mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
replace setHandLasers with drawHUDLayer overlay property
This commit is contained in:
parent
ee02a0bff4
commit
3c8b964cc9
26 changed files with 275 additions and 495 deletions
27
interface/resources/shaders/hmd_ui.frag
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27
interface/resources/shaders/hmd_ui.frag
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@ -0,0 +1,27 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D sampler;
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struct OverlayData {
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mat4 mvp;
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float alpha;
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};
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layout(std140) uniform overlayBuffer {
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OverlayData overlay;
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};
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in vec2 vTexCoord;
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out vec4 FragColor;
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void main() {
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FragColor = texture(sampler, vTexCoord);
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FragColor.a *= overlay.alpha;
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}
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@ -8,12 +8,7 @@
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struct OverlayData {
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mat4 mvp;
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vec4 glowPoints;
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vec4 glowColors[2];
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vec4 resolutionRadiusAlpha;
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vec4 extraGlowColor;
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vec2 extraGlowPoint;
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float alpha;
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};
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layout(std140) uniform overlayBuffer {
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@ -25,11 +20,9 @@ mat4 mvp = overlay.mvp;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 TexCoord;
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out vec3 vPosition;
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out vec2 vTexCoord;
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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vTexCoord = TexCoord;
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vPosition = Position;
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}
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@ -1,86 +0,0 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D sampler;
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struct OverlayData {
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mat4 mvp;
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vec4 glowPoints;
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vec4 glowColors[2];
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vec4 resolutionRadiusAlpha;
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vec4 extraGlowColor;
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vec2 extraGlowPoint;
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};
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layout(std140) uniform overlayBuffer {
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OverlayData overlay;
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};
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vec2 resolution = overlay.resolutionRadiusAlpha.xy;
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float radius = overlay.resolutionRadiusAlpha.z;
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float alpha = overlay.resolutionRadiusAlpha.w;
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vec4 glowPoints = overlay.glowPoints;
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vec4 glowColors[2] = overlay.glowColors;
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vec2 extraGlowPoint = overlay.extraGlowPoint;
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vec4 extraGlowColor = overlay.extraGlowColor;
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in vec3 vPosition;
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in vec2 vTexCoord;
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out vec4 FragColor;
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float easeInOutCubic(float f) {
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const float d = 1.0;
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const float b = 0.0;
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const float c = 1.0;
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float t = f;
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if ((t /= d / 2.0) < 1.0) return c / 2.0 * t * t * t + b;
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return c / 2.0 * ((t -= 2.0) * t * t + 2.0) + b;
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}
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void main() {
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FragColor = texture(sampler, vTexCoord);
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vec2 aspect = resolution;
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aspect /= resolution.x;
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float glowIntensity = 0.0;
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float dist1 = distance(vTexCoord * aspect, glowPoints.xy * aspect);
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float dist2 = distance(vTexCoord * aspect, glowPoints.zw * aspect);
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float dist3 = distance(vTexCoord * aspect, extraGlowPoint * aspect);
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float distX = min(dist1, dist2);
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float dist = min(distX, dist3);
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vec3 glowColor = glowColors[0].rgb;
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if (dist2 < dist1) {
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glowColor = glowColors[1].rgb;
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}
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if (dist3 < dist2) {
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glowColor = extraGlowColor.rgb;
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}
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if (dist <= radius) {
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glowIntensity = 1.0 - (dist / radius);
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glowColor.rgb = pow(glowColor, vec3(1.0 - glowIntensity));
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glowIntensity = easeInOutCubic(glowIntensity);
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glowIntensity = pow(glowIntensity, 0.5);
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}
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if (alpha <= 0.0) {
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if (glowIntensity <= 0.0) {
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discard;
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}
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FragColor = vec4(glowColor, glowIntensity);
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return;
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}
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FragColor.rgb = mix(FragColor.rgb, glowColor.rgb, glowIntensity);
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FragColor.a *= alpha;
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}
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@ -2378,6 +2378,7 @@ void Application::paintGL() {
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finalFramebuffer = framebufferCache->getFramebuffer();
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}
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mat4 eyeProjections[2];
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{
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PROFILE_RANGE(render, "/mainRender");
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PerformanceTimer perfTimer("mainRender");
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@ -2399,7 +2400,6 @@ void Application::paintGL() {
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_myCamera.setProjection(displayPlugin->getCullingProjection(_myCamera.getProjection()));
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renderArgs._context->enableStereo(true);
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mat4 eyeOffsets[2];
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mat4 eyeProjections[2];
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auto baseProjection = renderArgs.getViewFrustum().getProjection();
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auto hmdInterface = DependencyManager::get<HMDScriptingInterface>();
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float IPDScale = hmdInterface->getIPDScale();
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@ -2430,6 +2430,19 @@ void Application::paintGL() {
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displaySide(&renderArgs, _myCamera);
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}
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gpu::Batch postCompositeBatch;
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{
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PROFILE_RANGE(render, "/postComposite");
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PerformanceTimer perfTimer("postComposite");
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renderArgs._batch = &postCompositeBatch;
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renderArgs._batch->setViewportTransform(ivec4(0, 0, finalFramebufferSize.width(), finalFramebufferSize.height()));
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renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView());
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for_each_eye([&](Eye eye) {
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renderArgs._batch->setProjectionTransform(eyeProjections[eye]);
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_overlays.render3DHUDOverlays(&renderArgs);
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});
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}
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auto frame = _gpuContext->endFrame();
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frame->frameIndex = _frameCount;
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frame->framebuffer = finalFramebuffer;
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@ -2437,6 +2450,7 @@ void Application::paintGL() {
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DependencyManager::get<FramebufferCache>()->releaseFramebuffer(framebuffer);
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};
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frame->overlay = _applicationOverlay.getOverlayTexture();
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frame->postCompositeBatch = postCompositeBatch;
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// deliver final scene rendering commands to the display plugin
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{
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PROFILE_RANGE(render, "/pluginOutput");
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@ -82,6 +82,22 @@ bool HMDScriptingInterface::shouldShowHandControllers() const {
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return _showHandControllersCount > 0;
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}
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void HMDScriptingInterface::activateHMDHandMouse() {
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QWriteLocker lock(&_hmdHandMouseLock);
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", true);
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_hmdHandMouseCount++;
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}
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void HMDScriptingInterface::deactivateHMDHandMouse() {
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QWriteLocker lock(&_hmdHandMouseLock);
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_hmdHandMouseCount = std::max(--_hmdHandMouseCount, 0);
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if (_hmdHandMouseCount == 0) {
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", false);
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}
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}
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void HMDScriptingInterface::closeTablet() {
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_showTablet = false;
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}
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@ -153,50 +169,6 @@ QString HMDScriptingInterface::preferredAudioOutput() const {
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return qApp->getActiveDisplayPlugin()->getPreferredAudioOutDevice();
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}
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bool HMDScriptingInterface::setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction) {
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if (QThread::currentThread() != thread()) {
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bool result;
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BLOCKING_INVOKE_METHOD(this, "setHandLasers", Q_RETURN_ARG(bool, result),
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Q_ARG(int, hands), Q_ARG(bool, enabled), Q_ARG(glm::vec4, color), Q_ARG(glm::vec3, direction));
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return result;
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}
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", enabled);
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return qApp->getActiveDisplayPlugin()->setHandLaser(hands,
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enabled ? DisplayPlugin::HandLaserMode::Overlay : DisplayPlugin::HandLaserMode::None,
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color, direction);
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}
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bool HMDScriptingInterface::setExtraLaser(const glm::vec3& worldStart, bool enabled, const glm::vec4& color, const glm::vec3& direction) {
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if (QThread::currentThread() != thread()) {
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bool result;
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BLOCKING_INVOKE_METHOD(this, "setExtraLaser", Q_RETURN_ARG(bool, result),
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Q_ARG(glm::vec3, worldStart), Q_ARG(bool, enabled), Q_ARG(glm::vec4, color), Q_ARG(glm::vec3, direction));
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return result;
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}
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", enabled);
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auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
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auto sensorToWorld = myAvatar->getSensorToWorldMatrix();
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auto worldToSensor = glm::inverse(sensorToWorld);
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auto sensorStart = ::transformPoint(worldToSensor, worldStart);
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auto sensorDirection = ::transformVectorFast(worldToSensor, direction);
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return qApp->getActiveDisplayPlugin()->setExtraLaser(enabled ? DisplayPlugin::HandLaserMode::Overlay : DisplayPlugin::HandLaserMode::None,
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color, sensorStart, sensorDirection);
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}
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void HMDScriptingInterface::disableExtraLaser() {
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setExtraLaser(vec3(0), false, vec4(0), vec3(0));
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}
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void HMDScriptingInterface::disableHandLasers(int hands) {
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setHandLasers(hands, false, vec4(0), vec3(0));
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}
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bool HMDScriptingInterface::suppressKeyboard() {
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return qApp->getActiveDisplayPlugin()->suppressKeyboard();
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}
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@ -22,6 +22,7 @@ class QScriptEngine;
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#include <DependencyManager.h>
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#include <display-plugins/AbstractHMDScriptingInterface.h>
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#include <QReadWriteLock>
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class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Dependency {
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Q_OBJECT
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@ -51,12 +52,8 @@ public:
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Q_INVOKABLE void requestHideHandControllers();
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Q_INVOKABLE bool shouldShowHandControllers() const;
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Q_INVOKABLE bool setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction);
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Q_INVOKABLE void disableHandLasers(int hands);
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Q_INVOKABLE bool setExtraLaser(const glm::vec3& worldStart, bool enabled, const glm::vec4& color, const glm::vec3& direction);
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Q_INVOKABLE void disableExtraLaser();
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Q_INVOKABLE void activateHMDHandMouse();
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Q_INVOKABLE void deactivateHMDHandMouse();
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/// Suppress the activation of any on-screen keyboard so that a script operation will
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/// not be interrupted by a keyboard popup
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@ -119,6 +116,9 @@ private:
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bool getHUDLookAtPosition3D(glm::vec3& result) const;
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glm::mat4 getWorldHMDMatrix() const;
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std::atomic<int> _showHandControllersCount { 0 };
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QReadWriteLock _hmdHandMouseLock;
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int _hmdHandMouseCount;
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};
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#endif // hifi_HMDScriptingInterface_h
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@ -267,7 +267,7 @@ const render::ShapeKey Circle3DOverlay::getShapeKey() {
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if (getAlpha() != 1.0f) {
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builder.withTranslucent();
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}
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if (!getIsSolid()) {
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if (!getIsSolid() || shouldDrawHUDLayer()) {
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builder.withUnlit().withDepthBias();
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}
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return builder.build();
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@ -120,7 +120,7 @@ const render::ShapeKey Cube3DOverlay::getShapeKey() {
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if (getAlpha() != 1.0f) {
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builder.withTranslucent();
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}
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if (!getIsSolid()) {
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if (!getIsSolid() || shouldDrawHUDLayer()) {
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builder.withUnlit().withDepthBias();
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}
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return builder.build();
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@ -123,7 +123,7 @@ void Image3DOverlay::render(RenderArgs* args) {
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const render::ShapeKey Image3DOverlay::getShapeKey() {
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auto builder = render::ShapeKey::Builder().withoutCullFace().withDepthBias();
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if (_emissive) {
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if (_emissive || shouldDrawHUDLayer()) {
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builder.withUnlit();
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}
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if (getAlpha() != 1.0f) {
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@ -29,6 +29,7 @@ Overlay::Overlay() :
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_alphaPulse(0.0f),
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_colorPulse(0.0f),
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_color(DEFAULT_OVERLAY_COLOR),
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_drawHUDLayer(false),
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_visible(true),
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_anchor(NO_ANCHOR)
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{
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@ -47,6 +48,7 @@ Overlay::Overlay(const Overlay* overlay) :
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_alphaPulse(overlay->_alphaPulse),
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_colorPulse(overlay->_colorPulse),
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_color(overlay->_color),
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_drawHUDLayer(overlay->_drawHUDLayer),
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_visible(overlay->_visible),
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_anchor(overlay->_anchor)
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{
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@ -86,6 +88,11 @@ void Overlay::setProperties(const QVariantMap& properties) {
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setColorPulse(properties["colorPulse"].toFloat());
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}
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if (properties["drawHUDLayer"].isValid()) {
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bool drawHUDLayer = properties["drawHUDLayer"].toBool();
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setDrawHUDLayer(drawHUDLayer);
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}
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if (properties["visible"].isValid()) {
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bool visible = properties["visible"].toBool();
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setVisible(visible);
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@ -58,6 +58,7 @@ public:
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virtual bool is3D() const = 0;
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bool isLoaded() { return _isLoaded; }
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bool getVisible() const { return _visible; }
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bool shouldDrawHUDLayer() const { return _drawHUDLayer; }
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xColor getColor();
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float getAlpha();
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Anchor getAnchor() const { return _anchor; }
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@ -72,6 +73,7 @@ public:
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// setters
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void setVisible(bool visible) { _visible = visible; }
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void setDrawHUDLayer(bool drawHUDLayer) { _drawHUDLayer = drawHUDLayer; }
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void setColor(const xColor& color) { _color = color; }
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void setAlpha(float alpha) { _alpha = alpha; }
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void setAnchor(Anchor anchor) { _anchor = anchor; }
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@ -114,6 +116,7 @@ protected:
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xColor _color;
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bool _visible; // should the overlay be drawn at all
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bool _drawHUDLayer; // should the overlay be drawn on the HUD layer
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Anchor _anchor;
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unsigned int _stackOrder { 0 };
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@ -37,20 +37,29 @@
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#include "Web3DOverlay.h"
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#include <QtQuick/QQuickWindow>
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#include "render/ShapePipeline.h"
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Q_LOGGING_CATEGORY(trace_render_overlays, "trace.render.overlays")
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extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
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void Overlays::cleanupAllOverlays() {
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QMap<OverlayID, Overlay::Pointer> overlaysHUD;
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QMap<OverlayID, Overlay::Pointer> overlays3DHUD;
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QMap<OverlayID, Overlay::Pointer> overlaysWorld;
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{
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QMutexLocker locker(&_mutex);
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overlaysHUD.swap(_overlaysHUD);
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overlays3DHUD.swap(_overlays3DHUD);
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overlaysWorld.swap(_overlaysWorld);
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}
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foreach(Overlay::Pointer overlay, overlaysHUD) {
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_overlaysToDelete.push_back(overlay);
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}
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foreach(Overlay::Pointer overlay, overlays3DHUD) {
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_overlaysToDelete.push_back(overlay);
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}
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foreach(Overlay::Pointer overlay, overlaysWorld) {
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_overlaysToDelete.push_back(overlay);
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}
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@ -64,6 +73,8 @@ void Overlays::init() {
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#if OVERLAY_PANELS
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_scriptEngine = new QScriptEngine();
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#endif
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_shapePlumber = std::make_shared<render::ShapePlumber>();
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initOverlay3DPipelines(*_shapePlumber);
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}
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void Overlays::update(float deltatime) {
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@ -72,6 +83,9 @@ void Overlays::update(float deltatime) {
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foreach(const auto& thisOverlay, _overlaysHUD) {
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thisOverlay->update(deltatime);
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}
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foreach(const auto& thisOverlay, _overlays3DHUD) {
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thisOverlay->update(deltatime);
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}
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foreach(const auto& thisOverlay, _overlaysWorld) {
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thisOverlay->update(deltatime);
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}
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@ -128,6 +142,23 @@ void Overlays::renderHUD(RenderArgs* renderArgs) {
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}
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}
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void Overlays::render3DHUDOverlays(RenderArgs* renderArgs) {
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PROFILE_RANGE(render_overlays, __FUNCTION__);
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gpu::Batch& batch = *renderArgs->_batch;
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auto textureCache = DependencyManager::get<TextureCache>();
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QMutexLocker lock(&_mutex);
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foreach(Overlay::Pointer thisOverlay, _overlays3DHUD) {
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// Reset necessary batch pipeline settings between overlays
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batch.setResourceTexture(0, textureCache->getWhiteTexture()); // FIXME - do we really need to do this??
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batch.setModelTransform(Transform());
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renderArgs->_shapePipeline = _shapePlumber->pickPipeline(renderArgs, thisOverlay->getShapeKey());
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thisOverlay->render(renderArgs);
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}
|
||||
}
|
||||
|
||||
void Overlays::disable() {
|
||||
_enabled = false;
|
||||
}
|
||||
|
@ -142,8 +173,9 @@ Overlay::Pointer Overlays::getOverlay(OverlayID id) const {
|
|||
QMutexLocker locker(&_mutex);
|
||||
if (_overlaysHUD.contains(id)) {
|
||||
return _overlaysHUD[id];
|
||||
}
|
||||
if (_overlaysWorld.contains(id)) {
|
||||
} else if (_overlays3DHUD.contains(id)) {
|
||||
return _overlays3DHUD[id];
|
||||
} else if (_overlaysWorld.contains(id)) {
|
||||
return _overlaysWorld[id];
|
||||
}
|
||||
return nullptr;
|
||||
|
@ -200,7 +232,7 @@ OverlayID Overlays::addOverlay(const Overlay::Pointer& overlay) {
|
|||
OverlayID thisID = OverlayID(QUuid::createUuid());
|
||||
overlay->setOverlayID(thisID);
|
||||
overlay->setStackOrder(_stackOrder++);
|
||||
if (overlay->is3D()) {
|
||||
if (overlay->is3D() && !overlay->shouldDrawHUDLayer()) {
|
||||
{
|
||||
QMutexLocker locker(&_mutex);
|
||||
_overlaysWorld[thisID] = overlay;
|
||||
|
@ -210,6 +242,9 @@ OverlayID Overlays::addOverlay(const Overlay::Pointer& overlay) {
|
|||
render::Transaction transaction;
|
||||
overlay->addToScene(overlay, scene, transaction);
|
||||
scene->enqueueTransaction(transaction);
|
||||
} else if (overlay->is3D() && overlay->shouldDrawHUDLayer()) {
|
||||
QMutexLocker locker(&_mutex);
|
||||
_overlays3DHUD[thisID] = overlay;
|
||||
} else {
|
||||
QMutexLocker locker(&_mutex);
|
||||
_overlaysHUD[thisID] = overlay;
|
||||
|
@ -294,6 +329,8 @@ void Overlays::deleteOverlay(OverlayID id) {
|
|||
QMutexLocker locker(&_mutex);
|
||||
if (_overlaysHUD.contains(id)) {
|
||||
overlayToDelete = _overlaysHUD.take(id);
|
||||
} else if (_overlays3DHUD.contains(id)) {
|
||||
overlayToDelete = _overlays3DHUD.take(id);
|
||||
} else if (_overlaysWorld.contains(id)) {
|
||||
overlayToDelete = _overlaysWorld.take(id);
|
||||
} else {
|
||||
|
@ -702,7 +739,7 @@ bool Overlays::isAddedOverlay(OverlayID id) {
|
|||
}
|
||||
|
||||
QMutexLocker locker(&_mutex);
|
||||
return _overlaysHUD.contains(id) || _overlaysWorld.contains(id);
|
||||
return _overlaysHUD.contains(id) || _overlays3DHUD.contains(id) || _overlaysWorld.contains(id);
|
||||
}
|
||||
|
||||
void Overlays::sendMousePressOnOverlay(OverlayID overlayID, const PointerEvent& event) {
|
||||
|
|
|
@ -90,6 +90,7 @@ public:
|
|||
void init();
|
||||
void update(float deltatime);
|
||||
void renderHUD(RenderArgs* renderArgs);
|
||||
void render3DHUDOverlays(RenderArgs* renderArgs);
|
||||
void disable();
|
||||
void enable();
|
||||
|
||||
|
@ -325,7 +326,11 @@ private:
|
|||
|
||||
mutable QMutex _mutex;
|
||||
QMap<OverlayID, Overlay::Pointer> _overlaysHUD;
|
||||
QMap<OverlayID, Overlay::Pointer> _overlays3DHUD;
|
||||
QMap<OverlayID, Overlay::Pointer> _overlaysWorld;
|
||||
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
|
||||
#if OVERLAY_PANELS
|
||||
QMap<OverlayID, OverlayPanel::Pointer> _panels;
|
||||
#endif
|
||||
|
|
|
@ -65,7 +65,7 @@ const render::ShapeKey Shape3DOverlay::getShapeKey() {
|
|||
if (getAlpha() != 1.0f) {
|
||||
builder.withTranslucent();
|
||||
}
|
||||
if (!getIsSolid()) {
|
||||
if (!getIsSolid() || shouldDrawHUDLayer()) {
|
||||
builder.withUnlit().withDepthBias();
|
||||
}
|
||||
return builder.build();
|
||||
|
|
|
@ -62,7 +62,7 @@ const render::ShapeKey Sphere3DOverlay::getShapeKey() {
|
|||
if (getAlpha() != 1.0f) {
|
||||
builder.withTranslucent();
|
||||
}
|
||||
if (!getIsSolid()) {
|
||||
if (!getIsSolid() || shouldDrawHUDLayer()) {
|
||||
builder.withUnlit().withDepthBias();
|
||||
}
|
||||
return builder.build();
|
||||
|
|
|
@ -349,10 +349,9 @@ bool CompositorHelper::calculateRayUICollisionPoint(const glm::vec3& position, c
|
|||
auto relativePosition = vec3(relativePosition4) / relativePosition4.w;
|
||||
auto relativeDirection = glm::inverse(glm::quat_cast(UITransform)) * direction;
|
||||
|
||||
float uiRadius = _hmdUIRadius; // * myAvatar->getUniformScale(); // FIXME - how do we want to handle avatar scale
|
||||
|
||||
const float UI_RADIUS = 1.0f; // * myAvatar->getUniformScale(); // FIXME - how do we want to handle avatar scale
|
||||
float instersectionDistance;
|
||||
if (raySphereIntersect(relativeDirection, relativePosition, uiRadius, &instersectionDistance)){
|
||||
if (raySphereIntersect(relativeDirection, relativePosition, UI_RADIUS, &instersectionDistance)){
|
||||
result = position + glm::normalize(direction) * instersectionDistance;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -111,8 +111,6 @@ public:
|
|||
void setDisplayPlugin(const DisplayPluginPointer& displayPlugin) { _currentDisplayPlugin = displayPlugin; }
|
||||
void setFrameInfo(uint32_t frame, const glm::mat4& camera) { _currentCamera = camera; }
|
||||
|
||||
float getHmdUiRadius() const { return _hmdUIRadius; }
|
||||
|
||||
signals:
|
||||
void allowMouseCaptureChanged();
|
||||
void alphaChanged();
|
||||
|
@ -142,7 +140,6 @@ private:
|
|||
float _textureAspectRatio { VIRTUAL_UI_ASPECT_RATIO };
|
||||
|
||||
float _alpha { 1.0f };
|
||||
float _hmdUIRadius { 1.0f };
|
||||
|
||||
int _previousBorderWidth { -1 };
|
||||
int _previousBorderHeight { -1 };
|
||||
|
|
|
@ -641,6 +641,15 @@ void OpenGLDisplayPlugin::compositeLayers() {
|
|||
compositePointer();
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE_RANGE_EX(render_detail, "compositeHUDOverlays", 0xff0077ff, (uint64_t)presentCount())
|
||||
render([&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
batch.setFramebuffer(_compositeFramebuffer);
|
||||
});
|
||||
_gpuContext->executeBatch(_currentFrame->postCompositeBatch);
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE_RANGE_EX(render_detail, "compositeExtra", 0xff0077ff, (uint64_t)presentCount())
|
||||
compositeExtra();
|
||||
|
|
|
@ -35,16 +35,7 @@ bool DebugHmdDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
//_currentRenderFrameInfo.presentPose = _currentRenderFrameInfo.renderPose;
|
||||
|
||||
withNonPresentThreadLock([&] {
|
||||
_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
|
||||
_handPoses[0] = glm::translate(mat4(), vec3(0.3f * cosf(secTimestampNow() * 3.0f), -0.3f * sinf(secTimestampNow() * 5.0f), 0.0f));
|
||||
_handLasers[0].color = vec4(1, 0, 0, 1);
|
||||
_handLasers[0].mode = HandLaserMode::Overlay;
|
||||
|
||||
_handPoses[1] = glm::translate(mat4(), vec3(0.3f * sinf(secTimestampNow() * 3.0f), -0.3f * cosf(secTimestampNow() * 5.0f), 0.0f));
|
||||
_handLasers[1].color = vec4(0, 1, 1, 1);
|
||||
_handLasers[1].mode = HandLaserMode::Overlay;
|
||||
});
|
||||
return Parent::beginFrameRender(frameIndex);
|
||||
}
|
||||
|
|
|
@ -32,9 +32,6 @@
|
|||
|
||||
#include "../Logging.h"
|
||||
#include "../CompositorHelper.h"
|
||||
#include <../render-utils/shaders/render-utils/glowLine_vert.h>
|
||||
#include <../render-utils/shaders/render-utils/glowLine_frag.h>
|
||||
|
||||
|
||||
static const QString MONO_PREVIEW = "Mono Preview";
|
||||
static const QString DISABLE_PREVIEW = "Disable Preview";
|
||||
|
@ -123,26 +120,6 @@ static const int32_t LINE_DATA_SLOT = 1;
|
|||
void HmdDisplayPlugin::customizeContext() {
|
||||
Parent::customizeContext();
|
||||
_overlayRenderer.build();
|
||||
|
||||
{
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
|
||||
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
|
||||
auto program = gpu::Shader::createProgram(VS, PS);
|
||||
state->setCullMode(gpu::State::CULL_NONE);
|
||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
gpu::Shader::BindingSet bindings;
|
||||
bindings.insert({ "lineData", LINE_DATA_SLOT });;
|
||||
gpu::Shader::makeProgram(*program, bindings);
|
||||
_glowLinePipeline = gpu::Pipeline::create(program, state);
|
||||
_handLaserUniforms = std::array<gpu::BufferPointer, 2>{ { std::make_shared<gpu::Buffer>(), std::make_shared<gpu::Buffer>() } };
|
||||
_extraLaserUniforms = std::make_shared<gpu::Buffer>();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::uncustomizeContext() {
|
||||
|
@ -157,10 +134,6 @@ void HmdDisplayPlugin::uncustomizeContext() {
|
|||
});
|
||||
_overlayRenderer = OverlayRenderer();
|
||||
_previewTexture.reset();
|
||||
_handLaserUniforms[0].reset();
|
||||
_handLaserUniforms[1].reset();
|
||||
_extraLaserUniforms.reset();
|
||||
_glowLinePipeline.reset();
|
||||
Parent::uncustomizeContext();
|
||||
}
|
||||
|
||||
|
@ -383,132 +356,13 @@ void HmdDisplayPlugin::updateFrameData() {
|
|||
getGLBackend()->setCameraCorrection(correction);
|
||||
}
|
||||
|
||||
withPresentThreadLock([&] {
|
||||
_presentHandLasers = _handLasers;
|
||||
_presentHandPoses = _handPoses;
|
||||
_presentUiModelTransform = _uiModelTransform;
|
||||
|
||||
_presentExtraLaser = _extraLaser;
|
||||
_presentExtraLaserStart = _extraLaserStart;
|
||||
});
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
glm::mat4 modelMat = compositorHelper->getModelTransform().getMatrix();
|
||||
static const float OUT_OF_BOUNDS = -1;
|
||||
std::array<vec2, NUMBER_OF_HANDS> handGlowPoints { { vec2(OUT_OF_BOUNDS), vec2(OUT_OF_BOUNDS) } };
|
||||
vec2 extraGlowPoint(OUT_OF_BOUNDS);
|
||||
|
||||
float uiRadius = compositorHelper->getHmdUiRadius();
|
||||
|
||||
// compute the glow point interesections
|
||||
for (size_t i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (_presentHandPoses[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
const auto& handLaser = _presentHandLasers[i];
|
||||
if (!handLaser.valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const vec3& laserDirection = handLaser.direction;
|
||||
mat4 model = _presentHandPoses[i];
|
||||
vec3 castStart = vec3(model[3]);
|
||||
vec3 castDirection = glm::quat_cast(model) * laserDirection;
|
||||
|
||||
// this offset needs to match GRAB_POINT_SPHERE_OFFSET in scripts/system/libraries/controllers.js:19
|
||||
static const vec3 GRAB_POINT_SPHERE_OFFSET(0.04f, 0.13f, 0.039f); // x = upward, y = forward, z = lateral
|
||||
|
||||
// swizzle grab point so that (x = upward, y = lateral, z = forward)
|
||||
vec3 grabPointOffset = glm::vec3(GRAB_POINT_SPHERE_OFFSET.x, GRAB_POINT_SPHERE_OFFSET.z, -GRAB_POINT_SPHERE_OFFSET.y);
|
||||
if (i == 0) {
|
||||
grabPointOffset.x *= -1.0f; // this changes between left and right hands
|
||||
}
|
||||
castStart += glm::quat_cast(model) * grabPointOffset;
|
||||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (!glm::intersectRaySphere(castStart, castDirection,
|
||||
_presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
_presentHandLaserPoints[i].first = castStart;
|
||||
_presentHandLaserPoints[i].second = _presentHandLaserPoints[i].first + (castDirection * distance);
|
||||
|
||||
vec3 intersectionPosition = castStart + (castDirection * distance) - _presentUiModelTransform.getTranslation();
|
||||
intersectionPosition = glm::inverse(_presentUiModelTransform.getRotation()) * intersectionPosition;
|
||||
|
||||
// Take the interesection normal and convert it to a texture coordinate
|
||||
vec2 yawPitch;
|
||||
{
|
||||
vec2 xdir = glm::normalize(vec2(intersectionPosition.x, -intersectionPosition.z));
|
||||
yawPitch.x = glm::atan(xdir.x, xdir.y);
|
||||
yawPitch.y = (acosf(intersectionPosition.y) * -1.0f) + (float)M_PI_2;
|
||||
}
|
||||
vec2 halfFov = CompositorHelper::VIRTUAL_UI_TARGET_FOV / 2.0f;
|
||||
|
||||
// Are we out of range
|
||||
if (glm::any(glm::greaterThan(glm::abs(yawPitch), halfFov))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
yawPitch /= CompositorHelper::VIRTUAL_UI_TARGET_FOV;
|
||||
yawPitch += 0.5f;
|
||||
handGlowPoints[i] = yawPitch;
|
||||
}
|
||||
|
||||
// compute the glow point interesections
|
||||
if (_presentExtraLaser.valid()) {
|
||||
const vec3& laserDirection = _presentExtraLaser.direction;
|
||||
vec3 castStart = _presentExtraLaserStart;
|
||||
vec3 castDirection = laserDirection;
|
||||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (glm::intersectRaySphere(castStart, castDirection,
|
||||
_presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
|
||||
|
||||
_presentExtraLaserPoints.first = castStart;
|
||||
_presentExtraLaserPoints.second = _presentExtraLaserPoints.first + (castDirection * distance);
|
||||
|
||||
vec3 intersectionPosition = castStart + (castDirection * distance) - _presentUiModelTransform.getTranslation();
|
||||
intersectionPosition = glm::inverse(_presentUiModelTransform.getRotation()) * intersectionPosition;
|
||||
|
||||
// Take the interesection normal and convert it to a texture coordinate
|
||||
vec2 yawPitch;
|
||||
{
|
||||
vec2 xdir = glm::normalize(vec2(intersectionPosition.x, -intersectionPosition.z));
|
||||
yawPitch.x = glm::atan(xdir.x, xdir.y);
|
||||
yawPitch.y = (acosf(intersectionPosition.y) * -1.0f) + (float)M_PI_2;
|
||||
}
|
||||
vec2 halfFov = CompositorHelper::VIRTUAL_UI_TARGET_FOV / 2.0f;
|
||||
|
||||
// Are we out of range
|
||||
if (!glm::any(glm::greaterThan(glm::abs(yawPitch), halfFov))) {
|
||||
yawPitch /= CompositorHelper::VIRTUAL_UI_TARGET_FOV;
|
||||
yawPitch += 0.5f;
|
||||
extraGlowPoint = yawPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for_each_eye([&](Eye eye) {
|
||||
auto modelView = glm::inverse(_currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye)) * modelMat;
|
||||
_overlayRenderer.mvps[eye] = _eyeProjections[eye] * modelView;
|
||||
});
|
||||
|
||||
// Setup the uniforms
|
||||
{
|
||||
auto& uniforms = _overlayRenderer.uniforms;
|
||||
uniforms.alpha = _compositeOverlayAlpha;
|
||||
uniforms.glowPoints = vec4(handGlowPoints[0], handGlowPoints[1]);
|
||||
uniforms.glowColors[0] = _presentHandLasers[0].color;
|
||||
uniforms.glowColors[1] = _presentHandLasers[1].color;
|
||||
uniforms.extraGlowPoint = extraGlowPoint;
|
||||
uniforms.extraGlowColor = _presentExtraLaser.color;
|
||||
}
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::OverlayRenderer::build() {
|
||||
|
@ -573,8 +427,8 @@ void HmdDisplayPlugin::OverlayRenderer::build() {
|
|||
}
|
||||
|
||||
void HmdDisplayPlugin::OverlayRenderer::updatePipeline() {
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.vert";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.frag";
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui.vert";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui.frag";
|
||||
|
||||
#if LIVE_SHADER_RELOAD
|
||||
static qint64 vsBuiltAge = 0;
|
||||
|
@ -598,7 +452,7 @@ void HmdDisplayPlugin::OverlayRenderer::updatePipeline() {
|
|||
this->uniformsLocation = program->getUniformBuffers().findLocation("overlayBuffer");
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
state->setDepthTest(gpu::State::DepthTest(false));
|
||||
state->setDepthTest(gpu::State::DepthTest(true));
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
@ -665,84 +519,6 @@ void HmdDisplayPlugin::compositeOverlay() {
|
|||
_overlayRenderer.render(*this);
|
||||
}
|
||||
|
||||
bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) {
|
||||
HandLaserInfo info;
|
||||
info.mode = mode;
|
||||
info.color = color;
|
||||
info.direction = direction;
|
||||
withNonPresentThreadLock([&] {
|
||||
if (hands & Hand::LeftHand) {
|
||||
_handLasers[0] = info;
|
||||
}
|
||||
if (hands & Hand::RightHand) {
|
||||
_handLasers[1] = info;
|
||||
}
|
||||
});
|
||||
// FIXME defer to a child class plugin to determine if hand lasers are actually
|
||||
// available based on the presence or absence of hand controllers
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HmdDisplayPlugin::setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) {
|
||||
HandLaserInfo info;
|
||||
info.mode = mode;
|
||||
info.color = color;
|
||||
info.direction = sensorSpaceDirection;
|
||||
withNonPresentThreadLock([&] {
|
||||
_extraLaser = info;
|
||||
_extraLaserStart = sensorSpaceStart;
|
||||
});
|
||||
|
||||
// FIXME defer to a child class plugin to determine if hand lasers are actually
|
||||
// available based on the presence or absence of hand controllers
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void HmdDisplayPlugin::compositeExtra() {
|
||||
// If neither hand laser is activated, exit
|
||||
if (!_presentHandLasers[0].valid() && !_presentHandLasers[1].valid() && !_presentExtraLaser.valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_presentHandPoses[0] == IDENTITY_MATRIX && _presentHandPoses[1] == IDENTITY_MATRIX && !_presentExtraLaser.valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
render([&](gpu::Batch& batch) {
|
||||
batch.setFramebuffer(_compositeFramebuffer);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setViewportTransform(ivec4(uvec2(0), _renderTargetSize));
|
||||
batch.setViewTransform(_currentPresentFrameInfo.presentPose, false);
|
||||
// Compile the shaders
|
||||
batch.setPipeline(_glowLinePipeline);
|
||||
|
||||
|
||||
bilateral::for_each_side([&](bilateral::Side side){
|
||||
auto index = bilateral::index(side);
|
||||
if (_presentHandPoses[index] == IDENTITY_MATRIX) {
|
||||
return;
|
||||
}
|
||||
const auto& laser = _presentHandLasers[index];
|
||||
if (laser.valid()) {
|
||||
const auto& points = _presentHandLaserPoints[index];
|
||||
_handLaserUniforms[index]->resize(sizeof(HandLaserData));
|
||||
_handLaserUniforms[index]->setSubData(0, HandLaserData { vec4(points.first, 1.0f), vec4(points.second, 1.0f), _handLasers[index].color });
|
||||
batch.setUniformBuffer(LINE_DATA_SLOT, _handLaserUniforms[index]);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
|
||||
}
|
||||
});
|
||||
|
||||
if (_presentExtraLaser.valid()) {
|
||||
const auto& points = _presentExtraLaserPoints;
|
||||
_extraLaserUniforms->resize(sizeof(HandLaserData));
|
||||
_extraLaserUniforms->setSubData(0, HandLaserData { vec4(points.first, 1.0f), vec4(points.second, 1.0f), _presentExtraLaser.color });
|
||||
batch.setUniformBuffer(LINE_DATA_SLOT, _extraLaserUniforms);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
HmdDisplayPlugin::~HmdDisplayPlugin() {
|
||||
}
|
||||
|
||||
|
|
|
@ -37,9 +37,6 @@ public:
|
|||
|
||||
virtual glm::mat4 getHeadPose() const override;
|
||||
|
||||
bool setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) override;
|
||||
bool setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) override;
|
||||
|
||||
bool wantVsync() const override {
|
||||
return false;
|
||||
}
|
||||
|
@ -63,33 +60,6 @@ protected:
|
|||
void customizeContext() override;
|
||||
void uncustomizeContext() override;
|
||||
void updateFrameData() override;
|
||||
void compositeExtra() override;
|
||||
|
||||
struct HandLaserInfo {
|
||||
HandLaserMode mode { HandLaserMode::None };
|
||||
vec4 color { 1.0f };
|
||||
vec3 direction { 0, 0, -1 };
|
||||
|
||||
// Is this hand laser info suitable for drawing?
|
||||
bool valid() const {
|
||||
return (mode != HandLaserMode::None && color.a > 0.0f && direction != vec3());
|
||||
}
|
||||
};
|
||||
|
||||
Transform _uiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _handLasers;
|
||||
std::array<mat4, 2> _handPoses;
|
||||
|
||||
Transform _presentUiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _presentHandLasers;
|
||||
std::array<mat4, 2> _presentHandPoses;
|
||||
std::array<std::pair<vec3, vec3>, 2> _presentHandLaserPoints;
|
||||
|
||||
HandLaserInfo _extraLaser;
|
||||
HandLaserInfo _presentExtraLaser;
|
||||
vec3 _extraLaserStart;
|
||||
vec3 _presentExtraLaserStart;
|
||||
std::pair<vec3, vec3> _presentExtraLaserPoints;
|
||||
|
||||
std::array<mat4, 2> _eyeOffsets;
|
||||
std::array<mat4, 2> _eyeProjections;
|
||||
|
@ -120,9 +90,6 @@ private:
|
|||
bool _disablePreviewItemAdded { false };
|
||||
bool _monoPreview { true };
|
||||
bool _clearPreviewFlag { false };
|
||||
std::array<gpu::BufferPointer, 2> _handLaserUniforms;
|
||||
gpu::BufferPointer _extraLaserUniforms;
|
||||
gpu::PipelinePointer _glowLinePipeline;
|
||||
gpu::TexturePointer _previewTexture;
|
||||
glm::vec2 _lastWindowSize;
|
||||
|
||||
|
@ -140,14 +107,7 @@ private:
|
|||
|
||||
struct Uniforms {
|
||||
mat4 mvp;
|
||||
vec4 glowPoints { -1 };
|
||||
vec4 glowColors[2];
|
||||
vec2 resolution { CompositorHelper::VIRTUAL_SCREEN_SIZE };
|
||||
float radius { 0.005f };
|
||||
float alpha { 1.0f };
|
||||
|
||||
vec4 extraGlowColor;
|
||||
vec2 extraGlowPoint { -1 };
|
||||
} uniforms;
|
||||
|
||||
struct Vertex {
|
||||
|
|
|
@ -32,6 +32,8 @@ namespace gpu {
|
|||
Mat4 pose;
|
||||
/// The collection of batches which make up the frame
|
||||
Batches batches;
|
||||
/// Single batch containing overlays to be drawn in the composite framebuffer
|
||||
Batch postCompositeBatch;
|
||||
/// The main thread updates to buffers that are applicable for this frame.
|
||||
BufferUpdates bufferUpdates;
|
||||
/// The destination framebuffer in which the results will be placed
|
||||
|
|
|
@ -107,24 +107,6 @@ public:
|
|||
RightHand = 0x02,
|
||||
};
|
||||
|
||||
enum class HandLaserMode {
|
||||
None, // Render no hand lasers
|
||||
Overlay, // Render hand lasers only if they intersect with the UI layer, and stop at the UI layer
|
||||
};
|
||||
|
||||
virtual bool setHandLaser(
|
||||
uint32_t hands, // Bits from the Hand enum
|
||||
HandLaserMode mode, // Mode in which to render
|
||||
const vec4& color = vec4(1), // The color of the rendered laser
|
||||
const vec3& direction = vec3(0, 0, -1) // The direction in which to render the hand lasers
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool setExtraLaser(HandLaserMode mode, const vec4& color, const glm::vec3& sensorSpaceStart, const vec3& sensorSpaceDirection) {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool suppressKeyboard() { return false; }
|
||||
virtual void unsuppressKeyboard() {};
|
||||
virtual bool isKeyboardVisible() { return false; }
|
||||
|
|
|
@ -51,8 +51,6 @@ bool OculusBaseDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
});
|
||||
|
||||
withNonPresentThreadLock([&] {
|
||||
_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
|
||||
_handPoses = handPoses;
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
});
|
||||
return Parent::beginFrameRender(frameIndex);
|
||||
|
|
|
@ -594,9 +594,6 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
}
|
||||
|
||||
withNonPresentThreadLock([&] {
|
||||
_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
|
||||
// Make controller poses available to the presentation thread
|
||||
_handPoses = handPoses;
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
});
|
||||
return Parent::beginFrameRender(frameIndex);
|
||||
|
|
|
@ -150,15 +150,92 @@ var setReticlePosition = function (point2d) {
|
|||
Reticle.setPosition(point2d);
|
||||
};
|
||||
|
||||
// Generalizations of utilities that work with system and overlay elements.
|
||||
function findRayIntersection(pickRay) {
|
||||
// Check 3D overlays and entities. Argument is an object with origin and direction.
|
||||
var result = Overlays.findRayIntersection(pickRay);
|
||||
if (!result.intersects) {
|
||||
result = Entities.findRayIntersection(pickRay, true);
|
||||
}
|
||||
return result;
|
||||
// VISUAL AID -----------
|
||||
// Same properties as handControllerGrab search sphere
|
||||
var LASER_ALPHA = 0.5;
|
||||
var LASER_SEARCH_COLOR = {red: 10, green: 10, blue: 255};
|
||||
var LASER_TRIGGER_COLOR = {red: 250, green: 10, blue: 10};
|
||||
var END_DIAMETER = 0.05;
|
||||
var systemLaserOn = false;
|
||||
|
||||
var triggerPath = {
|
||||
type: "line3d",
|
||||
color: LASER_SEARCH_COLOR,
|
||||
ignoreRayIntersection: true,
|
||||
visible: true,
|
||||
alpha: LASER_ALPHA,
|
||||
solid: true,
|
||||
glow: 1.0,
|
||||
drawHUDLayer: true
|
||||
}
|
||||
var triggerEnd = {
|
||||
type: "sphere",
|
||||
dimensions: {x: END_DIAMETER, y: END_DIAMETER, z: END_DIAMETER},
|
||||
color: LASER_SEARCH_COLOR,
|
||||
ignoreRayIntersection: true,
|
||||
visible: true,
|
||||
alpha: LASER_ALPHA,
|
||||
solid: true,
|
||||
drawHUDLayer: true
|
||||
}
|
||||
|
||||
var searchPath = {
|
||||
type: "line3d",
|
||||
color: LASER_TRIGGER_COLOR,
|
||||
ignoreRayIntersection: true,
|
||||
visible: true,
|
||||
alpha: LASER_ALPHA,
|
||||
solid: true,
|
||||
glow: 1.0,
|
||||
drawHUDLayer: true
|
||||
}
|
||||
var searchEnd = {
|
||||
type: "sphere",
|
||||
dimensions: {x: END_DIAMETER, y: END_DIAMETER, z: END_DIAMETER},
|
||||
color: LASER_TRIGGER_COLOR,
|
||||
ignoreRayIntersection: true,
|
||||
visible: true,
|
||||
alpha: LASER_ALPHA,
|
||||
solid: true,
|
||||
drawHUDLayer: true
|
||||
}
|
||||
|
||||
var hudRayStates = [{name: "trigger", path: triggerPath, end: triggerEnd},
|
||||
{name: "search", path: searchPath, end: searchEnd}];
|
||||
// this offset needs to match the one in libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp:378
|
||||
var GRAB_POINT_SPHERE_OFFSET_RIGHT = { x: 0.04, y: 0.13, z: 0.039 };
|
||||
var GRAB_POINT_SPHERE_OFFSET_LEFT = { x: -0.04, y: 0.13, z: 0.039 };
|
||||
var hudRayRight = LaserPointers.createLaserPointer({
|
||||
joint: "_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND",
|
||||
filter: RayPick.PICK_HUD,
|
||||
posOffset: GRAB_POINT_SPHERE_OFFSET_RIGHT,
|
||||
renderStates: hudRayStates,
|
||||
enabled: true
|
||||
});
|
||||
var hudRayLeft = LaserPointers.createLaserPointer({
|
||||
joint: "_CAMERA_RELATIVE_CONTROLLER_LEFTHAND",
|
||||
filter: RayPick.PICK_HUD,
|
||||
posOffset: GRAB_POINT_SPHERE_OFFSET_LEFT,
|
||||
renderStates: hudRayStates,
|
||||
enabled: true
|
||||
});
|
||||
|
||||
// NOTE: keep this offset in sync with scripts/system/librarires/controllers.js:57
|
||||
var VERTICAL_HEAD_LASER_OFFSET = 0.1;
|
||||
var hudRayHead = LaserPointers.createLaserPointer({
|
||||
joint: "Avatar",
|
||||
filter: RayPick.PICK_HUD,
|
||||
posOffset: {x: 0, y: VERTICAL_HEAD_LASER_OFFSET, z: 0},
|
||||
renderStates: hudRayStates,
|
||||
enabled: true
|
||||
});
|
||||
|
||||
var mouseRayPick = RayPick.createRayPick({
|
||||
joint: "Mouse",
|
||||
filter: RayPick.PICK_ENTITIES | RayPick.PICK_OVERLAYS,
|
||||
enabled: true
|
||||
});
|
||||
|
||||
function isPointingAtOverlay(optionalHudPosition2d) {
|
||||
return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
|
||||
}
|
||||
|
@ -166,10 +243,21 @@ function isPointingAtOverlay(optionalHudPosition2d) {
|
|||
// Generalized HUD utilities, with or without HMD:
|
||||
// This "var" is for documentation. Do not change the value!
|
||||
var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1;
|
||||
function calculateRayUICollisionPoint(position, direction) {
|
||||
function calculateRayUICollisionPoint(position, direction, isHands) {
|
||||
// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
|
||||
if (HMD.active) {
|
||||
return HMD.calculateRayUICollisionPoint(position, direction);
|
||||
var laserPointer;
|
||||
if (isHands) {
|
||||
laserPointer = activeHand == Controller.Standard.RightHand ? hudRayRight : hudRayLeft;
|
||||
} else {
|
||||
laserPointer = hudRayHead;
|
||||
}
|
||||
var result = LaserPointers.getPrevRayPickResult(laserPointer);
|
||||
if (result.type != RayPick.INTERSECTED_NONE) {
|
||||
return result.intersection;
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
// interect HUD plane, 1m in front of camera, using formula:
|
||||
// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
|
||||
|
@ -215,7 +303,7 @@ function activeHudPoint2dGamePad() {
|
|||
var headPosition = MyAvatar.getHeadPosition();
|
||||
var headDirection = Quat.getUp(Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 })));
|
||||
|
||||
var hudPoint3d = calculateRayUICollisionPoint(headPosition, headDirection);
|
||||
var hudPoint3d = calculateRayUICollisionPoint(headPosition, headDirection, false);
|
||||
|
||||
if (!hudPoint3d) {
|
||||
if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
|
||||
|
@ -241,7 +329,7 @@ function activeHudPoint2d(activeHand) { // if controller is valid, update reticl
|
|||
var controllerPosition = controllerPose.position;
|
||||
var controllerDirection = Quat.getUp(controllerPose.rotation);
|
||||
|
||||
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
|
||||
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection, true);
|
||||
if (!hudPoint3d) {
|
||||
if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
|
||||
print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong.
|
||||
|
@ -355,7 +443,7 @@ function onMouseMove() {
|
|||
if (isPointingAtOverlay()) {
|
||||
Reticle.depth = hudReticleDistance();
|
||||
} else {
|
||||
var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y));
|
||||
var result = RayPick.getPrevRayPickResult(mouseRayPick);
|
||||
Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH;
|
||||
}
|
||||
}
|
||||
|
@ -473,14 +561,6 @@ clickMapping.from(rightTrigger.partial).to(makeToggleAction(Controller.Standard.
|
|||
clickMapping.from(leftTrigger.partial).to(makeToggleAction(Controller.Standard.LeftHand));
|
||||
clickMapping.enable();
|
||||
|
||||
// VISUAL AID -----------
|
||||
// Same properties as handControllerGrab search sphere
|
||||
var LASER_ALPHA = 0.5;
|
||||
var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA};
|
||||
var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA};
|
||||
var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1};
|
||||
var systemLaserOn = false;
|
||||
|
||||
var HIFI_POINTER_DISABLE_MESSAGE_CHANNEL = "Hifi-Pointer-Disable";
|
||||
var isPointerEnabled = true;
|
||||
|
||||
|
@ -488,23 +568,34 @@ function clearSystemLaser() {
|
|||
if (!systemLaserOn) {
|
||||
return;
|
||||
}
|
||||
HMD.disableHandLasers(BOTH_HUD_LASERS);
|
||||
HMD.disableExtraLaser();
|
||||
HMD.deactivateHMDHandMouse();
|
||||
LaserPointers.setRenderState(hudRayRight, "");
|
||||
LaserPointers.setRenderState(hudRayLeft, "");
|
||||
LaserPointers.setRenderState(hudRayHead, "");
|
||||
systemLaserOn = false;
|
||||
weMovedReticle = true;
|
||||
}
|
||||
function setColoredLaser() { // answer trigger state if lasers supported, else falsey.
|
||||
var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
|
||||
var mode = (activeTrigger.state === 'full') ? 'trigger' : 'search';
|
||||
|
||||
if (!HMD.isHandControllerAvailable()) {
|
||||
// NOTE: keep this offset in sync with scripts/system/librarires/controllers.js:57
|
||||
var VERTICAL_HEAD_LASER_OFFSET = 0.1;
|
||||
var position = Vec3.sum(HMD.position, Vec3.multiplyQbyV(HMD.orientation, {x: 0, y: VERTICAL_HEAD_LASER_OFFSET, z: 0}));
|
||||
var orientation = Quat.multiply(HMD.orientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }));
|
||||
return HMD.setExtraLaser(position, true, color, Quat.getUp(orientation));
|
||||
if (!systemLaserOn) {
|
||||
HMD.activateHMDHandMouse();
|
||||
}
|
||||
|
||||
return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state;
|
||||
var pose = Controller.getPoseValue(activeHand);
|
||||
if (!pose.valid) {
|
||||
LaserPointers.setRenderState(hudRayRight, "");
|
||||
LaserPointers.setRenderState(hudRayLeft, "");
|
||||
LaserPointers.setRenderState(hudRayHead, mode);
|
||||
return true;
|
||||
}
|
||||
|
||||
var right = activeHand == Controller.Standard.RightHand;
|
||||
LaserPointers.setRenderState(hudRayRight, right ? mode : "");
|
||||
LaserPointers.setRenderState(hudRayLeft, right ? "" : mode);
|
||||
LaserPointers.setRenderState(hudRayHead, "");
|
||||
|
||||
return activeTrigger.state;
|
||||
}
|
||||
|
||||
// MAIN OPERATIONS -----------
|
||||
|
@ -551,11 +642,13 @@ function update() {
|
|||
if (HMD.active) {
|
||||
Reticle.depth = hudReticleDistance();
|
||||
|
||||
if (!HMD.isHandControllerAvailable()) {
|
||||
var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
|
||||
var position = MyAvatar.getHeadPosition();
|
||||
var direction = Quat.getUp(Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 })));
|
||||
HMD.setExtraLaser(position, true, color, direction);
|
||||
var pose = Controller.getPoseValue(activeHand);
|
||||
if (!pose.valid) {
|
||||
var mode = (activeTrigger.state === 'full') ? 'trigger' : 'search';
|
||||
if (!systemLaserOn) {
|
||||
HMD.activateHMDHandMouse();
|
||||
}
|
||||
LaserPointers.setRenderState(hudRayHead, mode);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -604,6 +697,10 @@ Script.scriptEnding.connect(function () {
|
|||
Script.clearInterval(settingsChecker);
|
||||
Script.update.disconnect(update);
|
||||
OffscreenFlags.navigationFocusDisabled = false;
|
||||
LaserPointers.removeLaserPointer(hudRayRight);
|
||||
LaserPointers.removeLaserPointer(hudRayLeft);
|
||||
LaserPointers.removeLaserPointer(hudRayHead);
|
||||
HMD.deactivateHMDHandMouse();
|
||||
});
|
||||
|
||||
}()); // END LOCAL_SCOPE
|
||||
|
|
Loading…
Reference in a new issue