Merge branch '20660' of github.com:thoys/hifi into 20660

This commit is contained in:
Nex Pro 2015-08-24 16:07:38 +01:00
commit 8d8a9535a0
81 changed files with 2174 additions and 885 deletions

View file

@ -1,6 +1,6 @@
set(TARGET_NAME assignment-client)
setup_hifi_project(Core Gui Network Script Widgets)
setup_hifi_project(Core Gui Network Script Widgets WebSockets)
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)

View file

@ -24,6 +24,7 @@
#include <SoundCache.h>
#include <UUID.h>
#include <WebSocketServerClass.h>
#include <EntityScriptingInterface.h> // TODO: consider moving to scriptengine.h
#include "avatars/ScriptableAvatar.h"
@ -180,10 +181,17 @@ void Agent::run() {
// register ourselves to the script engine
_scriptEngine.registerGlobalObject("Agent", this);
if (!_payload.isEmpty()) {
_scriptEngine.setParentURL(_payload);
}
_scriptEngine.init(); // must be done before we set up the viewers
_scriptEngine.registerGlobalObject("SoundCache", DependencyManager::get<SoundCache>().data());
QScriptValue webSocketServerConstructorValue = _scriptEngine.newFunction(WebSocketServerClass::constructor);
_scriptEngine.globalObject().setProperty("WebSocketServer", webSocketServerConstructorValue);
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
_scriptEngine.registerGlobalObject("EntityViewer", &_entityViewer);

View file

@ -5,6 +5,21 @@ set(EXTERNAL_NAME LibOVR)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
# These are all provided in order to allow easier testing of both
# the legacy display plugin and the new windows only plugin on
# various versions of the SDK, all on windows
#
# 0.5 public
# URL http://static.oculus.com/sdk-downloads/ovr_sdk_win_0.5.0.1.zip
# URL_MD5 d3fc4c02db9be5ff08af4ef4c97b32f9
# 0.6 public
# URL http://static.oculus.com/sdk-downloads/0.6.0.1/Public/1435190862/ovr_sdk_win_0.6.0.1.zip
# URL_MD5 4b3ef825f9a1d6d3035c9f6820687da9
# 0.7 alpha
# URL https://s3.amazonaws.com/static.oculus.com/sdk-downloads/0.7.0.0/Public/Alpha/ovr_sdk_win_0.7.0.0_RC1.zip
# URL_MD5 a562bb9d117087b2cf9d86653ea70fd8
if (WIN32)
ExternalProject_Add(

View file

@ -11,17 +11,14 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var test = function(name, func) {
test = function(name, func, timeout) {
print("Running test: " + name);
var unitTest = new UnitTest(name, func);
try {
unitTest.run();
var unitTest = new UnitTest(name, func, timeout);
unitTest.run(function(unitTest) {
print(" Success: " + unitTest.numAssertions + " assertions passed");
} catch (error) {
}, function(unitTest, error) {
print(" Failure: " + error.name + " " + error.message);
}
});
};
AssertionException = function(expected, actual, message) {
@ -36,13 +33,86 @@ UnthrownException = function(message) {
this.name = 'UnthrownException';
};
UnitTest = function(name, func) {
this.numAssertions = 0;
this.func = func;
TimeoutException = function() {
print("Creating exception");
this.message = "UnitTest timed out\n";
this.name = 'TimeoutException';
};
UnitTest.prototype.run = function() {
this.func();
SequentialUnitTester = function() {
this.tests = [];
this.testIndex = -1;
};
SequentialUnitTester.prototype.addTest = function(name, func, timeout) {
var _this = this;
this.tests.push(function() {
print("Running test: " + name);
var unitTest = new UnitTest(name, func, timeout);
unitTest.run(function(unitTest) {
print(" Success: " + unitTest.numAssertions + " assertions passed");
_this._nextTest();
}, function(unitTest, error) {
print(" Failure: " + error.name + " " + error.message);
_this._nextTest();
});
});
};
SequentialUnitTester.prototype._nextTest = function() {
this.testIndex++;
if (this.testIndex < this.tests.length) {
this.tests[this.testIndex]();
return;
}
print("Completed all UnitTests");
};
SequentialUnitTester.prototype.run = function() {
this._nextTest();
};
UnitTest = function(name, func, timeout) {
this.numAssertions = 0;
this.func = func;
this.timeout = timeout;
};
UnitTest.prototype.run = function(successCallback, failureCallback) {
var _this = this;
this.successCallback = successCallback;
this.failureCallback = failureCallback;
if (this.timeout !== undefined) {
this.timeoutTimer = Script.setTimeout(function() {
_this.failureCallback(this, new TimeoutException());
}, this.timeout);
}
try {
this.func();
if (this.timeout === undefined) {
successCallback(this);
}
} catch (exception) {
this.handleException(exception);
}
};
UnitTest.prototype.registerCallbackFunction = function(func) {
var _this = this;
return function(one, two, three, four, five, six) {
try {
func(one, two, three, four, five, six);
} catch (exception) {
_this.handleException(exception);
}
};
};
UnitTest.prototype.handleException = function(exception) {
if (this.timeout !== undefined) {
Script.clearTimeout(this.timeoutTimer);
}
this.failureCallback(this, exception);
};
UnitTest.prototype.assertNotEquals = function(expected, actual, message) {
@ -83,7 +153,7 @@ UnitTest.prototype.assertNull = function(value, message) {
UnitTest.prototype.arrayEqual = function(array1, array2, message) {
this.numAssertions++;
if (array1.length !== array2.length) {
throw new AssertionException(array1.length , array2.length , message);
throw new AssertionException(array1.length, array2.length , message);
}
for (var i = 0; i < array1.length; ++i) {
if (array1[i] !== array2[i]) {
@ -101,4 +171,11 @@ UnitTest.prototype.raises = function(func, message) {
}
throw new UnthrownException(message);
}
}
UnitTest.prototype.done = function() {
if (this.timeout !== undefined) {
Script.clearTimeout(this.timeoutTimer);
this.successCallback(this);
}
}

View file

@ -0,0 +1,102 @@
//
// testWebSocket.js
// examples
//
// Created by Thijs Wenker on 8/18/15
// Copyright 2015 High Fidelity, Inc.
//
// WebSocket and WebSocketServer Tests
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
Script.include("../../libraries/unitTest.js");
// We set the unit testing timeout to 1000 milliseconds by default. Please increase if the test fails due to a slow connection.
const UNITTEST_TIMEOUT = 1000;
const WEBSOCKET_PING_URL = "ws://echo.websocket.org";
// Please do not register the following domain + gTLD:
const WEBSOCKET_INVALID_URL = "ws://thisisnotavaliddomainname.invalid";
const TEST_MESSAGE = "This is a test message.";
var unitTests = new SequentialUnitTester();
unitTests.addTest("Test default WebSocket values", function(finished) {
var _this = this;
var webSocket = new WebSocket(WEBSOCKET_PING_URL);
webSocket.onmessage = this.registerCallbackFunction(function(event) {
_this.assertEquals(TEST_MESSAGE, event.data, "event.data should be '" + TEST_MESSAGE + "'");
webSocket.close();
});
webSocket.onopen = this.registerCallbackFunction(function(event) {
_this.assertEquals(webSocket.OPEN, webSocket.readyState, "readyState should be OPEN");
webSocket.send(TEST_MESSAGE);
});
webSocket.onclose = this.registerCallbackFunction(function(event) {
_this.assertEquals(webSocket.CLOSED, webSocket.readyState, "readyState should be CLOSED");
_this.done();
});
this.assertEquals(webSocket.CONNECTING, webSocket.readyState, "readyState should be CONNECTING");
this.assertEquals("blob", webSocket.binaryType, "binaryType should be 'blob'");
this.assertEquals(0, webSocket.bufferedAmount, "bufferedAmount should be 0");
this.assertEquals("", webSocket.extensions, "extensions should be an empty string by default");
this.assertEquals("", webSocket.protocol, "protocol should be an empty string by default");
this.assertEquals(WEBSOCKET_PING_URL, webSocket.url, "url should be '" + WEBSOCKET_PING_URL + "'");
}, UNITTEST_TIMEOUT);
unitTests.addTest("Test WebSocket invalid URL", function(finished) {
var _this = this;
var webSocket = new WebSocket(WEBSOCKET_INVALID_URL);
var hadError = false;
webSocket.onerror = this.registerCallbackFunction(function() {
hadError = true;
_this.done();
});
webSocket.onclose = this.registerCallbackFunction(function(event) {
_this.assertEquals(webSocket.CLOSED, webSocket.readyState, "readyState should be CLOSED");
});
this.assertEquals(webSocket.CONNECTING, webSocket.readyState, "readyState should be CONNECTING");
this.assertEquals(WEBSOCKET_INVALID_URL, webSocket.url, "url should be '" + WEBSOCKET_INVALID_URL + "'");
}, UNITTEST_TIMEOUT);
if (this.WebSocketServer === undefined) {
print("Skipping WebSocketServer tests.");
} else {
unitTests.addTest("Test WebSocketServer with three clients", function(finished) {
var _this = this;
const NUMBER_OF_CLIENTS = 3;
var connectedClients = 0;
var respondedClients = 0;
var webSocketServer = new WebSocketServer();
_this.assertEquals(true, webSocketServer.listening, "listening should be true");
webSocketServer.newConnection.connect(this.registerCallbackFunction(function(newClient) {
connectedClients++;
newClient.onmessage = _this.registerCallbackFunction(function(event) {
var data = JSON.parse(event.data);
_this.assertEquals(TEST_MESSAGE, data.message, "data.message should be '" + TEST_MESSAGE + "'");
respondedClients++;
if (respondedClients === NUMBER_OF_CLIENTS) {
webSocketServer.close();
_this.assertEquals(false, webSocketServer.listening, "listening should be false");
_this.done();
}
});
newClient.send(JSON.stringify({message: TEST_MESSAGE, client: connectedClients}));
}));
var newSocket1 = new WebSocket(webSocketServer.url);
newSocket1.onmessage = this.registerCallbackFunction(function(event) {
newSocket1.send(event.data);
});
var newSocket2 = new WebSocket(webSocketServer.url);
newSocket2.onmessage = this.registerCallbackFunction(function(event) {
newSocket2.send(event.data);
});
var newSocket3 = new WebSocket(webSocketServer.url);
newSocket3.onmessage = this.registerCallbackFunction(function(event) {
newSocket3.send(event.data);
});
}, UNITTEST_TIMEOUT);
}
unitTests.run();

View file

@ -40,7 +40,7 @@ else ()
list(REMOVE_ITEM INTERFACE_SRCS ${SPEECHRECOGNIZER_CPP})
endif ()
find_package(Qt5 COMPONENTS Gui Multimedia Network OpenGL Qml Quick Script Svg WebKitWidgets)
find_package(Qt5 COMPONENTS Gui Multimedia Network OpenGL Qml Quick Script Svg WebKitWidgets WebSockets)
# grab the ui files in resources/ui
file (GLOB_RECURSE QT_UI_FILES ui/*.ui)

View file

@ -58,6 +58,8 @@
#include <AutoUpdater.h>
#include <DeferredLightingEffect.h>
#include <DependencyManager.h>
#include <plugins/PluginContainer.h>
#include <plugins/PluginManager.h>
#include <display-plugins/DisplayPlugin.h>
#include <EntityScriptingInterface.h>
@ -148,6 +150,8 @@
#include "ui/overlays/Cube3DOverlay.h"
#include "PluginContainerProxy.h"
// ON WIndows PC, NVidia Optimus laptop, we want to enable NVIDIA GPU
// FIXME seems to be broken.
#if defined(Q_OS_WIN)
@ -301,7 +305,7 @@ bool setupEssentials(int& argc, char** argv) {
// continuing to overburden Application.cpp
Cube3DOverlay* _keyboardFocusHighlight{ nullptr };
int _keyboardFocusHighlightID{ -1 };
PluginContainer* _pluginContainer;
Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
QApplication(argc, argv),
@ -351,7 +355,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_applicationOverlay()
{
setInstance(this);
Plugin::setContainer(this);
_pluginContainer = new PluginContainerProxy();
Plugin::setContainer(_pluginContainer);
#ifdef Q_OS_WIN
installNativeEventFilter(&MyNativeEventFilter::getInstance());
#endif
@ -995,6 +1001,8 @@ void Application::paintGL() {
auto displayPlugin = getActiveDisplayPlugin();
displayPlugin->preRender();
_offscreenContext->makeCurrent();
// update the avatar with a fresh HMD pose
_myAvatar->updateFromHMDSensorMatrix(getHMDSensorPose());
auto lodManager = DependencyManager::get<LODManager>();
@ -1091,7 +1099,6 @@ void Application::paintGL() {
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
}
// Update camera position
if (!isHMDMode()) {
_myCamera.update(1.0f / _fps);
@ -1100,64 +1107,46 @@ void Application::paintGL() {
// Primary rendering pass
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize size = framebufferCache->getFrameBufferSize();
const QSize size = framebufferCache->getFrameBufferSize();
{
PROFILE_RANGE(__FUNCTION__ "/mainRender");
// Viewport is assigned to the size of the framebuffer
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
{
PROFILE_RANGE(__FUNCTION__ "/clear");
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
batch.setFramebuffer(primaryFbo);
// clear the normal and specular buffers
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 |
gpu::Framebuffer::BUFFER_COLOR1 |
gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(0), 1), 1.0, 0.0);
});
}
renderArgs._viewport = ivec4(0, 0, size.width(), size.height());
if (displayPlugin->isStereo()) {
PROFILE_RANGE(__FUNCTION__ "/stereoRender");
QRect currentViewport(QPoint(0, 0), QSize(size.width() / 2, size.height()));
glEnable(GL_SCISSOR_TEST);
for_each_eye([&](Eye eye){
// Load the view frustum, used by meshes
Camera eyeCamera;
if (qApp->isHMDMode()) {
// Allow the displayPlugin to compose the final eye transform, based on the most up-to-date head motion.
eyeCamera.setTransform(displayPlugin->getModelview(eye, _myAvatar->getSensorToWorldMatrix()));
} else {
eyeCamera.setTransform(displayPlugin->getModelview(eye, _myCamera.getTransform()));
}
eyeCamera.setProjection(displayPlugin->getProjection(eye, _myCamera.getProjection()));
renderArgs._viewport = toGlm(currentViewport);
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
batch.setViewportTransform(renderArgs._viewport);
batch.setStateScissorRect(renderArgs._viewport);
});
displaySide(&renderArgs, eyeCamera);
}, [&] {
currentViewport.moveLeft(currentViewport.width());
// Stereo modes will typically have a larger projection matrix overall,
// so we ask for the 'mono' projection matrix, which for stereo and HMD
// plugins will imply the combined projection for both eyes.
//
// This is properly implemented for the Oculus plugins, but for OpenVR
// and Stereo displays I'm not sure how to get / calculate it, so we're
// just relying on the left FOV in each case and hoping that the
// overall culling margin of error doesn't cause popping in the
// right eye. There are FIXMEs in the relevant plugins
_myCamera.setProjection(displayPlugin->getProjection(Mono, _myCamera.getProjection()));
renderArgs._context->enableStereo(true);
mat4 eyeViews[2];
mat4 eyeProjections[2];
auto baseProjection = renderArgs._viewFrustum->getProjection();
// FIXME we probably don't need to set the projection matrix every frame,
// only when the display plugin changes (or in non-HMD modes when the user
// changes the FOV manually, which right now I don't think they can.
for_each_eye([&](Eye eye) {
// For providing the stereo eye views, the HMD head pose has already been
// applied to the avatar, so we need to get the difference between the head
// pose applied to the avatar and the per eye pose, and use THAT as
// the per-eye stereo matrix adjustment.
mat4 eyePose = displayPlugin->getEyePose(eye);
mat4 headPose = displayPlugin->getHeadPose();
mat4 eyeView = glm::inverse(eyePose) * headPose;
eyeViews[eye] = eyeView;
eyeProjections[eye] = displayPlugin->getProjection(eye, baseProjection);
});
glDisable(GL_SCISSOR_TEST);
} else {
PROFILE_RANGE(__FUNCTION__ "/monoRender");
renderArgs._viewport = gpu::Vec4i(0, 0, size.width(), size.height());
// Viewport is assigned to the size of the framebuffer
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
batch.setViewportTransform(renderArgs._viewport);
batch.setStateScissorRect(renderArgs._viewport);
});
displaySide(&renderArgs, _myCamera);
renderArgs._context->setStereoProjections(eyeProjections);
renderArgs._context->setStereoViews(eyeViews);
}
doInBatch(&renderArgs, [](gpu::Batch& batch){
displaySide(&renderArgs, _myCamera);
renderArgs._context->enableStereo(false);
doInBatch(&renderArgs, [](gpu::Batch& batch) {
batch.setFramebuffer(nullptr);
});
}
@ -1191,7 +1180,6 @@ void Application::paintGL() {
PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
GLuint finalTexture = gpu::GLBackend::getTextureID(primaryFbo->getRenderBuffer(0));
uvec2 finalSize = toGlm(size);
// Ensure the rendering context commands are completed when rendering
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Ensure the sync object is flushed to the driver thread before releasing the context
@ -1207,7 +1195,7 @@ void Application::paintGL() {
{
PROFILE_RANGE(__FUNCTION__ "/pluginDisplay");
displayPlugin->display(finalTexture, finalSize);
displayPlugin->display(finalTexture, toGlm(size));
}
{
@ -1280,6 +1268,7 @@ void Application::resizeGL() {
// Possible change in aspect ratio
loadViewFrustum(_myCamera, _viewFrustum);
float fov = glm::radians(DEFAULT_FIELD_OF_VIEW_DEGREES);
// FIXME the aspect ratio for stereo displays is incorrect based on this.
float aspectRatio = aspect(_renderResolution);
_myCamera.setProjection(glm::perspective(fov, aspectRatio, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP));
}
@ -1439,7 +1428,15 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
case Qt::Key_Enter:
case Qt::Key_Return:
Menu::getInstance()->triggerOption(MenuOption::AddressBar);
if (isOption) {
if (_window->isFullScreen()) {
_pluginContainer->unsetFullscreen();
} else {
_pluginContainer->setFullscreen(nullptr);
}
} else {
Menu::getInstance()->triggerOption(MenuOption::AddressBar);
}
break;
case Qt::Key_B:
@ -2705,9 +2702,6 @@ void Application::update(float deltaTime) {
updateLOD();
updateMouseRay(); // check what's under the mouse and update the mouse voxel
// update the avatar with a fresh HMD pose
_myAvatar->updateFromHMDSensorMatrix(getHMDSensorPose());
{
PerformanceTimer perfTimer("devices");
DeviceTracker::updateAll();
@ -4638,10 +4632,6 @@ void Application::checkSkeleton() {
}
}
bool Application::isForeground() {
return _isForeground && !getWindow()->isMinimized();
}
void Application::activeChanged(Qt::ApplicationState state) {
switch (state) {
case Qt::ApplicationActive:
@ -4747,6 +4737,10 @@ const DisplayPlugin * Application::getActiveDisplayPlugin() const {
return ((Application*)this)->getActiveDisplayPlugin();
}
bool _activatingDisplayPlugin{ false };
QVector<QPair<QString, QString>> _currentDisplayPluginActions;
QVector<QPair<QString, QString>> _currentInputPluginActions;
static void addDisplayPluginToMenu(DisplayPluginPointer displayPlugin, bool active = false) {
auto menu = Menu::getInstance();
@ -4768,9 +4762,6 @@ static void addDisplayPluginToMenu(DisplayPluginPointer displayPlugin, bool acti
Q_ASSERT(menu->menuItemExists(MenuOption::OutputMenu, name));
}
static QVector<QPair<QString, QString>> _currentDisplayPluginActions;
static bool _activatingDisplayPlugin{false};
void Application::updateDisplayMode() {
auto menu = Menu::getInstance();
auto displayPlugins = PluginManager::getInstance()->getDisplayPlugins();
@ -4837,7 +4828,7 @@ void Application::updateDisplayMode() {
// Only show the hmd tools after the correct plugin has
// been activated so that it's UI is setup correctly
if (newPluginWantsHMDTools) {
showDisplayPluginsTools();
_pluginContainer->showDisplayPluginsTools();
}
if (oldDisplayPlugin) {
@ -4855,9 +4846,6 @@ void Application::updateDisplayMode() {
Q_ASSERT_X(_displayPlugin, "Application::updateDisplayMode", "could not find an activated display plugin");
}
static QVector<QPair<QString, QString>> _currentInputPluginActions;
static void addInputPluginToMenu(InputPluginPointer inputPlugin, bool active = false) {
auto menu = Menu::getInstance();
QString name = inputPlugin->getName();
@ -4931,42 +4919,6 @@ void Application::updateInputModes() {
//}
}
void Application::addMenu(const QString& menuName) {
Menu::getInstance()->addMenu(menuName);
}
void Application::removeMenu(const QString& menuName) {
Menu::getInstance()->removeMenu(menuName);
}
void Application::addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable, bool checked, const QString& groupName) {
auto menu = Menu::getInstance();
MenuWrapper* parentItem = menu->getMenu(path);
QAction* action = menu->addActionToQMenuAndActionHash(parentItem, name);
connect(action, &QAction::triggered, [=] {
onClicked(action->isChecked());
});
action->setCheckable(checkable);
action->setChecked(checked);
if (_activatingDisplayPlugin) {
_currentDisplayPluginActions.push_back({ path, name });
} else {
_currentInputPluginActions.push_back({ path, name });
}
}
void Application::removeMenuItem(const QString& menuName, const QString& menuItem) {
Menu::getInstance()->removeMenuItem(menuName, menuItem);
}
bool Application::isOptionChecked(const QString& name) {
return Menu::getInstance()->isOptionChecked(name);
}
void Application::setIsOptionChecked(const QString& path, bool checked) {
Menu::getInstance()->setIsOptionChecked(path, checked);
}
mat4 Application::getEyeProjection(int eye) const {
if (isHMDMode()) {
return getActiveDisplayPlugin()->getProjection((Eye)eye, _viewFrustum.getProjection());
@ -4986,7 +4938,7 @@ mat4 Application::getEyePose(int eye) const {
mat4 Application::getEyeOffset(int eye) const {
if (isHMDMode()) {
mat4 identity;
return getActiveDisplayPlugin()->getModelview((Eye)eye, identity);
return getActiveDisplayPlugin()->getView((Eye)eye, identity);
}
return mat4();
@ -4999,84 +4951,6 @@ mat4 Application::getHMDSensorPose() const {
return mat4();
}
void Application::setFullscreen(const QScreen* target) {
if (!_window->isFullScreen()) {
_savedGeometry = _window->geometry();
}
#ifdef Q_OS_MAC
_window->setGeometry(target->availableGeometry());
#endif
_window->windowHandle()->setScreen((QScreen*)target);
_window->showFullScreen();
#ifndef Q_OS_MAC
// also hide the QMainWindow's menuBar
QMenuBar* menuBar = _window->menuBar();
if (menuBar) {
menuBar->setVisible(false);
}
#endif
}
void Application::unsetFullscreen(const QScreen* avoid) {
_window->showNormal();
QRect targetGeometry = _savedGeometry;
if (avoid != nullptr) {
QRect avoidGeometry = avoid->geometry();
if (avoidGeometry.contains(targetGeometry.topLeft())) {
QScreen* newTarget = primaryScreen();
if (newTarget == avoid) {
foreach(auto screen, screens()) {
if (screen != avoid) {
newTarget = screen;
break;
}
}
}
targetGeometry = newTarget->availableGeometry();
}
}
#ifdef Q_OS_MAC
QTimer* timer = new QTimer();
timer->singleShot(2000, [=] {
_window->setGeometry(targetGeometry);
timer->deleteLater();
});
#else
_window->setGeometry(targetGeometry);
#endif
#ifndef Q_OS_MAC
// also show the QMainWindow's menuBar
QMenuBar* menuBar = _window->menuBar();
if (menuBar) {
menuBar->setVisible(true);
}
#endif
}
void Application::showDisplayPluginsTools() {
DependencyManager::get<DialogsManager>()->hmdTools(true);
}
QGLWidget* Application::getPrimarySurface() {
return _glWidget;
}
void Application::setActiveDisplayPlugin(const QString& pluginName) {
auto menu = Menu::getInstance();
foreach(DisplayPluginPointer displayPlugin, PluginManager::getInstance()->getDisplayPlugins()) {
QString name = displayPlugin->getName();
QAction* action = menu->getActionForOption(name);
if (pluginName == name) {
action->setChecked(true);
}
}
updateDisplayMode();
}
void Application::setPalmData(Hand* hand, UserInputMapper::PoseValue pose, float deltaTime, int index) {
PalmData* palm;
bool foundHand = false;

View file

@ -26,18 +26,18 @@
#include <EntityEditPacketSender.h>
#include <EntityTreeRenderer.h>
#include <GeometryCache.h>
#include <input-plugins/KeyboardMouseDevice.h>
#include <NodeList.h>
#include <OctreeQuery.h>
#include <OffscreenUi.h>
#include <PhysicalEntitySimulation.h>
#include <PhysicsEngine.h>
#include <plugins/Forward.h>
#include <ScriptEngine.h>
#include <ShapeManager.h>
#include <StDev.h>
#include <udt/PacketHeaders.h>
#include <ViewFrustum.h>
#include <plugins/PluginContainer.h>
#include <plugins/PluginManager.h>
#include <SimpleMovingAverage.h>
#include "AudioClient.h"
@ -50,7 +50,6 @@
#include "Stars.h"
#include "avatar/Avatar.h"
#include "avatar/MyAvatar.h"
#include <input-plugins/KeyboardMouseDevice.h>
#include "scripting/ControllerScriptingInterface.h"
#include "scripting/DialogsManagerScriptingInterface.h"
#include "scripting/WebWindowClass.h"
@ -132,7 +131,7 @@ class Application;
typedef bool (Application::* AcceptURLMethod)(const QString &);
class Application : public QApplication, public AbstractViewStateInterface, public AbstractScriptingServicesInterface, PluginContainer {
class Application : public QApplication, public AbstractViewStateInterface, public AbstractScriptingServicesInterface {
Q_OBJECT
friend class OctreePacketProcessor;
@ -280,23 +279,10 @@ public:
virtual void endOverrideEnvironmentData() { _environment.endOverride(); }
virtual qreal getDevicePixelRatio();
// Plugin container support
virtual void addMenu(const QString& menuName);
virtual void removeMenu(const QString& menuName);
virtual void addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable, bool checked, const QString& groupName);
virtual void removeMenuItem(const QString& menuName, const QString& menuItem);
virtual bool isOptionChecked(const QString& name);
virtual void setIsOptionChecked(const QString& path, bool checked);
virtual void setFullscreen(const QScreen* target) override;
virtual void unsetFullscreen(const QScreen* avoid) override;
virtual void showDisplayPluginsTools() override;
virtual QGLWidget* getPrimarySurface() override;
virtual bool isForeground() override;
void setActiveDisplayPlugin(const QString& pluginName);
DisplayPlugin * getActiveDisplayPlugin();
const DisplayPlugin * getActiveDisplayPlugin() const;
DisplayPlugin* getActiveDisplayPlugin();
const DisplayPlugin* getActiveDisplayPlugin() const;
public:
@ -691,6 +677,8 @@ private:
int _simsPerSecondReport = 0;
quint64 _lastSimsPerSecondUpdate = 0;
bool _isForeground = true; // starts out assumed to be in foreground
friend class PluginContainerProxy;
};
#endif // hifi_Application_h

View file

@ -16,11 +16,13 @@
#include <AddressManager.h>
#include <AudioClient.h>
#include <DependencyManager.h>
#include <display-plugins/DisplayPlugin.h>
#include <PathUtils.h>
#include <SettingHandle.h>
#include <UserActivityLogger.h>
#include <VrMenu.h>
#include "Application.h"
#include "AccountManager.h"
#include "audio/AudioScope.h"
@ -220,7 +222,7 @@ Menu::Menu() {
addActionToQMenuAndActionHash(toolsMenu, MenuOption::PackageModel, 0,
qApp, SLOT(packageModel()));
MenuWrapper* displayMenu = addMenu("Display");
MenuWrapper* displayMenu = addMenu(DisplayPlugin::MENU_PATH);
{
MenuWrapper* displayModeMenu = addMenu(MenuOption::OutputMenu);
QActionGroup* displayModeGroup = new QActionGroup(displayModeMenu);

View file

@ -0,0 +1,161 @@
#include "PluginContainerProxy.h"
#include <QScreen>
#include <QWindow>
#include <plugins/Plugin.h>
#include <plugins/PluginManager.h>
#include <display-plugins/DisplayPlugin.h>
#include "Application.h"
#include "MainWindow.h"
#include "GLCanvas.h"
#include "ui/DialogsManager.h"
PluginContainerProxy::PluginContainerProxy() {
Plugin::setContainer(this);
}
bool PluginContainerProxy::isForeground() {
return qApp->_isForeground && !qApp->getWindow()->isMinimized();
}
void PluginContainerProxy::addMenu(const QString& menuName) {
Menu::getInstance()->addMenu(menuName);
}
void PluginContainerProxy::removeMenu(const QString& menuName) {
Menu::getInstance()->removeMenu(menuName);
}
extern bool _activatingDisplayPlugin;
extern QVector<QPair<QString, QString>> _currentDisplayPluginActions;
extern QVector<QPair<QString, QString>> _currentInputPluginActions;
std::map<QString, QActionGroup*> _exclusiveGroups;
QAction* PluginContainerProxy::addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable, bool checked, const QString& groupName) {
auto menu = Menu::getInstance();
MenuWrapper* parentItem = menu->getMenu(path);
QAction* action = menu->addActionToQMenuAndActionHash(parentItem, name);
if (!groupName.isEmpty()) {
QActionGroup* group{ nullptr };
if (!_exclusiveGroups.count(groupName)) {
group = _exclusiveGroups[groupName] = new QActionGroup(menu);
group->setExclusive(true);
} else {
group = _exclusiveGroups[groupName];
}
group->addAction(action);
}
connect(action, &QAction::triggered, [=] {
onClicked(action->isChecked());
});
action->setCheckable(checkable);
action->setChecked(checked);
if (_activatingDisplayPlugin) {
_currentDisplayPluginActions.push_back({ path, name });
} else {
_currentInputPluginActions.push_back({ path, name });
}
return action;
}
void PluginContainerProxy::removeMenuItem(const QString& menuName, const QString& menuItem) {
Menu::getInstance()->removeMenuItem(menuName, menuItem);
}
bool PluginContainerProxy::isOptionChecked(const QString& name) {
return Menu::getInstance()->isOptionChecked(name);
}
void PluginContainerProxy::setIsOptionChecked(const QString& path, bool checked) {
Menu::getInstance()->setIsOptionChecked(path, checked);
}
// FIXME there is a bug in the fullscreen setting, where leaving
// fullscreen does not restore the window frame, making it difficult
// or impossible to move or size the window.
// Additionally, setting fullscreen isn't hiding the menu on windows
// make it useless for stereoscopic modes.
void PluginContainerProxy::setFullscreen(const QScreen* target, bool hideMenu) {
auto _window = qApp->_window;
if (!_window->isFullScreen()) {
_savedGeometry = _window->geometry();
}
if (nullptr == target) {
// FIXME target the screen where the window currently is
target = qApp->primaryScreen();
}
_window->setGeometry(target->availableGeometry());
_window->windowHandle()->setScreen((QScreen*)target);
_window->showFullScreen();
#ifndef Q_OS_MAC
// also hide the QMainWindow's menuBar
QMenuBar* menuBar = _window->menuBar();
if (menuBar && hideMenu) {
menuBar->setVisible(false);
}
#endif
}
void PluginContainerProxy::unsetFullscreen(const QScreen* avoid) {
auto _window = qApp->_window;
_window->showNormal();
QRect targetGeometry = _savedGeometry;
if (avoid != nullptr) {
QRect avoidGeometry = avoid->geometry();
if (avoidGeometry.contains(targetGeometry.topLeft())) {
QScreen* newTarget = qApp->primaryScreen();
if (newTarget == avoid) {
foreach(auto screen, qApp->screens()) {
if (screen != avoid) {
newTarget = screen;
break;
}
}
}
targetGeometry = newTarget->availableGeometry();
}
}
#ifdef Q_OS_MAC
QTimer* timer = new QTimer();
timer->singleShot(2000, [=] {
_window->setGeometry(targetGeometry);
timer->deleteLater();
});
#else
_window->setGeometry(targetGeometry);
#endif
#ifndef Q_OS_MAC
// also show the QMainWindow's menuBar
QMenuBar* menuBar = _window->menuBar();
if (menuBar) {
menuBar->setVisible(true);
}
#endif
}
void PluginContainerProxy::showDisplayPluginsTools() {
DependencyManager::get<DialogsManager>()->hmdTools(true);
}
QGLWidget* PluginContainerProxy::getPrimarySurface() {
return qApp->_glWidget;
}
void Application::setActiveDisplayPlugin(const QString& pluginName) {
auto menu = Menu::getInstance();
foreach(DisplayPluginPointer displayPlugin, PluginManager::getInstance()->getDisplayPlugins()) {
QString name = displayPlugin->getName();
QAction* action = menu->getActionForOption(name);
if (pluginName == name) {
action->setChecked(true);
}
}
updateDisplayMode();
}

View file

@ -0,0 +1,30 @@
#pragma once
#ifndef hifi_PluginContainerProxy_h
#define hifi_PluginContainerProxy_h
#include <QObject>
#include <QRect>
#include <plugins/Forward.h>
#include <plugins/PluginContainer.h>
class PluginContainerProxy : public QObject, PluginContainer {
Q_OBJECT
PluginContainerProxy();
virtual void addMenu(const QString& menuName) override;
virtual void removeMenu(const QString& menuName) override;
virtual QAction* addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable = false, bool checked = false, const QString& groupName = "") override;
virtual void removeMenuItem(const QString& menuName, const QString& menuItem) override;
virtual bool isOptionChecked(const QString& name) override;
virtual void setIsOptionChecked(const QString& path, bool checked);
virtual void setFullscreen(const QScreen* targetScreen, bool hideMenu = true) override;
virtual void unsetFullscreen(const QScreen* avoidScreen = nullptr) override;
virtual void showDisplayPluginsTools() override;
virtual QGLWidget* getPrimarySurface() override;
virtual bool isForeground() override;
QRect _savedGeometry{ 10, 120, 800, 600 };
friend class Application;
};
#endif

View file

@ -191,7 +191,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
auto geometryCache = DependencyManager::get<GeometryCache>();
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch batch;
gpu::Batch& batch = *renderArgs->_batch;
batch.setViewTransform(Transform());
batch.setProjectionTransform(renderArgs->_viewFrustum->getProjection());
batch.setModelTransform(Transform().setRotation(glm::inverse(renderArgs->_viewFrustum->getOrientation()) *
@ -219,6 +219,4 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
batch.setInputBuffer(VERTICES_SLOT, posView);
batch.setInputBuffer(COLOR_SLOT, colView);
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
renderArgs->_context->render(batch);
}

View file

@ -40,6 +40,7 @@ void renderWorldBox(gpu::Batch& batch) {
static const glm::vec3 GREEN(0.0f, 1.0f, 0.0f);
static const glm::vec3 BLUE(0.0f, 0.0f, 1.0f);
static const glm::vec3 GREY(0.5f, 0.5f, 0.5f);
static const glm::vec4 GREY4(0.5f, 0.5f, 0.5f, 1.0f);
static const glm::vec4 DASHED_RED(1.0f, 0.0f, 0.0f, 1.0f);
static const glm::vec4 DASHED_GREEN(0.0f, 1.0f, 0.0f, 1.0f);
@ -62,8 +63,37 @@ void renderWorldBox(gpu::Batch& batch) {
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -HALF_TREE_SCALE), DASHED_BLUE,
DASH_LENGTH, GAP_LENGTH);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), GREY);
// X center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), GREY);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY);
// Z center boundaries
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY);
// Center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY);
geometryCache->renderWireCube(batch, TREE_SCALE, GREY4);
// Draw meter markers along the 3 axis to help with measuring things
const float MARKER_DISTANCE = 1.0f;

View file

@ -748,11 +748,12 @@ Transform Avatar::calculateDisplayNameTransform(const ViewFrustum& frustum, floa
qDebug() << "ASSERT because isinf(scale)";
}
qDebug() << "textPosition =" << textPosition;
qDebug() << "projMat =" << projMat;
qDebug() << "viewMat =" << viewMat;
qDebug() << "viewProj =" << viewProj;
qDebug() << "windowSizeY =" << windowSizeY;
qDebug() << "p1.y =" << p1.y;
qDebug() << "p1.w =" << p1.w;
qDebug() << "p0.y =" << p0.y;
qDebug() << "p0.w =" << p0.w;
qDebug() << "p1 =" << p1;
qDebug() << "p0 =" << p0;
qDebug() << "qApp->getDevicePixelRatio() =" << qApp->getDevicePixelRatio();
qDebug() << "fontSize =" << fontSize;
qDebug() << "pixelHeight =" << pixelHeight;

View file

@ -211,7 +211,6 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
//Handle fading and deactivation/activation of UI
gpu::Batch batch;
renderArgs->_context->syncCache();
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
@ -279,7 +278,6 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
vec2 canvasSize = qApp->getCanvasSize();
_textureAspectRatio = aspect(canvasSize);
renderArgs->_context->syncCache();
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::Batch batch;

View file

@ -92,7 +92,6 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
renderStatsAndLogs(renderArgs); // currently renders nothing
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch

View file

@ -13,8 +13,7 @@
const QString Basic2DWindowOpenGLDisplayPlugin::NAME("2D Display");
const QString MENU_PATH = "Display";
const QString FULLSCREEN = "Fullscreen";
static const QString FULLSCREEN = "Fullscreen";
const QString& Basic2DWindowOpenGLDisplayPlugin::getName() const {
return NAME;
@ -30,11 +29,11 @@ void Basic2DWindowOpenGLDisplayPlugin::activate() {
CONTAINER->unsetFullscreen();
}
}, true, false);
MainWindowOpenGLDisplayPlugin::activate();
WindowOpenGLDisplayPlugin::activate();
}
void Basic2DWindowOpenGLDisplayPlugin::deactivate() {
MainWindowOpenGLDisplayPlugin::deactivate();
WindowOpenGLDisplayPlugin::deactivate();
}
int Basic2DWindowOpenGLDisplayPlugin::getDesiredInterval(bool isThrottled) const {

View file

@ -7,10 +7,10 @@
//
#pragma once
#include "MainWindowOpenGLDisplayPlugin.h"
#include "WindowOpenGLDisplayPlugin.h"
class QScreen;
class Basic2DWindowOpenGLDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
class Basic2DWindowOpenGLDisplayPlugin : public WindowOpenGLDisplayPlugin {
Q_OBJECT
public:

View file

@ -15,8 +15,10 @@
#include "Basic2DWindowOpenGLDisplayPlugin.h"
#include "openvr/OpenVrDisplayPlugin.h"
#include "oculus/Oculus_0_5_DisplayPlugin.h"
#include "oculus/Oculus_0_6_DisplayPlugin.h"
#include "oculus/OculusDisplayPlugin.h"
#include "oculus/OculusLegacyDisplayPlugin.h"
const QString DisplayPlugin::MENU_PATH{ "Display" };
// TODO migrate to a DLL model where plugins are discovered and loaded at runtime by the PluginManager class
DisplayPluginList getDisplayPlugins() {
@ -27,14 +29,20 @@ DisplayPluginList getDisplayPlugins() {
#endif
// Stereo modes
// FIXME fix stereo display plugins
//new SideBySideStereoDisplayPlugin(),
//new InterleavedStereoDisplayPlugin(),
// SBS left/right
new SideBySideStereoDisplayPlugin(),
// Interleaved left/right
new InterleavedStereoDisplayPlugin(),
// HMDs
new Oculus_0_5_DisplayPlugin(),
new Oculus_0_6_DisplayPlugin(),
// Windows Oculus SDK
new OculusDisplayPlugin(),
// Mac/Linux Oculus SDK (0.5)
new OculusLegacyDisplayPlugin(),
#ifdef Q_OS_WIN
// SteamVR SDK
new OpenVrDisplayPlugin(),
#endif
nullptr

View file

@ -97,12 +97,12 @@ public:
return baseProjection;
}
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const {
return glm::inverse(getEyePose(eye)) * baseModelview;
virtual glm::mat4 getView(Eye eye, const glm::mat4& baseView) const {
return glm::inverse(getEyePose(eye)) * baseView;
}
// HMD specific methods
// TODO move these into another class
// TODO move these into another class?
virtual glm::mat4 getEyePose(Eye eye) const {
static const glm::mat4 pose; return pose;
}
@ -115,12 +115,7 @@ public:
virtual void resetSensors() {}
virtual float devicePixelRatio() { return 1.0; }
//// The window for the surface, used for event interception. May be null.
//virtual QWindow* getWindow() const = 0;
//virtual void installEventFilter(QObject* filter) {}
//virtual void removeEventFilter(QObject* filter) {}
static const QString MENU_PATH;
signals:
void recommendedFramebufferSizeChanged(const QSize & size);
void requestRender();

View file

@ -1,9 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "MainWindowOpenGLDisplayPlugin.h"

View file

@ -1,13 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "WindowOpenGLDisplayPlugin.h"
class MainWindowOpenGLDisplayPlugin : public WindowOpenGLDisplayPlugin {
};

View file

@ -105,7 +105,7 @@ bool OpenGLDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
void OpenGLDisplayPlugin::display(
GLuint finalTexture, const glm::uvec2& sceneSize) {
using namespace oglplus;
uvec2 size = getRecommendedRenderSize();
uvec2 size = getSurfaceSize();
Context::Viewport(size.x, size.y);
glBindTexture(GL_TEXTURE_2D, finalTexture);
drawUnitQuad();

View file

@ -33,6 +33,7 @@ public:
protected:
virtual void customizeContext();
virtual void drawUnitQuad();
virtual glm::uvec2 getSurfaceSize() const = 0;
virtual void makeCurrent() = 0;
virtual void doneCurrent() = 0;
virtual void swapBuffers() = 0;

View file

@ -16,6 +16,10 @@ WindowOpenGLDisplayPlugin::WindowOpenGLDisplayPlugin() {
}
glm::uvec2 WindowOpenGLDisplayPlugin::getRecommendedRenderSize() const {
return getSurfaceSize();
}
glm::uvec2 WindowOpenGLDisplayPlugin::getSurfaceSize() const {
uvec2 result;
if (_window) {
result = toGlm(_window->geometry().size() * _window->devicePixelRatio());
@ -23,6 +27,7 @@ glm::uvec2 WindowOpenGLDisplayPlugin::getRecommendedRenderSize() const {
return result;
}
glm::uvec2 WindowOpenGLDisplayPlugin::getRecommendedUiSize() const {
uvec2 result;
if (_window) {

View file

@ -21,6 +21,7 @@ public:
virtual void deactivate() override;
protected:
virtual glm::uvec2 getSurfaceSize() const override final;
virtual void makeCurrent() override;
virtual void doneCurrent() override;
virtual void swapBuffers() override;

View file

@ -1,76 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "OculusBaseDisplayPlugin.h"
#include <ViewFrustum.h>
#include "OculusHelpers.h"
using namespace Oculus;
void OculusBaseDisplayPlugin::activate() {
glm::uvec2 eyeSizes[2];
ovr_for_each_eye([&](ovrEyeType eye) {
_eyeFovs[eye] = _hmd->MaxEyeFov[eye];
ovrEyeRenderDesc& erd = _eyeRenderDescs[eye] = ovrHmd_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
});
_desiredFramebufferSize = uvec2(
eyeSizes[0].x + eyeSizes[1].x,
std::max(eyeSizes[0].y, eyeSizes[1].y));
_frameIndex = 0;
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
qFatal("Could not attach to sensor device");
}
MainWindowOpenGLDisplayPlugin::activate();
}
uvec2 OculusBaseDisplayPlugin::getRecommendedRenderSize() const {
return _desiredFramebufferSize;
}
void OculusBaseDisplayPlugin::preRender() {
ovrHmd_GetEyePoses(_hmd, _frameIndex, _eyeOffsets, _eyePoses, nullptr);
}
glm::mat4 OculusBaseDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
return _eyeProjections[eye];
}
glm::mat4 OculusBaseDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelview) const {
return baseModelview * toGlm(_eyePoses[eye]);
}
void OculusBaseDisplayPlugin::resetSensors() {
ovrHmd_RecenterPose(_hmd);
}
glm::mat4 OculusBaseDisplayPlugin::getEyePose(Eye eye) const {
return toGlm(_eyePoses[eye]);
}
// Should NOT be used for rendering as this will mess up timewarp. Use the getModelview() method above for
// any use of head poses for rendering, ensuring you use the correct eye
glm::mat4 OculusBaseDisplayPlugin::getHeadPose() const {
ovrTrackingState state = ovrHmd_GetTrackingState(_hmd, 0.0f);
return toGlm(state.HeadPose.ThePose);
}

View file

@ -1,26 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "../MainWindowOpenGLDisplayPlugin.h"
class OculusBaseDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
public:
// Stereo specific methods
virtual bool isHmd() const override { return true; }
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
virtual void activate() override;
virtual void preRender() override;
virtual glm::uvec2 getRecommendedRenderSize() const override;
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
virtual void resetSensors() override;
virtual glm::mat4 getEyePose(Eye eye) const override;
virtual glm::mat4 getHeadPose() const override;
};

View file

@ -5,7 +5,7 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Oculus_0_6_DisplayPlugin.h"
#include "OculusDisplayPlugin.h"
#include <memory>
@ -15,9 +15,7 @@
#include <GlWindow.h>
#include <QEvent>
#include <QResizeEvent>
#include <OVR_CAPI_GL.h>
#include <QThread>
#include <OglplusHelpers.h>
#include <oglplus/opt/list_init.hpp>
@ -27,18 +25,34 @@
#include <PerfStat.h>
#include <plugins/PluginContainer.h>
#include <ViewFrustum.h>
#include "OculusHelpers.h"
using namespace Oculus;
#if (OVR_MAJOR_VERSION == 6)
SwapFboPtr _sceneFbo;
MirrorFboPtr _mirrorFbo;
ovrLayerEyeFov _sceneLayer;
#if (OVR_MAJOR_VERSION == 6)
#define ovr_Create ovrHmd_Create
#define ovr_CreateSwapTextureSetGL ovrHmd_CreateSwapTextureSetGL
#define ovr_CreateMirrorTextureGL ovrHmd_CreateMirrorTextureGL
#define ovr_Destroy ovrHmd_Destroy
#define ovr_DestroySwapTextureSet ovrHmd_DestroySwapTextureSet
#define ovr_DestroyMirrorTexture ovrHmd_DestroyMirrorTexture
#define ovr_GetFloat ovrHmd_GetFloat
#define ovr_GetFovTextureSize ovrHmd_GetFovTextureSize
#define ovr_GetFrameTiming ovrHmd_GetFrameTiming
#define ovr_GetTrackingState ovrHmd_GetTrackingState
#define ovr_GetRenderDesc ovrHmd_GetRenderDesc
#define ovr_RecenterPose ovrHmd_RecenterPose
#define ovr_SubmitFrame ovrHmd_SubmitFrame
#define ovr_ConfigureTracking ovrHmd_ConfigureTracking
#define ovr_GetHmdDesc(X) *X
#endif
#if (OVR_MAJOR_VERSION >= 6)
// A base class for FBO wrappers that need to use the Oculus C
// API to manage textures via ovrHmd_CreateSwapTextureSetGL,
// ovrHmd_CreateMirrorTextureGL, etc
// API to manage textures via ovr_CreateSwapTextureSetGL,
// ovr_CreateMirrorTextureGL, etc
template <typename C>
struct RiftFramebufferWrapper : public FramebufferWrapper<C, char> {
ovrHmd hmd;
@ -73,7 +87,7 @@ struct SwapFramebufferWrapper : public RiftFramebufferWrapper<ovrSwapTextureSet*
~SwapFramebufferWrapper() {
if (color) {
ovrHmd_DestroySwapTextureSet(hmd, color);
ovr_DestroySwapTextureSet(hmd, color);
color = nullptr;
}
}
@ -86,11 +100,11 @@ struct SwapFramebufferWrapper : public RiftFramebufferWrapper<ovrSwapTextureSet*
protected:
virtual void initColor() override {
if (color) {
ovrHmd_DestroySwapTextureSet(hmd, color);
ovr_DestroySwapTextureSet(hmd, color);
color = nullptr;
}
if (!OVR_SUCCESS(ovrHmd_CreateSwapTextureSetGL(hmd, GL_RGBA, size.x, size.y, &color))) {
if (!OVR_SUCCESS(ovr_CreateSwapTextureSetGL(hmd, GL_RGBA, size.x, size.y, &color))) {
qFatal("Unable to create swap textures");
}
@ -127,7 +141,7 @@ struct MirrorFramebufferWrapper : public RiftFramebufferWrapper<ovrGLTexture*> {
virtual ~MirrorFramebufferWrapper() {
if (color) {
ovrHmd_DestroyMirrorTexture(hmd, (ovrTexture*)color);
ovr_DestroyMirrorTexture(hmd, (ovrTexture*)color);
color = nullptr;
}
}
@ -135,10 +149,10 @@ struct MirrorFramebufferWrapper : public RiftFramebufferWrapper<ovrGLTexture*> {
private:
void initColor() override {
if (color) {
ovrHmd_DestroyMirrorTexture(hmd, (ovrTexture*)color);
ovr_DestroyMirrorTexture(hmd, (ovrTexture*)color);
color = nullptr;
}
ovrResult result = ovrHmd_CreateMirrorTextureGL(hmd, GL_RGBA, size.x, size.y, (ovrTexture**)&color);
ovrResult result = ovr_CreateMirrorTextureGL(hmd, GL_RGBA, size.x, size.y, (ovrTexture**)&color);
Q_ASSERT(OVR_SUCCESS(result));
}
@ -149,17 +163,47 @@ private:
}
};
#endif
const QString OculusDisplayPlugin::NAME("Oculus Rift");
const QString Oculus_0_6_DisplayPlugin::NAME("Oculus Rift");
uvec2 OculusDisplayPlugin::getRecommendedRenderSize() const {
return _desiredFramebufferSize;
}
const QString & Oculus_0_6_DisplayPlugin::getName() const {
void OculusDisplayPlugin::preRender() {
#if (OVR_MAJOR_VERSION >= 6)
ovrFrameTiming ftiming = ovr_GetFrameTiming(_hmd, _frameIndex);
_trackingState = ovr_GetTrackingState(_hmd, ftiming.DisplayMidpointSeconds);
ovr_CalcEyePoses(_trackingState.HeadPose.ThePose, _eyeOffsets, _eyePoses);
#endif
}
glm::mat4 OculusDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
return _eyeProjections[eye];
}
void OculusDisplayPlugin::resetSensors() {
#if (OVR_MAJOR_VERSION >= 6)
ovr_RecenterPose(_hmd);
#endif
}
glm::mat4 OculusDisplayPlugin::getEyePose(Eye eye) const {
return toGlm(_eyePoses[eye]);
}
glm::mat4 OculusDisplayPlugin::getHeadPose() const {
return toGlm(_trackingState.HeadPose.ThePose);
}
const QString & OculusDisplayPlugin::getName() const {
return NAME;
}
bool Oculus_0_6_DisplayPlugin::isSupported() const {
#if (OVR_MAJOR_VERSION == 6)
bool OculusDisplayPlugin::isSupported() const {
#if (OVR_MAJOR_VERSION >= 6)
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
return false;
}
@ -174,27 +218,81 @@ bool Oculus_0_6_DisplayPlugin::isSupported() const {
#endif
}
void OculusDisplayPlugin::init() {
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
qFatal("Could not init OVR");
}
}
#if (OVR_MAJOR_VERSION == 6)
ovrLayerEyeFov& getSceneLayer() {
void OculusDisplayPlugin::deinit() {
ovr_Shutdown();
}
#if (OVR_MAJOR_VERSION >= 6)
ovrLayerEyeFov& OculusDisplayPlugin::getSceneLayer() {
return _sceneLayer;
}
#endif
//static gpu::TexturePointer _texture;
void Oculus_0_6_DisplayPlugin::activate() {
#if (OVR_MAJOR_VERSION == 6)
void OculusDisplayPlugin::activate() {
#if (OVR_MAJOR_VERSION >= 6)
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
Q_ASSERT(false);
qFatal("Failed to Initialize SDK");
}
if (!OVR_SUCCESS(ovrHmd_Create(0, &_hmd))) {
// CONTAINER->getPrimarySurface()->makeCurrent();
#if (OVR_MAJOR_VERSION == 6)
if (!OVR_SUCCESS(ovr_Create(0, &_hmd))) {
#elif (OVR_MAJOR_VERSION == 7)
if (!OVR_SUCCESS(ovr_Create(&_hmd, &_luid))) {
#endif
Q_ASSERT(false);
qFatal("Failed to acquire HMD");
}
OculusBaseDisplayPlugin::activate();
_hmdDesc = ovr_GetHmdDesc(_hmd);
_ipd = ovr_GetFloat(_hmd, OVR_KEY_IPD, _ipd);
glm::uvec2 eyeSizes[2];
ovr_for_each_eye([&](ovrEyeType eye) {
_eyeFovs[eye] = _hmdDesc.DefaultEyeFov[eye];
ovrEyeRenderDesc& erd = _eyeRenderDescs[eye] = ovr_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
eyeSizes[eye] = toGlm(ovr_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
});
ovrFovPort combined = _eyeFovs[Left];
combined.LeftTan = std::max(_eyeFovs[Left].LeftTan, _eyeFovs[Right].LeftTan);
combined.RightTan = std::max(_eyeFovs[Left].RightTan, _eyeFovs[Right].RightTan);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(combined, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[Mono] = toGlm(ovrPerspectiveProjection);
_desiredFramebufferSize = uvec2(
eyeSizes[0].x + eyeSizes[1].x,
std::max(eyeSizes[0].y, eyeSizes[1].y));
_frameIndex = 0;
if (!OVR_SUCCESS(ovr_ConfigureTracking(_hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
qFatal("Could not attach to sensor device");
}
WindowOpenGLDisplayPlugin::activate();
// Parent class relies on our _hmd intialization, so it must come after that.
ovrLayerEyeFov& sceneLayer = getSceneLayer();
@ -203,7 +301,7 @@ void Oculus_0_6_DisplayPlugin::activate() {
sceneLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovr_for_each_eye([&](ovrEyeType eye) {
ovrFovPort & fov = sceneLayer.Fov[eye] = _eyeRenderDescs[eye].Fov;
ovrSizei & size = sceneLayer.Viewport[eye].Size = ovrHmd_GetFovTextureSize(_hmd, eye, fov, 1.0f);
ovrSizei & size = sceneLayer.Viewport[eye].Size = ovr_GetFovTextureSize(_hmd, eye, fov, 1.0f);
sceneLayer.Viewport[eye].Pos = { eye == ovrEye_Left ? 0 : size.w, 0 };
});
// We're rendering both eyes to the same texture, so only one of the
@ -214,17 +312,16 @@ void Oculus_0_6_DisplayPlugin::activate() {
PerformanceTimer::setActive(true);
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
if (!OVR_SUCCESS(ovr_ConfigureTracking(_hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
qFatal("Could not attach to sensor device");
}
#endif
}
void Oculus_0_6_DisplayPlugin::customizeContext() {
#if (OVR_MAJOR_VERSION == 6)
OculusBaseDisplayPlugin::customizeContext();
void OculusDisplayPlugin::customizeContext() {
WindowOpenGLDisplayPlugin::customizeContext();
#if (OVR_MAJOR_VERSION >= 6)
//_texture = DependencyManager::get<TextureCache>()->
// getImageTexture(PathUtils::resourcesPath() + "/images/cube_texture.png");
uvec2 mirrorSize = toGlm(_window->geometry().size());
@ -236,24 +333,29 @@ void Oculus_0_6_DisplayPlugin::customizeContext() {
#endif
}
void Oculus_0_6_DisplayPlugin::deactivate() {
#if (OVR_MAJOR_VERSION == 6)
void OculusDisplayPlugin::deactivate() {
#if (OVR_MAJOR_VERSION >= 6)
makeCurrent();
_sceneFbo.reset();
_mirrorFbo.reset();
doneCurrent();
PerformanceTimer::setActive(false);
OculusBaseDisplayPlugin::deactivate();
WindowOpenGLDisplayPlugin::deactivate();
ovrHmd_Destroy(_hmd);
ovr_Destroy(_hmd);
_hmd = nullptr;
ovr_Shutdown();
#endif
}
void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
#if (OVR_MAJOR_VERSION == 6)
void OculusDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
static bool inDisplay = false;
if (inDisplay) {
return;
}
inDisplay = true;
#if (OVR_MAJOR_VERSION >= 6)
using namespace oglplus;
// Need to make sure only the display plugin is responsible for
// controlling vsync
@ -263,6 +365,7 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
auto size = _sceneFbo->size;
Context::Viewport(size.x, size.y);
glBindTexture(GL_TEXTURE_2D, finalTexture);
GLenum err = glGetError();
drawUnitQuad();
});
@ -280,17 +383,25 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
the UI visible in the output window (unlikely). This should be done before
_sceneFbo->Increment or we're be using the wrong texture
*/
//_sceneFbo->Bound(GL_READ_FRAMEBUFFER, [&] {
// glBlitFramebuffer(
// 0, 0, _sceneFbo->size.x, _sceneFbo->size.y,
// 0, 0, windowSize.x, _mirrorFbo.y,
// GL_COLOR_BUFFER_BIT, GL_NEAREST);
//});
_sceneFbo->Bound(Framebuffer::Target::Read, [&] {
glBlitFramebuffer(
0, 0, _sceneFbo->size.x, _sceneFbo->size.y,
0, 0, windowSize.x, windowSize.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
});
{
PerformanceTimer("OculusSubmit");
ovrViewScaleDesc viewScaleDesc;
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeViewOffset[0] = _eyeOffsets[0];
viewScaleDesc.HmdToEyeViewOffset[1] = _eyeOffsets[1];
ovrLayerHeader* layers = &sceneLayer.Header;
ovrResult result = ovrHmd_SubmitFrame(_hmd, _frameIndex, nullptr, &layers, 1);
ovrResult result = ovr_SubmitFrame(_hmd, 0, &viewScaleDesc, &layers, 1);
if (!OVR_SUCCESS(result)) {
qDebug() << result;
}
}
_sceneFbo->Increment();
@ -299,21 +410,22 @@ void Oculus_0_6_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
will contain the post-distorted and fully composited scene regardless of how many layers
we send.
*/
auto mirrorSize = _mirrorFbo->size;
_mirrorFbo->Bound(Framebuffer::Target::Read, [&] {
Context::BlitFramebuffer(
0, mirrorSize.y, mirrorSize.x, 0,
0, 0, windowSize.x, windowSize.y,
BufferSelectBit::ColorBuffer, BlitFilter::Nearest);
});
//auto mirrorSize = _mirrorFbo->size;
//_mirrorFbo->Bound(Framebuffer::Target::Read, [&] {
// Context::BlitFramebuffer(
// 0, mirrorSize.y, mirrorSize.x, 0,
// 0, 0, windowSize.x, windowSize.y,
// BufferSelectBit::ColorBuffer, BlitFilter::Nearest);
//});
++_frameIndex;
#endif
inDisplay = false;
}
// Pass input events on to the application
bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
#if (OVR_MAJOR_VERSION == 6)
bool OculusDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
#if (OVR_MAJOR_VERSION >= 6)
if (event->type() == QEvent::Resize) {
QResizeEvent* resizeEvent = static_cast<QResizeEvent*>(event);
qDebug() << resizeEvent->size().width() << " x " << resizeEvent->size().height();
@ -323,7 +435,7 @@ bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
doneCurrent();
}
#endif
return OculusBaseDisplayPlugin::eventFilter(receiver, event);
return WindowOpenGLDisplayPlugin::eventFilter(receiver, event);
}
/*
@ -331,8 +443,8 @@ bool Oculus_0_6_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
However, it should only be done if we can reliably disable v-sync on the mirror surface,
otherwise the swapbuffer delay will interefere with the framerate of the headset
*/
void Oculus_0_6_DisplayPlugin::finishFrame() {
swapBuffers();
void OculusDisplayPlugin::finishFrame() {
//swapBuffers();
doneCurrent();
};

View file

@ -0,0 +1,78 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "../WindowOpenGLDisplayPlugin.h"
#include <QTimer>
#include <OVR_CAPI.h>
class OffscreenGlCanvas;
struct SwapFramebufferWrapper;
struct MirrorFramebufferWrapper;
using SwapFboPtr = QSharedPointer<SwapFramebufferWrapper>;
using MirrorFboPtr = QSharedPointer<MirrorFramebufferWrapper>;
class OculusDisplayPlugin : public WindowOpenGLDisplayPlugin {
public:
virtual bool isSupported() const override;
virtual const QString & getName() const override;
virtual void init() override;
virtual void deinit() override;
virtual void activate() override;
virtual void deactivate() override;
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
// Stereo specific methods
virtual bool isHmd() const override { return true; }
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::uvec2 getRecommendedRenderSize() const override;
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
virtual void resetSensors() override;
virtual glm::mat4 getEyePose(Eye eye) const override;
virtual glm::mat4 getHeadPose() const override;
protected:
virtual void preRender() override;
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
virtual void customizeContext() override;
// Do not perform swap in finish
virtual void finishFrame() override;
private:
static const QString NAME;
ovrHmd _hmd;
float _ipd{ OVR_DEFAULT_IPD };
unsigned int _frameIndex;
ovrEyeRenderDesc _eyeRenderDescs[2];
ovrPosef _eyePoses[2];
ovrVector3f _eyeOffsets[2];
ovrFovPort _eyeFovs[2];
mat4 _eyeProjections[3];
mat4 _compositeEyeProjections[2];
uvec2 _desiredFramebufferSize;
ovrTrackingState _trackingState;
#if (OVR_MAJOR_VERSION >= 6)
ovrLayerEyeFov& getSceneLayer();
ovrHmdDesc _hmdDesc;
SwapFboPtr _sceneFbo;
MirrorFboPtr _mirrorFbo;
ovrLayerEyeFov _sceneLayer;
#endif
#if (OVR_MAJOR_VERSION == 7)
ovrGraphicsLuid _luid;
#endif
};

View file

@ -7,7 +7,7 @@
//
#pragma once
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <GLMHelpers.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
@ -79,14 +79,3 @@ inline ovrQuatf ovrFromGlm(const glm::quat & q) {
return{ q.x, q.y, q.z, q.w };
}
namespace Oculus {
extern ovrHmd _hmd;
extern unsigned int _frameIndex;
extern ovrEyeRenderDesc _eyeRenderDescs[2];
extern ovrPosef _eyePoses[2];
extern ovrVector3f _eyeOffsets[2];
extern ovrFovPort _eyeFovs[2];
extern mat4 _eyeProjections[2];
extern mat4 _compositeEyeProjections[2];
extern uvec2 _desiredFramebufferSize;
}

View file

@ -5,7 +5,7 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Oculus_0_5_DisplayPlugin.h"
#include "OculusLegacyDisplayPlugin.h"
#include <memory>
@ -19,34 +19,66 @@
#include <QGuiApplication>
#include <QScreen>
#include <OVR_CAPI_GL.h>
#include <PerfStat.h>
#include <OglplusHelpers.h>
#include <ViewFrustum.h>
#include "plugins/PluginContainer.h"
#include "OculusHelpers.h"
using namespace Oculus;
ovrTexture _eyeTextures[2];
int _hmdScreen{ -1 };
bool _hswDismissed{ false };
DisplayPlugin* makeOculusDisplayPlugin() {
return new Oculus_0_5_DisplayPlugin();
}
using namespace oglplus;
const QString Oculus_0_5_DisplayPlugin::NAME("Oculus Rift (0.5)");
const QString OculusLegacyDisplayPlugin::NAME("Oculus Rift (0.5)");
const QString & Oculus_0_5_DisplayPlugin::getName() const {
const QString & OculusLegacyDisplayPlugin::getName() const {
return NAME;
}
OculusLegacyDisplayPlugin::OculusLegacyDisplayPlugin() : _ipd(OVR_DEFAULT_IPD) {
}
bool Oculus_0_5_DisplayPlugin::isSupported() const {
uvec2 OculusLegacyDisplayPlugin::getRecommendedRenderSize() const {
return _desiredFramebufferSize;
}
void OculusLegacyDisplayPlugin::preRender() {
#if (OVR_MAJOR_VERSION == 5)
ovrHmd_GetEyePoses(_hmd, _frameIndex, _eyeOffsets, _eyePoses, &_trackingState);
ovrHmd_BeginFrame(_hmd, _frameIndex);
#endif
WindowOpenGLDisplayPlugin::preRender();
}
glm::mat4 OculusLegacyDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
return _eyeProjections[eye];
}
void OculusLegacyDisplayPlugin::resetSensors() {
#if (OVR_MAJOR_VERSION == 5)
ovrHmd_RecenterPose(_hmd);
#endif
}
glm::mat4 OculusLegacyDisplayPlugin::getEyePose(Eye eye) const {
#if (OVR_MAJOR_VERSION == 5)
return toGlm(_eyePoses[eye]);
#else
return WindowOpenGLDisplayPlugin::getEyePose(eye);
#endif
}
// Should NOT be used for rendering as this will mess up timewarp. Use the getModelview() method above for
// any use of head poses for rendering, ensuring you use the correct eye
glm::mat4 OculusLegacyDisplayPlugin::getHeadPose() const {
#if (OVR_MAJOR_VERSION == 5)
return toGlm(_trackingState.HeadPose.ThePose);
#else
return WindowOpenGLDisplayPlugin::getHeadPose();
#endif
}
bool OculusLegacyDisplayPlugin::isSupported() const {
#if (OVR_MAJOR_VERSION == 5)
if (!ovr_Initialize(nullptr)) {
return false;
@ -77,7 +109,7 @@ bool Oculus_0_5_DisplayPlugin::isSupported() const {
#endif
}
void Oculus_0_5_DisplayPlugin::activate() {
void OculusLegacyDisplayPlugin::activate() {
#if (OVR_MAJOR_VERSION == 5)
if (!OVR_SUCCESS(ovr_Initialize(nullptr))) {
Q_ASSERT(false);
@ -89,7 +121,41 @@ void Oculus_0_5_DisplayPlugin::activate() {
qFatal("Failed to acquire HMD");
}
OculusBaseDisplayPlugin::activate();
glm::uvec2 eyeSizes[2];
ovr_for_each_eye([&](ovrEyeType eye) {
_eyeFovs[eye] = _hmd->MaxEyeFov[eye];
ovrEyeRenderDesc erd = _eyeRenderDescs[eye] = ovrHmd_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
});
ovrFovPort combined = _eyeFovs[Left];
combined.LeftTan = std::max(_eyeFovs[Left].LeftTan, _eyeFovs[Right].LeftTan);
combined.RightTan = std::max(_eyeFovs[Left].RightTan, _eyeFovs[Right].RightTan);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(combined, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[Mono] = toGlm(ovrPerspectiveProjection);
_desiredFramebufferSize = uvec2(
eyeSizes[0].x + eyeSizes[1].x,
std::max(eyeSizes[0].y, eyeSizes[1].y));
_frameIndex = 0;
if (!OVR_SUCCESS(ovrHmd_ConfigureTracking(_hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0))) {
qFatal("Could not attach to sensor device");
}
WindowOpenGLDisplayPlugin::activate();
int screen = getHmdScreen();
if (screen != -1) {
CONTAINER->setFullscreen(qApp->screens()[screen]);
@ -118,17 +184,16 @@ void Oculus_0_5_DisplayPlugin::activate() {
}
});
ovrEyeRenderDesc _eyeRenderDescs[ovrEye_Count];
ovrBool result = ovrHmd_ConfigureRendering(_hmd, &config.Config, distortionCaps, _eyeFovs, _eyeRenderDescs);
Q_ASSERT(result);
#endif
}
void Oculus_0_5_DisplayPlugin::deactivate() {
void OculusLegacyDisplayPlugin::deactivate() {
#if (OVR_MAJOR_VERSION == 5)
_window->removeEventFilter(this);
OculusBaseDisplayPlugin::deactivate();
WindowOpenGLDisplayPlugin::deactivate();
QScreen* riftScreen = nullptr;
if (_hmdScreen >= 0) {
@ -142,18 +207,11 @@ void Oculus_0_5_DisplayPlugin::deactivate() {
#endif
}
void Oculus_0_5_DisplayPlugin::preRender() {
#if (OVR_MAJOR_VERSION == 5)
OculusBaseDisplayPlugin::preRender();
ovrHmd_BeginFrame(_hmd, _frameIndex);
#endif
}
void Oculus_0_5_DisplayPlugin::preDisplay() {
void OculusLegacyDisplayPlugin::preDisplay() {
_window->makeCurrent();
}
void Oculus_0_5_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
void OculusLegacyDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
++_frameIndex;
#if (OVR_MAJOR_VERSION == 5)
ovr_for_each_eye([&](ovrEyeType eye) {
@ -164,7 +222,7 @@ void Oculus_0_5_DisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sc
}
// Pass input events on to the application
bool Oculus_0_5_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
bool OculusLegacyDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
#if (OVR_MAJOR_VERSION == 5)
if (!_hswDismissed && (event->type() == QEvent::KeyPress)) {
static ovrHSWDisplayState hswState;
@ -176,17 +234,19 @@ bool Oculus_0_5_DisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
}
}
#endif
return OculusBaseDisplayPlugin::eventFilter(receiver, event);
return WindowOpenGLDisplayPlugin::eventFilter(receiver, event);
}
// FIXME mirroring tot he main window is diffucult on OSX because it requires that we
// trigger a swap, which causes the client to wait for the v-sync of the main screen running
// at 60 Hz. This would introduce judder. Perhaps we can push mirroring to a separate
// thread
void Oculus_0_5_DisplayPlugin::finishFrame() {
// FIXME If we move to the 'batch rendering on a different thread' we can possibly do this.
// however, we need to make sure it doesn't block the event handling.
void OculusLegacyDisplayPlugin::finishFrame() {
_window->doneCurrent();
};
int Oculus_0_5_DisplayPlugin::getHmdScreen() const {
int OculusLegacyDisplayPlugin::getHmdScreen() const {
return _hmdScreen;
}

View file

@ -0,0 +1,63 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "../WindowOpenGLDisplayPlugin.h"
#include <QTimer>
#include <OVR_CAPI.h>
class OculusLegacyDisplayPlugin : public WindowOpenGLDisplayPlugin {
public:
OculusLegacyDisplayPlugin();
virtual bool isSupported() const override;
virtual const QString & getName() const override;
virtual void activate() override;
virtual void deactivate() override;
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
virtual int getHmdScreen() const override;
// Stereo specific methods
virtual bool isHmd() const override { return true; }
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::uvec2 getRecommendedRenderSize() const override;
virtual glm::uvec2 getRecommendedUiSize() const override { return uvec2(1920, 1080); }
virtual void resetSensors() override;
virtual glm::mat4 getEyePose(Eye eye) const override;
virtual glm::mat4 getHeadPose() const override;
protected:
virtual void preRender() override;
virtual void preDisplay() override;
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
// Do not perform swap in finish
virtual void finishFrame() override;
private:
static const QString NAME;
float _ipd{ OVR_DEFAULT_IPD };
ovrHmd _hmd;
unsigned int _frameIndex;
ovrTrackingState _trackingState;
ovrEyeRenderDesc _eyeRenderDescs[2];
ovrPosef _eyePoses[2];
ovrVector3f _eyeOffsets[2];
ovrFovPort _eyeFovs[2];
mat4 _eyeProjections[3];
mat4 _compositeEyeProjections[2];
uvec2 _desiredFramebufferSize;
ovrTexture _eyeTextures[2];
mutable int _hmdScreen{ -1 };
bool _hswDismissed{ false };
};

View file

@ -1,37 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "OculusBaseDisplayPlugin.h"
#include <QTimer>
class Oculus_0_5_DisplayPlugin : public OculusBaseDisplayPlugin {
public:
virtual bool isSupported() const override;
virtual const QString & getName() const override;
virtual void activate() override;
virtual void deactivate() override;
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
virtual int getHmdScreen() const override;
protected:
virtual void preRender() override;
virtual void preDisplay() override;
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
// Do not perform swap in finish
virtual void finishFrame() override;
private:
static const QString NAME;
};

View file

@ -1,41 +0,0 @@
//
// Created by Bradley Austin Davis on 2015/05/29
// Copyright 2015 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
//
#pragma once
#include "OculusBaseDisplayPlugin.h"
#include <QTimer>
class OffscreenGlCanvas;
struct SwapFramebufferWrapper;
struct MirrorFramebufferWrapper;
using SwapFboPtr = QSharedPointer<SwapFramebufferWrapper>;
using MirrorFboPtr = QSharedPointer<MirrorFramebufferWrapper>;
class Oculus_0_6_DisplayPlugin : public OculusBaseDisplayPlugin {
public:
virtual bool isSupported() const override;
virtual const QString & getName() const override;
virtual void activate() override;
virtual void deactivate() override;
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
protected:
virtual void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
virtual void customizeContext() override;
// Do not perform swap in finish
virtual void finishFrame() override;
private:
static const QString NAME;
};

View file

@ -128,7 +128,7 @@ void OpenVrDisplayPlugin::activate() {
delete[] buffer;
}
Q_ASSERT(unSize <= 1);
MainWindowOpenGLDisplayPlugin::activate();
WindowOpenGLDisplayPlugin::activate();
}
void OpenVrDisplayPlugin::deactivate() {
@ -141,7 +141,7 @@ void OpenVrDisplayPlugin::deactivate() {
_hmd = nullptr;
}
_compositor = nullptr;
MainWindowOpenGLDisplayPlugin::deactivate();
WindowOpenGLDisplayPlugin::deactivate();
}
uvec2 OpenVrDisplayPlugin::getRecommendedRenderSize() const {
@ -149,19 +149,19 @@ uvec2 OpenVrDisplayPlugin::getRecommendedRenderSize() const {
}
mat4 OpenVrDisplayPlugin::getProjection(Eye eye, const mat4& baseProjection) const {
// FIXME hack to ensure that we don't crash trying to get the combined matrix
if (eye == Mono) {
eye = Left;
}
return _eyesData[eye]._projectionMatrix;
}
glm::mat4 OpenVrDisplayPlugin::getModelview(Eye eye, const mat4& baseModelview) const {
return baseModelview * getEyePose(eye);
}
void OpenVrDisplayPlugin::resetSensors() {
_sensorResetMat = glm::inverse(cancelOutRollAndPitch(_trackedDevicePoseMat4[0]));
}
glm::mat4 OpenVrDisplayPlugin::getEyePose(Eye eye) const {
return getHeadPose() * _eyesData[eye]._eyeOffset;
return _eyesData[eye]._eyeOffset * getHeadPose();
}
glm::mat4 OpenVrDisplayPlugin::getHeadPose() const {
@ -169,7 +169,7 @@ glm::mat4 OpenVrDisplayPlugin::getHeadPose() const {
}
void OpenVrDisplayPlugin::customizeContext() {
MainWindowOpenGLDisplayPlugin::customizeContext();
WindowOpenGLDisplayPlugin::customizeContext();
}
void OpenVrDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {

View file

@ -11,9 +11,9 @@
#if defined(Q_OS_WIN)
#include "../MainWindowOpenGLDisplayPlugin.h"
#include "../WindowOpenGLDisplayPlugin.h"
class OpenVrDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
class OpenVrDisplayPlugin : public WindowOpenGLDisplayPlugin {
public:
virtual bool isSupported() const override;
virtual const QString & getName() const override;
@ -27,7 +27,6 @@ public:
// Stereo specific methods
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
virtual void resetSensors() override;
virtual glm::mat4 getEyePose(Eye eye) const override;

View file

@ -17,6 +17,42 @@
#include <gpu/GLBackend.h>
static const char * INTERLEAVED_TEXTURED_VS = R"VS(#version 410 core
#pragma line __LINE__
in vec3 Position;
in vec2 TexCoord;
out vec2 vTexCoord;
void main() {
gl_Position = vec4(Position, 1);
vTexCoord = TexCoord;
}
)VS";
static const char * INTERLEAVED_TEXTURED_FS = R"FS(#version 410 core
#pragma line __LINE__
uniform sampler2D sampler;
uniform ivec2 textureSize;
in vec2 vTexCoord;
out vec4 FragColor;
void main() {
ivec2 texCoord = ivec2(floor(vTexCoord * textureSize));
texCoord.x /= 2;
int row = int(floor(gl_FragCoord.y));
if (row % 2 > 0) {
texCoord.x += (textureSize.x / 2);
}
FragColor = texelFetch(sampler, texCoord, 0); //texture(sampler, texCoord);
}
)FS";
const QString InterleavedStereoDisplayPlugin::NAME("Interleaved Stereo Display");
const QString & InterleavedStereoDisplayPlugin::getName() const {
@ -29,5 +65,20 @@ InterleavedStereoDisplayPlugin::InterleavedStereoDisplayPlugin() {
void InterleavedStereoDisplayPlugin::customizeContext() {
StereoDisplayPlugin::customizeContext();
// Set up the stencil buffers? Or use a custom shader?
compileProgram(_program, INTERLEAVED_TEXTURED_VS, INTERLEAVED_TEXTURED_FS);
}
glm::uvec2 InterleavedStereoDisplayPlugin::getRecommendedRenderSize() const {
uvec2 result = WindowOpenGLDisplayPlugin::getRecommendedRenderSize();
result.x *= 2;
result.y /= 2;
return result;
}
void InterleavedStereoDisplayPlugin::display(
GLuint finalTexture, const glm::uvec2& sceneSize) {
using namespace oglplus;
_program->Bind();
Uniform<ivec2>(*_program, "textureSize").SetValue(sceneSize);
WindowOpenGLDisplayPlugin::display(finalTexture, sceneSize);
}

View file

@ -18,6 +18,9 @@ public:
// initialize OpenGL context settings needed by the plugin
virtual void customizeContext() override;
virtual glm::uvec2 getRecommendedRenderSize() const override;
void display(GLuint finalTexture, const glm::uvec2& sceneSize) override;
private:
static const QString NAME;
};

View file

@ -10,14 +10,16 @@
#include <QApplication>
#include <QDesktopWidget>
#include <QScreen>
#include <GlWindow.h>
#include <ViewFrustum.h>
#include <MatrixStack.h>
#include <gpu/GLBackend.h>
#include <plugins/PluginContainer.h>
const QString SideBySideStereoDisplayPlugin::NAME("SBS Stereo Display");
const QString SideBySideStereoDisplayPlugin::NAME("3D TV - Side by Side Stereo");
const QString & SideBySideStereoDisplayPlugin::getName() const {
return NAME;
@ -26,3 +28,10 @@ const QString & SideBySideStereoDisplayPlugin::getName() const {
SideBySideStereoDisplayPlugin::SideBySideStereoDisplayPlugin() {
}
glm::uvec2 SideBySideStereoDisplayPlugin::getRecommendedRenderSize() const {
uvec2 result = WindowOpenGLDisplayPlugin::getRecommendedRenderSize();
result.x *= 2;
return result;
}

View file

@ -9,11 +9,14 @@
#include "StereoDisplayPlugin.h"
class QScreen;
class SideBySideStereoDisplayPlugin : public StereoDisplayPlugin {
Q_OBJECT
public:
SideBySideStereoDisplayPlugin();
virtual const QString & getName() const override;
virtual const QString& getName() const override;
virtual glm::uvec2 getRecommendedRenderSize() const override;
private:
static const QString NAME;
};

View file

@ -10,11 +10,14 @@
#include <QApplication>
#include <QDesktopWidget>
#include <QAction>
#include <gpu/GLBackend.h>
#include <ViewFrustum.h>
#include <MatrixStack.h>
#include <plugins/PluginContainer.h>
#include <QGuiApplication>
#include <QScreen>
StereoDisplayPlugin::StereoDisplayPlugin() {
}
@ -32,6 +35,11 @@ glm::mat4 StereoDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProje
// Refer to http://www.nvidia.com/content/gtc-2010/pdfs/2010_gtc2010.pdf on creating
// stereo projection matrices. Do NOT use "toe-in", use translation.
if (eye == Mono) {
// FIXME provide a combined matrix, needed for proper culling
return baseProjection;
}
float nearZ = DEFAULT_NEAR_CLIP; // near clipping plane
float screenZ = 0.25f; // screen projection plane
// FIXME verify this is the right calculation
@ -42,16 +50,44 @@ glm::mat4 StereoDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProje
return glm::translate(baseProjection, vec3(frustumshift, 0, 0));
}
glm::mat4 StereoDisplayPlugin::getModelview(Eye eye, const glm::mat4& baseModelview) const {
glm::mat4 StereoDisplayPlugin::getEyePose(Eye eye) const {
float modelviewShift = HALF_DEFAULT_IPD;
if (eye == Left) {
modelviewShift = -modelviewShift;
}
return baseModelview * glm::translate(mat4(), vec3(modelviewShift, 0, 0));
return glm::translate(mat4(), vec3(modelviewShift, 0, 0));
}
std::vector<QAction*> _screenActions;
void StereoDisplayPlugin::activate() {
WindowOpenGLDisplayPlugin::activate();
auto screens = qApp->screens();
_screenActions.resize(screens.size());
for (int i = 0; i < screens.size(); ++i) {
auto screen = screens.at(i);
QString name = QString("Screen %1: %2").arg(i + 1).arg(screen->name());
bool checked = false;
if (screen == qApp->primaryScreen()) {
checked = true;
}
auto action = CONTAINER->addMenuItem(MENU_PATH, name,
[this](bool clicked) { updateScreen(); }, true, checked, "Screens");
_screenActions[i] = action;
}
CONTAINER->setFullscreen(qApp->primaryScreen());
// FIXME Add menu items
WindowOpenGLDisplayPlugin::activate();
}
void StereoDisplayPlugin::updateScreen() {
for (int i = 0; i < _screenActions.size(); ++i) {
if (_screenActions[i]->isChecked()) {
CONTAINER->setFullscreen(qApp->screens().at(i));
break;
}
}
}
void StereoDisplayPlugin::deactivate() {
_screenActions.clear();
CONTAINER->unsetFullscreen();
WindowOpenGLDisplayPlugin::deactivate();
}

View file

@ -7,9 +7,9 @@
//
#pragma once
#include "../MainWindowOpenGLDisplayPlugin.h"
#include "../WindowOpenGLDisplayPlugin.h"
class StereoDisplayPlugin : public MainWindowOpenGLDisplayPlugin {
class StereoDisplayPlugin : public WindowOpenGLDisplayPlugin {
Q_OBJECT
public:
StereoDisplayPlugin();
@ -17,8 +17,12 @@ public:
virtual bool isSupported() const override final;
virtual void activate() override;
virtual void deactivate() override;
virtual glm::mat4 getProjection(Eye eye, const glm::mat4& baseProjection) const override;
virtual glm::mat4 getModelview(Eye eye, const glm::mat4& baseModelview) const override;
virtual glm::mat4 getEyePose(Eye eye) const override;
protected:
void updateScreen();
float _ipd{ 0.064f };
};

View file

@ -30,6 +30,7 @@ HTTPManager::HTTPManager(quint16 port, const QString& documentRoot, HTTPRequestH
_port(port)
{
bindSocket();
_isListeningTimer = new QTimer(this);
connect(_isListeningTimer, &QTimer::timeout, this, &HTTPManager::isTcpServerListening);
_isListeningTimer->start(SOCKET_CHECK_INTERVAL_IN_MS);
@ -171,9 +172,19 @@ void HTTPManager::isTcpServerListening() {
bool HTTPManager::bindSocket() {
qCDebug(embeddedwebserver) << "Attempting to bind TCP socket on port " << QString::number(_port);
if (!listen(QHostAddress::Any, _port)) {
if (listen(QHostAddress::AnyIPv4, _port)) {
qCDebug(embeddedwebserver) << "TCP socket is listening on" << serverAddress() << "and port" << serverPort();
return true;
} else {
qCritical() << "Failed to open HTTP server socket:" << errorString() << " can't continue";
QCoreApplication::exit(SOCKET_ERROR_EXIT_CODE);
QMetaObject::invokeMethod(this, "queuedExit", Qt::QueuedConnection);
return false;
}
return true;
}
}
void HTTPManager::queuedExit() {
QCoreApplication::exit(SOCKET_ERROR_EXIT_CODE);
}

View file

@ -39,6 +39,7 @@ public:
private slots:
void isTcpServerListening();
void queuedExit();
private:
bool bindSocket();

View file

@ -288,3 +288,18 @@ void Batch::resetStages() {
ADD_COMMAND(resetStages);
}
void Batch::enableStereo(bool enable) {
_enableStereo = enable;
}
bool Batch::isStereoEnabled() const {
return _enableStereo;
}
void Batch::enableSkybox(bool enable) {
_enableSkybox = enable;
}
bool Batch::isSkyboxEnabled() const {
return _enableSkybox;
}

View file

@ -26,7 +26,7 @@
ProfileRange(const char *name);
~ProfileRange();
};
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
#else
#define PROFILE_RANGE(name)
#endif
@ -47,6 +47,19 @@ public:
~Batch();
void clear();
// Batches may need to override the context level stereo settings
// if they're performing framebuffer copy operations, like the
// deferred lighting resolution mechanism
void enableStereo(bool enable = true);
bool isStereoEnabled() const;
// Stereo batches will pre-translate the view matrix, but this isn't
// appropriate for skyboxes or other things intended to be drawn at
// infinite distance, so provide a mechanism to render in stereo
// without the pre-translation of the view.
void enableSkybox(bool enable = true);
bool isSkyboxEnabled() const;
// Drawcalls
void draw(Primitive primitiveType, uint32 numVertices, uint32 startVertex = 0);
@ -276,6 +289,9 @@ public:
FramebufferCaches _framebuffers;
QueryCaches _queries;
bool _enableStereo{ true };
bool _enableSkybox{ false };
protected:
};

View file

@ -40,6 +40,18 @@ void Context::render(Batch& batch) {
_backend->render(batch);
}
void Context::enableStereo(bool enable) {
_backend->enableStereo(enable);
}
void Context::setStereoProjections(const mat4 eyeProjections[2]) {
_backend->setStereoProjections(eyeProjections);
}
void Context::setStereoViews(const mat4 eyeViews[2]) {
_backend->setStereoViews(eyeViews);
}
void Context::syncCache() {
PROFILE_RANGE(__FUNCTION__);
_backend->syncCache();
@ -49,3 +61,26 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
}
const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived() const {
_projectionInverse = glm::inverse(_projection);
_viewInverse = glm::inverse(_view);
Mat4 viewUntranslated = _view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_projectionViewUntranslated = _projection * viewUntranslated;
return *this;
}
Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const StereoState& _stereo) const {
TransformCamera result = *this;
if (!_stereo._skybox) {
result._view = _stereo._eyeViews[eye] * result._view;
} else {
glm::mat4 skyboxView = _stereo._eyeViews[eye];
skyboxView[3] = vec4(0, 0, 0, 1);
result._view = skyboxView * result._view;
}
result._projection = _stereo._eyeProjections[eye];
result.recomputeDerived();
return result;
}

View file

@ -14,6 +14,8 @@
#include <assert.h>
#include <mutex>
#include <GLMHelpers.h>
#include "Batch.h"
#include "Resource.h"
@ -25,28 +27,58 @@ class QImage;
namespace gpu {
struct StereoState {
bool _enable{ false };
bool _skybox{ false };
// 0 for left eye, 1 for right eye
uint8_t _pass{ 0 };
mat4 _eyeViews[2];
mat4 _eyeProjections[2];
};
class Backend {
public:
virtual~ Backend() {};
virtual void render(Batch& batch) = 0;
virtual void enableStereo(bool enable) {
_stereo._enable = enable;
}
void setStereoProjections(const mat4 eyeProjections[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeProjections[i] = eyeProjections[i];
}
}
void setStereoViews(const mat4 views[2]) {
for (int i = 0; i < 2; ++i) {
_stereo._eyeViews[i] = views[i];
}
}
virtual void syncCache() = 0;
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
// UBO class... layout MUST match the layout in TransformCamera.slh
class TransformObject {
public:
Mat4 _model;
Mat4 _modelInverse;
};
// UBO class... layout MUST match the layout in TransformCamera.slh
class TransformCamera {
public:
Mat4 _view;
Mat4 _viewInverse;
Mat4 _projectionViewUntranslated;
mutable Mat4 _viewInverse;
mutable Mat4 _projectionViewUntranslated;
Mat4 _projection;
Mat4 _projectionInverse;
mutable Mat4 _projectionInverse;
Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations.
const Backend::TransformCamera& recomputeDerived() const;
TransformCamera getEyeCamera(int eye, const StereoState& stereo) const;
};
template< typename T >
@ -113,7 +145,7 @@ public:
}
protected:
StereoState _stereo;
};
class Context {
@ -136,7 +168,9 @@ public:
~Context();
void render(Batch& batch);
void enableStereo(bool enable = true);
void setStereoProjections(const mat4 eyeProjections[2]);
void setStereoViews(const mat4 eyeViews[2]);
void syncCache();
// Downloading the Framebuffer is a synchronous action that is not efficient.

View file

@ -0,0 +1,77 @@
//
// Created by Bradley Austin Davis on 2015/08/15
// Copyright 2015 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
//
#pragma once
#ifndef hifi_gpu_Forward_h
#define hifi_gpu_Forward_h
namespace gpu {
class Batch;
class Backend;
class Context;
typedef std::shared_ptr<Context> ContextPointer;
class GPUObject;
typedef int Stamp;
typedef uint32_t uint32;
typedef int32_t int32;
typedef uint16_t uint16;
typedef int16_t int16;
typedef uint8_t uint8;
typedef int8_t int8;
typedef uint8 Byte;
typedef uint32 Offset;
typedef std::vector<Offset> Offsets;
typedef glm::mat4 Mat4;
typedef glm::mat3 Mat3;
typedef glm::vec4 Vec4;
typedef glm::ivec4 Vec4i;
typedef glm::vec3 Vec3;
typedef glm::vec2 Vec2;
typedef glm::ivec2 Vec2i;
typedef glm::uvec2 Vec2u;
class Element;
typedef Element Format;
class Swapchain;
typedef std::shared_ptr<Swapchain> SwapchainPointer;
class Framebuffer;
typedef std::shared_ptr<Framebuffer> FramebufferPointer;
class Pipeline;
typedef std::shared_ptr<Pipeline> PipelinePointer;
typedef std::vector<PipelinePointer> Pipelines;
class Query;
typedef std::shared_ptr<Query> QueryPointer;
typedef std::vector<QueryPointer> Queries;
class Resource;
class Buffer;
typedef std::shared_ptr<Buffer> BufferPointer;
typedef std::vector<BufferPointer> Buffers;
class BufferView;
class Shader;
typedef Shader::Pointer ShaderPointer;
typedef std::vector<ShaderPointer> Shaders;
class State;
typedef std::shared_ptr<State> StatePointer;
typedef std::vector<StatePointer> States;
class Stream;
class BufferStream;
typedef std::shared_ptr<BufferStream> BufferStreamPointer;
class Texture;
class SphericalHarmonics;
typedef std::shared_ptr<SphericalHarmonics> SHPointer;
class Sampler;
class Texture;
typedef std::shared_ptr<Texture> TexturePointer;
typedef std::vector<TexturePointer> Textures;
class TextureView;
typedef std::vector<TextureView> TextureViews;
}
#endif

View file

@ -127,39 +127,29 @@ void GLBackend::renderPassTransfer(Batch& batch) {
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
_transform._cameraTransforms.resize(0);
_transform._cameraTransforms.push_back(TransformCamera());
// Reset the transform buffers
_transform._cameras.resize(0);
_transform._cameraOffsets.clear();
_transform._cameraOffsets.push_back(TransformStageState::Pair(0, 0));
_transform._objectTransforms.push_back(TransformObject());
_transform._objectOffsets.push_back(TransformStageState::Pair(0, 0));
_transform._objects.resize(0);
_transform._objectOffsets.clear();
_transform._objectTransforms.resize(0);
_commandIndex = 0;
preUpdateTransform();
int drawCount = 0;
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
switch (*command) {
case Batch::COMMAND_draw:
case Batch::COMMAND_drawIndexed:
case Batch::COMMAND_drawInstanced:
case Batch::COMMAND_drawIndexedInstanced:
preUpdateTransform();
++drawCount;
_transform.preUpdate(_commandIndex, _stereo);
break;
case Batch::COMMAND_setModelTransform:
case Batch::COMMAND_setViewportTransform:
case Batch::COMMAND_setViewTransform:
case Batch::COMMAND_setProjectionTransform:
{
case Batch::COMMAND_setProjectionTransform: {
CommandCall call = _commandCalls[(*command)];
(this->*(call))(batch, *offset);
break;
}
break;
default:
break;
@ -167,44 +157,31 @@ void GLBackend::renderPassTransfer(Batch& batch) {
command++;
offset++;
}
static QByteArray bufferData;
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
bufferData.resize(_transform._cameraUboSize * _transform._cameraTransforms.size());
for (size_t i = 0; i < _transform._cameraTransforms.size(); ++i) {
memcpy(bufferData.data() + (_transform._cameraUboSize * i), &_transform._cameraTransforms[i], sizeof(TransformCamera));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
bufferData.resize(_transform._objectUboSize * _transform._objectTransforms.size());
for (size_t i = 0; i < _transform._objectTransforms.size(); ++i) {
memcpy(bufferData.data() + (_transform._objectUboSize * i), &_transform._objectTransforms[i], sizeof(TransformObject));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CHECK_GL_ERROR();
_transform.transfer();
}
void GLBackend::renderPassDraw(Batch& batch) {
_transform._objectsItr = _transform._objectOffsets.begin();
_transform._camerasItr = _transform._cameraOffsets.begin();
const size_t numCommands = batch.getCommands().size();
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) {
switch (*command) {
// Ignore these commands on this pass, taken care of in the transfer pass
// Note we allow COMMAND_setViewportTransform to occur in both passes
// as it both updates the transform object (and thus the uniforms in the
// UBO) as well as executes the actual viewport call
case Batch::COMMAND_setModelTransform:
case Batch::COMMAND_setViewportTransform:
case Batch::COMMAND_setViewTransform:
case Batch::COMMAND_setProjectionTransform:
break;
default:
{
default: {
CommandCall call = _commandCalls[(*command)];
(this->*(call))(batch, *offset);
break;
}
break;
}
command++;
@ -213,8 +190,33 @@ void GLBackend::renderPassDraw(Batch& batch) {
}
void GLBackend::render(Batch& batch) {
renderPassTransfer(batch);
renderPassDraw(batch);
_stereo._skybox = batch.isSkyboxEnabled();
// Allow the batch to override the rendering stereo settings
// for things like full framebuffer copy operations (deferred lighting passes)
bool savedStereo = _stereo._enable;
if (!batch.isStereoEnabled()) {
_stereo._enable = false;
}
{
PROFILE_RANGE("Transfer");
renderPassTransfer(batch);
}
{
PROFILE_RANGE(_stereo._enable ? "LeftRender" : "Render");
renderPassDraw(batch);
}
if (_stereo._enable) {
PROFILE_RANGE("RightRender");
_stereo._pass = 1;
renderPassDraw(batch);
_stereo._pass = 0;
}
// Restore the saved stereo state for the next batch
_stereo._enable = savedStereo;
}
bool GLBackend::checkGLError(const char* name) {

View file

@ -310,19 +310,22 @@ protected:
void killTransform();
// Synchronize the state cache of this Backend with the actual real state of the GL Context
void syncTransformStateCache();
void updateTransform();
void preUpdateTransform();
void updateTransform() const;
void resetTransformStage();
struct TransformStageState {
TransformObject _transformObject;
TransformCamera _transformCamera;
std::vector<TransformObject> _objectTransforms;
std::vector<TransformCamera> _cameraTransforms;
struct TransformStageState {
using TransformObjects = std::vector<TransformObject>;
using TransformCameras = std::vector<TransformCamera>;
TransformObject _object;
TransformCamera _camera;
TransformObjects _objects;
TransformCameras _cameras;
size_t _cameraUboSize{ 0 };
size_t _objectUboSize{ 0 };
GLuint _transformObjectBuffer{ 0 };
GLuint _transformCameraBuffer{ 0 };
GLuint _objectBuffer{ 0 };
GLuint _cameraBuffer{ 0 };
Transform _model;
Transform _view;
Mat4 _projection;
@ -336,6 +339,12 @@ protected:
using List = std::list<Pair>;
List _cameraOffsets;
List _objectOffsets;
mutable List::const_iterator _objectsItr;
mutable List::const_iterator _camerasItr;
void preUpdate(size_t commandIndex, const StereoState& stereo);
void update(size_t commandIndex, const StereoState& stereo) const;
void transfer() const;
} _transform;
int32_t _uboAlignment{ 0 };

View file

@ -198,6 +198,9 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
}
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
if (_stereo._enable && !_pipeline._stateCache.scissorEnable) {
qWarning("Clear without scissor in stereo mode");
}
uint32 masks = batch._params[paramOffset + 7]._uint;
Vec4 color;

View file

@ -768,6 +768,12 @@ void GLBackend::do_setStateScissorRect(Batch& batch, uint32 paramOffset) {
Vec4i rect;
memcpy(&rect, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
if (_stereo._enable) {
rect.z /= 2;
if (_stereo._pass) {
rect.x += rect.z;
}
}
glScissor(rect.x, rect.y, rect.z, rect.w);
(void) CHECK_GL_ERROR();
}

View file

@ -33,16 +33,26 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
ivec4& vp = _transform._viewport;
// Where we assign the GL viewport
glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
if (_stereo._enable) {
vp.z /= 2;
if (_stereo._pass) {
vp.x += vp.z;
}
int i = 0;
}
glViewport(vp.x, vp.y, vp.z, vp.w);
// The Viewport is tagged invalid because the CameraTransformUBO is not up to date and willl need update on next drawcall
_transform._invalidViewport = true;
}
void GLBackend::initTransform() {
glGenBuffers(1, &_transform._transformObjectBuffer);
glGenBuffers(1, &_transform._transformCameraBuffer);
glGenBuffers(1, &_transform._objectBuffer);
glGenBuffers(1, &_transform._cameraBuffer);
size_t cameraSize = sizeof(TransformCamera);
while (_transform._cameraUboSize < cameraSize) {
_transform._cameraUboSize += _uboAlignment;
@ -54,8 +64,8 @@ void GLBackend::initTransform() {
}
void GLBackend::killTransform() {
glDeleteBuffers(1, &_transform._transformObjectBuffer);
glDeleteBuffers(1, &_transform._transformCameraBuffer);
glDeleteBuffers(1, &_transform._objectBuffer);
glDeleteBuffers(1, &_transform._cameraBuffer);
}
void GLBackend::syncTransformStateCache() {
@ -72,73 +82,98 @@ void GLBackend::syncTransformStateCache() {
_transform._model.setIdentity();
}
void GLBackend::preUpdateTransform() {
void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const StereoState& stereo) {
// Check all the dirty flags and update the state accordingly
if (_transform._invalidViewport) {
_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
if (_invalidViewport) {
_camera._viewport = glm::vec4(_viewport);
}
if (_transform._invalidProj) {
_transform._transformCamera._projection = _transform._projection;
_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
if (_invalidProj) {
_camera._projection = _projection;
}
if (_transform._invalidView) {
_transform._view.getInverseMatrix(_transform._transformCamera._view);
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
if (_invalidView) {
_view.getInverseMatrix(_camera._view);
}
if (_transform._invalidModel) {
_transform._model.getMatrix(_transform._transformObject._model);
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
if (_invalidModel) {
_model.getMatrix(_object._model);
_model.getInverseMatrix(_object._modelInverse);
}
if (_transform._invalidView || _transform._invalidProj) {
Mat4 viewUntranslated = _transform._transformCamera._view;
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
if (_invalidView || _invalidProj || _invalidViewport) {
size_t offset = _cameraUboSize * _cameras.size();
if (stereo._enable) {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
for (int i = 0; i < 2; ++i) {
_cameras.push_back(_camera.getEyeCamera(i, stereo));
}
} else {
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
_cameras.push_back(_camera.recomputeDerived());
}
}
if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
_transform._cameraOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._cameraUboSize * _transform._cameraTransforms.size()));
_transform._cameraTransforms.push_back(_transform._transformCamera);
}
if (_transform._invalidModel) {
_transform._objectOffsets.push_back(TransformStageState::Pair(_commandIndex, _transform._objectUboSize * _transform._objectTransforms.size()));
_transform._objectTransforms.push_back(_transform._transformObject);
if (_invalidModel) {
size_t offset = _objectUboSize * _objects.size();
_objectOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
_objects.push_back(_object);
}
// Flags are clean
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
_invalidView = _invalidProj = _invalidModel = _invalidViewport = false;
}
void GLBackend::updateTransform() {
void GLBackend::TransformStageState::transfer() const {
static QByteArray bufferData;
glBindBuffer(GL_UNIFORM_BUFFER, _cameraBuffer);
bufferData.resize(_cameraUboSize * _cameras.size());
for (size_t i = 0; i < _cameras.size(); ++i) {
memcpy(bufferData.data() + (_cameraUboSize * i), &_cameras[i], sizeof(TransformCamera));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, _objectBuffer);
bufferData.resize(_objectUboSize * _objects.size());
for (size_t i = 0; i < _objects.size(); ++i) {
memcpy(bufferData.data() + (_objectUboSize * i), &_objects[i], sizeof(TransformObject));
}
glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
CHECK_GL_ERROR();
}
void GLBackend::TransformStageState::update(size_t commandIndex, const StereoState& stereo) const {
int offset = -1;
while (!_transform._objectOffsets.empty() && _commandIndex >= _transform._objectOffsets.front().first) {
offset = _transform._objectOffsets.front().second;
_transform._objectOffsets.pop_front();
while ((_objectsItr != _objectOffsets.end()) && (commandIndex >= (*_objectsItr).first)) {
offset = (*_objectsItr).second;
++_objectsItr;
}
if (offset >= 0) {
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
_transform._transformObjectBuffer,
offset, sizeof(Backend::TransformObject));
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT,
_objectBuffer, offset, sizeof(Backend::TransformObject));
}
offset = -1;
while (!_transform._cameraOffsets.empty() && _commandIndex >= _transform._cameraOffsets.front().first) {
offset = _transform._cameraOffsets.front().second;
_transform._cameraOffsets.pop_front();
while ((_camerasItr != _cameraOffsets.end()) && (commandIndex >= (*_camerasItr).first)) {
offset = (*_camerasItr).second;
++_camerasItr;
}
if (offset >= 0) {
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
_transform._transformCameraBuffer,
offset, sizeof(Backend::TransformCamera));
// We include both camera offsets for stereo
if (stereo._enable && stereo._pass) {
offset += _cameraUboSize;
}
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT,
_cameraBuffer, offset, sizeof(Backend::TransformCamera));
}
(void)CHECK_GL_ERROR();
}
void GLBackend::updateTransform() const {
_transform.update(_commandIndex, _stereo);
}
void GLBackend::resetTransformStage() {
}

View file

@ -6,7 +6,7 @@ foreach(EXTERNAL ${OPTIONAL_EXTERNALS})
string(TOUPPER ${EXTERNAL} ${EXTERNAL}_UPPERCASE)
if (NOT ${${EXTERNAL}_UPPERCASE}_ROOT_DIR)
string(TOLOWER ${EXTERNAL} ${EXTERNAL}_LOWERCASE)
set(${${EXTERNAL}_UPPERCASE}_ROOT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/external/${${EXTERNAL}_LOWERCASE}")
set(${${EXTERNAL}_UPPERCASE}_ROOT_DIR "${CMAKE_SOURCE_DIR}/interface/external/${${EXTERNAL}_LOWERCASE}")
endif ()
endforeach()

View file

@ -189,7 +189,6 @@ void ViveControllerManager::updateRendering(RenderArgs* args, render::ScenePoint
renderHand(rightHand, batch, RIGHT_HAND);
}
args->_context->syncCache();
args->_context->render(batch);
}
}

View file

@ -58,10 +58,12 @@ const Vec3& Light::getDirection() const {
void Light::setColor(const Color& color) {
editSchema()._color = color;
updateLightRadius();
}
void Light::setIntensity(float intensity) {
editSchema()._intensity = intensity;
updateLightRadius();
}
void Light::setAmbientIntensity(float intensity) {
@ -72,9 +74,14 @@ void Light::setMaximumRadius(float radius) {
if (radius <= 0.f) {
radius = 1.0f;
}
editSchema()._attenuation.w = radius;
updateLightRadius();
}
void Light::updateLightRadius() {
float CutOffIntensityRatio = 0.05f;
float surfaceRadius = radius / (sqrtf(1.0f / CutOffIntensityRatio) - 1.0f);
editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius);
float surfaceRadius = getMaximumRadius() / (sqrtf((getIntensity() * std::max(std::max(getColor().x, getColor().y), getColor().z)) / CutOffIntensityRatio) - 1.0f);
editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, getMaximumRadius());
}
#include <math.h>

View file

@ -127,6 +127,8 @@ protected:
const Schema& getSchema() const { return _schemaBuffer.get<Schema>(); }
Schema& editSchema() { return _schemaBuffer.edit<Schema>(); }
void updateLightRadius();
};
typedef std::shared_ptr< Light > LightPointer;

View file

@ -0,0 +1,23 @@
//
// Created by Bradley Austin Davis on 2015/08/08
// Copyright 2015 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
//
#pragma once
#include <QList>
#include <QVector>
#include <QSharedPointer>
class DisplayPlugin;
class InputPlugin;
class Plugin;
class PluginContainer;
class PluginManager;
using DisplayPluginPointer = QSharedPointer<DisplayPlugin>;
using DisplayPluginList = QVector<DisplayPluginPointer>;
using InputPluginPointer = QSharedPointer<InputPlugin>;
using InputPluginList = QVector<InputPluginPointer>;

View file

@ -1,3 +1,10 @@
//
// Created by Bradley Austin Davis on 2015/08/08
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Plugin.h"
PluginContainer* Plugin::CONTAINER{ nullptr };

View file

@ -1,9 +1,16 @@
//
// Created by Bradley Austin Davis on 2015/08/08
// Copyright 2015 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
//
#pragma once
#include <QString>
#include <QObject>
class PluginContainer;
#include "Forward.h"
class Plugin : public QObject {
public:

View file

@ -7,9 +7,10 @@
//
#pragma once
#include <QString>
#include <functional>
#include <QString>
class QAction;
class QGLWidget;
class QScreen;
@ -18,11 +19,11 @@ public:
PluginContainer();
virtual void addMenu(const QString& menuName) = 0;
virtual void removeMenu(const QString& menuName) = 0;
virtual void addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable = false, bool checked = false, const QString& groupName = "") = 0;
virtual QAction* addMenuItem(const QString& path, const QString& name, std::function<void(bool)> onClicked, bool checkable = false, bool checked = false, const QString& groupName = "") = 0;
virtual void removeMenuItem(const QString& menuName, const QString& menuItem) = 0;
virtual bool isOptionChecked(const QString& name) = 0;
virtual void setIsOptionChecked(const QString& path, bool checked) = 0;
virtual void setFullscreen(const QScreen* targetScreen) = 0;
virtual void setFullscreen(const QScreen* targetScreen, bool hideMenu = false) = 0;
virtual void unsetFullscreen(const QScreen* avoidScreen = nullptr) = 0;
virtual void showDisplayPluginsTools() = 0;
virtual QGLWidget* getPrimarySurface() = 0;

View file

@ -1,7 +1,13 @@
//
// Created by Bradley Austin Davis on 2015/08/08
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "PluginManager.h"
#include <mutex>
PluginManager* PluginManager::getInstance() {
static PluginManager _manager;
return &_manager;

View file

@ -1,17 +1,13 @@
//
// Created by Bradley Austin Davis on 2015/08/08
// Copyright 2015 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
//
#pragma once
#include "Plugin.h"
#include <QList>
#include <QVector>
#include <QSharedPointer>
class DisplayPlugin;
class InputPlugin;
using DisplayPluginPointer = QSharedPointer<DisplayPlugin>;
using DisplayPluginList = QVector<DisplayPluginPointer>;
using InputPluginPointer = QSharedPointer<InputPlugin>;
using InputPluginList = QVector<InputPluginPointer>;
#include "Forward.h"
class PluginManager : public QObject {
public:

View file

@ -51,8 +51,13 @@ const gpu::PipelinePointer& AmbientOcclusion::getOcclusionPipeline() {
_gBiasLoc = program->getUniforms().findLocation("g_bias");
_gSampleRadiusLoc = program->getUniforms().findLocation("g_sample_rad");
_gIntensityLoc = program->getUniforms().findLocation("g_intensity");
_bufferWidthLoc = program->getUniforms().findLocation("bufferWidth");
_bufferHeightLoc = program->getUniforms().findLocation("bufferHeight");
_nearLoc = program->getUniforms().findLocation("near");
_depthScaleLoc = program->getUniforms().findLocation("depthScale");
_depthTexCoordOffsetLoc = program->getUniforms().findLocation("depthTexCoordOffset");
_depthTexCoordScaleLoc = program->getUniforms().findLocation("depthTexCoordScale");
_renderTargetResLoc = program->getUniforms().findLocation("renderTargetRes");
_renderTargetResInvLoc = program->getUniforms().findLocation("renderTargetResInv");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -172,9 +177,19 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
gpu::Batch batch;
RenderArgs* args = renderContext->args;
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
float sMin = args->_viewport.x / fbWidth;
float sWidth = args->_viewport.z / fbWidth;
float tMin = args->_viewport.y / fbHeight;
float tHeight = args->_viewport.w / fbHeight;
glm::mat4 projMat;
Transform viewMat;
@ -186,8 +201,8 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
// Occlusion step
getOcclusionPipeline();
batch.setResourceTexture(0, DependencyManager::get<FramebufferCache>()->getPrimaryDepthTexture());
batch.setResourceTexture(1, DependencyManager::get<FramebufferCache>()->getPrimaryNormalTexture());
batch.setResourceTexture(0, framebufferCache->getPrimaryDepthTexture());
batch.setResourceTexture(1, framebufferCache->getPrimaryNormalTexture());
_occlusionBuffer->setRenderBuffer(0, _occlusionTexture);
batch.setFramebuffer(_occlusionBuffer);
@ -203,8 +218,32 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
batch._glUniform1f(_gBiasLoc, g_bias);
batch._glUniform1f(_gSampleRadiusLoc, g_sample_rad);
batch._glUniform1f(_gIntensityLoc, g_intensity);
batch._glUniform1f(_bufferWidthLoc, DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width());
batch._glUniform1f(_bufferHeightLoc, DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height());
// setup uniforms for unpacking a view-space position from the depth buffer
// This is code taken from DeferredLightEffect.render() method in DeferredLightingEffect.cpp.
// DeferredBuffer.slh shows how the unpacking is done and what variables are needed.
// initialize the view-space unpacking uniforms using frustum data
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
float depthScale = (farVal - nearVal) / farVal;
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
// now set the position-unpacking unforms
batch._glUniform1f(_nearLoc, nearVal);
batch._glUniform1f(_depthScaleLoc, depthScale);
batch._glUniform2f(_depthTexCoordOffsetLoc, depthTexCoordOffsetS, depthTexCoordOffsetT);
batch._glUniform2f(_depthTexCoordScaleLoc, depthTexCoordScaleS, depthTexCoordScaleT);
batch._glUniform2f(_renderTargetResLoc, fbWidth, fbHeight);
batch._glUniform2f(_renderTargetResInvLoc, 1.0/fbWidth, 1.0/fbHeight);
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
@ -238,14 +277,13 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
// Blend step
getBlendPipeline();
batch.setResourceTexture(0, _hBlurTexture);
batch.setFramebuffer(DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer());
batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
// Bind the fourth gpu::Pipeline we need - for blending the primary color buffer with blurred occlusion texture
batch.setPipeline(getBlendPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Ready to render
args->_context->syncCache();
args->_context->render((batch));
}

View file

@ -36,8 +36,15 @@ private:
gpu::int32 _gBiasLoc;
gpu::int32 _gSampleRadiusLoc;
gpu::int32 _gIntensityLoc;
gpu::int32 _bufferWidthLoc;
gpu::int32 _bufferHeightLoc;
gpu::int32 _nearLoc;
gpu::int32 _depthScaleLoc;
gpu::int32 _depthTexCoordOffsetLoc;
gpu::int32 _depthTexCoordScaleLoc;
gpu::int32 _renderTargetResLoc;
gpu::int32 _renderTargetResInvLoc;
float g_scale;
float g_bias;
float g_sample_rad;

View file

@ -225,6 +225,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
void DeferredLightingEffect::prepare(RenderArgs* args) {
gpu::Batch batch;
batch.enableStereo(false);
batch.setStateScissorRect(args->_viewport);
@ -244,6 +245,9 @@ gpu::FramebufferPointer _copyFBO;
void DeferredLightingEffect::render(RenderArgs* args) {
gpu::Batch batch;
// Framebuffer copy operations cannot function as multipass stereo operations.
batch.enableStereo(false);
// perform deferred lighting, rendering to free fbo
auto framebufferCache = DependencyManager::get<FramebufferCache>();
@ -555,6 +559,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
void DeferredLightingEffect::copyBack(RenderArgs* args) {
gpu::Batch batch;
batch.enableStereo(false);
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();

View file

@ -92,17 +92,17 @@ void Environment::resetToDefault() {
_data[QUuid()][0];
}
void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera) {
void Environment::renderAtmospheres(gpu::Batch& batch, ViewFrustum& viewFrustum) {
// get the lock for the duration of the call
QMutexLocker locker(&_mutex);
if (_environmentIsOverridden) {
renderAtmosphere(batch, camera, _overrideData);
renderAtmosphere(batch, viewFrustum, _overrideData);
} else {
foreach (const ServerData& serverData, _data) {
// TODO: do something about EnvironmentData
foreach (const EnvironmentData& environmentData, serverData) {
renderAtmosphere(batch, camera, environmentData);
renderAtmosphere(batch, viewFrustum, environmentData);
}
}
}
@ -196,15 +196,25 @@ bool Environment::findCapsulePenetration(const glm::vec3& start, const glm::vec3
return found;
}
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data) {
void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data) {
glm::vec3 center = data.getAtmosphereCenter();
// transform the model transform to the center of our atmosphere
Transform transform;
transform.setTranslation(center);
batch.setModelTransform(transform);
glm::vec3 relativeCameraPos = camera.getPosition() - center;
// Make sure our view and projection transforms are correct for our viewFrustum
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setViewTransform(viewTransform);
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
batch.setProjectionTransform(projMat);
glm::vec3 relativeCameraPos = viewFrustum.getPosition() - center;
float height = glm::length(relativeCameraPos);
// use the appropriate shader depending on whether we're inside or outside
@ -212,11 +222,11 @@ void Environment::renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const
if (height < data.getAtmosphereOuterRadius()) {
batch.setPipeline(_skyFromAtmosphereProgram);
locations = _skyFromAtmosphereUniformLocations;
} else {
batch.setPipeline(_skyFromSpaceProgram);
locations = _skyFromSpaceUniformLocations;
}
// the constants here are from Sean O'Neil's GPU Gems entry
// (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html), GameEngine.cpp

View file

@ -29,7 +29,7 @@ public:
void init();
void resetToDefault();
void renderAtmospheres(gpu::Batch& batch, ViewFrustum& camera);
void renderAtmospheres(gpu::Batch& batch, ViewFrustum& viewFrustum);
void override(const EnvironmentData& overrideData) { _overrideData = overrideData; _environmentIsOverridden = true; }
void endOverride() { _environmentIsOverridden = false; }
@ -41,7 +41,7 @@ private:
bool findCapsulePenetration(const glm::vec3& start,
const glm::vec3& end, float radius, glm::vec3& penetration); // NOTE: Deprecated
void renderAtmosphere(gpu::Batch& batch, ViewFrustum& camera, const EnvironmentData& data);
void renderAtmosphere(gpu::Batch& batch, ViewFrustum& viewFrustum, const EnvironmentData& data);
bool _initialized;

View file

@ -1723,7 +1723,7 @@ void GeometryReader::run() {
NetworkGeometry::NetworkGeometry(const QUrl& url, bool delayLoad, const QVariantHash& mapping, const QUrl& textureBaseUrl) :
_url(url),
_mapping(mapping),
_textureBaseUrl(textureBaseUrl) {
_textureBaseUrl(textureBaseUrl.isValid() ? textureBaseUrl : url) {
if (delayLoad) {
_state = DelayState;

View file

@ -35,6 +35,7 @@ void SetupDeferred::run(const SceneContextPointer& sceneContext, const RenderCon
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebufferDepthColor();
gpu::Batch batch;
batch.enableStereo(false);
batch.setFramebuffer(nullptr);
batch.setFramebuffer(primaryFbo);
@ -159,6 +160,8 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnOpaqueItems = inItems.size();
@ -188,6 +191,8 @@ void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnTransparentItems = inItems.size();
@ -247,30 +252,42 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
renderContext->_numFeedOverlay3DItems = inItems.size();
renderContext->_numDrawnOverlay3DItems = inItems.size();
RenderArgs* args = renderContext->args;
gpu::Batch batch;
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setPipeline(getOpaquePipeline());
batch.setResourceTexture(0, args->_whiteTexture);
if (!inItems.empty()) {
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
}
RenderArgs* args = renderContext->args;
args->_context->render((*args->_batch));
args->_batch = nullptr;
args->_whiteTexture.reset();
// Clear the framebuffer without stereo
// Needs to be distinct from the other batch because using the clear call
// while stereo is enabled triggers a warning
{
gpu::Batch batch;
batch.enableStereo(false);
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
args->_context->render(batch);
}
// Render the items
{
gpu::Batch batch;
args->_batch = &batch;
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setPipeline(getOpaquePipeline());
batch.setResourceTexture(0, args->_whiteTexture);
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
args->_whiteTexture.reset();
}
}
}

View file

@ -30,25 +30,40 @@ uniform float g_scale;
uniform float g_bias;
uniform float g_sample_rad;
uniform float g_intensity;
uniform float bufferWidth;
uniform float bufferHeight;
// the distance to the near clip plane
uniform float near;
// scale factor for depth: (far - near) / far
uniform float depthScale;
// offset for depth texture coordinates
uniform vec2 depthTexCoordOffset;
// scale for depth texture coordinates
uniform vec2 depthTexCoordScale;
// the resolution of the occlusion buffer
// and its inverse
uniform vec2 renderTargetRes;
uniform vec2 renderTargetResInv;
const float PI = 3.14159265;
const vec2 FocalLen = vec2(1.0, 1.0);
const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0);
const vec2 AORes = vec2(1024.0, 768.0);
const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0);
const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0;
const float AOStrength = 1.9;
const float R = 0.3;
const float R2 = 0.3*0.3;
const float NegInvR2 = - 1.0 / (0.3*0.3);
// TODO: R (radius) should be exposed as a uniform parameter
const float R = 0.01;
const float R2 = 0.01*0.01;
const float NegInvR2 = - 1.0 / (0.01*0.01);
// can't use tan to initialize a const value
const float TanBias = 0.57735027; // tan(30.0 * PI / 180.0);
const float TanBias = 0.57735027; // tan(30.0 * PI / 180.0);
const float MaxRadiusPixels = 50.0;
const int NumDirections = 6;
@ -56,113 +71,126 @@ const int NumSamples = 4;
out vec4 outFragColor;
/**
* Gets the normal in view space from a normal texture.
* uv: the uv texture coordinates to look up in the texture at.
*/
vec3 GetViewNormalFromTexture(vec2 uv) {
// convert [0,1] -> [-1,1], note: since we're normalizing
// we don't need to do v*2 - 1.0, we can just do a v-0.5
return normalize(texture(normalTexture, uv).xyz - 0.5);
}
/**
* Gets the linearized depth in view space.
* d: the depth value [0-1], usually from a depth texture to convert.
*/
float ViewSpaceZFromDepth(float d){
// [0,1] -> [-1,1] clip space
d = d * 2.0 - 1.0;
// Get view space Z
return -1.0 / (LinMAD.x * d + LinMAD.y);
return near / (d * depthScale - 1.0);
}
/**
* Converts a uv coordinate and depth value into a 3D view space coordinate.
* uv: the uv coordinates to convert
* z: the view space depth of the uv coordinate.
*/
vec3 UVToViewSpace(vec2 uv, float z){
//uv = UVToViewA * uv + UVToViewB;
return vec3(uv * z, z);
return vec3((depthTexCoordOffset + varTexcoord * depthTexCoordScale) * z, z);
}
vec3 GetViewPos(vec2 uv){
float z = ViewSpaceZFromDepth(texture(depthTexture, uv).r);
return UVToViewSpace(uv, z);
/**
* Converts a uv coordinate into a 3D view space coordinate.
* The depth of the uv coord is determined from the depth texture.
* uv: the uv coordinates to convert
*/
vec3 GetViewPos(vec2 uv) {
float z = ViewSpaceZFromDepth(texture(depthTexture, uv).r);
return UVToViewSpace(uv, z);
}
vec3 GetViewPosPoint(ivec2 uv){
vec2 coord = vec2(gl_FragCoord.xy) + uv;
//float z = texelFetch(texture0, coord, 0).r;
float z = texture(depthTexture, uv).r;
return UVToViewSpace(uv, z);
float TanToSin(float x) {
return x * inversesqrt(x*x + 1.0);
}
float TanToSin(float x){
return x * inversesqrt(x*x + 1.0);
float InvLength(vec2 V) {
return inversesqrt(dot(V, V));
}
float InvLength(vec2 V){
return inversesqrt(dot(V,V));
float Tangent(vec3 V) {
return V.z * InvLength(V.xy);
}
float Tangent(vec3 V){
return V.z * InvLength(V.xy);
float BiasedTangent(vec3 V) {
return V.z * InvLength(V.xy) + TanBias;
}
float BiasedTangent(vec3 V){
return V.z * InvLength(V.xy) + TanBias;
}
float Tangent(vec3 P, vec3 S){
float Tangent(vec3 P, vec3 S) {
return -(P.z - S.z) * InvLength(S.xy - P.xy);
}
float Length2(vec3 V){
return dot(V,V);
float Length2(vec3 V) {
return dot(V, V);
}
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl) {
vec3 V1 = Pr - P;
vec3 V2 = P - Pl;
return (Length2(V1) < Length2(V2)) ? V1 : V2;
}
vec2 SnapUVOffset(vec2 uv){
return round(uv * AORes) * InvAORes;
vec2 SnapUVOffset(vec2 uv) {
return round(uv * renderTargetRes) * renderTargetResInv;
}
float Falloff(float d2){
return d2 * NegInvR2 + 1.0f;
float Falloff(float d2) {
return d2 * NegInvR2 + 1.0f;
}
float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
float ao = 0;
float HorizonOcclusion(vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples) {
float ao = 0;
// Offset the first coord with some noise
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
deltaUV = SnapUVOffset( deltaUV );
// Offset the first coord with some noise
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
deltaUV = SnapUVOffset(deltaUV);
// Calculate the tangent vector
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
// Calculate the tangent vector
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
// Get the angle of the tangent vector from the viewspace axis
float tanH = BiasedTangent(T);
float sinH = TanToSin(tanH);
// Get the angle of the tangent vector from the viewspace axis
float tanH = BiasedTangent(T);
float sinH = TanToSin(tanH);
float tanS;
float d2;
vec3 S;
float tanS;
float d2;
vec3 S;
// Sample to find the maximum angle
for(float s = 1; s <= numSamples; ++s){
uv += deltaUV;
S = GetViewPos(uv);
tanS = Tangent(P, S);
d2 = Length2(S - P);
// Sample to find the maximum angle
for (float s = 1; s <= numSamples; ++s) {
uv += deltaUV;
S = GetViewPos(uv);
tanS = Tangent(P, S);
d2 = Length2(S - P);
// Is the sample within the radius and the angle greater?
if(d2 < R2 && tanS > tanH)
{
float sinS = TanToSin(tanS);
// Apply falloff based on the distance
ao += Falloff(d2) * (sinS - sinH);
// Is the sample within the radius and the angle greater?
if (d2 < R2 && tanS > tanH) {
float sinS = TanToSin(tanS);
// Apply falloff based on the distance
ao += Falloff(d2) * (sinS - sinH);
tanH = tanS;
sinH = sinS;
}
}
return ao;
tanH = tanS;
sinH = sinS;
}
}
return ao;
}
vec2 RotateDirections(vec2 Dir, vec2 CosSin){
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
vec2 RotateDirections(vec2 Dir, vec2 CosSin) {
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,
Dir.x*CosSin.y + Dir.y*CosSin.x);
}
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) {
// Avoid oversampling if numSteps is greater than the kernel radius in pixels
numSteps = min(NumSamples, rayRadiusPix);
@ -171,8 +199,7 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
// Clamp numSteps if it is greater than the max kernel footprint
float maxNumSteps = MaxRadiusPixels / stepSizePix;
if (maxNumSteps < numSteps)
{
if (maxNumSteps < numSteps) {
// Use dithering to avoid AO discontinuities
numSteps = floor(maxNumSteps + rand);
numSteps = max(numSteps, 1);
@ -180,69 +207,73 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi
}
// Step size in uv space
stepSizeUv = stepSizePix * InvAORes;
stepSizeUv = stepSizePix * renderTargetResInv;
}
float getRandom(vec2 uv){
float getRandom(vec2 uv) {
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main(void){
float numDirections = NumDirections;
void main(void) {
mat4 projMatrix = getTransformCamera()._projection;
vec3 P, Pr, Pl, Pt, Pb;
P = GetViewPos(varTexcoord);
float numDirections = NumDirections;
// Sample neighboring pixels
Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0));
Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0));
Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y));
Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y));
vec3 P, Pr, Pl, Pt, Pb;
P = GetViewPos(varTexcoord);
// Sample neighboring pixels
Pr = GetViewPos(varTexcoord + vec2( renderTargetResInv.x, 0));
Pl = GetViewPos(varTexcoord + vec2(-renderTargetResInv.x, 0));
Pt = GetViewPos(varTexcoord + vec2( 0, renderTargetResInv.y));
Pb = GetViewPos(varTexcoord + vec2( 0,-renderTargetResInv.y));
// Calculate tangent basis vectors using the minimum difference
vec3 dPdu = MinDiff(P, Pr, Pl);
vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x);
vec3 dPdv = MinDiff(P, Pt, Pb) * (renderTargetRes.y * renderTargetResInv.x);
// Get the random samples from the noise function
vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
// Calculate the projected size of the hemisphere
vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z;
float rayRadiusPix = rayRadiusUV.x * AORes.x;
// Calculate the projected size of the hemisphere
float w = P.z * projMatrix[2][3] + projMatrix[3][3];
vec2 rayRadiusUV = (0.5 * R * vec2(projMatrix[0][0], projMatrix[1][1]) / w); // [-1,1] -> [0,1] uv
float rayRadiusPix = rayRadiusUV.x * renderTargetRes.x;
float ao = 1.0;
// Make sure the radius of the evaluated hemisphere is more than a pixel
if(rayRadiusPix > 1.0){
ao = 0.0;
float numSteps;
vec2 stepSizeUV;
if(rayRadiusPix > 1.0) {
ao = 0.0;
float numSteps;
vec2 stepSizeUV;
// Compute the number of steps
ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
// Compute the number of steps
ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
float alpha = 2.0 * PI / numDirections;
float alpha = 2.0 * PI / numDirections;
// Calculate the horizon occlusion of each direction
for(float d = 0; d < numDirections; ++d){
float theta = alpha * d;
// Calculate the horizon occlusion of each direction
for(float d = 0; d < numDirections; ++d) {
float theta = alpha * d;
// Apply noise to the direction
vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
vec2 deltaUV = dir * stepSizeUV;
// Apply noise to the direction
vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
vec2 deltaUV = dir * stepSizeUV;
// Sample the pixels along the direction
ao += HorizonOcclusion( deltaUV,
P,
dPdu,
dPdv,
random.z,
numSteps);
}
// Sample the pixels along the direction
ao += HorizonOcclusion( deltaUV,
P,
dPdu,
dPdv,
random.z,
numSteps);
}
// Average the results and produce the final AO
ao = 1.0 - ao / numDirections * AOStrength;
}
// Average the results and produce the final AO
ao = 1.0 - ao / numDirections * AOStrength;
}
outFragColor = vec4(vec3(ao), 1.0);
}
}

View file

@ -161,8 +161,5 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
batch.draw(gpu::TRIANGLES, 24, 0);
}
// Before rendering the batch make sure we re in sync with gl state
args->_context->syncCache();
renderContext->args->_context->syncCache();
args->_context->render((batch));
args->_context->render(batch);
}

View file

@ -258,6 +258,9 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
}
RenderArgs* args = renderContext->args;
gpu::Batch batch;
batch.enableSkybox(true);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
glm::mat4 projMat;
@ -271,9 +274,6 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
renderItems(sceneContext, renderContext, inItems);
args->_context->render((*args->_batch));
args->_batch = nullptr;
// Force the context sync
args->_context->syncCache();
}
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {

View file

@ -3,7 +3,7 @@ set(TARGET_NAME script-engine)
setup_memory_debugger()
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library(Gui Network Script Widgets)
setup_hifi_library(Gui Network Script WebSockets Widgets)
add_dependency_external_projects(glm)
find_package(GLM REQUIRED)

View file

@ -38,6 +38,7 @@
#include "ScriptEngine.h"
#include "TypedArrays.h"
#include "XMLHttpRequestClass.h"
#include "WebSocketClass.h"
#include "SceneScriptingInterface.h"
@ -343,6 +344,9 @@ void ScriptEngine::init() {
QScriptValue xmlHttpRequestConstructorValue = newFunction(XMLHttpRequestClass::constructor);
globalObject().setProperty("XMLHttpRequest", xmlHttpRequestConstructorValue);
QScriptValue webSocketConstructorValue = newFunction(WebSocketClass::constructor);
globalObject().setProperty("WebSocket", webSocketConstructorValue);
QScriptValue printConstructorValue = newFunction(debugPrint);
globalObject().setProperty("print", printConstructorValue);
@ -353,6 +357,9 @@ void ScriptEngine::init() {
qScriptRegisterMetaType(this, inputControllerToScriptValue, inputControllerFromScriptValue);
qScriptRegisterMetaType(this, avatarDataToScriptValue, avatarDataFromScriptValue);
qScriptRegisterMetaType(this, animationDetailsToScriptValue, animationDetailsFromScriptValue);
qScriptRegisterMetaType(this, webSocketToScriptValue, webSocketFromScriptValue);
qScriptRegisterMetaType(this, qWSCloseCodeToScriptValue, qWSCloseCodeFromScriptValue);
qScriptRegisterMetaType(this, wscReadyStateToScriptValue, wscReadyStateFromScriptValue);
registerGlobalObject("Script", this);
registerGlobalObject("Audio", &AudioScriptingInterface::getInstance());

View file

@ -0,0 +1,127 @@
//
// WebSocketClass.cpp
// libraries/script-engine/src/
//
// Created by Thijs Wenker on 8/4/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// This class is an implementation of the WebSocket object for scripting use. It provides a near-complete implementation
// of the class described in the Mozilla docs: https://developer.mozilla.org/en-US/docs/Web/API/WebSocket
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ScriptEngine.h"
#include "WebSocketClass.h"
WebSocketClass::WebSocketClass(QScriptEngine* engine, QString url) :
_engine(engine),
_webSocket(new QWebSocket())
{
initialize();
_webSocket->open(url);
}
WebSocketClass::WebSocketClass(QScriptEngine* engine, QWebSocket* qWebSocket) :
_engine(engine),
_webSocket(qWebSocket)
{
initialize();
}
void WebSocketClass::initialize() {
connect(_webSocket, &QWebSocket::disconnected, this, &WebSocketClass::handleOnClose);
connect(_webSocket, &QWebSocket::textMessageReceived, this, &WebSocketClass::handleOnMessage);
connect(_webSocket, &QWebSocket::connected, this, &WebSocketClass::handleOnOpen);
connect(_webSocket, static_cast<void(QWebSocket::*)(QAbstractSocket::SocketError)>(&QWebSocket::error), this,
&WebSocketClass::handleOnError);
_binaryType = QStringLiteral("blob");
}
QScriptValue WebSocketClass::constructor(QScriptContext* context, QScriptEngine* engine) {
QString url;
if (context->argumentCount() > 0) {
url = context->argument(0).toString();
}
return engine->newQObject(new WebSocketClass(engine, url), QScriptEngine::ScriptOwnership);
}
WebSocketClass::~WebSocketClass() {
_webSocket->deleteLater();
}
void WebSocketClass::send(QScriptValue message) {
_webSocket->sendTextMessage(message.toString());
}
void WebSocketClass::close() {
this->close(QWebSocketProtocol::CloseCodeNormal);
}
void WebSocketClass::close(QWebSocketProtocol::CloseCode closeCode) {
this->close(closeCode, QStringLiteral(""));
}
void WebSocketClass::close(QWebSocketProtocol::CloseCode closeCode, QString reason) {
_webSocket->close(closeCode, reason);
}
void WebSocketClass::handleOnClose() {
bool hasError = (_webSocket->error() != QAbstractSocket::UnknownSocketError);
if (_onCloseEvent.isFunction()) {
QScriptValueList args;
QScriptValue arg = _engine->newObject();
arg.setProperty("code", hasError ? QWebSocketProtocol::CloseCodeAbnormalDisconnection : _webSocket->closeCode());
arg.setProperty("reason", _webSocket->closeReason());
arg.setProperty("wasClean", !hasError);
args << arg;
_onCloseEvent.call(QScriptValue(), args);
}
}
void WebSocketClass::handleOnError(QAbstractSocket::SocketError error) {
if (_onErrorEvent.isFunction()) {
_onErrorEvent.call();
}
}
void WebSocketClass::handleOnMessage(const QString& message) {
if (_onMessageEvent.isFunction()) {
QScriptValueList args;
QScriptValue arg = _engine->newObject();
arg.setProperty("data", message);
args << arg;
_onMessageEvent.call(QScriptValue(), args);
}
}
void WebSocketClass::handleOnOpen() {
if (_onOpenEvent.isFunction()) {
_onOpenEvent.call();
}
}
QScriptValue qWSCloseCodeToScriptValue(QScriptEngine* engine, const QWebSocketProtocol::CloseCode &closeCode) {
return closeCode;
}
void qWSCloseCodeFromScriptValue(const QScriptValue &object, QWebSocketProtocol::CloseCode &closeCode) {
closeCode = (QWebSocketProtocol::CloseCode)object.toUInt16();
}
QScriptValue webSocketToScriptValue(QScriptEngine* engine, WebSocketClass* const &in) {
return engine->newQObject(in, QScriptEngine::ScriptOwnership);
}
void webSocketFromScriptValue(const QScriptValue &object, WebSocketClass* &out) {
out = qobject_cast<WebSocketClass*>(object.toQObject());
}
QScriptValue wscReadyStateToScriptValue(QScriptEngine* engine, const WebSocketClass::ReadyState& readyState) {
return readyState;
}
void wscReadyStateFromScriptValue(const QScriptValue& object, WebSocketClass::ReadyState& readyState) {
readyState = (WebSocketClass::ReadyState)object.toUInt16();
}

View file

@ -0,0 +1,140 @@
//
// WebSocketClass.h
// libraries/script-engine/src/
//
// Created by Thijs Wenker on 8/4/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_WebSocketClass_h
#define hifi_WebSocketClass_h
#include <QObject>
#include <QScriptEngine>
#include <QWebSocket>
class WebSocketClass : public QObject {
Q_OBJECT
Q_PROPERTY(QString binaryType READ getBinaryType WRITE setBinaryType)
Q_PROPERTY(ulong bufferedAmount READ getBufferedAmount)
Q_PROPERTY(QString extensions READ getExtensions)
Q_PROPERTY(QScriptValue onclose READ getOnClose WRITE setOnClose)
Q_PROPERTY(QScriptValue onerror READ getOnError WRITE setOnError)
Q_PROPERTY(QScriptValue onmessage READ getOnMessage WRITE setOnMessage)
Q_PROPERTY(QScriptValue onopen READ getOnOpen WRITE setOnOpen)
Q_PROPERTY(QString protocol READ getProtocol)
Q_PROPERTY(WebSocketClass::ReadyState readyState READ getReadyState)
Q_PROPERTY(QString url READ getURL)
Q_PROPERTY(WebSocketClass::ReadyState CONNECTING READ getConnecting CONSTANT)
Q_PROPERTY(WebSocketClass::ReadyState OPEN READ getOpen CONSTANT)
Q_PROPERTY(WebSocketClass::ReadyState CLOSING READ getClosing CONSTANT)
Q_PROPERTY(WebSocketClass::ReadyState CLOSED READ getClosed CONSTANT)
public:
WebSocketClass(QScriptEngine* engine, QString url);
WebSocketClass(QScriptEngine* engine, QWebSocket* qWebSocket);
~WebSocketClass();
static QScriptValue constructor(QScriptContext* context, QScriptEngine* engine);
enum ReadyState {
CONNECTING = 0,
OPEN,
CLOSING,
CLOSED
};
QWebSocket* getWebSocket() { return _webSocket; }
ReadyState getConnecting() const { return CONNECTING; };
ReadyState getOpen() const { return OPEN; };
ReadyState getClosing() const { return CLOSING; };
ReadyState getClosed() const { return CLOSED; };
void setBinaryType(QString binaryType) { _binaryType = binaryType; }
QString getBinaryType() { return _binaryType; }
// extensions is a empty string until supported in QT WebSockets
QString getExtensions() { return QString(); }
// protocol is a empty string until supported in QT WebSockets
QString getProtocol() { return QString(); }
ulong getBufferedAmount() { return 0; }
QString getURL() { return _webSocket->requestUrl().toDisplayString(); }
ReadyState getReadyState() {
switch (_webSocket->state()) {
case QAbstractSocket::SocketState::HostLookupState:
case QAbstractSocket::SocketState::ConnectingState:
return CONNECTING;
case QAbstractSocket::SocketState::ConnectedState:
case QAbstractSocket::SocketState::BoundState:
case QAbstractSocket::SocketState::ListeningState:
return OPEN;
case QAbstractSocket::SocketState::ClosingState:
return CLOSING;
}
return CLOSED;
}
void setOnClose(QScriptValue eventFunction) { _onCloseEvent = eventFunction; }
QScriptValue getOnClose() { return _onCloseEvent; }
void setOnError(QScriptValue eventFunction) { _onErrorEvent = eventFunction; }
QScriptValue getOnError() { return _onErrorEvent; }
void setOnMessage(QScriptValue eventFunction) { _onMessageEvent = eventFunction; }
QScriptValue getOnMessage() { return _onMessageEvent; }
void setOnOpen(QScriptValue eventFunction) { _onOpenEvent = eventFunction; }
QScriptValue getOnOpen() { return _onOpenEvent; }
public slots:
void send(QScriptValue message);
void close();
void close(QWebSocketProtocol::CloseCode closeCode);
void close(QWebSocketProtocol::CloseCode closeCode, QString reason);
private:
QWebSocket* _webSocket;
QScriptEngine* _engine;
QScriptValue _onCloseEvent;
QScriptValue _onErrorEvent;
QScriptValue _onMessageEvent;
QScriptValue _onOpenEvent;
QString _binaryType;
void initialize();
private slots:
void handleOnClose();
void handleOnError(QAbstractSocket::SocketError error);
void handleOnMessage(const QString& message);
void handleOnOpen();
};
Q_DECLARE_METATYPE(QWebSocketProtocol::CloseCode);
Q_DECLARE_METATYPE(WebSocketClass::ReadyState);
QScriptValue qWSCloseCodeToScriptValue(QScriptEngine* engine, const QWebSocketProtocol::CloseCode& closeCode);
void qWSCloseCodeFromScriptValue(const QScriptValue& object, QWebSocketProtocol::CloseCode& closeCode);
QScriptValue webSocketToScriptValue(QScriptEngine* engine, WebSocketClass* const &in);
void webSocketFromScriptValue(const QScriptValue &object, WebSocketClass* &out);
QScriptValue wscReadyStateToScriptValue(QScriptEngine* engine, const WebSocketClass::ReadyState& readyState);
void wscReadyStateFromScriptValue(const QScriptValue& object, WebSocketClass::ReadyState& readyState);
#endif // hifi_WebSocketClass_h

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//
// WebSocketServerClass.cpp
// libraries/script-engine/src/
//
// Created by Thijs Wenker on 8/10/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Making WebSocketServer accessible through scripting.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ScriptEngine.h"
#include "WebSocketServerClass.h"
WebSocketServerClass::WebSocketServerClass(QScriptEngine* engine, const QString& serverName, const quint16 port) :
_engine(engine),
_webSocketServer(serverName, QWebSocketServer::SslMode::NonSecureMode)
{
if (_webSocketServer.listen(QHostAddress::Any, port)) {
connect(&_webSocketServer, &QWebSocketServer::newConnection, this, &WebSocketServerClass::onNewConnection);
}
}
QScriptValue WebSocketServerClass::constructor(QScriptContext* context, QScriptEngine* engine) {
// the serverName is used in handshakes
QString serverName = QStringLiteral("HighFidelity - Scripted WebSocket Listener");
// port 0 will auto-assign a free port
quint16 port = 0;
QScriptValue callee = context->callee();
if (context->argumentCount() > 0) {
QScriptValue options = context->argument(0);
QScriptValue portOption = options.property(QStringLiteral("port"));
if (portOption.isValid() && portOption.isNumber()) {
port = portOption.toNumber();
}
QScriptValue serverNameOption = options.property(QStringLiteral("serverName"));
if (serverNameOption.isValid() && serverNameOption.isString()) {
serverName = serverNameOption.toString();
}
}
return engine->newQObject(new WebSocketServerClass(engine, serverName, port), QScriptEngine::ScriptOwnership);
}
WebSocketServerClass::~WebSocketServerClass() {
if (_webSocketServer.isListening()) {
close();
}
_clients.empty();
}
void WebSocketServerClass::onNewConnection() {
WebSocketClass* newClient = new WebSocketClass(_engine, _webSocketServer.nextPendingConnection());
_clients << newClient;
connect(newClient->getWebSocket(), &QWebSocket::disconnected, [newClient, this]() {
_clients.removeOne(newClient);
});
emit newConnection(newClient);
}
void WebSocketServerClass::close() {
foreach(WebSocketClass* client, _clients) {
if (client->getReadyState() != WebSocketClass::ReadyState::CLOSED) {
client->close(QWebSocketProtocol::CloseCode::CloseCodeGoingAway, "Server closing.");
}
}
_webSocketServer.close();
}

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//
// WebSocketServerClass.h
// libraries/script-engine/src/
//
// Created by Thijs Wenker on 8/10/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_WebSocketServerClass_h
#define hifi_WebSocketServerClass_h
#include <QObject>
#include <QScriptEngine>
#include <QWebSocketServer>
#include "WebSocketClass.h"
class WebSocketServerClass : public QObject {
Q_OBJECT
Q_PROPERTY(QString url READ getURL)
Q_PROPERTY(quint16 port READ getPort)
Q_PROPERTY(bool listening READ isListening)
public:
WebSocketServerClass(QScriptEngine* engine, const QString& serverName, const quint16 port);
~WebSocketServerClass();
QString getURL() { return _webSocketServer.serverUrl().toDisplayString(); }
quint16 getPort() { return _webSocketServer.serverPort(); }
bool isListening() { return _webSocketServer.isListening(); }
static QScriptValue constructor(QScriptContext* context, QScriptEngine* engine);
public slots:
void close();
private:
QWebSocketServer _webSocketServer;
QScriptEngine* _engine;
QList<WebSocketClass*> _clients;
private slots:
void onNewConnection();
signals:
void newConnection(WebSocketClass* client);
};
#endif // hifi_WebSocketServerClass_h