remove render view frustum mode

This commit is contained in:
ZappoMan 2015-01-05 17:23:10 -08:00
parent bd1612f6a4
commit 0e943ae240
4 changed files with 22 additions and 406 deletions

View file

@ -531,12 +531,6 @@ void Application::initializeGL() {
}*/
#endif
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
// field of view and near and far clip to make it interesting.
//viewFrustumOffsetCamera.setFieldOfView(90.0);
_viewFrustumOffsetCamera.setNearClip(DEFAULT_NEAR_CLIP);
_viewFrustumOffsetCamera.setFarClip(DEFAULT_FAR_CLIP);
initDisplay();
qDebug( "Initialized Display.");
@ -623,32 +617,6 @@ void Application::paintGL() {
_myCamera.update(1.0f / _fps);
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
// to add other cameras.
//
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera* whichCamera = &_myCamera;
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) {
ViewFrustumOffset viewFrustumOffset = Menu::getInstance()->getViewFrustumOffset();
// set the camera to third-person view but offset so we can see the frustum
glm::quat frustumRotation = glm::quat(glm::radians(glm::vec3(viewFrustumOffset.pitch, viewFrustumOffset.yaw, viewFrustumOffset.roll)));
_viewFrustumOffsetCamera.setPosition(_myCamera.getPosition() +
frustumRotation * glm::vec3(0.0f, viewFrustumOffset.up, -viewFrustumOffset.distance));
_viewFrustumOffsetCamera.setRotation(_myCamera.getRotation() * frustumRotation);
_viewFrustumOffsetCamera.update(1.0f/_fps);
whichCamera = &_viewFrustumOffsetCamera;
}
if (Menu::getInstance()->getShadowsEnabled()) {
updateShadowMap();
}
@ -659,16 +627,16 @@ void Application::paintGL() {
glClear(GL_COLOR_BUFFER_BIT);
//When in mirror mode, use camera rotation. Otherwise, use body rotation
if (whichCamera->getMode() == CAMERA_MODE_MIRROR) {
OculusManager::display(whichCamera->getRotation(), whichCamera->getPosition(), *whichCamera);
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
OculusManager::display(_myCamera.getRotation(), _myCamera.getPosition(), _myCamera);
} else {
OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), *whichCamera);
OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), _myCamera);
}
_myCamera.update(1.0f / _fps);
} else if (TV3DManager::isConnected()) {
TV3DManager::display(*whichCamera);
TV3DManager::display(_myCamera);
} else {
DependencyManager::get<GlowEffect>()->prepare();
@ -680,7 +648,7 @@ void Application::paintGL() {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
displaySide(*whichCamera);
displaySide(_myCamera);
glPopMatrix();
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
@ -717,7 +685,6 @@ void Application::resetCamerasOnResizeGL(Camera& camera, int width, int height)
}
void Application::resizeGL(int width, int height) {
resetCamerasOnResizeGL(_viewFrustumOffsetCamera, width, height);
resetCamerasOnResizeGL(_myCamera, width, height);
glViewport(0, 0, width, height); // shouldn't this account for the menu???
@ -746,13 +713,6 @@ void Application::updateProjectionMatrix(Camera& camera, bool updateViewFrustum)
if (updateViewFrustum) {
loadViewFrustum(camera, _viewFrustum);
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// If we're in Display Frustum mode, then we want to use the slightly adjust near/far clip values of the
// _viewFrustumOffsetCamera, so that we can see more of the application content in the application's frustum
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) {
nearVal = _viewFrustumOffsetCamera.getNearClip();
farVal = _viewFrustumOffsetCamera.getFarClip();
}
} else {
ViewFrustum tempViewFrustum;
loadViewFrustum(camera, tempViewFrustum);
@ -840,19 +800,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
bool isOption = event->modifiers().testFlag(Qt::AltModifier);
switch (event->key()) {
break;
case Qt::Key_BracketLeft:
case Qt::Key_BracketRight:
case Qt::Key_BraceLeft:
case Qt::Key_BraceRight:
case Qt::Key_ParenLeft:
case Qt::Key_ParenRight:
case Qt::Key_Less:
case Qt::Key_Greater:
case Qt::Key_Comma:
case Qt::Key_Period:
case Qt::Key_QuoteDbl:
Menu::getInstance()->handleViewFrustumOffsetKeyModifier(event->key());
break;
case Qt::Key_L:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::LodTools);
@ -1054,19 +1001,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_Slash:
Menu::getInstance()->triggerOption(MenuOption::UserInterface);
break;
case Qt::Key_F:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::DisplayFrustum);
}
break;
case Qt::Key_P:
Menu::getInstance()->triggerOption(MenuOption::FirstPerson);
break;
case Qt::Key_R:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::FrustumRenderMode);
}
break;
case Qt::Key_Percent:
Menu::getInstance()->triggerOption(MenuOption::Stats);
break;
@ -2713,17 +2650,17 @@ QImage Application::renderAvatarBillboard() {
return image;
}
void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderArgs::RenderSide renderSide) {
void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs::RenderSide renderSide) {
PROFILE_RANGE(__FUNCTION__);
PerformanceTimer perfTimer("display");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide()");
// transform by eye offset
// load the view frustum
loadViewFrustum(whichCamera, _displayViewFrustum);
loadViewFrustum(theCamera, _displayViewFrustum);
// flip x if in mirror mode (also requires reversing winding order for backface culling)
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
if (theCamera.getMode() == CAMERA_MODE_MIRROR) {
glScalef(-1.0f, 1.0f, 1.0f);
glFrontFace(GL_CW);
@ -2731,32 +2668,32 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
glFrontFace(GL_CCW);
}
glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition();
glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation();
glm::vec3 eyeOffsetPos = theCamera.getEyeOffsetPosition();
glm::quat eyeOffsetOrient = theCamera.getEyeOffsetOrientation();
glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient);
glRotatef(-glm::degrees(glm::angle(eyeOffsetOrient)), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z);
// transform view according to whichCamera
// transform view according to theCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
glm::quat rotation = whichCamera.getRotation();
glm::quat rotation = theCamera.getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(-glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
updateUntranslatedViewMatrix(-whichCamera.getPosition());
updateUntranslatedViewMatrix(-theCamera.getPosition());
// Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation
// the viewTransofmr object is updatded with the correct values and saved,
// this is what is used for rendering the Entities and avatars
Transform viewTransform;
viewTransform.setTranslation(whichCamera.getPosition());
viewTransform.setTranslation(theCamera.getPosition());
viewTransform.setRotation(rotation);
viewTransform.postTranslate(eyeOffsetPos);
viewTransform.postRotate(eyeOffsetOrient);
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
if (theCamera.getMode() == CAMERA_MODE_MIRROR) {
viewTransform.setScale(Transform::Vec3(-1.0f, 1.0f, 1.0f));
}
if (renderSide != RenderArgs::MONO) {
@ -2802,9 +2739,9 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
const EnvironmentData& closestData = _environment.getClosestData(whichCamera.getPosition());
float height = glm::distance(whichCamera.getPosition(),
closestData.getAtmosphereCenter(whichCamera.getPosition()));
const EnvironmentData& closestData = _environment.getClosestData(theCamera.getPosition());
float height = glm::distance(theCamera.getPosition(),
closestData.getAtmosphereCenter(theCamera.getPosition()));
if (height < closestData.getAtmosphereInnerRadius()) {
alpha = 0.0f;
@ -2815,7 +2752,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
}
// finally render the starfield
_stars.render(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), whichCamera.getNearClip(), alpha);
_stars.render(theCamera.getFieldOfView(), theCamera.getAspectRatio(), theCamera.getNearClip(), alpha);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
@ -2827,7 +2764,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
_environment.renderAtmospheres(whichCamera);
_environment.renderAtmospheres(theCamera);
}
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
@ -2873,7 +2810,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
bool mirrorMode = (whichCamera.getMode() == CAMERA_MODE_MIRROR);
bool mirrorMode = (theCamera.getMode() == CAMERA_MODE_MIRROR);
{
PerformanceTimer perfTimer("avatars");
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
@ -2902,20 +2839,12 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr
_nodeBoundsDisplay.draw();
// Render the world box
if (whichCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
if (theCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
PerformanceTimer perfTimer("worldBox");
renderWorldBox();
}
// view frustum for debugging
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum) && whichCamera.getMode() != CAMERA_MODE_MIRROR) {
PerformanceTimer perfTimer("viewFrustum");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... renderViewFrustum...");
renderViewFrustum(_viewFrustum);
}
// render octree fades if they exist
if (_octreeFades.size() > 0) {
PerformanceTimer perfTimer("octreeFades");
@ -3142,167 +3071,6 @@ void Application::renderRearViewMirror(const QRect& region, bool billboard) {
updateProjectionMatrix(_myCamera, updateViewFrustum);
}
// renderViewFrustum()
//
// Description: this will render the view frustum bounds for EITHER the head
// or the "myCamera".
//
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
// We can draw it with each of these parts:
// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera
// * Near plane - this plane is drawn very close to the origin point.
// * Right/Left planes - these two planes are drawn between the near and far planes.
// * Far plane - the plane is drawn in the distance.
// Modes - the following modes, will draw the following parts.
// * All - draws all the parts listed above
// * Planes - draws the planes but not the origin vectors
// * Origin Vectors - draws the origin vectors ONLY
// * Near Plane - draws only the near plane
// * Far Plane - draws only the far plane
void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
// Load it with the latest details!
loadViewFrustum(_myCamera, viewFrustum);
glm::vec3 position = viewFrustum.getOffsetPosition();
glm::vec3 direction = viewFrustum.getOffsetDirection();
glm::vec3 up = viewFrustum.getOffsetUp();
glm::vec3 right = viewFrustum.getOffsetRight();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
// focal plane - bottom edge
glColor3f(1.0f, 0.0f, 1.0f);
float focalProportion = (viewFrustum.getFocalLength() - viewFrustum.getNearClip()) /
(viewFrustum.getFarClip() - viewFrustum.getNearClip());
glm::vec3 focalBottomLeft = glm::mix(viewFrustum.getNearBottomLeft(), viewFrustum.getFarBottomLeft(), focalProportion);
glm::vec3 focalBottomRight = glm::mix(viewFrustum.getNearBottomRight(),
viewFrustum.getFarBottomRight(), focalProportion);
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
// focal plane - top edge
glm::vec3 focalTopLeft = glm::mix(viewFrustum.getNearTopLeft(), viewFrustum.getFarTopLeft(), focalProportion);
glm::vec3 focalTopRight = glm::mix(viewFrustum.getNearTopRight(), viewFrustum.getFarTopRight(), focalProportion);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
// focal plane - left edge
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
// focal plane - right edge
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
}
glEnd();
glEnable(GL_LIGHTING);
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_KEYHOLE) {
// Draw the keyhole
float keyholeRadius = viewFrustum.getKeyholeRadius();
if (keyholeRadius > 0.0f) {
glPushMatrix();
glColor4f(1, 1, 0, 1);
glTranslatef(position.x, position.y, position.z); // where we actually want it!
DependencyManager::get<GeometryCache>()->renderSphere(keyholeRadius, 20, 20, false);
glPopMatrix();
}
}
}
void Application::resetSensors() {
DependencyManager::get<Faceshift>()->reset();
DependencyManager::get<Visage>()->reset();

View file

@ -418,7 +418,6 @@ private:
void updateShadowMap();
void renderRearViewMirror(const QRect& region, bool billboard = false);
void renderViewFrustum(ViewFrustum& viewFrustum);
void checkBandwidthMeterClick();
void setMenuShortcutsEnabled(bool enabled);
@ -482,7 +481,6 @@ private:
PrioVR _prioVR;
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
Camera _mirrorCamera; // Cammera for mirror view
QRect _mirrorViewRect;
RearMirrorTools* _rearMirrorTools;

View file

@ -76,7 +76,6 @@ Menu* Menu::getInstance() {
return _instance;
}
const ViewFrustumOffset DEFAULT_FRUSTUM_OFFSET = {-135.0f, 0.0f, 0.0f, 25.0f, 0.0f};
const float DEFAULT_FACESHIFT_EYE_DEFLECTION = 0.25f;
const QString DEFAULT_FACESHIFT_HOSTNAME = "localhost";
const float DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER = 1.0f;
@ -97,8 +96,6 @@ Menu::Menu() :
_realWorldFieldOfView(DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
_faceshiftEyeDeflection(DEFAULT_FACESHIFT_EYE_DEFLECTION),
_faceshiftHostname(DEFAULT_FACESHIFT_HOSTNAME),
_frustumDrawMode(FRUSTUM_DRAW_MODE_ALL),
_viewFrustumOffset(DEFAULT_FRUSTUM_OFFSET),
_jsConsole(NULL),
_octreeStatsDialog(NULL),
_lodToolsDialog(NULL),
@ -516,16 +513,6 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(timingMenu, MenuOption::PipelineWarnings);
addCheckableActionToQMenuAndActionHash(timingMenu, MenuOption::SuppressShortTimings);
QMenu* frustumMenu = developerMenu->addMenu("View Frustum");
addCheckableActionToQMenuAndActionHash(frustumMenu, MenuOption::DisplayFrustum, Qt::SHIFT | Qt::Key_F);
addActionToQMenuAndActionHash(frustumMenu,
MenuOption::FrustumRenderMode,
Qt::SHIFT | Qt::Key_R,
this,
SLOT(cycleFrustumRenderMode()));
updateFrustumRenderModeAction();
QMenu* audioDebugMenu = developerMenu->addMenu("Audio");
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioNoiseReduction,
0,
@ -674,15 +661,6 @@ void Menu::loadSettings(QSettings* settings) {
_speechRecognizer.setEnabled(settings->value("speechRecognitionEnabled", false).toBool());
#endif
settings->beginGroup("View Frustum Offset Camera");
// in case settings is corrupt or missing loadSetting() will check for NaN
_viewFrustumOffset.yaw = loadSetting(settings, "viewFrustumOffsetYaw", 0.0f);
_viewFrustumOffset.pitch = loadSetting(settings, "viewFrustumOffsetPitch", 0.0f);
_viewFrustumOffset.roll = loadSetting(settings, "viewFrustumOffsetRoll", 0.0f);
_viewFrustumOffset.distance = loadSetting(settings, "viewFrustumOffsetDistance", 0.0f);
_viewFrustumOffset.up = loadSetting(settings, "viewFrustumOffsetUp", 0.0f);
settings->endGroup();
_walletPrivateKey = settings->value("privateKey").toByteArray();
scanMenuBar(&loadAction, settings);
@ -736,13 +714,6 @@ void Menu::saveSettings(QSettings* settings) {
#if defined(Q_OS_MAC) || defined(Q_OS_WIN)
settings->setValue("speechRecognitionEnabled", _speechRecognizer.getEnabled());
#endif
settings->beginGroup("View Frustum Offset Camera");
settings->setValue("viewFrustumOffsetYaw", _viewFrustumOffset.yaw);
settings->setValue("viewFrustumOffsetPitch", _viewFrustumOffset.pitch);
settings->setValue("viewFrustumOffsetRoll", _viewFrustumOffset.roll);
settings->setValue("viewFrustumOffsetDistance", _viewFrustumOffset.distance);
settings->setValue("viewFrustumOffsetUp", _viewFrustumOffset.up);
settings->endGroup();
settings->setValue("privateKey", _walletPrivateKey);
scanMenuBar(&saveAction, settings);
@ -817,66 +788,6 @@ bool Menu::getShadowsEnabled() const {
return isOptionChecked(MenuOption::SimpleShadows) || isOptionChecked(MenuOption::CascadedShadows);
}
void Menu::handleViewFrustumOffsetKeyModifier(int key) {
const float VIEW_FRUSTUM_OFFSET_DELTA = 0.5f;
const float VIEW_FRUSTUM_OFFSET_UP_DELTA = 0.05f;
switch (key) {
case Qt::Key_QuoteDbl:
_viewFrustumOffset.yaw = 0.0f;
_viewFrustumOffset.pitch = 0.0f;
_viewFrustumOffset.roll = 0.0f;
_viewFrustumOffset.up = 0.0f;
_viewFrustumOffset.distance = 0.0f;
break;
case Qt::Key_BracketLeft:
_viewFrustumOffset.yaw -= VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_BracketRight:
_viewFrustumOffset.yaw += VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_BraceLeft:
_viewFrustumOffset.pitch -= VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_BraceRight:
_viewFrustumOffset.pitch += VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_ParenLeft:
_viewFrustumOffset.roll -= VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_ParenRight:
_viewFrustumOffset.roll += VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_Less:
_viewFrustumOffset.distance -= VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_Greater:
_viewFrustumOffset.distance += VIEW_FRUSTUM_OFFSET_DELTA;
break;
case Qt::Key_Comma:
_viewFrustumOffset.up -= VIEW_FRUSTUM_OFFSET_UP_DELTA;
break;
case Qt::Key_Period:
_viewFrustumOffset.up += VIEW_FRUSTUM_OFFSET_UP_DELTA;
break;
default:
break;
}
bumpSettings();
}
void Menu::addDisabledActionAndSeparator(QMenu* destinationMenu, const QString& actionName, int menuItemLocation) {
QAction* actionBefore = NULL;
if (menuItemLocation >= 0 && destinationMenu->actions().size() > menuItemLocation) {
@ -1589,42 +1500,10 @@ void Menu::hmdToolsClosed() {
_hmdToolsDialog->hide();
}
void Menu::cycleFrustumRenderMode() {
_frustumDrawMode = (FrustumDrawMode)((_frustumDrawMode + 1) % FRUSTUM_DRAW_MODE_COUNT);
updateFrustumRenderModeAction();
}
void Menu::runTests() {
runTimingTests();
}
void Menu::updateFrustumRenderModeAction() {
QAction* frustumRenderModeAction = _actionHash.value(MenuOption::FrustumRenderMode);
if (frustumRenderModeAction) {
switch (_frustumDrawMode) {
default:
case FRUSTUM_DRAW_MODE_ALL:
frustumRenderModeAction->setText("Render Mode - All");
break;
case FRUSTUM_DRAW_MODE_VECTORS:
frustumRenderModeAction->setText("Render Mode - Vectors");
break;
case FRUSTUM_DRAW_MODE_PLANES:
frustumRenderModeAction->setText("Render Mode - Planes");
break;
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
frustumRenderModeAction->setText("Render Mode - Near");
break;
case FRUSTUM_DRAW_MODE_FAR_PLANE:
frustumRenderModeAction->setText("Render Mode - Far");
break;
case FRUSTUM_DRAW_MODE_KEYHOLE:
frustumRenderModeAction->setText("Render Mode - Keyhole");
break;
}
}
}
QAction* Menu::getActionFromName(const QString& menuName, QMenu* menu) {
QList<QAction*> menuActions;
if (menu) {

View file

@ -53,24 +53,6 @@ const float MAXIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER = 15.0f;
const QString SETTINGS_ADDRESS_KEY = "address";
enum FrustumDrawMode {
FRUSTUM_DRAW_MODE_ALL,
FRUSTUM_DRAW_MODE_VECTORS,
FRUSTUM_DRAW_MODE_PLANES,
FRUSTUM_DRAW_MODE_NEAR_PLANE,
FRUSTUM_DRAW_MODE_FAR_PLANE,
FRUSTUM_DRAW_MODE_KEYHOLE,
FRUSTUM_DRAW_MODE_COUNT
};
struct ViewFrustumOffset {
float yaw;
float pitch;
float roll;
float distance;
float up;
};
class QSettings;
class AnimationsDialog;
@ -117,16 +99,12 @@ public:
void setScriptsLocation(const QString& scriptsLocation);
BandwidthDialog* getBandwidthDialog() const { return _bandwidthDialog; }
FrustumDrawMode getFrustumDrawMode() const { return _frustumDrawMode; }
ViewFrustumOffset getViewFrustumOffset() const { return _viewFrustumOffset; }
OctreeStatsDialog* getOctreeStatsDialog() const { return _octreeStatsDialog; }
LodToolsDialog* getLodToolsDialog() const { return _lodToolsDialog; }
HMDToolsDialog* getHMDToolsDialog() const { return _hmdToolsDialog; }
bool getShadowsEnabled() const;
void handleViewFrustumOffsetKeyModifier(int key);
// User Tweakable LOD Items
QString getLODFeedbackText();
void autoAdjustLOD(float currentFPS);
@ -218,7 +196,6 @@ private slots:
void octreeStatsDetailsClosed();
void lodToolsClosed();
void hmdToolsClosed();
void cycleFrustumRenderMode();
void runTests();
void showMetavoxelEditor();
void showMetavoxelNetworkSimulator();
@ -257,8 +234,6 @@ private:
const char* member = NULL,
int menuItemLocation = UNSPECIFIED_POSITION);
void updateFrustumRenderModeAction();
QAction* getActionFromName(const QString& menuName, QMenu* menu);
QMenu* getSubMenuFromName(const QString& menuName, QMenu* menu);
QMenu* getMenuParent(const QString& menuName, QString& finalMenuPart);
@ -276,8 +251,6 @@ private:
float _realWorldFieldOfView; // The actual FOV set by the user's monitor size and view distance
float _faceshiftEyeDeflection;
QString _faceshiftHostname;
FrustumDrawMode _frustumDrawMode;
ViewFrustumOffset _viewFrustumOffset;
QPointer<MetavoxelEditor> _MetavoxelEditor;
QPointer<MetavoxelNetworkSimulator> _metavoxelNetworkSimulator;
QPointer<ScriptEditorWindow> _ScriptEditor;
@ -364,7 +337,6 @@ namespace MenuOption {
const QString DisableAutoAdjustLOD = "Disable Automatically Adjusting LOD";
const QString DisableLightEntities = "Disable Light Entities";
const QString DisableNackPackets = "Disable NACK Packets";
const QString DisplayFrustum = "Display Frustum";
const QString DisplayHands = "Show Hand Info";
const QString DisplayHandTargets = "Show Hand Targets";
const QString DisplayHermiteData = "Display Hermite Data";
@ -390,7 +362,6 @@ namespace MenuOption {
const QString FilterSixense = "Smooth Sixense Movement";
const QString FirstPerson = "First Person";
const QString FrameTimer = "Show Timer";
const QString FrustumRenderMode = "Render Mode";
const QString Fullscreen = "Fullscreen";
const QString FullscreenMirror = "Fullscreen Mirror";
const QString GlowWhenSpeaking = "Glow When Speaking";