replace setHandLasers with drawHUDLayer overlay property

This commit is contained in:
SamGondelman 2017-07-24 18:16:40 -07:00
parent ee02a0bff4
commit 3c8b964cc9
26 changed files with 275 additions and 495 deletions

View file

@ -0,0 +1,27 @@
//
// Created by Bradley Austin Davis on 2016/07/11
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
uniform sampler2D sampler;
struct OverlayData {
mat4 mvp;
float alpha;
};
layout(std140) uniform overlayBuffer {
OverlayData overlay;
};
in vec2 vTexCoord;
out vec4 FragColor;
void main() {
FragColor = texture(sampler, vTexCoord);
FragColor.a *= overlay.alpha;
}

View file

@ -8,12 +8,7 @@
struct OverlayData {
mat4 mvp;
vec4 glowPoints;
vec4 glowColors[2];
vec4 resolutionRadiusAlpha;
vec4 extraGlowColor;
vec2 extraGlowPoint;
float alpha;
};
layout(std140) uniform overlayBuffer {
@ -25,11 +20,9 @@ mat4 mvp = overlay.mvp;
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 TexCoord;
out vec3 vPosition;
out vec2 vTexCoord;
void main() {
gl_Position = mvp * vec4(Position, 1);
vTexCoord = TexCoord;
vPosition = Position;
}

View file

@ -1,86 +0,0 @@
//
// Created by Bradley Austin Davis on 2016/07/11
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
uniform sampler2D sampler;
struct OverlayData {
mat4 mvp;
vec4 glowPoints;
vec4 glowColors[2];
vec4 resolutionRadiusAlpha;
vec4 extraGlowColor;
vec2 extraGlowPoint;
};
layout(std140) uniform overlayBuffer {
OverlayData overlay;
};
vec2 resolution = overlay.resolutionRadiusAlpha.xy;
float radius = overlay.resolutionRadiusAlpha.z;
float alpha = overlay.resolutionRadiusAlpha.w;
vec4 glowPoints = overlay.glowPoints;
vec4 glowColors[2] = overlay.glowColors;
vec2 extraGlowPoint = overlay.extraGlowPoint;
vec4 extraGlowColor = overlay.extraGlowColor;
in vec3 vPosition;
in vec2 vTexCoord;
out vec4 FragColor;
float easeInOutCubic(float f) {
const float d = 1.0;
const float b = 0.0;
const float c = 1.0;
float t = f;
if ((t /= d / 2.0) < 1.0) return c / 2.0 * t * t * t + b;
return c / 2.0 * ((t -= 2.0) * t * t + 2.0) + b;
}
void main() {
FragColor = texture(sampler, vTexCoord);
vec2 aspect = resolution;
aspect /= resolution.x;
float glowIntensity = 0.0;
float dist1 = distance(vTexCoord * aspect, glowPoints.xy * aspect);
float dist2 = distance(vTexCoord * aspect, glowPoints.zw * aspect);
float dist3 = distance(vTexCoord * aspect, extraGlowPoint * aspect);
float distX = min(dist1, dist2);
float dist = min(distX, dist3);
vec3 glowColor = glowColors[0].rgb;
if (dist2 < dist1) {
glowColor = glowColors[1].rgb;
}
if (dist3 < dist2) {
glowColor = extraGlowColor.rgb;
}
if (dist <= radius) {
glowIntensity = 1.0 - (dist / radius);
glowColor.rgb = pow(glowColor, vec3(1.0 - glowIntensity));
glowIntensity = easeInOutCubic(glowIntensity);
glowIntensity = pow(glowIntensity, 0.5);
}
if (alpha <= 0.0) {
if (glowIntensity <= 0.0) {
discard;
}
FragColor = vec4(glowColor, glowIntensity);
return;
}
FragColor.rgb = mix(FragColor.rgb, glowColor.rgb, glowIntensity);
FragColor.a *= alpha;
}

View file

@ -2378,6 +2378,7 @@ void Application::paintGL() {
finalFramebuffer = framebufferCache->getFramebuffer();
}
mat4 eyeProjections[2];
{
PROFILE_RANGE(render, "/mainRender");
PerformanceTimer perfTimer("mainRender");
@ -2399,7 +2400,6 @@ void Application::paintGL() {
_myCamera.setProjection(displayPlugin->getCullingProjection(_myCamera.getProjection()));
renderArgs._context->enableStereo(true);
mat4 eyeOffsets[2];
mat4 eyeProjections[2];
auto baseProjection = renderArgs.getViewFrustum().getProjection();
auto hmdInterface = DependencyManager::get<HMDScriptingInterface>();
float IPDScale = hmdInterface->getIPDScale();
@ -2430,6 +2430,19 @@ void Application::paintGL() {
displaySide(&renderArgs, _myCamera);
}
gpu::Batch postCompositeBatch;
{
PROFILE_RANGE(render, "/postComposite");
PerformanceTimer perfTimer("postComposite");
renderArgs._batch = &postCompositeBatch;
renderArgs._batch->setViewportTransform(ivec4(0, 0, finalFramebufferSize.width(), finalFramebufferSize.height()));
renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView());
for_each_eye([&](Eye eye) {
renderArgs._batch->setProjectionTransform(eyeProjections[eye]);
_overlays.render3DHUDOverlays(&renderArgs);
});
}
auto frame = _gpuContext->endFrame();
frame->frameIndex = _frameCount;
frame->framebuffer = finalFramebuffer;
@ -2437,6 +2450,7 @@ void Application::paintGL() {
DependencyManager::get<FramebufferCache>()->releaseFramebuffer(framebuffer);
};
frame->overlay = _applicationOverlay.getOverlayTexture();
frame->postCompositeBatch = postCompositeBatch;
// deliver final scene rendering commands to the display plugin
{
PROFILE_RANGE(render, "/pluginOutput");

View file

@ -82,6 +82,22 @@ bool HMDScriptingInterface::shouldShowHandControllers() const {
return _showHandControllersCount > 0;
}
void HMDScriptingInterface::activateHMDHandMouse() {
QWriteLocker lock(&_hmdHandMouseLock);
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", true);
_hmdHandMouseCount++;
}
void HMDScriptingInterface::deactivateHMDHandMouse() {
QWriteLocker lock(&_hmdHandMouseLock);
_hmdHandMouseCount = std::max(--_hmdHandMouseCount, 0);
if (_hmdHandMouseCount == 0) {
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", false);
}
}
void HMDScriptingInterface::closeTablet() {
_showTablet = false;
}
@ -153,50 +169,6 @@ QString HMDScriptingInterface::preferredAudioOutput() const {
return qApp->getActiveDisplayPlugin()->getPreferredAudioOutDevice();
}
bool HMDScriptingInterface::setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction) {
if (QThread::currentThread() != thread()) {
bool result;
BLOCKING_INVOKE_METHOD(this, "setHandLasers", Q_RETURN_ARG(bool, result),
Q_ARG(int, hands), Q_ARG(bool, enabled), Q_ARG(glm::vec4, color), Q_ARG(glm::vec3, direction));
return result;
}
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", enabled);
return qApp->getActiveDisplayPlugin()->setHandLaser(hands,
enabled ? DisplayPlugin::HandLaserMode::Overlay : DisplayPlugin::HandLaserMode::None,
color, direction);
}
bool HMDScriptingInterface::setExtraLaser(const glm::vec3& worldStart, bool enabled, const glm::vec4& color, const glm::vec3& direction) {
if (QThread::currentThread() != thread()) {
bool result;
BLOCKING_INVOKE_METHOD(this, "setExtraLaser", Q_RETURN_ARG(bool, result),
Q_ARG(glm::vec3, worldStart), Q_ARG(bool, enabled), Q_ARG(glm::vec4, color), Q_ARG(glm::vec3, direction));
return result;
}
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->getDesktop()->setProperty("hmdHandMouseActive", enabled);
auto myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
auto sensorToWorld = myAvatar->getSensorToWorldMatrix();
auto worldToSensor = glm::inverse(sensorToWorld);
auto sensorStart = ::transformPoint(worldToSensor, worldStart);
auto sensorDirection = ::transformVectorFast(worldToSensor, direction);
return qApp->getActiveDisplayPlugin()->setExtraLaser(enabled ? DisplayPlugin::HandLaserMode::Overlay : DisplayPlugin::HandLaserMode::None,
color, sensorStart, sensorDirection);
}
void HMDScriptingInterface::disableExtraLaser() {
setExtraLaser(vec3(0), false, vec4(0), vec3(0));
}
void HMDScriptingInterface::disableHandLasers(int hands) {
setHandLasers(hands, false, vec4(0), vec3(0));
}
bool HMDScriptingInterface::suppressKeyboard() {
return qApp->getActiveDisplayPlugin()->suppressKeyboard();
}

View file

@ -22,6 +22,7 @@ class QScriptEngine;
#include <DependencyManager.h>
#include <display-plugins/AbstractHMDScriptingInterface.h>
#include <QReadWriteLock>
class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Dependency {
Q_OBJECT
@ -51,12 +52,8 @@ public:
Q_INVOKABLE void requestHideHandControllers();
Q_INVOKABLE bool shouldShowHandControllers() const;
Q_INVOKABLE bool setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction);
Q_INVOKABLE void disableHandLasers(int hands);
Q_INVOKABLE bool setExtraLaser(const glm::vec3& worldStart, bool enabled, const glm::vec4& color, const glm::vec3& direction);
Q_INVOKABLE void disableExtraLaser();
Q_INVOKABLE void activateHMDHandMouse();
Q_INVOKABLE void deactivateHMDHandMouse();
/// Suppress the activation of any on-screen keyboard so that a script operation will
/// not be interrupted by a keyboard popup
@ -119,6 +116,9 @@ private:
bool getHUDLookAtPosition3D(glm::vec3& result) const;
glm::mat4 getWorldHMDMatrix() const;
std::atomic<int> _showHandControllersCount { 0 };
QReadWriteLock _hmdHandMouseLock;
int _hmdHandMouseCount;
};
#endif // hifi_HMDScriptingInterface_h

View file

@ -267,7 +267,7 @@ const render::ShapeKey Circle3DOverlay::getShapeKey() {
if (getAlpha() != 1.0f) {
builder.withTranslucent();
}
if (!getIsSolid()) {
if (!getIsSolid() || shouldDrawHUDLayer()) {
builder.withUnlit().withDepthBias();
}
return builder.build();

View file

@ -120,7 +120,7 @@ const render::ShapeKey Cube3DOverlay::getShapeKey() {
if (getAlpha() != 1.0f) {
builder.withTranslucent();
}
if (!getIsSolid()) {
if (!getIsSolid() || shouldDrawHUDLayer()) {
builder.withUnlit().withDepthBias();
}
return builder.build();

View file

@ -123,7 +123,7 @@ void Image3DOverlay::render(RenderArgs* args) {
const render::ShapeKey Image3DOverlay::getShapeKey() {
auto builder = render::ShapeKey::Builder().withoutCullFace().withDepthBias();
if (_emissive) {
if (_emissive || shouldDrawHUDLayer()) {
builder.withUnlit();
}
if (getAlpha() != 1.0f) {

View file

@ -29,6 +29,7 @@ Overlay::Overlay() :
_alphaPulse(0.0f),
_colorPulse(0.0f),
_color(DEFAULT_OVERLAY_COLOR),
_drawHUDLayer(false),
_visible(true),
_anchor(NO_ANCHOR)
{
@ -47,6 +48,7 @@ Overlay::Overlay(const Overlay* overlay) :
_alphaPulse(overlay->_alphaPulse),
_colorPulse(overlay->_colorPulse),
_color(overlay->_color),
_drawHUDLayer(overlay->_drawHUDLayer),
_visible(overlay->_visible),
_anchor(overlay->_anchor)
{
@ -86,6 +88,11 @@ void Overlay::setProperties(const QVariantMap& properties) {
setColorPulse(properties["colorPulse"].toFloat());
}
if (properties["drawHUDLayer"].isValid()) {
bool drawHUDLayer = properties["drawHUDLayer"].toBool();
setDrawHUDLayer(drawHUDLayer);
}
if (properties["visible"].isValid()) {
bool visible = properties["visible"].toBool();
setVisible(visible);

View file

@ -58,6 +58,7 @@ public:
virtual bool is3D() const = 0;
bool isLoaded() { return _isLoaded; }
bool getVisible() const { return _visible; }
bool shouldDrawHUDLayer() const { return _drawHUDLayer; }
xColor getColor();
float getAlpha();
Anchor getAnchor() const { return _anchor; }
@ -72,6 +73,7 @@ public:
// setters
void setVisible(bool visible) { _visible = visible; }
void setDrawHUDLayer(bool drawHUDLayer) { _drawHUDLayer = drawHUDLayer; }
void setColor(const xColor& color) { _color = color; }
void setAlpha(float alpha) { _alpha = alpha; }
void setAnchor(Anchor anchor) { _anchor = anchor; }
@ -114,6 +116,7 @@ protected:
xColor _color;
bool _visible; // should the overlay be drawn at all
bool _drawHUDLayer; // should the overlay be drawn on the HUD layer
Anchor _anchor;
unsigned int _stackOrder { 0 };

View file

@ -37,20 +37,29 @@
#include "Web3DOverlay.h"
#include <QtQuick/QQuickWindow>
#include "render/ShapePipeline.h"
Q_LOGGING_CATEGORY(trace_render_overlays, "trace.render.overlays")
extern void initOverlay3DPipelines(render::ShapePlumber& plumber);
void Overlays::cleanupAllOverlays() {
QMap<OverlayID, Overlay::Pointer> overlaysHUD;
QMap<OverlayID, Overlay::Pointer> overlays3DHUD;
QMap<OverlayID, Overlay::Pointer> overlaysWorld;
{
QMutexLocker locker(&_mutex);
overlaysHUD.swap(_overlaysHUD);
overlays3DHUD.swap(_overlays3DHUD);
overlaysWorld.swap(_overlaysWorld);
}
foreach(Overlay::Pointer overlay, overlaysHUD) {
_overlaysToDelete.push_back(overlay);
}
foreach(Overlay::Pointer overlay, overlays3DHUD) {
_overlaysToDelete.push_back(overlay);
}
foreach(Overlay::Pointer overlay, overlaysWorld) {
_overlaysToDelete.push_back(overlay);
}
@ -64,6 +73,8 @@ void Overlays::init() {
#if OVERLAY_PANELS
_scriptEngine = new QScriptEngine();
#endif
_shapePlumber = std::make_shared<render::ShapePlumber>();
initOverlay3DPipelines(*_shapePlumber);
}
void Overlays::update(float deltatime) {
@ -72,6 +83,9 @@ void Overlays::update(float deltatime) {
foreach(const auto& thisOverlay, _overlaysHUD) {
thisOverlay->update(deltatime);
}
foreach(const auto& thisOverlay, _overlays3DHUD) {
thisOverlay->update(deltatime);
}
foreach(const auto& thisOverlay, _overlaysWorld) {
thisOverlay->update(deltatime);
}
@ -128,6 +142,23 @@ void Overlays::renderHUD(RenderArgs* renderArgs) {
}
}
void Overlays::render3DHUDOverlays(RenderArgs* renderArgs) {
PROFILE_RANGE(render_overlays, __FUNCTION__);
gpu::Batch& batch = *renderArgs->_batch;
auto textureCache = DependencyManager::get<TextureCache>();
QMutexLocker lock(&_mutex);
foreach(Overlay::Pointer thisOverlay, _overlays3DHUD) {
// Reset necessary batch pipeline settings between overlays
batch.setResourceTexture(0, textureCache->getWhiteTexture()); // FIXME - do we really need to do this??
batch.setModelTransform(Transform());
renderArgs->_shapePipeline = _shapePlumber->pickPipeline(renderArgs, thisOverlay->getShapeKey());
thisOverlay->render(renderArgs);
}
}
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) {

View file

@ -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

View file

@ -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();

View file

@ -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();

View file

@ -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;
}

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@ -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 };

View file

@ -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();

View file

@ -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);
}

View file

@ -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() {
}

View file

@ -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 {

View file

@ -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

View file

@ -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; }

View file

@ -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);

View file

@ -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);

View file

@ -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