Merge pull request #16446 from samcake/zorro

Renaming the env variable to enable Material Procedural Shaders
This commit is contained in:
Brad Hefta-Gaub 2019-11-04 14:32:54 -08:00 committed by GitHub
commit f5873e6f76
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5 changed files with 13 additions and 13 deletions

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@ -471,9 +471,9 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ComputeBlendshapes, 0, true, addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ComputeBlendshapes, 0, true,
DependencyManager::get<ModelBlender>().data(), SLOT(setComputeBlendshapes(bool))); DependencyManager::get<ModelBlender>().data(), SLOT(setComputeBlendshapes(bool)));
action = addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::MeshShaders, 0, false); action = addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::MaterialProceduralShaders, 0, false);
connect(action, &QAction::triggered, [action] { connect(action, &QAction::triggered, [action] {
MeshPartPayload::enableMeshShaders = action->isChecked(); MeshPartPayload::enableMaterialProceduralShaders = action->isChecked();
}); });
{ {

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@ -228,7 +228,7 @@ namespace MenuOption {
const QString ForceCoarsePicking = "Force Coarse Picking"; const QString ForceCoarsePicking = "Force Coarse Picking";
const QString ComputeBlendshapes = "Compute Blendshapes"; const QString ComputeBlendshapes = "Compute Blendshapes";
const QString HighlightTransitions = "Highlight Transitions"; const QString HighlightTransitions = "Highlight Transitions";
const QString MeshShaders = "Enable Procedural Materials on Meshes"; const QString MaterialProceduralShaders = "Enable Procedural Materials";
} }
#endif // hifi_Menu_h #endif // hifi_Menu_h

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@ -103,15 +103,15 @@ void setupPreferences() {
preference->setItems(refreshRateProfiles); preference->setItems(refreshRateProfiles);
preferences->addPreference(preference); preferences->addPreference(preference);
auto getterMeshShaders = []() -> bool { auto getterMaterialProceduralShaders = []() -> bool {
auto menu = Menu::getInstance(); auto menu = Menu::getInstance();
return menu->isOptionChecked(MenuOption::MeshShaders); return menu->isOptionChecked(MenuOption::MaterialProceduralShaders);
}; };
auto setterMeshShaders = [](bool value) { auto setterMaterialProceduralShaders = [](bool value) {
auto menu = Menu::getInstance(); auto menu = Menu::getInstance();
menu->setIsOptionChecked(MenuOption::MeshShaders, value); menu->setIsOptionChecked(MenuOption::MaterialProceduralShaders, value);
}; };
preferences->addPreference(new CheckPreference(GRAPHICS_QUALITY, "Enable Procedural Materials on Meshes", getterMeshShaders, setterMeshShaders)); preferences->addPreference(new CheckPreference(GRAPHICS_QUALITY, "Enable Procedural Materials", getterMaterialProceduralShaders, setterMaterialProceduralShaders));
} }
{ {
// Expose the Viewport Resolution Scale // Expose the Viewport Resolution Scale

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@ -23,10 +23,10 @@
#include "RenderPipelines.h" #include "RenderPipelines.h"
static const QString ENABLE_MESH_SHADERS_STRING { "HIFI_ENABLE_MESH_SHADERS" }; static const QString ENABLE_MATERIAL_PROCEDURAL_SHADERS_STRING { "HIFI_ENABLE_MATERIAL_PROCEDURAL_SHADERS" };
static bool ENABLE_MESH_SHADERS = QProcessEnvironment::systemEnvironment().contains(ENABLE_MESH_SHADERS_STRING); static bool ENABLE_MATERIAL_PROCEDURAL_SHADERS = QProcessEnvironment::systemEnvironment().contains(ENABLE_MATERIAL_PROCEDURAL_SHADERS_STRING);
bool MeshPartPayload::enableMeshShaders = false; bool MeshPartPayload::enableMaterialProceduralShaders = false;
using namespace render; using namespace render;
@ -471,7 +471,7 @@ void ModelMeshPartPayload::render(RenderArgs* args) {
if (!_drawMaterials.empty() && _drawMaterials.top().material && _drawMaterials.top().material->isProcedural() && if (!_drawMaterials.empty() && _drawMaterials.top().material && _drawMaterials.top().material->isProcedural() &&
_drawMaterials.top().material->isReady()) { _drawMaterials.top().material->isReady()) {
if (!(enableMeshShaders && ENABLE_MESH_SHADERS)) { if (!(enableMaterialProceduralShaders && ENABLE_MATERIAL_PROCEDURAL_SHADERS)) {
return; return;
} }
auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(_drawMaterials.top().material); auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(_drawMaterials.top().material);

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@ -73,7 +73,7 @@ public:
void addMaterial(graphics::MaterialLayer material); void addMaterial(graphics::MaterialLayer material);
void removeMaterial(graphics::MaterialPointer material); void removeMaterial(graphics::MaterialPointer material);
static bool enableMeshShaders; static bool enableMaterialProceduralShaders;
protected: protected:
render::ItemKey _itemKey{ render::ItemKey::Builder::opaqueShape().build() }; render::ItemKey _itemKey{ render::ItemKey::Builder::opaqueShape().build() };