyLight) {
batch.setUniformBuffer(gr::Buffer::KeyLight, keyLight->getLightSchemaBuffer());
}
}
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}

View file

@ -19,152 +19,20 @@
#include <gpu/Pipeline.h>
#include <render/Forward.h>
#include <render/DrawTask.h>
#include <graphics/Haze.h>
#include "SurfaceGeometryPass.h"
#include "LightingModel.h"
#include "HazeStage.h"
#include "LightStage.h"
using LinearDepthFramebufferPointer = std::shared_ptr<LinearDepthFramebuffer>;
class MakeHazeConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(glm::vec3 hazeColor MEMBER hazeColor WRITE setHazeColor NOTIFY dirty);
Q_PROPERTY(float hazeGlareAngle MEMBER hazeGlareAngle WRITE setHazeGlareAngle NOTIFY dirty);
Q_PROPERTY(glm::vec3 hazeGlareColor MEMBER hazeGlareColor WRITE setHazeGlareColor NOTIFY dirty);
Q_PROPERTY(float hazeBaseReference MEMBER hazeBaseReference WRITE setHazeBaseReference NOTIFY dirty);
Q_PROPERTY(bool isHazeActive MEMBER isHazeActive WRITE setHazeActive NOTIFY dirty);
Q_PROPERTY(bool isAltitudeBased MEMBER isAltitudeBased WRITE setAltitudeBased NOTIFY dirty);
Q_PROPERTY(bool isHazeAttenuateKeyLight MEMBER isHazeAttenuateKeyLight WRITE setHazeAttenuateKeyLight NOTIFY dirty);
Q_PROPERTY(bool isModulateColorActive MEMBER isModulateColorActive WRITE setModulateColorActive NOTIFY dirty);
Q_PROPERTY(bool isHazeEnableGlare MEMBER isHazeEnableGlare WRITE setHazeEnableGlare NOTIFY dirty);
Q_PROPERTY(float hazeRange MEMBER hazeRange WRITE setHazeRange NOTIFY dirty);
Q_PROPERTY(float hazeHeight MEMBER hazeHeight WRITE setHazeAltitude NOTIFY dirty);
Q_PROPERTY(float hazeKeyLightRange MEMBER hazeKeyLightRange WRITE setHazeKeyLightRange NOTIFY dirty);
Q_PROPERTY(float hazeKeyLightAltitude MEMBER hazeKeyLightAltitude WRITE setHazeKeyLightAltitude NOTIFY dirty);
Q_PROPERTY(float hazeBackgroundBlend MEMBER hazeBackgroundBlend WRITE setHazeBackgroundBlend NOTIFY dirty);
public:
MakeHazeConfig() : render::Job::Config() {}
glm::vec3 hazeColor{ graphics::Haze::INITIAL_HAZE_COLOR };
float hazeGlareAngle{ graphics::Haze::INITIAL_HAZE_GLARE_ANGLE };
glm::vec3 hazeGlareColor{ graphics::Haze::INITIAL_HAZE_GLARE_COLOR };
float hazeBaseReference{ graphics::Haze::INITIAL_HAZE_BASE_REFERENCE };
bool isHazeActive{ false };
bool isAltitudeBased{ false };
bool isHazeAttenuateKeyLight{ false };
bool isModulateColorActive{ false };
bool isHazeEnableGlare{ false };
float hazeRange{ graphics::Haze::INITIAL_HAZE_RANGE };
float hazeHeight{ graphics::Haze::INITIAL_HAZE_HEIGHT };
float hazeKeyLightRange{ graphics::Haze::INITIAL_KEY_LIGHT_RANGE };
float hazeKeyLightAltitude{ graphics::Haze::INITIAL_KEY_LIGHT_ALTITUDE };
float hazeBackgroundBlend{ graphics::Haze::INITIAL_HAZE_BACKGROUND_BLEND };
public slots:
void setHazeColor(const glm::vec3 value) { hazeColor = value; emit dirty(); }
void setHazeGlareAngle(const float value) { hazeGlareAngle = value; emit dirty(); }
void setHazeGlareColor(const glm::vec3 value) { hazeGlareColor = value; emit dirty(); }
void setHazeBaseReference(const float value) { hazeBaseReference = value; ; emit dirty(); }
void setHazeActive(const bool active) { isHazeActive = active; emit dirty(); }
void setAltitudeBased(const bool active) { isAltitudeBased = active; emit dirty(); }
void setHazeAttenuateKeyLight(const bool active) { isHazeAttenuateKeyLight = active; emit dirty(); }
void setModulateColorActive(const bool active) { isModulateColorActive = active; emit dirty(); }
void setHazeEnableGlare(const bool active) { isHazeEnableGlare = active; emit dirty(); }
void setHazeRange(const float value) { hazeRange = value; emit dirty(); }
void setHazeAltitude(const float value) { hazeHeight = value; emit dirty(); }
void setHazeKeyLightRange(const float value) { hazeKeyLightRange = value; emit dirty(); }
void setHazeKeyLightAltitude(const float value) { hazeKeyLightAltitude = value; emit dirty(); }
void setHazeBackgroundBlend(const float value) { hazeBackgroundBlend = value; ; emit dirty(); }
signals:
void dirty();
};
class MakeHaze {
public:
using Config = MakeHazeConfig;
using JobModel = render::Job::ModelO<MakeHaze, graphics::HazePointer, Config>;
MakeHaze();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, graphics::HazePointer& haze);
private:
graphics::HazePointer _haze;
};
class HazeConfig : public render::Job::Config {
public:
HazeConfig() : render::Job::Config(true) {}
// attributes
glm::vec3 hazeColor{ graphics::Haze::INITIAL_HAZE_COLOR };
float hazeGlareAngle{ graphics::Haze::INITIAL_HAZE_GLARE_ANGLE };
glm::vec3 hazeGlareColor{ graphics::Haze::INITIAL_HAZE_GLARE_COLOR };
float hazeBaseReference{ graphics::Haze::INITIAL_HAZE_BASE_REFERENCE };
bool isHazeActive{ false }; // Setting this to true will set haze to on
bool isAltitudeBased{ false };
bool isHazeAttenuateKeyLight{ false };
bool isModulateColorActive{ false };
bool isHazeEnableGlare{ false };
float hazeRange{ graphics::Haze::INITIAL_HAZE_RANGE };
float hazeHeight{ graphics::Haze::INITIAL_HAZE_HEIGHT };
float hazeKeyLightRange{ graphics::Haze::INITIAL_KEY_LIGHT_RANGE };
float hazeKeyLightAltitude{ graphics::Haze::INITIAL_KEY_LIGHT_ALTITUDE };
float hazeBackgroundBlend{ graphics::Haze::INITIAL_HAZE_BACKGROUND_BLEND };
// methods
void setHazeColor(const glm::vec3 value);
void setHazeGlareAngle(const float value);
void setHazeGlareColor(const glm::vec3 value);
void setHazeBaseReference(const float value);
void setHazeActive(const bool active);
void setAltitudeBased(const bool active);
void setHazeAttenuateKeyLight(const bool active);
void setModulateColorActive(const bool active);
void setHazeEnableGlare(const bool active);
void setHazeRange(const float value);
void setHazeAltitude(const float value);
void setHazeKeyLightRange(const float value);
void setHazeKeyLightAltitude(const float value);
void setHazeBackgroundBlend(const float value);
};
class DrawHaze {
public:
using Inputs = render::VaryingSet5<graphics::HazePointer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, DeferredFrameTransformPointer, LightingModelPointer>;
using Config = HazeConfig;
using JobModel = render::Job::ModelI<DrawHaze, Inputs, Config>;
using Inputs = render::VaryingSet6<HazeStage::FramePointer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, DeferredFrameTransformPointer, LightingModelPointer, LightStage::FramePointer>;
using JobModel = render::Job::ModelI<DrawHaze, Inputs>;
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:

View file

@ -16,32 +16,6 @@
std::string HazeStage::_stageName { "HAZE_STAGE"};
const HazeStage::Index HazeStage::INVALID_INDEX { render::indexed_container::INVALID_INDEX };
FetchHazeStage::FetchHazeStage() {
_haze = std::make_shared<graphics::Haze>();
}
void FetchHazeStage::configure(const Config& config) {
_haze->setHazeColor(config.hazeColor);
_haze->setHazeGlareBlend(graphics::Haze::convertGlareAngleToPower(config.hazeGlareAngle));
_haze->setHazeGlareColor(config.hazeGlareColor);
_haze->setHazeBaseReference(config.hazeBaseReference);
_haze->setHazeActive(config.isHazeActive);
_haze->setAltitudeBased(config.isAltitudeBased);
_haze->setHazeAttenuateKeyLight(config.isHazeAttenuateKeyLight);
_haze->setModulateColorActive(config.isModulateColorActive);
_haze->setHazeEnableGlare(config.isHazeEnableGlare);
_haze->setHazeRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(config.hazeRange));
_haze->setHazeAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(config.hazeHeight));
_haze->setHazeKeyLightRangeFactor(graphics::Haze::convertHazeRangeToHazeRangeFactor(config.hazeKeyLightRange));
_haze->setHazeKeyLightAltitudeFactor(graphics::Haze::convertHazeAltitudeToHazeAltitudeFactor(config.hazeKeyLightAltitude));
_haze->setHazeBackgroundBlend(config.hazeBackgroundBlend);
}
HazeStage::Index HazeStage::findHaze(const HazePointer& haze) const {
auto found = _hazeMap.find(haze);
if (found != _hazeMap.end()) {
@ -84,15 +58,4 @@ void HazeStageSetup::run(const render::RenderContextPointer& renderContext) {
if (!stage) {
renderContext->_scene->resetStage(HazeStage::getName(), std::make_shared<HazeStage>());
}
}
void FetchHazeStage::run(const render::RenderContextPointer& renderContext, graphics::HazePointer& haze) {
auto hazeStage = renderContext->_scene->getStage<HazeStage>();
assert(hazeStage);
haze = nullptr;
if (hazeStage->_currentFrame._hazes.size() != 0) {
auto hazeId = hazeStage->_currentFrame._hazes.front();
haze = hazeStage->getHaze(hazeId);
}
}
}

View file

@ -65,6 +65,7 @@ public:
HazeStage::HazeIndices _hazes;
};
using FramePointer = std::shared_ptr<Frame>;
Frame _currentFrame;
};
@ -150,18 +151,4 @@ public slots:
signals:
void dirty();
};
class FetchHazeStage {
public:
using Config = FetchHazeConfig;
using JobModel = render::Job::ModelO<FetchHazeStage, graphics::HazePointer, Config>;
FetchHazeStage();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, graphics::HazePointer& haze);
private:
graphics::HazePointer _haze;
};
#endif

View file

@ -175,15 +175,15 @@ void LightClusters::updateLightStage(const LightStagePointer& lightStage) {
}
void LightClusters::updateLightFrame(const LightStage::Frame& lightFrame, bool points, bool spots) {
void LightClusters::updateLightFrame(const LightStage::FramePointer& lightFrame, bool points, bool spots) {
// start fresh
_visibleLightIndices.clear();
// Now gather the lights
// gather lights
auto& srcPointLights = lightFrame._pointLights;
auto& srcSpotLights = lightFrame._spotLights;
auto& srcPointLights = lightFrame->_pointLights;
auto& srcSpotLights = lightFrame->_spotLights;
int numPointLights = (int)srcPointLights.size();
int numSpotLights = (int)srcSpotLights.size();
@ -548,7 +548,8 @@ void LightClusteringPass::run(const render::RenderContextPointer& renderContext,
auto deferredTransform = inputs.get0();
auto lightingModel = inputs.get1();
auto surfaceGeometryFramebuffer = inputs.get2();
auto lightFrame = inputs.get2();
auto surfaceGeometryFramebuffer = inputs.get3();
// first update the Grid with the new frustum
if (!_freeze) {
@ -559,7 +560,7 @@ void LightClusteringPass::run(const render::RenderContextPointer& renderContext,
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
_lightClusters->updateLightStage(lightStage);
_lightClusters->updateLightFrame(lightStage->_currentFrame, lightingModel->isPointLightEnabled(), lightingModel->isSpotLightEnabled());
_lightClusters->updateLightFrame(lightFrame, lightingModel->isPointLightEnabled(), lightingModel->isSpotLightEnabled());
auto clusteringStats = _lightClusters->updateClusters();

View file

@ -79,7 +79,7 @@ public:
void updateLightStage(const LightStagePointer& lightStage);
void updateLightFrame(const LightStage::Frame& lightFrame, bool points = true, bool spots = true);
void updateLightFrame(const LightStage::FramePointer& lightFrame, bool points = true, bool spots = true);
glm::ivec3 updateClusters();
@ -167,7 +167,7 @@ protected:
class LightClusteringPass {
public:
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, LightingModelPointer, LinearDepthFramebufferPointer>;
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, LightingModelPointer, LightStage::FramePointer, LinearDepthFramebufferPointer>;
using Outputs = LightClustersPointer;
using Config = LightClusteringPassConfig;
using JobModel = render::Job::ModelIO<LightClusteringPass, Inputs, Outputs, Config>;

View file

@ -372,36 +372,36 @@ LightStage::LightPointer LightStage::removeLight(Index index) {
return removedLight;
}
LightStage::LightPointer LightStage::getCurrentKeyLight() const {
Index keyLightId{ _defaultLightId };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
LightStage::LightPointer LightStage::getCurrentKeyLight(const LightStage::Frame& frame) const {
Index keyLightId { _defaultLightId };
if (!frame._sunLights.empty()) {
keyLightId = frame._sunLights.front();
}
return _lights.get(keyLightId);
}
LightStage::LightPointer LightStage::getCurrentAmbientLight() const {
LightStage::LightPointer LightStage::getCurrentAmbientLight(const LightStage::Frame& frame) const {
Index keyLightId { _defaultLightId };
if (!_currentFrame._ambientLights.empty()) {
keyLightId = _currentFrame._ambientLights.front();
if (!frame._ambientLights.empty()) {
keyLightId = frame._ambientLights.front();
}
return _lights.get(keyLightId);
}
LightStage::ShadowPointer LightStage::getCurrentKeyShadow() const {
LightStage::ShadowPointer LightStage::getCurrentKeyShadow(const LightStage::Frame& frame) const {
Index keyLightId { _defaultLightId };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
if (!frame._sunLights.empty()) {
keyLightId = frame._sunLights.front();
}
auto shadow = getShadow(keyLightId);
assert(shadow == nullptr || shadow->getLight() == getLight(keyLightId));
return shadow;
}
LightStage::LightAndShadow LightStage::getCurrentKeyLightAndShadow() const {
LightStage::LightAndShadow LightStage::getCurrentKeyLightAndShadow(const LightStage::Frame& frame) const {
Index keyLightId { _defaultLightId };
if (!_currentFrame._sunLights.empty()) {
keyLightId = _currentFrame._sunLights.front();
if (!frame._sunLights.empty()) {
keyLightId = frame._sunLights.front();
}
auto shadow = getShadow(keyLightId);
auto light = getLight(keyLightId);

View file

@ -151,11 +151,6 @@ public:
return LightAndShadow(light, shadow);
}
LightPointer getCurrentKeyLight() const;
LightPointer getCurrentAmbientLight() const;
ShadowPointer getCurrentKeyShadow() const;
LightAndShadow getCurrentKeyLightAndShadow() const;
LightStage();
gpu::BufferPointer getLightArrayBuffer() const { return _lightArrayBuffer; }
@ -185,6 +180,7 @@ public:
LightStage::LightIndices _sunLights;
LightStage::LightIndices _ambientLights;
};
using FramePointer = std::shared_ptr<Frame>;
Frame _currentFrame;
@ -193,6 +189,11 @@ public:
Index getSpotOffLight() { return _spotOffLightId; }
Index getSunOffLight() { return _sunOffLightId; }
LightPointer getCurrentKeyLight(const LightStage::Frame& frame) const;
LightPointer getCurrentAmbientLight(const LightStage::Frame& frame) const;
ShadowPointer getCurrentKeyShadow(const LightStage::Frame& frame) const;
LightAndShadow getCurrentKeyLightAndShadow(const LightStage::Frame& frame) const;
protected:
struct Desc {

View file

@ -197,12 +197,14 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
});
}
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Output& output) {
void ExtractFrustums::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->_context);
RenderArgs* args = renderContext->args;
const auto& lightFrame = inputs;
// Return view frustum
auto& viewFrustum = output[VIEW_FRUSTUM].edit<ViewFrustumPointer>();
if (!viewFrustum) {
@ -216,7 +218,7 @@ void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Out
for (auto i = 0; i < SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
auto& shadowFrustum = output[SHADOW_CASCADE0_FRUSTUM+i].edit<ViewFrustumPointer>();
if (lightStage) {
auto globalShadow = lightStage->getCurrentKeyShadow();
auto globalShadow = lightStage->getCurrentKeyShadow(*lightFrame);
if (globalShadow && i<(int)globalShadow->getCascadeCount()) {
auto& cascade = globalShadow->getCascade(i);
@ -229,3 +231,21 @@ void ExtractFrustums::run(const render::RenderContextPointer& renderContext, Out
}
}
}
void FetchCurrentFrames::run(const render::RenderContextPointer& renderContext, Outputs& outputs) {
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
outputs.edit0() = std::make_shared<LightStage::Frame>(lightStage->_currentFrame);
auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>();
assert(backgroundStage);
outputs.edit1() = std::make_shared<BackgroundStage::Frame>(backgroundStage->_currentFrame);
auto hazeStage = renderContext->_scene->getStage<HazeStage>();
assert(hazeStage);
outputs.edit2() = std::make_shared<HazeStage::Frame>(hazeStage->_currentFrame);
auto bloomStage = renderContext->_scene->getStage<BloomStage>();
assert(bloomStage);
outputs.edit3() = std::make_shared<BloomStage::Frame>(bloomStage->_currentFrame);
}

View file

@ -13,6 +13,11 @@
#include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h"
#include "LightStage.h"
#include "BackgroundStage.h"
#include "HazeStage.h"
#include "BloomStage.h"
class BeginGPURangeTimer {
public:
using JobModel = render::Job::ModelO<BeginGPURangeTimer, gpu::RangeTimerPointer>;
@ -106,10 +111,22 @@ public:
FRUSTUM_COUNT
};
using Output = render::VaryingArray<ViewFrustumPointer, FRUSTUM_COUNT>;
using JobModel = render::Job::ModelO<ExtractFrustums, Output>;
using Inputs = LightStage::FramePointer;
using Outputs = render::VaryingArray<ViewFrustumPointer, FRUSTUM_COUNT>;
using JobModel = render::Job::ModelIO<ExtractFrustums, Inputs, Outputs>;
void run(const render::RenderContextPointer& renderContext, Output& output);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
};
class FetchCurrentFrames {
public:
using Outputs = render::VaryingSet4<LightStage::FramePointer, BackgroundStage::FramePointer, HazeStage::FramePointer, BloomStage::FramePointer>;
using JobModel = render::Job::ModelO<FetchCurrentFrames, Outputs>;
FetchCurrentFrames() {}
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
};
#endif // hifi_RenderDeferredTask_h

View file

@ -180,29 +180,32 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
task.addJob<DrawLight>("DrawLight", lights);
// Fetch the current frame stacks from all the stages
const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
const auto hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();
const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// Add haze model
const auto hazeModel = task.addJob<FetchHazeStage>("HazeModel");
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, hazeModel).asVarying();
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters, lightFrame, hazeFrame).asVarying();
task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs, renderShadows);
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying();
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", backgroundInputs);
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel));
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeFrame, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingModel, lightFrame));
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel, lightClusters, jitter).asVarying();
const auto transparentsInputs = DrawDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, jitter).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// Light Cluster Grid Debuging job
@ -246,8 +249,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
// Add bloom
const auto bloomModel = task.addJob<FetchBloomStage>("BloomModel");
const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomModel).asVarying();
const auto bloomInputs = BloomEffect::Inputs(deferredFrameTransform, lightingFramebuffer, bloomFrame).asVarying();
task.addJob<BloomEffect>("Bloom", bloomInputs);
// Lighting Buffer ready for tone mapping
@ -261,11 +263,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawBounds>("DrawLightBounds", lights);
task.addJob<DrawBounds>("DrawZones", zones);
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums");
const auto viewFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::VIEW_FRUSTUM);
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", lightFrame);
const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM);
task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f));
for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
const auto shadowFrustum = frustums.getN<ExtractFrustums::Output>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);
const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);
float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);
char jobName[64];
sprintf(jobName, "DrawShadowFrustum%d", i);
@ -290,7 +292,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform));
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
@ -315,7 +317,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap));
}
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
// Upscale to finale resolution
@ -351,9 +354,11 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
const auto& inItems = inputs.get0();
const auto& lightingModel = inputs.get1();
const auto& lightClusters = inputs.get2();
const auto jitter = inputs.get3();
const auto& hazeFrame = inputs.get1();
const auto& lightFrame = inputs.get2();
const auto& lightingModel = inputs.get3();
const auto& lightClusters = inputs.get4();
const auto jitter = inputs.get5();
auto deferredLightingEffect = DependencyManager::get<DeferredLightingEffect>();
RenderArgs* args = renderContext->args;
@ -378,13 +383,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs&
batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
// Set the light
deferredLightingEffect->setupKeyLightBatch(args, batch);
deferredLightingEffect->setupKeyLightBatch(args, batch, *lightFrame);
deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);
// Setup haze if current zone has haze
auto hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
graphics::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
const auto& hazeStage = args->_scene->getStage<HazeStage>();
if (hazeStage && hazeFrame->_hazes.size() > 0) {
const auto& hazePointer = hazeStage->getHaze(hazeFrame->_hazes.front());
if (hazePointer) {
batch.setUniformBuffer(ru::Buffer::HazeParams, hazePointer->getHazeParametersBuffer());
}

View file

@ -17,6 +17,7 @@
#include "LightingModel.h"
#include "LightClusters.h"
#include "RenderShadowTask.h"
#include "HazeStage.h"
class DrawDeferredConfig : public render::Job::Config {
Q_OBJECT
@ -42,7 +43,7 @@ protected:
class DrawDeferred {
public:
using Inputs = render::VaryingSet4<render::ItemBounds, LightingModelPointer, LightClustersPointer, glm::vec2>;
using Inputs = render::VaryingSet6<render::ItemBounds, HazeStage::FramePointer, LightStage::FramePointer, LightingModelPointer, LightClustersPointer, glm::vec2>;
using Config = DrawDeferredConfig;
using JobModel = render::Job::ModelI<DrawDeferred, Inputs, Config>;

View file

@ -32,7 +32,6 @@
#include "FramebufferCache.h"
#include "TextureCache.h"
#include "RenderCommonTask.h"
#include "LightStage.h"
namespace ru {
using render_utils::slot::texture::Texture;
@ -59,13 +58,13 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// Extract opaques / transparents / lights / metas / overlays / background
const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
// const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
//const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
// const auto& spatialSelection = items[1];
//const auto& spatialSelection = items[1];
fadeEffect->build(task, opaques);
@ -76,10 +75,17 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// Filter zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Fetch the current frame stacks from all the stages
const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
//const auto hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
//const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);
// GPU jobs: Start preparing the main framebuffer
const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
task.addJob<PrepareForward>("PrepareForward", lightingModel);
task.addJob<PrepareForward>("PrepareForward", lightFrame);
// draw a stencil mask in hidden regions of the framebuffer.
task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
@ -101,7 +107,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber);
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
const auto backgroundInputs = DrawBackgroundStage::Inputs(lightingModel, backgroundFrame).asVarying();
task.addJob<DrawBackgroundStage>("DrawBackgroundForward", backgroundInputs);
// Draw transparent objects forward
const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying();
@ -114,8 +121,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawZones", zones);
task.addJob<DebugZoneLighting>("DrawZoneStack", deferredFrameTransform);
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
// Lighting Buffer ready for tone mapping
@ -180,12 +187,12 @@ void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs
graphics::LightPointer keySunLight;
auto lightStage = args->_scene->getStage<LightStage>();
if (lightStage) {
keySunLight = lightStage->getCurrentKeyLight();
keySunLight = lightStage->getCurrentKeyLight(*inputs);
}
graphics::LightPointer keyAmbiLight;
if (lightStage) {
keyAmbiLight = lightStage->getCurrentAmbientLight();
keyAmbiLight = lightStage->getCurrentAmbientLight(*inputs);
}
if (keySunLight) {

View file

@ -15,6 +15,7 @@
#include <gpu/Pipeline.h>
#include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h"
#include "LightStage.h"
class RenderForwardTask {
public:
@ -40,7 +41,7 @@ private:
class PrepareForward {
public:
using Inputs = LightingModelPointer;
using Inputs = LightStage::FramePointer;
using JobModel = render::Job::ModelI<PrepareForward, Inputs>;
void run(const render::RenderContextPointer& renderContext,

View file

@ -24,6 +24,8 @@
#include "RenderUtilsLogging.h"
#include "RenderCommonTask.h"
// These values are used for culling the objects rendered in the shadow map
// but are readjusted afterwards
#define SHADOW_FRUSTUM_NEAR 1.0f
@ -40,10 +42,6 @@ void RenderShadowTask::configure(const Config& configuration) {
}
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cameraCullFunctor, uint8_t tagBits, uint8_t tagMask) {
::CullFunctor shadowCullFunctor = [this](const RenderArgs* args, const AABox& bounds) {
return _cullFunctor(args, bounds);
};
// Prepare the ShapePipeline
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
{
@ -54,7 +52,12 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
initZPassPipelines(*shapePlumber, state);
}
const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup");
// FIXME: calling this here before the zones/lights are drawn during the deferred/forward passes means we're actually using the frames from the previous draw
// Fetch the current frame stacks from all the stages
const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", lightFrame);
const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(1);
// Fetch and cull the items from the scene
@ -89,7 +92,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
char jobName[64];
sprintf(jobName, "ShadowCascadeSetup%d", i);
const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, i, _cullFunctor, tagBits, tagMask);
const auto cascadeSetupOutput = task.addJob<RenderShadowCascadeSetup>(jobName, lightFrame, i, tagBits, tagMask);
const auto shadowFilter = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(0);
auto antiFrustum = render::Varying(ViewFrustumPointer());
cascadeFrustums[i] = cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
@ -97,14 +100,15 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
antiFrustum = cascadeFrustums[i - 2];
}
// CPU jobs: finer grained culling
const auto cullInputs = CullShadowBounds::Inputs(sortedShapes, shadowFilter, antiFrustum).asVarying();
const auto cullInputs = CullShadowBounds::Inputs(sortedShapes, shadowFilter, antiFrustum, lightFrame, cascadeSetupOutput.getN<RenderShadowCascadeSetup::Outputs>(2)).asVarying();
sprintf(jobName, "CullShadowCascade%d", i);
const auto culledShadowItemsAndBounds = task.addJob<CullShadowBounds>(jobName, cullInputs, shadowCullFunctor);
const auto culledShadowItemsAndBounds = task.addJob<CullShadowBounds>(jobName, cullInputs);
// GPU jobs: Render to shadow map
sprintf(jobName, "RenderShadowMap%d", i);
task.addJob<RenderShadowMap>(jobName, culledShadowItemsAndBounds, shapePlumber, i);
const auto shadowInputs = RenderShadowMap::Inputs(culledShadowItemsAndBounds.getN<CullShadowBounds::Outputs>(0),
culledShadowItemsAndBounds.getN<CullShadowBounds::Outputs>(1), lightFrame).asVarying();
task.addJob<RenderShadowMap>(jobName, shadowInputs, shapePlumber, i);
sprintf(jobName, "ShadowCascadeTeardown%d", i);
task.addJob<RenderShadowCascadeTeardown>(jobName, shadowFilter);
@ -204,11 +208,12 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
const auto& inShapes = inputs.get0();
const auto& inShapeBounds = inputs.get1();
const auto& lightFrame = inputs.get2();
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
auto shadow = lightStage->getCurrentKeyShadow();
auto shadow = lightStage->getCurrentKeyShadow(*lightFrame);
if (!shadow || _cascadeIndex >= shadow->getCascadeCount()) {
return;
}
@ -328,11 +333,12 @@ void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) {
_bias[cascadeIndex]._slope = value * value * value * 0.01f;
}
void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {
void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) {
// Abort all jobs if not casting shadows
auto lightStage = renderContext->_scene->getStage<LightStage>();
auto lightFrame = *input;
assert(lightStage);
if (!lightStage->getCurrentKeyLight() || !lightStage->getCurrentKeyLight()->getCastShadows()) {
if (!lightStage->getCurrentKeyLight(lightFrame) || !lightStage->getCurrentKeyLight(lightFrame)->getCastShadows()) {
renderContext->taskFlow.abortTask();
return;
}
@ -346,7 +352,7 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, O
*_cameraFrustum = args->getViewFrustum();
output.edit2() = _cameraFrustum;
const auto globalShadow = lightStage->getCurrentKeyShadow();
const auto globalShadow = lightStage->getCurrentKeyShadow(lightFrame);
if (globalShadow) {
globalShadow->setKeylightFrustum(args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
@ -413,15 +419,18 @@ void RenderShadowSetup::run(const render::RenderContextPointer& renderContext, O
}
}
void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, Outputs& output) {
void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output) {
auto lightStage = renderContext->_scene->getStage<LightStage>();
const auto& lightFrame = *input;
assert(lightStage);
// Cache old render args
RenderArgs* args = renderContext->args;
const auto globalShadow = lightStage->getCurrentKeyShadow();
if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
RenderShadowTask::CullFunctor cullFunctor;
const auto globalShadow = lightStage->getCurrentKeyShadow(lightFrame);
if (globalShadow && _cascadeIndex < globalShadow->getCascadeCount()) {
// Second item filter is to filter items to keep in shadow frustum computation (here we need to keep shadow receivers)
output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask);
@ -434,13 +443,14 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
const auto minTexelCount = 24.0f;
// TODO : maybe adapt that with LOD management system?
texelSize *= minTexelCount;
_cullFunctor._minSquareSize = texelSize * texelSize;
cullFunctor._minSquareSize = texelSize * texelSize;
output.edit1() = cascadeFrustum;
} else {
output.edit0() = ItemFilter::Builder::nothing();
output.edit1() = ViewFrustumPointer();
}
output.edit2() = cullFunctor;
}
void RenderShadowCascadeTeardown::run(const render::RenderContextPointer& renderContext, const Input& input) {
@ -498,13 +508,20 @@ void CullShadowBounds::run(const render::RenderContextPointer& renderContext, co
outShapes.clear();
outBounds = AABox();
const auto& lightFrame = *inputs.get3();
auto cullFunctor = inputs.get4();
render::CullFunctor shadowCullFunctor = [cullFunctor](const RenderArgs* args, const AABox& bounds) {
return cullFunctor(args, bounds);
};
if (!filter.selectsNothing()) {
auto& details = args->_details.edit(RenderDetails::SHADOW);
render::CullTest test(_cullFunctor, args, details, antiFrustum);
render::CullTest test(shadowCullFunctor, args, details, antiFrustum);
auto scene = args->_scene;
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
const auto globalLightDir = lightStage->getCurrentKeyLight()->getDirection();
const auto globalLightDir = lightStage->getCurrentKeyLight(lightFrame)->getDirection();
auto castersFilter = render::ItemFilter::Builder(filter).withShadowCaster().build();
const auto& receiversFilter = filter;

View file

@ -19,11 +19,13 @@
#include "Shadows_shared.slh"
#include "LightStage.h"
class ViewFrustum;
class RenderShadowMap {
public:
using Inputs = render::VaryingSet2<render::ShapeBounds, AABox>;
using Inputs = render::VaryingSet3<render::ShapeBounds, AABox, LightStage::FramePointer>;
using JobModel = render::Job::ModelI<RenderShadowMap, Inputs>;
RenderShadowMap(render::ShapePlumberPointer shapePlumber, unsigned int cascadeIndex) : _shapePlumber{ shapePlumber }, _cascadeIndex{ cascadeIndex } {}
@ -98,13 +100,14 @@ signals:
class RenderShadowSetup {
public:
using Inputs = LightStage::FramePointer;
using Outputs = render::VaryingSet3<RenderArgs::RenderMode, glm::ivec2, ViewFrustumPointer>;
using Config = RenderShadowSetupConfig;
using JobModel = render::Job::ModelO<RenderShadowSetup, Outputs, Config>;
using JobModel = render::Job::ModelIO<RenderShadowSetup, Inputs, Outputs, Config>;
RenderShadowSetup();
void configure(const Config& configuration);
void run(const render::RenderContextPointer& renderContext, Outputs& output);
void run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output);
private:
@ -121,19 +124,19 @@ private:
class RenderShadowCascadeSetup {
public:
using Outputs = render::VaryingSet2<render::ItemFilter, ViewFrustumPointer>;
using JobModel = render::Job::ModelO<RenderShadowCascadeSetup, Outputs>;
using Inputs = LightStage::FramePointer;
using Outputs = render::VaryingSet3<render::ItemFilter, ViewFrustumPointer, RenderShadowTask::CullFunctor>;
using JobModel = render::Job::ModelIO<RenderShadowCascadeSetup, Inputs, Outputs>;
RenderShadowCascadeSetup(unsigned int cascadeIndex, RenderShadowTask::CullFunctor& cullFunctor, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00) :
_cascadeIndex{ cascadeIndex }, _cullFunctor{ cullFunctor }, _tagBits(tagBits), _tagMask(tagMask) {}
void run(const render::RenderContextPointer& renderContext, Outputs& output);
RenderShadowCascadeSetup(unsigned int cascadeIndex, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00) :
_cascadeIndex(cascadeIndex), _tagBits(tagBits), _tagMask(tagMask) {}
void run(const render::RenderContextPointer& renderContext, const Inputs& input, Outputs& output);
private:
unsigned int _cascadeIndex;
RenderShadowTask::CullFunctor& _cullFunctor;
uint8_t _tagBits{ 0x00 };
uint8_t _tagMask{ 0x00 };
uint8_t _tagBits { 0x00 };
uint8_t _tagMask { 0x00 };
};
class RenderShadowCascadeTeardown {
@ -152,20 +155,11 @@ public:
class CullShadowBounds {
public:
using Inputs = render::VaryingSet3<render::ShapeBounds, render::ItemFilter, ViewFrustumPointer>;
using Inputs = render::VaryingSet5<render::ShapeBounds, render::ItemFilter, ViewFrustumPointer, LightStage::FramePointer, RenderShadowTask::CullFunctor>;
using Outputs = render::VaryingSet2<render::ShapeBounds, AABox>;
using JobModel = render::Job::ModelIO<CullShadowBounds, Inputs, Outputs>;
CullShadowBounds(render::CullFunctor cullFunctor) :
_cullFunctor{ cullFunctor } {
}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
private:
render::CullFunctor _cullFunctor;
};
#endif // hifi_RenderShadowTask_h

View file

@ -39,28 +39,16 @@ namespace gr {
using namespace render;
class SetupZones {
public:
using Inputs = render::ItemBounds;
using JobModel = render::Job::ModelI<SetupZones, Inputs>;
SetupZones() {}
void run(const RenderContextPointer& context, const Inputs& inputs);
protected:
};
const Selection::Name ZoneRendererTask::ZONES_SELECTION { "RankedZones" };
void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& ouput) {
void ZoneRendererTask::build(JobModel& task, const Varying& input, Varying& output) {
// Filter out the sorted list of zones
const auto zoneItems = task.addJob<render::SelectSortItems>("FilterZones", input, ZONES_SELECTION.c_str());
// just setup the current zone env
task.addJob<SetupZones>("SetupZones", zoneItems);
ouput = zoneItems;
output = zoneItems;
}
void SetupZones::run(const RenderContextPointer& context, const Inputs& inputs) {
@ -130,27 +118,29 @@ const gpu::PipelinePointer& DebugZoneLighting::getBackgroundPipeline() {
void DebugZoneLighting::run(const render::RenderContextPointer& context, const Inputs& inputs) {
RenderArgs* args = context->args;
auto deferredTransform = inputs;
auto deferredTransform = inputs.get0();
auto lightFrame = inputs.get1();
auto backgroundFrame = inputs.get2();
auto lightStage = context->_scene->getStage<LightStage>(LightStage::getName());
std::vector<graphics::LightPointer> keyLightStack;
if (lightStage && lightStage->_currentFrame._sunLights.size()) {
for (auto index : lightStage->_currentFrame._sunLights) {
if (lightStage && lightFrame->_sunLights.size()) {
for (auto index : lightFrame->_sunLights) {
keyLightStack.push_back(lightStage->getLight(index));
}
}
std::vector<graphics::LightPointer> ambientLightStack;
if (lightStage && lightStage->_currentFrame._ambientLights.size()) {
for (auto index : lightStage->_currentFrame._ambientLights) {
if (lightStage && lightFrame->_ambientLights.size()) {
for (auto index : lightFrame->_ambientLights) {
ambientLightStack.push_back(lightStage->getLight(index));
}
}
auto backgroundStage = context->_scene->getStage<BackgroundStage>(BackgroundStage::getName());
std::vector<graphics::SkyboxPointer> skyboxStack;
if (backgroundStage && backgroundStage->_currentFrame._backgrounds.size()) {
for (auto index : backgroundStage->_currentFrame._backgrounds) {
if (backgroundStage && backgroundFrame->_backgrounds.size()) {
for (auto index : backgroundFrame->_backgrounds) {
auto background = backgroundStage->getBackground(index);
if (background) {
skyboxStack.push_back(background->getSkybox());
@ -158,7 +148,6 @@ void DebugZoneLighting::run(const render::RenderContextPointer& context, const I
}
}
gpu::doInBatch("DebugZoneLighting::run", args->_context, [=](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);

View file

@ -16,6 +16,19 @@
#include "DeferredFrameTransform.h"
#include "LightStage.h"
#include "BackgroundStage.h"
class SetupZones {
public:
using Inputs = render::ItemBounds;
using JobModel = render::Job::ModelI<SetupZones, Inputs>;
SetupZones() {}
void run(const render::RenderContextPointer& context, const Inputs& inputs);
};
class ZoneRendererConfig : public render::Task::Config {
Q_OBJECT
Q_PROPERTY(int maxDrawn MEMBER maxDrawn NOTIFY dirty)
@ -44,7 +57,7 @@ public:
ZoneRendererTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
void build(JobModel& task, const render::Varying& inputs, render::Varying& output);
void configure(const Config& config) { _maxDrawn = config.maxDrawn; }
@ -59,7 +72,7 @@ public:
Config(bool enabled = false) : JobConfig(enabled) {}
};
using Inputs = DeferredFrameTransformPointer;
using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, LightStage::FramePointer, BackgroundStage::FramePointer>;
using JobModel = render::Job::ModelI<DebugZoneLighting, Inputs, Config>;
DebugZoneLighting() {}

View file

@ -132,8 +132,6 @@ QUrl PathUtils::expandToLocalDataAbsolutePath(const QUrl& fileUrl) {
return expandedURL;
}
QUrl::fromLocalFile(resourcesPath()).toString();
return fileUrl;
}

View file

@ -418,6 +418,7 @@ protected:
template < typename T0, typename T1, typename T2, typename T3, typename T4, typename T5 > using VaryingSet6 = task::VaryingSet6<T0, T1, T2, T3, T4, T5>; \
template < typename T0, typename T1, typename T2, typename T3, typename T4, typename T5, typename T6 > using VaryingSet7 = task::VaryingSet7<T0, T1, T2, T3, T4, T5, T6>; \
template < typename T0, typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7 > using VaryingSet8 = task::VaryingSet8<T0, T1, T2, T3, T4, T5, T6, T7>; \
template < typename T0, typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7, typename T8 > using VaryingSet9 = task::VaryingSet9<T0, T1, T2, T3, T4, T5, T6, T7, T8>; \
template < class T, int NUM > using VaryingArray = task::VaryingArray<T, NUM>;

View file

@ -328,6 +328,45 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7, class T8>
class VaryingSet9 : public std::tuple<Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying> {
public:
using Parent = std::tuple<Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying>;
VaryingSet9() : Parent(Varying(T0()), Varying(T1()), Varying(T2()), Varying(T3()), Varying(T4()), Varying(T5()), Varying(T6()), Varying(T7()), Varying(T8())) {}
VaryingSet9(const VaryingSet9& src) : Parent(std::get<0>(src), std::get<1>(src), std::get<2>(src), std::get<3>(src), std::get<4>(src), std::get<5>(src), std::get<6>(src), std::get<7>(src), std::get<8>(src)) {}
VaryingSet9(const Varying& first, const Varying& second, const Varying& third, const Varying& fourth, const Varying& fifth, const Varying& sixth, const Varying& seventh, const Varying& eighth, const Varying& nine) : Parent(first, second, third, fourth, fifth, sixth, seventh, eighth, nine) {}
const T0& get0() const { return std::get<0>((*this)).template get<T0>(); }
T0& edit0() { return std::get<0>((*this)).template edit<T0>(); }
const T1& get1() const { return std::get<1>((*this)).template get<T1>(); }
T1& edit1() { return std::get<1>((*this)).template edit<T1>(); }
const T2& get2() const { return std::get<2>((*this)).template get<T2>(); }
T2& edit2() { return std::get<2>((*this)).template edit<T2>(); }
const T3& get3() const { return std::get<3>((*this)).template get<T3>(); }
T3& edit3() { return std::get<3>((*this)).template edit<T3>(); }
const T4& get4() const { return std::get<4>((*this)).template get<T4>(); }
T4& edit4() { return std::get<4>((*this)).template edit<T4>(); }
const T5& get5() const { return std::get<5>((*this)).template get<T5>(); }
T5& edit5() { return std::get<5>((*this)).template edit<T5>(); }
const T6& get6() const { return std::get<6>((*this)).template get<T6>(); }
T6& edit6() { return std::get<6>((*this)).template edit<T6>(); }
const T7& get7() const { return std::get<7>((*this)).template get<T7>(); }
T7& edit7() { return std::get<7>((*this)).template edit<T7>(); }
const T8& get8() const { return std::get<8>((*this)).template get<T8>(); }
T8& edit8() { return std::get<8>((*this)).template edit<T8>(); }
Varying asVarying() const { return Varying((*this)); }
};
template < class T, int NUM >
class VaryingArray : public std::array<Varying, NUM> {
public:

View file

@ -244,7 +244,7 @@ input.search:focus {
height: 26px;
margin-top: 1px;
margin-bottom: 1px;
box-shadow: 0 0 0px 1px #00b4ef;
box-shadow: 0 0 0 1px #00b4ef;
}
input:disabled, textarea:disabled {
@ -455,11 +455,11 @@ input[type=checkbox]:checked + label:hover {
#properties-list fieldset {
position: relative;
/* 0.1px on the top is to prevent margin collapsing between this and it's first child */
margin: 21px -21px 0px -21px;
padding: 0.1px 21px 0px 21px;
margin: 21px -21px 0 -21px;
padding: 0.1px 21px 0 21px;
border: none;
border-top: 1px rgb(90,90,90) solid;
box-shadow: 0px -1px 0px rgb(37,37,37);
box-shadow: 0 -1px 0 rgb(37,37,37);
}
#properties-list fieldset.fstuple, #properties-list fieldset.fsrow {
@ -469,7 +469,7 @@ input[type=checkbox]:checked + label:hover {
}
#properties-list > fieldset[data-collapsed="true"] + fieldset {
margin-top: 0px;
margin-top: 0;
}
#properties-list > fieldset[data-collapsed="true"] > *:not(legend) {
@ -477,14 +477,14 @@ input[type=checkbox]:checked + label:hover {
}
#properties-list legend + fieldset {
margin-top: 0px;
margin-top: 0;
border: none;
box-shadow: none;
}
#properties-list > fieldset#properties-header {
margin-top: 0px;
padding-bottom: 0px;
margin-top: 0;
padding-bottom: 0;
}
@ -940,8 +940,8 @@ tuple, .blue:focus, .tuple .z:focus, .tuple .roll:focus {
#properties-list .two-column fieldset legend {
display: table;
width: 100%;
margin: 21px -21px 0px -21px;
padding: 0px 0px 0px 21px;
margin: 21px -21px 0 -21px;
padding: 0 0 0 21px;
font-family: Raleway-Regular;
font-size: 12px;
color: #afafaf;
@ -973,6 +973,10 @@ fieldset .checkbox-sub-props .property:first-child {
::-webkit-scrollbar-track {
background-color: #2e2e2e;
}
#entity-table-scroll::-webkit-scrollbar-track {
border-bottom-right-radius: 7px;
}
::-webkit-scrollbar-thumb {
background-color: #696969;
border: 2px solid #2e2e2e;
@ -1031,6 +1035,16 @@ textarea:enabled[scrolling="true"]::-webkit-resizer {
position: relative; /* New positioning context. */
}
#footer-text {
float: right;
padding-top: 12px;
padding-right: 22px;
}
#entity-list-footer {
padding-top: 9px;
}
#search-area {
padding-right: 168px;
padding-bottom: 24px;
@ -1068,6 +1082,9 @@ textarea:enabled[scrolling="true"]::-webkit-resizer {
margin-top: 28px;
border-left: 2px solid #575757;
border-right: 2px solid #575757;
border-bottom: 2px solid #575757;
border-bottom-left-radius: 7px;
border-bottom-right-radius: 7px;
background-color: #1c1c1c;
}
@ -1084,8 +1101,7 @@ textarea:enabled[scrolling="true"]::-webkit-resizer {
background-color: #1c1c1c;
}
#entity-table thead tr, #entity-table thead tr th,
#entity-table tfoot tr, #entity-table tfoot tr td {
#entity-table thead tr, #entity-table thead tr th {
background: none;
}
@ -1196,19 +1212,6 @@ th#entity-hasTransparent .sort-order {
top: -1px;
}
#entity-table tfoot {
box-sizing: border-box;
border: 2px solid #575757;
border-bottom-left-radius: 7px;
border-bottom-right-radius: 7px;
border-top: 1px solid #575757;
position: absolute;
bottom: -21px;
left: 0;
width: 100%;
}
#col-type {
width: 16%;
}
@ -1788,4 +1791,13 @@ input#reset-to-natural-dimensions {
.skybox-section {
display: none;
}
}
input[type=button]#export {
height: 38px;
width: 180px;
}
body#entity-list-body {
padding-bottom: 0;
}

View file

@ -1,4 +1,4 @@
<!--
<!--
// entityList.html
//
// Created by Ryan Huffman on 19 Nov 2014
@ -18,14 +18,13 @@
<script type="text/javascript" src="js/listView.js"></script>
<script type="text/javascript" src="js/entityList.js"></script>
</head>
<body onload='loaded();'>
<body onload='loaded();' id="entity-list-body">
<div id="entity-list-header">
<input type="button" class="glyph" id="refresh" value="F" />
<div>
<input type="button" id="locked" class="glyph" value="&#xe006;" />
<input type="button" id="visible" class="glyph" value="&#xe007;" />
</div>
<input type="button" id="export" value="Export Selection" />
<input type="button" id="pal" class="glyph" value="&#xe00c;" />
<input type="button" class="red" id="delete" value="Delete" />
</div>
@ -87,11 +86,6 @@
<td class="id" style="display: none"></td>
</tr>
</tbody>
<tfoot>
<tr>
<td id="footer-text" colspan="12"> </td>
</tr>
</tfoot>
</table>
<div id="no-entities">
@ -99,5 +93,13 @@
</div>
</div>
</div>
<div id="entity-list-footer">
<div>
<input type="button" id="export" value="Export Selection" />
<div id="footer-text">
<b><span id="selected-entities-count">0</span> of <span id="visible-entities-count">0</span></b> selected
</div>
</div>
</div>
</body>
</html>

View file

@ -20,7 +20,7 @@ const IMAGE_MODEL_NAME = 'default-image-model.fbx';
const COLLAPSE_EXTRA_INFO = "E";
const EXPAND_EXTRA_INFO = "D";
const FILTER_IN_VIEW_ATTRIBUTE = "pressed";
const WINDOW_NONVARIABLE_HEIGHT = 207;
const WINDOW_NONVARIABLE_HEIGHT = 227;
const NUM_COLUMNS = 12;
const EMPTY_ENTITY_ID = "0";
const DELETE = 46; // Key code for the delete key.
@ -60,7 +60,7 @@ const COMPARE_DESCENDING = function(a, b) {
}
// List of all entities
var entities = []
var entities = [];
// List of all entities, indexed by Entity ID
var entitiesByID = {};
// The filtered and sorted list of entities passed to ListView
@ -112,7 +112,8 @@ function loaded() {
elPal = document.getElementById("pal");
elInfoToggle = document.getElementById("info-toggle");
elInfoToggleGlyph = elInfoToggle.firstChild;
elFooter = document.getElementById("footer-text");
elSelectedEntitiesCount = document.getElementById("selected-entities-count");
elVisibleEntitiesCount = document.getElementById("visible-entities-count");
elNoEntitiesMessage = document.getElementById("no-entities");
elNoEntitiesInView = document.getElementById("no-entities-in-view");
elNoEntitiesRadius = document.getElementById("no-entities-radius");
@ -440,15 +441,8 @@ function loaded() {
}
function refreshFooter() {
if (selectedEntities.length > 1) {
elFooter.firstChild.nodeValue = selectedEntities.length + " entities selected";
} else if (selectedEntities.length === 1) {
elFooter.firstChild.nodeValue = "1 entity selected";
} else if (visibleEntities.length === 1) {
elFooter.firstChild.nodeValue = "1 entity found";
} else {
elFooter.firstChild.nodeValue = visibleEntities.length + " entities found";
}
elSelectedEntitiesCount.innerText = selectedEntities.length;
elVisibleEntitiesCount.innerText = visibleEntities.length;
}
function refreshNoEntitiesMessage() {
@ -646,7 +640,7 @@ function loaded() {
data = JSON.parse(data);
if (data.type === "clearEntityList") {
clearEntities();
} else if (data.type == "selectionUpdate") {
} else if (data.type === "selectionUpdate") {
let notFound = updateSelectedEntities(data.selectedIDs);
if (notFound) {
refreshEntities();

View file

@ -6,11 +6,5 @@
//
openLoginWindow = function openLoginWindow() {
if ((HMD.active && Settings.getValue("hmdTabletBecomesToolbar", false))
|| (!HMD.active && Settings.getValue("desktopTabletBecomesToolbar", true))) {
Menu.triggerOption("Login/Sign Up");
} else {
tablet.loadQMLOnTop("dialogs/TabletLoginDialog.qml");
HMD.openTablet();
}
Menu.triggerOption("Login/Sign Up");
};