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Merge pull request #7135 from zzmp/fix/grid
Update renderGrid to use a shader, and fix grid edit tools
This commit is contained in:
commit
e6ccf501fa
11 changed files with 313 additions and 283 deletions
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@ -38,6 +38,10 @@ var lightOverlayManager = new LightOverlayManager();
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var cameraManager = new CameraManager();
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var grid = Grid();
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gridTool = GridTool({
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horizontalGrid: grid
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});
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gridTool.setVisible(false);
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var entityListTool = EntityListTool();
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@ -341,7 +345,7 @@ var toolBar = (function() {
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isActive = active;
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if (!isActive) {
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entityListTool.setVisible(false);
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// gridTool.setVisible(false);
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gridTool.setVisible(false);
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grid.setEnabled(false);
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propertiesTool.setVisible(false);
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selectionManager.clearSelections();
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@ -349,7 +353,7 @@ var toolBar = (function() {
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} else {
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hasShownPropertiesTool = false;
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entityListTool.setVisible(true);
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// gridTool.setVisible(true);
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gridTool.setVisible(true);
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grid.setEnabled(true);
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propertiesTool.setVisible(true);
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Window.setFocus();
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@ -33,8 +33,8 @@
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elPosY.value = origin.y.toFixed(2);
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}
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if (data.minorGridWidth !== undefined) {
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elMinorSpacing.value = data.minorGridWidth;
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if (data.minorGridEvery !== undefined) {
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elMinorSpacing.value = data.minorGridEvery;
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}
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if (data.majorGridEvery !== undefined) {
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@ -60,7 +60,7 @@
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origin: {
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y: elPosY.value,
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},
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minorGridWidth: elMinorSpacing.value,
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minorGridEvery: elMinorSpacing.value,
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majorGridEvery: elMajorSpacing.value,
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gridColor: gridColor,
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colorIndex: gridColorIndex,
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@ -132,21 +132,21 @@
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<div id="horizontal-position" class="property-section">
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<label>Position (Y Axis)</label>
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<span>
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<input type='number' id="horiz-y" class="number" value="0.0" step="0.1"></input>
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<input type='number' id="horiz-y" class="number" step="0.1"></input>
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</span>
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</div>
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<div class="property-section">
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<label>Minor Grid Size</label>
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<span>
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<input type='number' id="minor-spacing" min="0" step="0.01", ></input>
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<input type='number' id="minor-spacing" min="0.2" step="0.2"></input>
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</span>
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</div>
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<div class="property-section">
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<label>Major Grid Every</label>
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<span>
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<input type='number' id="major-spacing" min="2" step="1", ></input>
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<input type='number' id="major-spacing" min="1" step="1", ></input>
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</span>
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</div>
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@ -12,24 +12,26 @@ Grid = function(opts) {
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];
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var colorIndex = 0;
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var gridAlpha = 0.6;
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var origin = { x: 0, y: 0, z: 0 };
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var origin = { x: 0, y: +MyAvatar.getJointPosition('LeftToeBase').y.toFixed(1) + 0.1, z: 0 };
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var scale = 500;
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var minorGridEvery = 1.0;
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var majorGridEvery = 5;
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var minorGridWidth = 0.2;
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var halfSize = 40;
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var yOffset = 0.001;
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var worldSize = 16384;
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var snapToGrid = false;
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var gridOverlay = Overlays.addOverlay("grid", {
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position: { x: 0 , y: 0, z: 0 },
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visible: true,
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rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
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dimensions: { x: scale, y: scale, z: scale },
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position: origin,
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visible: false,
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drawInFront: false,
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color: colors[0],
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alpha: gridAlpha,
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rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
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minorGridWidth: 0.1,
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majorGridEvery: 2,
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minorGridEvery: minorGridEvery,
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majorGridEvery: majorGridEvery,
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});
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that.visible = false;
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@ -39,17 +41,13 @@ Grid = function(opts) {
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return origin;
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}
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that.getMinorIncrement = function() { return minorGridWidth; };
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that.getMajorIncrement = function() { return minorGridWidth * majorGridEvery; };
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that.getMinorGridWidth = function() { return minorGridWidth; };
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that.setMinorGridWidth = function(value) {
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minorGridWidth = value;
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that.getMinorIncrement = function() { return minorGridEvery; };
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that.setMinorIncrement = function(value) {
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minorGridEvery = value;
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updateGrid();
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};
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that.getMajorGridEvery = function() { return majorGridEvery; };
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that.setMajorGridEvery = function(value) {
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}
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that.getMajorIncrement = function() { return majorGridEvery; };
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that.setMajorIncrement = function(value) {
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majorGridEvery = value;
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updateGrid();
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};
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@ -106,7 +104,7 @@ Grid = function(opts) {
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dimensions = { x: 0, y: 0, z: 0 };
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}
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var spacing = majorOnly ? (minorGridWidth * majorGridEvery) : minorGridWidth;
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var spacing = majorOnly ? majorGridEvery : minorGridEvery;
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position = Vec3.subtract(position, origin);
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@ -122,7 +120,7 @@ Grid = function(opts) {
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return delta;
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}
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var spacing = majorOnly ? (minorGridWidth * majorGridEvery) : minorGridWidth;
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var spacing = majorOnly ? majorGridEvery : minorGridEvery;
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var snappedDelta = {
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x: Math.round(delta.x / spacing) * spacing,
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@ -135,9 +133,7 @@ Grid = function(opts) {
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that.setPosition = function(newPosition, noUpdate) {
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origin = Vec3.subtract(newPosition, { x: 0, y: yOffset, z: 0 });
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origin.x = 0;
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origin.z = 0;
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origin = { x: 0, y: newPosition.y, z: 0 };
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updateGrid();
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if (!noUpdate) {
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@ -149,7 +145,7 @@ Grid = function(opts) {
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if (that.onUpdate) {
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that.onUpdate({
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origin: origin,
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minorGridWidth: minorGridWidth,
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minorGridEvery: minorGridEvery,
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majorGridEvery: majorGridEvery,
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gridSize: halfSize,
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visible: that.visible,
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@ -171,8 +167,8 @@ Grid = function(opts) {
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that.setPosition(pos, true);
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}
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if (data.minorGridWidth) {
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minorGridWidth = data.minorGridWidth;
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if (data.minorGridEvery) {
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minorGridEvery = data.minorGridEvery;
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}
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if (data.majorGridEvery) {
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@ -191,20 +187,22 @@ Grid = function(opts) {
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that.setVisible(data.visible, true);
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}
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updateGrid();
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updateGrid(true);
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}
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function updateGrid() {
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function updateGrid(noUpdate) {
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Overlays.editOverlay(gridOverlay, {
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position: { x: origin.y, y: origin.y, z: -origin.y },
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position: { x: 0, y: origin.y, z: 0 },
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visible: that.visible && that.enabled,
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minorGridWidth: minorGridWidth,
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minorGridEvery: minorGridEvery,
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majorGridEvery: majorGridEvery,
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color: colors[colorIndex],
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alpha: gridAlpha,
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});
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that.emitUpdate();
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if (!noUpdate) {
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that.emitUpdate();
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}
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}
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function cleanup() {
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@ -247,7 +245,7 @@ GridTool = function(opts) {
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} else if (data.type == "update") {
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horizontalGrid.update(data);
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for (var i = 0; i < listeners.length; i++) {
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listeners[i](data);
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listeners[i] && listeners[i](data);
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}
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} else if (data.type == "action") {
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var action = data.action;
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@ -117,8 +117,8 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
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static const glm::vec4 inputColor = { 0.3f, 1.0f, 0.3f, 1.0f };
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static const glm::vec4 outputLeftColor = { 1.0f, 0.3f, 0.3f, 1.0f };
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static const glm::vec4 outputRightColor = { 0.3f, 0.3f, 1.0f, 1.0f };
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static const int gridRows = 2;
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int gridCols = _framesPerScope;
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static const int gridCols = 2;
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int gridRows = _framesPerScope;
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int x = (width - (int)SCOPE_WIDTH) / 2;
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int y = (height - (int)SCOPE_HEIGHT) / 2;
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@ -127,6 +127,12 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// Grid uses its own pipeline, so draw it before setting another
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const float GRID_EDGE = 0.005f;
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geometryCache->renderGrid(batch, glm::vec2(x, y), glm::vec2(x + w, y + h),
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gridRows, gridCols, GRID_EDGE, gridColor, true, _audioScopeGrid);
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geometryCache->useSimpleDrawPipeline(batch);
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auto textureCache = DependencyManager::get<TextureCache>();
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batch.setResourceTexture(0, textureCache->getWhiteTexture());
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@ -139,7 +145,6 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
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batch.setViewTransform(Transform());
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geometryCache->renderQuad(batch, x, y, w, h, backgroundColor, _audioScopeBackground);
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geometryCache->renderGrid(batch, x, y, w, h, gridRows, gridCols, gridColor, _audioScopeGrid);
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renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
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renderLineStrip(batch, _outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
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renderLineStrip(batch, _outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
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@ -13,6 +13,8 @@
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#include <QScriptValue>
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#include <OctreeConstants.h>
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#include <DependencyManager.h>
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#include <GeometryCache.h>
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#include <PathUtils.h>
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@ -20,17 +22,28 @@
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QString const Grid3DOverlay::TYPE = "grid";
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const float DEFAULT_SCALE = 100.0f;
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Grid3DOverlay::Grid3DOverlay() :
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_minorGridWidth(1.0),
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_majorGridEvery(5) {
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Grid3DOverlay::Grid3DOverlay() {
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setDimensions(DEFAULT_SCALE);
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updateGrid();
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}
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Grid3DOverlay::Grid3DOverlay(const Grid3DOverlay* grid3DOverlay) :
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Planar3DOverlay(grid3DOverlay),
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_minorGridWidth(grid3DOverlay->_minorGridWidth),
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_majorGridEvery(grid3DOverlay->_majorGridEvery)
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_majorGridEvery(grid3DOverlay->_majorGridEvery),
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_minorGridEvery(grid3DOverlay->_minorGridEvery)
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{
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updateGrid();
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}
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AABox Grid3DOverlay::getBounds() const {
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if (_followCamera) {
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// This is a UI element that should always be in view, lie to the octree to avoid culling
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const AABox DOMAIN_BOX = AABox(glm::vec3(-TREE_SCALE / 2), TREE_SCALE);
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return DOMAIN_BOX;
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}
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return Planar3DOverlay::getBounds();
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}
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void Grid3DOverlay::render(RenderArgs* args) {
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@ -38,15 +51,8 @@ void Grid3DOverlay::render(RenderArgs* args) {
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return; // do nothing if we're not visible
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}
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const int MINOR_GRID_DIVISIONS = 200;
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const int MAJOR_GRID_DIVISIONS = 100;
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const float MAX_COLOR = 255.0f;
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// center the grid around the camera position on the plane
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glm::vec3 rotated = glm::inverse(getRotation()) * args->_viewFrustum->getPosition();
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float spacing = _minorGridWidth;
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float alpha = getAlpha();
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xColor color = getColor();
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glm::vec4 gridColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
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@ -54,72 +60,65 @@ void Grid3DOverlay::render(RenderArgs* args) {
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auto batch = args->_batch;
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if (batch) {
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auto minCorner = glm::vec2(-0.5f, -0.5f);
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auto maxCorner = glm::vec2(0.5f, 0.5f);
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auto position = getPosition();
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if (_followCamera) {
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// Get the camera position rounded to the nearest major grid line
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// This grid is for UI and should lie on worldlines
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auto cameraPosition =
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(float)_majorGridEvery * glm::round(args->_viewFrustum->getPosition() / (float)_majorGridEvery);
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position += glm::vec3(cameraPosition.x, 0.0f, cameraPosition.z);
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}
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Transform transform;
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transform.setRotation(getRotation());
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transform.setScale(glm::vec3(getDimensions(), 1.0f));
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transform.setTranslation(position);
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batch->setModelTransform(transform);
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// Minor grid
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{
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auto position = glm::vec3(_minorGridWidth * (floorf(rotated.x / spacing) - MINOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MINOR_GRID_DIVISIONS / 2),
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getPosition().z);
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float scale = MINOR_GRID_DIVISIONS * spacing;
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transform.setTranslation(position);
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transform.setScale(scale);
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderGrid(*batch, MINOR_GRID_DIVISIONS, MINOR_GRID_DIVISIONS, gridColor);
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}
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// Major grid
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{
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spacing *= _majorGridEvery;
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auto position = glm::vec3(spacing * (floorf(rotated.x / spacing) - MAJOR_GRID_DIVISIONS / 2),
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spacing * (floorf(rotated.y / spacing) - MAJOR_GRID_DIVISIONS / 2),
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getPosition().z);
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float scale = MAJOR_GRID_DIVISIONS * spacing;
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transform.setTranslation(position);
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transform.setScale(scale);
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// FIXME: THe line width of 4.0f is not supported anymore, we ll need a workaround
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batch->setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderGrid(*batch, MAJOR_GRID_DIVISIONS, MAJOR_GRID_DIVISIONS, gridColor);
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}
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const float MINOR_GRID_EDGE = 0.0025f;
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const float MAJOR_GRID_EDGE = 0.005f;
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DependencyManager::get<GeometryCache>()->renderGrid(*batch, minCorner, maxCorner,
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_minorGridRowDivisions, _minorGridColDivisions, MINOR_GRID_EDGE,
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_majorGridRowDivisions, _majorGridColDivisions, MAJOR_GRID_EDGE,
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gridColor, _drawInFront);
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}
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}
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const render::ShapeKey Grid3DOverlay::getShapeKey() {
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auto builder = render::ShapeKey::Builder();
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if (getAlpha() != 1.0f) {
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builder.withTranslucent();
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}
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return builder.build();
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return render::ShapeKey::Builder().withOwnPipeline();
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}
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void Grid3DOverlay::setProperties(const QScriptValue& properties) {
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Planar3DOverlay::setProperties(properties);
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if (properties.property("minorGridWidth").isValid()) {
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_minorGridWidth = properties.property("minorGridWidth").toVariant().toFloat();
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if (properties.property("followCamera").isValid()) {
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_followCamera = properties.property("followCamera").toVariant().toBool();
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}
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if (properties.property("majorGridEvery").isValid()) {
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_majorGridEvery = properties.property("majorGridEvery").toVariant().toInt();
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}
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if (properties.property("minorGridEvery").isValid()) {
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_minorGridEvery = properties.property("minorGridEvery").toVariant().toFloat();
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}
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updateGrid();
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}
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QScriptValue Grid3DOverlay::getProperty(const QString& property) {
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if (property == "minorGridWidth") {
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return _minorGridWidth;
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if (property == "followCamera") {
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return _followCamera;
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}
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if (property == "majorGridEvery") {
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return _majorGridEvery;
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}
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if (property == "minorGridEvery") {
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return _minorGridEvery;
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}
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return Planar3DOverlay::getProperty(property);
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}
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@ -128,3 +127,16 @@ Grid3DOverlay* Grid3DOverlay::createClone() const {
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return new Grid3DOverlay(this);
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}
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void Grid3DOverlay::updateGrid() {
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const int MAJOR_GRID_EVERY_MIN = 1;
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const float MINOR_GRID_EVERY_MIN = 0.01f;
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_majorGridEvery = std::max(_majorGridEvery, MAJOR_GRID_EVERY_MIN);
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_minorGridEvery = std::max(_minorGridEvery, MINOR_GRID_EVERY_MIN);
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_majorGridRowDivisions = getDimensions().x / _majorGridEvery;
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_majorGridColDivisions = getDimensions().y / _majorGridEvery;
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_minorGridRowDivisions = getDimensions().x / _minorGridEvery;
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_minorGridColDivisions = getDimensions().y / _minorGridEvery;
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}
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@ -24,6 +24,8 @@ public:
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Grid3DOverlay();
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Grid3DOverlay(const Grid3DOverlay* grid3DOverlay);
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virtual AABox getBounds() const;
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virtual void render(RenderArgs* args);
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virtual const render::ShapeKey getShapeKey() override;
|
||||
virtual void setProperties(const QScriptValue& properties);
|
||||
|
@ -31,9 +33,21 @@ public:
|
|||
|
||||
virtual Grid3DOverlay* createClone() const;
|
||||
|
||||
// Grids are UI tools, and may not be intersected (pickable)
|
||||
virtual bool findRayIntersection(const glm::vec3&, const glm::vec3&, float&, BoxFace&, glm::vec3&) { return false; }
|
||||
|
||||
private:
|
||||
float _minorGridWidth;
|
||||
int _majorGridEvery;
|
||||
void updateGrid();
|
||||
|
||||
bool _followCamera { true };
|
||||
|
||||
int _majorGridEvery { 5 };
|
||||
float _majorGridRowDivisions;
|
||||
float _majorGridColDivisions;
|
||||
|
||||
float _minorGridEvery { 1.0f };
|
||||
float _minorGridRowDivisions;
|
||||
float _minorGridColDivisions;
|
||||
};
|
||||
|
||||
#endif // hifi_Grid3DOverlay_h
|
||||
|
|
|
@ -20,7 +20,7 @@ public:
|
|||
Planar3DOverlay();
|
||||
Planar3DOverlay(const Planar3DOverlay* planar3DOverlay);
|
||||
|
||||
AABox getBounds() const;
|
||||
virtual AABox getBounds() const;
|
||||
|
||||
glm::vec2 getDimensions() const { return _dimensions; }
|
||||
void setDimensions(float value) { _dimensions = glm::vec2(value); }
|
||||
|
|
47
libraries/gpu/src/gpu/Paint.slh
Normal file
47
libraries/gpu/src/gpu/Paint.slh
Normal file
|
@ -0,0 +1,47 @@
|
|||
<!
|
||||
// Paint.slh
|
||||
// libraries/gpu/src
|
||||
//
|
||||
// Created by Zach Pomerantz on 2/19/2016.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Fragment shader utility functions. Will fail compilation in vertex shaders.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
!>
|
||||
<@if not GPU_PAINT_SLH@>
|
||||
<@def GPU_PAINT_SLH@>
|
||||
|
||||
float paintStripe(float value, float offset, float scale, float edge) {
|
||||
float width = fwidth(value);
|
||||
float normalizedWidth = width * scale;
|
||||
|
||||
float x0 = (value + offset) * scale - normalizedWidth / 2;
|
||||
float x1 = x0 + normalizedWidth;
|
||||
|
||||
float balance = 1.0 - edge;
|
||||
float i0 = edge * floor(x0) + max(0.0, fract(x0) - balance);
|
||||
float i1 = edge * floor(x1) + max(0.0, fract(x1) - balance);
|
||||
float strip = (i1 - i0) / normalizedWidth;
|
||||
|
||||
return clamp(strip, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float paintGrid(vec2 value, vec2 offset, vec2 scale, vec2 edge) {
|
||||
return max(
|
||||
paintStripe(value.x, offset.x, scale.x, edge.x),
|
||||
paintStripe(value.y, offset.y, scale.y, edge.y));
|
||||
}
|
||||
|
||||
float paintGridMajor(vec2 value, vec2 offset, vec2 scale, vec2 edge) {
|
||||
return paintGrid(value, offset, scale, edge);
|
||||
}
|
||||
|
||||
float paintGridMajorMinor(vec2 value, vec4 offset, vec4 scale, vec4 edge) {
|
||||
return max(
|
||||
paintGrid(value, offset.xy, scale.xy, edge.xy),
|
||||
paintGrid(value, offset.zw, scale.zw, edge.zw));
|
||||
}
|
||||
|
||||
<@endif@>
|
|
@ -22,17 +22,19 @@
|
|||
#include "TextureCache.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
|
||||
#include "model/TextureMap.h"
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
||||
#include "simple_vert.h"
|
||||
#include "simple_textured_frag.h"
|
||||
#include "simple_textured_emisive_frag.h"
|
||||
|
||||
#include "grid_frag.h"
|
||||
|
||||
//#define WANT_DEBUG
|
||||
|
||||
const int GeometryCache::UNKNOWN_ID = -1;
|
||||
|
@ -564,186 +566,49 @@ void GeometryCache::renderWireSphere(gpu::Batch& batch) {
|
|||
renderWireShape(batch, Sphere);
|
||||
}
|
||||
|
||||
void GeometryCache::renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
int majorRows, int majorCols, float majorEdge,
|
||||
int minorRows, int minorCols, float minorEdge,
|
||||
const glm::vec4& color, bool isLayered, int id) {
|
||||
static const glm::vec2 MIN_TEX_COORD(0.0f, 0.0f);
|
||||
static const glm::vec2 MAX_TEX_COORD(1.0f, 1.0f);
|
||||
|
||||
void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
|
||||
IntPair key(xDivisions, yDivisions);
|
||||
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
|
||||
|
||||
int vertices = (xDivisions + 1 + yDivisions + 1) * 2;
|
||||
if (!_gridBuffers.contains(key)) {
|
||||
auto verticesBuffer = std::make_shared<gpu::Buffer>();
|
||||
|
||||
float* vertexData = new float[vertices * 2];
|
||||
float* vertex = vertexData;
|
||||
|
||||
for (int i = 0; i <= xDivisions; i++) {
|
||||
float x = (float)i / xDivisions;
|
||||
|
||||
*(vertex++) = x;
|
||||
*(vertex++) = 0.0f;
|
||||
|
||||
*(vertex++) = x;
|
||||
*(vertex++) = 1.0f;
|
||||
}
|
||||
for (int i = 0; i <= yDivisions; i++) {
|
||||
float y = (float)i / yDivisions;
|
||||
|
||||
*(vertex++) = 0.0f;
|
||||
*(vertex++) = y;
|
||||
|
||||
*(vertex++) = 1.0f;
|
||||
*(vertex++) = y;
|
||||
}
|
||||
|
||||
verticesBuffer->append(sizeof(float) * vertices * 2, (gpu::Byte*) vertexData);
|
||||
delete[] vertexData;
|
||||
|
||||
_gridBuffers[key] = verticesBuffer;
|
||||
}
|
||||
|
||||
if (!_gridColors.contains(colorKey)) {
|
||||
auto colorBuffer = std::make_shared<gpu::Buffer>();
|
||||
_gridColors[colorKey] = colorBuffer;
|
||||
|
||||
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
|
||||
((int(color.y * 255.0f) & 0xFF) << 8) |
|
||||
((int(color.z * 255.0f) & 0xFF) << 16) |
|
||||
((int(color.w * 255.0f) & 0xFF) << 24);
|
||||
|
||||
int* colorData = new int[vertices];
|
||||
int* colorDataAt = colorData;
|
||||
|
||||
for(int v = 0; v < vertices; v++) {
|
||||
*(colorDataAt++) = compactColor;
|
||||
}
|
||||
|
||||
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
|
||||
delete[] colorData;
|
||||
}
|
||||
gpu::BufferPointer verticesBuffer = _gridBuffers[key];
|
||||
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
|
||||
|
||||
const int VERTICES_SLOT = 0;
|
||||
const int COLOR_SLOT = 1;
|
||||
auto streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
|
||||
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
|
||||
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, verticesView);
|
||||
batch.setInputBuffer(COLOR_SLOT, colorView);
|
||||
batch.draw(gpu::LINES, vertices, 0);
|
||||
}
|
||||
|
||||
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
|
||||
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(renderutils) << "GeometryCache::renderGrid(x["<<x<<"], "
|
||||
"y["<<y<<"],"
|
||||
"w["<<width<<"],"
|
||||
"h["<<height<<"],"
|
||||
"rows["<<rows<<"],"
|
||||
"cols["<<cols<<"],"
|
||||
" id:"<<id<<")...";
|
||||
#endif
|
||||
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
Vec3Pair key(glm::vec3(x, y, width), glm::vec3(height, rows, cols));
|
||||
Vec3Pair colorKey(glm::vec3(color.x, color.y, rows), glm::vec3(color.z, color.y, cols));
|
||||
Vec2FloatPair majorKey(glm::vec2(majorRows, majorCols), majorEdge);
|
||||
Vec2FloatPair minorKey(glm::vec2(minorRows, minorCols), minorEdge);
|
||||
Vec2FloatPairPair key(majorKey, minorKey);
|
||||
|
||||
int vertices = (cols + 1 + rows + 1) * 2;
|
||||
if ((registered && (!_registeredAlternateGridBuffers.contains(id) || _lastRegisteredAlternateGridBuffers[id] != key))
|
||||
|| (!registered && !_alternateGridBuffers.contains(key))) {
|
||||
// Make the gridbuffer
|
||||
if ((registered && (!_registeredGridBuffers.contains(id) || _lastRegisteredGridBuffer[id] != key)) ||
|
||||
(!registered && !_gridBuffers.contains(key))) {
|
||||
GridSchema gridSchema;
|
||||
GridBuffer gridBuffer = std::make_shared<gpu::Buffer>(sizeof(GridSchema), (const gpu::Byte*) &gridSchema);
|
||||
|
||||
if (registered && _registeredAlternateGridBuffers.contains(id)) {
|
||||
_registeredAlternateGridBuffers[id].reset();
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(renderutils) << "renderGrid()... RELEASING REGISTERED VERTICES BUFFER";
|
||||
#endif
|
||||
if (registered && _registeredGridBuffers.contains(id)) {
|
||||
gridBuffer = _registeredGridBuffers[id];
|
||||
}
|
||||
|
||||
auto verticesBuffer = std::make_shared<gpu::Buffer>();
|
||||
if (registered) {
|
||||
_registeredAlternateGridBuffers[id] = verticesBuffer;
|
||||
_lastRegisteredAlternateGridBuffers[id] = key;
|
||||
_registeredGridBuffers[id] = gridBuffer;
|
||||
_lastRegisteredGridBuffer[id] = key;
|
||||
} else {
|
||||
_alternateGridBuffers[key] = verticesBuffer;
|
||||
_gridBuffers[key] = gridBuffer;
|
||||
}
|
||||
|
||||
float* vertexData = new float[vertices * 2];
|
||||
float* vertex = vertexData;
|
||||
|
||||
int dx = width / cols;
|
||||
int dy = height / rows;
|
||||
int tx = x;
|
||||
int ty = y;
|
||||
|
||||
// Draw horizontal grid lines
|
||||
for (int i = rows + 1; --i >= 0; ) {
|
||||
*(vertex++) = x;
|
||||
*(vertex++) = ty;
|
||||
|
||||
*(vertex++) = x + width;
|
||||
*(vertex++) = ty;
|
||||
|
||||
ty += dy;
|
||||
}
|
||||
// Draw vertical grid lines
|
||||
for (int i = cols + 1; --i >= 0; ) {
|
||||
*(vertex++) = tx;
|
||||
*(vertex++) = y;
|
||||
|
||||
*(vertex++) = tx;
|
||||
*(vertex++) = y + height;
|
||||
tx += dx;
|
||||
}
|
||||
|
||||
verticesBuffer->append(sizeof(float) * vertices * 2, (gpu::Byte*) vertexData);
|
||||
delete[] vertexData;
|
||||
gridBuffer.edit<GridSchema>().period = glm::vec4(majorRows, majorCols, minorRows, minorCols);
|
||||
gridBuffer.edit<GridSchema>().offset.x = -(majorEdge / majorRows) / 2;
|
||||
gridBuffer.edit<GridSchema>().offset.y = -(majorEdge / majorCols) / 2;
|
||||
gridBuffer.edit<GridSchema>().offset.z = -(minorEdge / minorRows) / 2;
|
||||
gridBuffer.edit<GridSchema>().offset.w = -(minorEdge / minorCols) / 2;
|
||||
gridBuffer.edit<GridSchema>().edge = glm::vec4(glm::vec2(majorEdge),
|
||||
// If rows or columns are not set, do not draw minor gridlines
|
||||
glm::vec2((minorRows != 0 && minorCols != 0) ? minorEdge : 0.0f));
|
||||
}
|
||||
|
||||
if (!_gridColors.contains(colorKey)) {
|
||||
auto colorBuffer = std::make_shared<gpu::Buffer>();
|
||||
_gridColors[colorKey] = colorBuffer;
|
||||
// Set the grid pipeline
|
||||
useGridPipeline(batch, registered ? _registeredGridBuffers[id] : _gridBuffers[key], isLayered);
|
||||
|
||||
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
|
||||
((int(color.y * 255.0f) & 0xFF) << 8) |
|
||||
((int(color.z * 255.0f) & 0xFF) << 16) |
|
||||
((int(color.w * 255.0f) & 0xFF) << 24);
|
||||
|
||||
int* colorData = new int[vertices];
|
||||
int* colorDataAt = colorData;
|
||||
|
||||
|
||||
for(int v = 0; v < vertices; v++) {
|
||||
*(colorDataAt++) = compactColor;
|
||||
}
|
||||
|
||||
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
|
||||
delete[] colorData;
|
||||
}
|
||||
gpu::BufferPointer verticesBuffer = registered ? _registeredAlternateGridBuffers[id] : _alternateGridBuffers[key];
|
||||
|
||||
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
|
||||
|
||||
const int VERTICES_SLOT = 0;
|
||||
const int COLOR_SLOT = 1;
|
||||
auto streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
|
||||
|
||||
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
|
||||
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
|
||||
|
||||
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
|
||||
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, verticesView);
|
||||
batch.setInputBuffer(COLOR_SLOT, colorView);
|
||||
batch.draw(gpu::LINES, vertices, 0);
|
||||
renderQuad(batch, minCorner, maxCorner, MIN_TEX_COORD, MAX_TEX_COORD, color, id);
|
||||
}
|
||||
|
||||
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color) {
|
||||
|
@ -1772,7 +1637,6 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
|||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
|
||||
|
||||
// enable decal blend
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
|
||||
|
@ -1792,6 +1656,30 @@ void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
|||
}
|
||||
}
|
||||
|
||||
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
|
||||
if (!_gridPipeline) {
|
||||
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
||||
auto ps = gpu::Shader::createPixel(std::string(grid_frag));
|
||||
auto program = gpu::Shader::createProgram(vs, ps);
|
||||
gpu::Shader::makeProgram((*program));
|
||||
_gridSlot = program->getBuffers().findLocation("gridBuffer");
|
||||
|
||||
auto stateLayered = std::make_shared<gpu::State>();
|
||||
stateLayered->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
_gridPipelineLayered = gpu::Pipeline::create(program, stateLayered);
|
||||
|
||||
auto state = std::make_shared<gpu::State>(stateLayered->getValues());
|
||||
const float DEPTH_BIAS = 0.001f;
|
||||
state->setDepthBias(DEPTH_BIAS);
|
||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
_gridPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
|
||||
gpu::PipelinePointer pipeline = isLayered ? _gridPipelineLayered : _gridPipeline;
|
||||
batch.setPipeline(pipeline);
|
||||
batch.setUniformBuffer(_gridSlot, gridBuffer);
|
||||
}
|
||||
|
||||
|
||||
|
||||
class SimpleProgramKey {
|
||||
|
|
|
@ -31,8 +31,8 @@
|
|||
|
||||
class SimpleProgramKey;
|
||||
|
||||
typedef glm::vec3 Vec3Key;
|
||||
|
||||
typedef QPair<glm::vec2, float> Vec2FloatPair;
|
||||
typedef QPair<Vec2FloatPair, Vec2FloatPair> Vec2FloatPairPair;
|
||||
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
|
||||
typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;
|
||||
typedef QPair<glm::vec3, glm::vec3> Vec3Pair;
|
||||
|
@ -43,9 +43,10 @@ typedef QPair<Vec3Pair, Vec4Pair> Vec3PairVec4Pair;
|
|||
typedef QPair<Vec4Pair, glm::vec4> Vec4PairVec4;
|
||||
typedef QPair<Vec4Pair, Vec4Pair> Vec4PairVec4Pair;
|
||||
|
||||
inline uint qHash(const glm::vec2& v, uint seed) {
|
||||
inline uint qHash(const Vec2FloatPairPair& v, uint seed) {
|
||||
// multiply by prime numbers greater than the possible size
|
||||
return qHash(v.x + 5009 * v.y, seed);
|
||||
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second +
|
||||
5021 * v.second.first.x + 5023 * v.second.first.y + 5039 * v.second.second);
|
||||
}
|
||||
|
||||
inline uint qHash(const Vec2Pair& v, uint seed) {
|
||||
|
@ -203,8 +204,14 @@ public:
|
|||
void renderWireSphere(gpu::Batch& batch);
|
||||
size_t getSphereTriangleCount();
|
||||
|
||||
void renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color);
|
||||
void renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
int majorRows, int majorCols, float majorEdge,
|
||||
int minorRows, int minorCols, float minorEdge,
|
||||
const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID);
|
||||
void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
int rows, int cols, float edge, const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID) {
|
||||
renderGrid(batch, minCorner, maxCorner, rows, cols, edge, 0, 0, 0.0f, color, isLayered, id);
|
||||
}
|
||||
|
||||
void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
|
@ -310,6 +317,19 @@ private:
|
|||
gpu::BufferPointer _shapeVertices{ std::make_shared<gpu::Buffer>() };
|
||||
gpu::BufferPointer _shapeIndices{ std::make_shared<gpu::Buffer>() };
|
||||
|
||||
class GridSchema {
|
||||
public:
|
||||
// data is arranged as majorRow, majorCol, minorRow, minorCol
|
||||
glm::vec4 period;
|
||||
glm::vec4 offset;
|
||||
glm::vec4 edge;
|
||||
};
|
||||
using GridBuffer = gpu::BufferView;
|
||||
void useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered);
|
||||
gpu::PipelinePointer _gridPipeline;
|
||||
gpu::PipelinePointer _gridPipelineLayered;
|
||||
int _gridSlot;
|
||||
|
||||
class BatchItemDetails {
|
||||
public:
|
||||
static int population;
|
||||
|
@ -366,11 +386,9 @@ private:
|
|||
QHash<Vec3PairVec2Pair, BatchItemDetails> _dashedLines;
|
||||
QHash<int, BatchItemDetails> _registeredDashedLines;
|
||||
|
||||
QHash<IntPair, gpu::BufferPointer> _gridBuffers;
|
||||
QHash<Vec3Pair, gpu::BufferPointer> _alternateGridBuffers;
|
||||
QHash<int, gpu::BufferPointer> _registeredAlternateGridBuffers;
|
||||
QHash<int, Vec3Pair> _lastRegisteredAlternateGridBuffers;
|
||||
QHash<Vec3Pair, gpu::BufferPointer> _gridColors;
|
||||
QHash<int, Vec2FloatPairPair> _lastRegisteredGridBuffer;
|
||||
QHash<Vec2FloatPairPair, GridBuffer> _gridBuffers;
|
||||
QHash<int, GridBuffer> _registeredGridBuffers;
|
||||
|
||||
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;
|
||||
|
||||
|
|
44
libraries/render-utils/src/grid.slf
Normal file
44
libraries/render-utils/src/grid.slf
Normal file
|
@ -0,0 +1,44 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// grid.slf
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Zach Pomerantz on 2/16/2016.
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Paint.slh@>
|
||||
|
||||
struct Grid {
|
||||
vec4 period;
|
||||
vec4 offset;
|
||||
vec4 edge;
|
||||
};
|
||||
|
||||
uniform gridBuffer { Grid grid; };
|
||||
Grid getGrid() { return grid; };
|
||||
|
||||
in vec2 varTexCoord0;
|
||||
in vec4 varColor;
|
||||
|
||||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
Grid grid = getGrid();
|
||||
|
||||
float alpha;
|
||||
if (grid.edge.z == 0.0) {
|
||||
alpha = paintGrid(varTexCoord0, grid.offset.xy, grid.period.xy, grid.edge.xy);
|
||||
} else {
|
||||
alpha = paintGridMajorMinor(varTexCoord0, grid.offset, grid.period, grid.edge);
|
||||
}
|
||||
if (alpha == 0.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
outFragColor = vec4(varColor.xyz, varColor.w * alpha);
|
||||
}
|
Loading…
Reference in a new issue