// // Interface // // Allows you to connect to and see/hear the shared 3D space. // Optionally uses serialUSB connection to get gyro data for head movement. // Optionally gets UDP stream from transmitter to animate controller/hand. // // Usage: The interface client first attempts to contact a domain server to // discover the appropriate audio, voxel, and avatar servers to contact. // Right now, the default domain server is "highfidelity.below92.com" // You can change the domain server to use your own by editing the // DOMAIN_HOSTNAME or DOMAIN_IP strings in the file AgentList.cpp // // // Welcome Aboard! // #include "InterfaceConfig.h" #include #include #include #include #include #ifdef _WIN32 #include "Syssocket.h" #include "Systime.h" #else #include #include #include #endif #include #include #include #include #include #include "Log.h" #include "shared_Log.h" #include "voxels_Log.h" #include "avatars_Log.h" #include "world.h" #include "Util.h" #ifndef _WIN32 #include "Audio.h" #endif #include "AngleUtil.h" #include "Stars.h" #include "ui/ChatEntry.h" #include "ui/MenuRow.h" #include "ui/MenuColumn.h" #include "ui/Menu.h" #include "ui/TextRenderer.h" #include "Camera.h" #include "Avatar.h" #include #include #include "VoxelSystem.h" #include "Environment.h" #include "Oscilloscope.h" #include "UDPSocket.h" #include "SerialInterface.h" #include #include #include #include #include #include "ViewFrustum.h" #include "HandControl.h" using namespace std; void reshape(int width, int height); // will be defined below void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe QApplication* app; bool enableNetworkThread = true; pthread_t networkReceiveThread; bool stopNetworkReceiveThread = false; unsigned char incomingPacket[MAX_PACKET_SIZE]; int packetCount = 0; int packetsPerSecond = 0; int bytesPerSecond = 0; int bytesCount = 0; int WIDTH = 1200; // Window size int HEIGHT = 800; int fullscreen = 0; float aspectRatio = 1.0f; bool USING_FIRST_PERSON_EFFECT = false; bool wantColorRandomizer = true; // for addSphere and load file Oscilloscope audioScope(256,200,true); ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc. Avatar myAvatar(true); // The rendered avatar of oneself Camera myCamera; // My view onto the world (sometimes on myself :) Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode // Starfield information char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt"; char starCacheFile[] = "cachedStars.txt"; Stars stars; bool showingVoxels = true; glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE); VoxelSystem voxels; bool wantToKillLocalVoxels = false; Environment environment; #ifndef _WIN32 Audio audio(&audioScope, &myAvatar); #endif #define IDLE_SIMULATE_MSECS 16 // How often should call simulate and other stuff // in the idle loop? // Where one's own agent begins in the world (needs to become a dynamic thing passed to the program) glm::vec3 start_location(6.1f, 0, 1.4f); bool renderWarningsOn = false; // Whether to show render pipeline warnings bool statsOn = false; // Whether to show onscreen text overlay with stats bool starsOn = false; // Whether to display the stars bool environmentOn = true; // Whether to display the environment bool paintOn = false; // Whether to paint voxels as you fly around VoxelDetail paintingVoxel; // The voxel we're painting if we're painting unsigned char dominantColor = 0; // The dominant color of the voxel we're painting bool perfStatsOn = false; // Do we want to display perfStats? bool logOn = true; // Whether to show on-screen log int noiseOn = 0; // Whether to add random noise float noise = 1.0; // Overall magnitude scaling for random noise levels bool gyroLook = true; // Whether to allow the gyro data from head to move your view int displayLevels = 0; bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror? int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement int headMouseX, headMouseY; HandControl handControl; int mouseX = 0; int mouseY = 0; // Mouse location at start of last down click int mousePressed = 0; // true if mouse has been pressed (clear when finished) Menu menu; // main menu int menuOn = 1; // Whether to show onscreen menu ChatEntry chatEntry; // chat entry field bool chatEntryOn = false; // Whether to show the chat entry bool oculusOn = false; // Whether to configure the display for the Oculus Rift GLuint oculusTextureID = 0; // The texture to which we render for Oculus distortion GLhandleARB oculusProgramID = 0; // The GLSL program containing the distortion shader float oculusDistortionScale = 1.25; // Controls the Oculus field of view // // Serial USB Variables // SerialInterface serialPort; glm::vec3 gravity; // Frame Rate Measurement int frameCount = 0; float FPS = 120.f; timeval timerStart, timerEnd; timeval lastTimeIdle; double elapsedTime; timeval applicationStartupTime; bool justStarted = true; // Every second, check the frame rates and other stuff void Timer(int extra) { gettimeofday(&timerEnd, NULL); FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); frameCount = 0; packetCount = 0; bytesCount = 0; glutTimerFunc(1000,Timer,0); gettimeofday(&timerStart, NULL); // if we haven't detected gyros, check for them now if (!serialPort.active) { serialPort.pair(); } } void displayStats(void) { int statsVerticalOffset = 50; if (::menuOn == 0) { statsVerticalOffset = 8; } char stats[200]; sprintf(stats, "%3.0f FPS, %d Pkts/sec, %3.2f Mbps", FPS, packetsPerSecond, (float)bytesPerSecond * 8.f / 1000000.f); drawtext(10, statsVerticalOffset + 15, 0.10f, 0, 1.0, 0, stats); std::stringstream voxelStats; voxelStats.precision(4); voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() / 1000.f << "K Updated: " << voxels.getVoxelsUpdated()/1000.f << "K"; drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); voxelStats.str(""); voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f << "Kps) "; drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); voxelStats.str(""); voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f << "Kps) "; drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); voxelStats.str(""); voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f << "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)"; drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); voxelStats.str(""); float voxelsBytesPerColored = voxels.getVoxelsColored() ? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored()) : 0; voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8; drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER); char avatarMixerStats[200]; if (avatarMixer) { sprintf(avatarMixerStats, "Avatar Mixer: %.f kbps, %.f pps", roundf(avatarMixer->getAverageKilobitsPerSecond()), roundf(avatarMixer->getAveragePacketsPerSecond())); } else { sprintf(avatarMixerStats, "No Avatar Mixer"); } drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats); if (::perfStatsOn) { // Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1]; int lines = PerfStat::DumpStats(perfStatLinesArray); int atZ = 150; // arbitrary place on screen that looks good for (int line=0; line < lines; line++) { drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]); delete perfStatLinesArray[line]; // we're responsible for cleanup perfStatLinesArray[line]=NULL; atZ+=20; // height of a line } delete []perfStatLinesArray; // we're responsible for cleanup } } void initDisplay(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel (GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); if (fullscreen) glutFullScreen(); } void init(void) { voxels.init(); voxels.setViewerAvatar(&myAvatar); voxels.setCamera(&myCamera); environment.init(); handControl.setScreenDimensions(WIDTH, HEIGHT); headMouseX = WIDTH/2; headMouseY = HEIGHT/2; stars.readInput(starFile, starCacheFile, 0); if (noiseOn) { myAvatar.setNoise(noise); } myAvatar.setPosition(start_location); myCamera.setPosition(start_location); #ifdef MARKER_CAPTURE if(marker_capture_enabled){ marker_capturer.position_updated(&position_updated); marker_capturer.frame_updated(&marker_frame_available); if(!marker_capturer.init_capture()){ printLog("Camera-based marker capture initialized.\n"); }else{ printLog("Error initializing camera-based marker capture.\n"); } } #endif gettimeofday(&timerStart, NULL); gettimeofday(&lastTimeIdle, NULL); } void terminate () { // Close serial port // close(serial_fd); myAvatar.writeAvatarDataToFile(); #ifndef _WIN32 audio.terminate(); #endif if (enableNetworkThread) { stopNetworkReceiveThread = true; pthread_join(networkReceiveThread, NULL); } exit(EXIT_SUCCESS); } void reset_sensors() { myAvatar.setPosition(start_location); headMouseX = WIDTH/2; headMouseY = HEIGHT/2; myAvatar.reset(); if (serialPort.active) { serialPort.resetTrailingAverages(); } } // // Using gyro data, update both view frustum and avatar head position // void updateAvatar(float frametime) { float gyroPitchRate = serialPort.getRelativeValue(HEAD_PITCH_RATE); float gyroYawRate = serialPort.getRelativeValue(HEAD_YAW_RATE ); myAvatar.UpdateGyros(frametime, &serialPort, &gravity); // Update gyro-based mouse (X,Y on screen) const float MIN_MOUSE_RATE = 30.0; const float MOUSE_SENSITIVITY = 0.1f; if (powf(gyroYawRate*gyroYawRate + gyroPitchRate*gyroPitchRate, 0.5) > MIN_MOUSE_RATE) { headMouseX += gyroYawRate*MOUSE_SENSITIVITY; headMouseY += gyroPitchRate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH; } headMouseX = max(headMouseX, 0); headMouseX = min(headMouseX, WIDTH); headMouseY = max(headMouseY, 0); headMouseY = min(headMouseY, HEIGHT); // Update head and body pitch and yaw based on measured gyro rates if (::gyroLook) { // Yaw const float MIN_YAW_RATE = 50; const float YAW_SENSITIVITY = 1.0; if (fabs(gyroYawRate) > MIN_YAW_RATE) { float addToBodyYaw = (gyroYawRate > 0.f) ? gyroYawRate - MIN_YAW_RATE : gyroYawRate + MIN_YAW_RATE; myAvatar.addBodyYaw(-addToBodyYaw * YAW_SENSITIVITY * frametime); } // Pitch NOTE: PER - Need to make camera able to pitch first! /* const float MIN_PITCH_RATE = 50; const float PITCH_SENSITIVITY = 1.0; if (fabs(gyroPitchRate) > MIN_PITCH_RATE) { float addToBodyPitch = (gyroPitchRate > 0.f) ? gyroPitchRate - MIN_PITCH_RATE : gyroPitchRate + MIN_PITCH_RATE; myAvatar.addBodyPitch(addToBodyPitch * PITCH_SENSITIVITY * frametime); */ } // Get audio loudness data from audio input device #ifndef _WIN32 myAvatar.setLoudness(audio.getInputLoudness()); #endif // Update Avatar with latest camera and view frustum data... // NOTE: we get this from the view frustum, to make it simpler, since the // loadViewFrumstum() method will get the correct details from the camera // We could optimize this to not actually load the viewFrustum, since we don't // actually need to calculate the view frustum planes to send these details // to the server. loadViewFrustum(::viewFrustum); myAvatar.setCameraPosition(::viewFrustum.getPosition()); myAvatar.setCameraDirection(::viewFrustum.getDirection()); myAvatar.setCameraUp(::viewFrustum.getUp()); myAvatar.setCameraRight(::viewFrustum.getRight()); myAvatar.setCameraFov(::viewFrustum.getFieldOfView()); myAvatar.setCameraAspectRatio(::viewFrustum.getAspectRatio()); myAvatar.setCameraNearClip(::viewFrustum.getNearClip()); myAvatar.setCameraFarClip(::viewFrustum.getFarClip()); AgentList* agentList = AgentList::getInstance(); if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) { // if I know my ID, send head/hand data to the avatar mixer and voxel server unsigned char broadcastString[200]; unsigned char* endOfBroadcastStringWrite = broadcastString; *(endOfBroadcastStringWrite++) = PACKET_HEADER_HEAD_DATA; endOfBroadcastStringWrite += packAgentId(endOfBroadcastStringWrite, agentList->getOwnerID()); endOfBroadcastStringWrite += myAvatar.getBroadcastData(endOfBroadcastStringWrite); const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER}; AgentList::getInstance()->broadcastToAgents(broadcastString, endOfBroadcastStringWrite - broadcastString, broadcastReceivers, sizeof(broadcastReceivers)); } // If I'm in paint mode, send a voxel out to VOXEL server agents. if (::paintOn) { glm::vec3 avatarPos = myAvatar.getPosition(); // For some reason, we don't want to flip X and Z here. ::paintingVoxel.x = avatarPos.x / 10.0; ::paintingVoxel.y = avatarPos.y / 10.0; ::paintingVoxel.z = avatarPos.z / 10.0; unsigned char* bufferOut; int sizeOut; if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 && ::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 && ::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) { if (createVoxelEditMessage(PACKET_HEADER_SET_VOXEL, 0, 1, &::paintingVoxel, bufferOut, sizeOut)){ AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); delete bufferOut; } } } } ///////////////////////////////////////////////////////////////////////////////////// // loadViewFrustum() // // Description: this will load the view frustum bounds for EITHER the head // or the "myCamera". // // These global scoped variables are used by our loadViewFrustum() and renderViewFrustum functions below, but are also // available as globals so that the keyboard and menu can manipulate them. bool frustumOn = false; // Whether or not to display the debug view frustum bool cameraFrustum = true; // which frustum to look at bool viewFrustumFromOffset =false; // Wether or not to offset the view of the frustum float viewFrustumOffsetYaw = -135.0; // the following variables control yaw, pitch, roll and distance form regular float viewFrustumOffsetPitch = 0.0; // camera to the offset camera float viewFrustumOffsetRoll = 0.0; float viewFrustumOffsetDistance = 25.0; float viewFrustumOffsetUp = 0.0; void loadViewFrustum(ViewFrustum& viewFrustum) { // We will use these below, from either the camera or head vectors calculated above glm::vec3 position; glm::vec3 direction; glm::vec3 up; glm::vec3 right; float fov, nearClip, farClip; // Camera or Head? if (::cameraFrustum) { position = ::myCamera.getPosition(); } else { position = ::myAvatar.getHeadPosition(); } fov = ::myCamera.getFieldOfView(); nearClip = ::myCamera.getNearClip(); farClip = ::myCamera.getFarClip(); Orientation o = ::myCamera.getOrientation(); direction = o.getFront(); up = o.getUp(); right = o.getRight(); /* printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z); printf("yaw=%f, pitch=%f, roll=%f\n", yaw,pitch,roll); printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z); printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z); printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z); printf("fov=%f\n", fov); printf("nearClip=%f\n", nearClip); printf("farClip=%f\n", farClip); */ // Set the viewFrustum up with the correct position and orientation of the camera viewFrustum.setPosition(position); viewFrustum.setOrientation(direction,up,right); // Also make sure it's got the correct lens details from the camera viewFrustum.setFieldOfView(fov); viewFrustum.setNearClip(nearClip); viewFrustum.setFarClip(farClip); // Ask the ViewFrustum class to calculate our corners viewFrustum.calculate(); } ///////////////////////////////////////////////////////////////////////////////////// // renderViewFrustum() // // Description: this will render the view frustum bounds for EITHER the head // or the "myCamera". // // Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways. // We can draw it with each of these parts: // * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera // * Near plane - this plane is drawn very close to the origin point. // * Right/Left planes - these two planes are drawn between the near and far planes. // * Far plane - the plane is drawn in the distance. // Modes - the following modes, will draw the following parts. // * All - draws all the parts listed above // * Planes - draws the planes but not the origin vectors // * Origin Vectors - draws the origin vectors ONLY // * Near Plane - draws only the near plane // * Far Plane - draws only the far plane #define FRUSTUM_DRAW_MODE_ALL 0 #define FRUSTUM_DRAW_MODE_VECTORS 1 #define FRUSTUM_DRAW_MODE_PLANES 2 #define FRUSTUM_DRAW_MODE_NEAR_PLANE 3 #define FRUSTUM_DRAW_MODE_FAR_PLANE 4 #define FRUSTUM_DRAW_MODE_COUNT 5 int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the frustum in, see notes above void renderViewFrustum(ViewFrustum& viewFrustum) { // Load it with the latest details! loadViewFrustum(viewFrustum); glm::vec3 position = viewFrustum.getPosition(); glm::vec3 direction = viewFrustum.getDirection(); glm::vec3 up = viewFrustum.getUp(); glm::vec3 right = viewFrustum.getRight(); // Get ready to draw some lines glDisable(GL_LIGHTING); glColor4f(1.0, 1.0, 1.0, 1.0); glLineWidth(1.0); glBegin(GL_LINES); if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) { // Calculate the origin direction vectors glm::vec3 lookingAt = position + (direction * 0.2f); glm::vec3 lookingAtUp = position + (up * 0.2f); glm::vec3 lookingAtRight = position + (right * 0.2f); // Looking At = white glColor3f(1,1,1); glVertex3f(position.x, position.y, position.z); glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z); // Looking At Up = purple glColor3f(1,0,1); glVertex3f(position.x, position.y, position.z); glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z); // Looking At Right = cyan glColor3f(0,1,1); glVertex3f(position.x, position.y, position.z); glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z); } if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) { // Drawing the bounds of the frustum // viewFrustum.getNear plane - bottom edge glColor3f(1,0,0); glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); // viewFrustum.getNear plane - top edge glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); // viewFrustum.getNear plane - right edge glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); // viewFrustum.getNear plane - left edge glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); } if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) { // viewFrustum.getFar plane - bottom edge glColor3f(0,1,0); // GREEN!!! glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); // viewFrustum.getFar plane - top edge glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); // viewFrustum.getFar plane - right edge glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); // viewFrustum.getFar plane - left edge glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); } if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) { // RIGHT PLANE IS CYAN // right plane - bottom edge - viewFrustum.getNear to distant glColor3f(0,1,1); glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); // right plane - top edge - viewFrustum.getNear to distant glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); // LEFT PLANE IS BLUE // left plane - bottom edge - viewFrustum.getNear to distant glColor3f(0,0,1); glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); // left plane - top edge - viewFrustum.getNear to distant glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); } glEnd(); glEnable(GL_LIGHTING); } // displays a single side (left, right, or combined for non-Oculus) void displaySide(Camera& whichCamera) { glPushMatrix(); // draw the sky dome if (::environmentOn) { environment.render(whichCamera); } if (::starsOn) { // should be the first rendering pass - w/o depth buffer / lighting // finally render the starfield stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip()); } glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); // draw a red sphere float sphereRadius = 0.25f; glColor3f(1,0,0); glPushMatrix(); glutSolidSphere(sphereRadius, 15, 15); glPopMatrix(); //draw a grid ground plane.... drawGroundPlaneGrid(10.f); // Draw voxels if (showingVoxels) { voxels.render(); } // Render avatars of other agents AgentList* agentList = AgentList::getInstance(); agentList->lock(); for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { Avatar *avatar = (Avatar *)agent->getLinkedData(); avatar->render(0, ::myCamera.getPosition()); } } agentList->unlock(); // Render the world box if (!::lookingInMirror && ::statsOn) { render_world_box(); } // brad's frustum for debugging if (::frustumOn) renderViewFrustum(::viewFrustum); //Render my own avatar myAvatar.render(::lookingInMirror, ::myCamera.getPosition()); glPopMatrix(); } // this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample // code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license // (http://www.apache.org/licenses/LICENSE-2.0) const char* DISTORTION_FRAGMENT_SHADER = "#version 120\n" "uniform sampler2D texture;" "uniform vec2 lensCenter;" "uniform vec2 screenCenter;" "uniform vec2 scale;" "uniform vec2 scaleIn;" "uniform vec4 hmdWarpParam;" "vec2 hmdWarp(vec2 in01) {" " vec2 theta = (in01 - lensCenter) * scaleIn;" " float rSq = theta.x * theta.x + theta.y * theta.y;" " vec2 theta1 = theta * (hmdWarpParam.x + hmdWarpParam.y * rSq + " " hmdWarpParam.z * rSq * rSq + hmdWarpParam.w * rSq * rSq * rSq);" " return lensCenter + scale * theta1;" "}" "void main(void) {" " vec2 tc = hmdWarp(gl_TexCoord[0].st);" " vec2 below = step(screenCenter.st + vec2(-0.25, -0.5), tc.st);" " vec2 above = vec2(1.0, 1.0) - step(screenCenter.st + vec2(0.25, 0.5), tc.st);" " gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texture2D(texture, tc), " " above.s * above.t * below.s * below.t);" "}"; // the locations of the uniform variables int textureLocation; int lensCenterLocation; int screenCenterLocation; int scaleLocation; int scaleInLocation; int hmdWarpParamLocation; // renders both sides into a texture, then renders the texture to the display with distortion void displayOculus(Camera& whichCamera) { // magic numbers ahoy! in order to avoid pulling in the Oculus utility library that calculates // the rendering parameters from the hardware stats, i just folded their calculations into // constants using the stats for the current-model hardware as contained in the SDK file // LibOVR/Src/Util/Util_Render_Stereo.cpp // eye // render the left eye view to the left side of the screen glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glTranslatef(0.151976, 0, 0); // +h, see Oculus SDK docs p. 26 gluPerspective(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), whichCamera.getNearClip(), whichCamera.getFarClip()); glTranslatef(0.032, 0, 0); // dip/2, see p. 27 glMatrixMode(GL_MODELVIEW); glViewport(0, 0, WIDTH/2, HEIGHT); displaySide(whichCamera); // and the right eye to the right side glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(-0.151976, 0, 0); // -h gluPerspective(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), whichCamera.getNearClip(), whichCamera.getFarClip()); glTranslatef(-0.032, 0, 0); glMatrixMode(GL_MODELVIEW); glViewport(WIDTH/2, 0, WIDTH/2, HEIGHT); displaySide(whichCamera); glPopMatrix(); // restore our normal viewport glViewport(0, 0, WIDTH, HEIGHT); if (::oculusTextureID == 0) { glGenTextures(1, &::oculusTextureID); glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); GLhandleARB shaderID = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); glShaderSourceARB(shaderID, 1, &DISTORTION_FRAGMENT_SHADER, 0); glCompileShaderARB(shaderID); ::oculusProgramID = glCreateProgramObjectARB(); glAttachObjectARB(::oculusProgramID, shaderID); glLinkProgramARB(::oculusProgramID); textureLocation = glGetUniformLocationARB(::oculusProgramID, "texture"); lensCenterLocation = glGetUniformLocationARB(::oculusProgramID, "lensCenter"); screenCenterLocation = glGetUniformLocationARB(::oculusProgramID, "screenCenter"); scaleLocation = glGetUniformLocationARB(::oculusProgramID, "scale"); scaleInLocation = glGetUniformLocationARB(::oculusProgramID, "scaleIn"); hmdWarpParamLocation = glGetUniformLocationARB(::oculusProgramID, "hmdWarpParam"); } else { glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); } glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, WIDTH, HEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, WIDTH, 0, HEIGHT); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); // for reference on setting these values, see SDK file Samples/OculusRoomTiny/RenderTiny_Device.cpp float scaleFactor = 1.0 / ::oculusDistortionScale; float aspectRatio = (WIDTH * 0.5) / HEIGHT; glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glUseProgramObjectARB(::oculusProgramID); glUniform1iARB(textureLocation, 0); glUniform2fARB(lensCenterLocation, 0.287994, 0.5); // see SDK docs, p. 29 glUniform2fARB(screenCenterLocation, 0.25, 0.5); glUniform2fARB(scaleLocation, 0.25 * scaleFactor, 0.5 * scaleFactor * aspectRatio); glUniform2fARB(scaleInLocation, 4, 2 / aspectRatio); glUniform4fARB(hmdWarpParamLocation, 1.0, 0.22, 0.24, 0); glColor3f(1, 0, 1); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0.5, 0); glVertex2f(WIDTH/2, 0); glTexCoord2f(0.5, 1); glVertex2f(WIDTH/2, HEIGHT); glTexCoord2f(0, 1); glVertex2f(0, HEIGHT); glEnd(); glUniform2fARB(lensCenterLocation, 0.787994, 0.5); glUniform2fARB(screenCenterLocation, 0.75, 0.5); glBegin(GL_QUADS); glTexCoord2f(0.5, 0); glVertex2f(WIDTH/2, 0); glTexCoord2f(1, 0); glVertex2f(WIDTH, 0); glTexCoord2f(1, 1); glVertex2f(WIDTH, HEIGHT); glTexCoord2f(0.5, 1); glVertex2f(WIDTH/2, HEIGHT); glEnd(); glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glUseProgramObjectARB(0); glPopMatrix(); } void displayOverlay() { // Render 2D overlay: I/O level bar graphs and text glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(0, WIDTH, HEIGHT, 0); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); #ifndef _WIN32 audio.render(WIDTH, HEIGHT); audioScope.render(); #endif // noiseTest(WIDTH, HEIGHT); if (displayHeadMouse && !::lookingInMirror && statsOn) { // Display small target box at center or head mouse target that can also be used to measure LOD glColor3f(1.0, 1.0, 1.0); glDisable(GL_LINE_SMOOTH); const int PIXEL_BOX = 20; glBegin(GL_LINE_STRIP); glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2); glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2); glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); glEnd(); glEnable(GL_LINE_SMOOTH); } // Show detected levels from the serial I/O ADC channel sensors if (displayLevels) serialPort.renderLevels(WIDTH,HEIGHT); // Display stats and log text onscreen glLineWidth(1.0f); glPointSize(1.0f); if (::statsOn) { displayStats(); } if (::logOn) { logger.render(WIDTH, HEIGHT); } // Show menu if (::menuOn) { glLineWidth(1.0f); glPointSize(1.0f); menu.render(WIDTH,HEIGHT); } // Show chat entry field if (::chatEntryOn) { chatEntry.render(WIDTH, HEIGHT); } // Stats at upper right of screen about who domain server is telling us about glPointSize(1.0f); char agents[100]; AgentList* agentList = AgentList::getInstance(); int totalAvatars = 0, totalServers = 0; for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { agent->getType() == AGENT_TYPE_AVATAR ? totalAvatars++ : totalServers++; } sprintf(agents, "Servers: %d, Avatars: %d\n", totalServers, totalAvatars); drawtext(WIDTH-150,20, 0.10, 0, 1.0, 0, agents, 1, 0, 0); if (::paintOn) { char paintMessage[100]; sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)", ::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s, (unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue); drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0); } glPopMatrix(); } void display(void) { PerfStat("display"); glEnable(GL_LINE_SMOOTH); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glPushMatrix(); { glLoadIdentity(); // Setup 3D lights glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 }; glLightfv(GL_LIGHT0, GL_POSITION, light_position0); GLfloat ambient_color[] = { 0.7, 0.7, 0.8 }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 }; glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color); GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0}; glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color); glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color); glMateriali(GL_FRONT, GL_SHININESS, 96); // camera settings if (::lookingInMirror) { // set the camera to looking at my own face myCamera.setTargetPosition (myAvatar.getHeadPosition()); myCamera.setTargetYaw (myAvatar.getBodyYaw() - 180.0f); // 180 degrees from body yaw myCamera.setPitch (0.0); myCamera.setRoll (0.0); myCamera.setUpShift (0.0); myCamera.setDistance (0.2); myCamera.setTightness (100.0f); } else { //float firstPersonPitch = 20.0f; //float firstPersonUpShift = 0.0f; //float firstPersonDistance = 0.0f; //float firstPersonTightness = 100.0f; float firstPersonPitch = 20.0f; float firstPersonUpShift = 0.1f; float firstPersonDistance = 0.4f; float firstPersonTightness = 100.0f; float thirdPersonPitch = 0.0f; float thirdPersonUpShift = -0.2f; float thirdPersonDistance = 1.2f; float thirdPersonTightness = 8.0f; if (USING_FIRST_PERSON_EFFECT) { float ff = 0.0; float min = 0.1; float max = 0.5; if (myAvatar.getIsNearInteractingOther()){ if (myAvatar.getSpeed() < max) { float s = (myAvatar.getSpeed()- min)/max ; ff = 1.0 - s; } } myCamera.setPitch (thirdPersonPitch + ff * (firstPersonPitch - thirdPersonPitch )); myCamera.setUpShift (thirdPersonUpShift + ff * (firstPersonUpShift - thirdPersonUpShift )); myCamera.setDistance (thirdPersonDistance + ff * (firstPersonDistance - thirdPersonDistance )); myCamera.setTightness (thirdPersonTightness + ff * (firstPersonTightness - thirdPersonTightness)); // this version uses a ramp-up/ramp-down timer in the camera to determine shift between first and thirs-person view /* if ( myAvatar.getSpeed() < 0.02 ) { if (myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) { myCamera.setMode(CAMERA_MODE_FIRST_PERSON); } //printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift()); myCamera.setPitch ( thirdPersonPitch + myCamera.getModeShift() * ( firstPersonPitch - thirdPersonPitch )); myCamera.setUpShift ( thirdPersonUpShift + myCamera.getModeShift() * ( firstPersonUpShift - thirdPersonUpShift )); myCamera.setDistance ( thirdPersonDistance + myCamera.getModeShift() * ( firstPersonDistance - thirdPersonDistance )); myCamera.setTightness ( thirdPersonTightness + myCamera.getModeShift() * ( firstPersonTightness - thirdPersonTightness )); } else { if (myCamera.getMode() != CAMERA_MODE_THIRD_PERSON ) { myCamera.setMode(CAMERA_MODE_THIRD_PERSON); } //printf( "myCamera.getModeShift() = %f\n", myCamera.getModeShift()); myCamera.setPitch ( firstPersonPitch + myCamera.getModeShift() * ( thirdPersonPitch - firstPersonPitch )); myCamera.setUpShift ( firstPersonUpShift + myCamera.getModeShift() * ( thirdPersonUpShift - firstPersonUpShift )); myCamera.setDistance ( firstPersonDistance + myCamera.getModeShift() * ( thirdPersonDistance - firstPersonDistance )); myCamera.setTightness ( firstPersonTightness + myCamera.getModeShift() * ( thirdPersonTightness - firstPersonTightness )); } */ } else { myCamera.setPitch (thirdPersonPitch ); myCamera.setUpShift (thirdPersonUpShift ); myCamera.setDistance (thirdPersonDistance ); myCamera.setTightness(thirdPersonTightness); } myCamera.setTargetPosition(myAvatar.getHeadPosition()); myCamera.setTargetYaw (myAvatar.getBodyYaw()); myCamera.setRoll (0.0); } // important... myCamera.update( 1.f/FPS ); // Render anything (like HUD items) that we want to be in 3D but not in worldspace const float HUD_Z_OFFSET = -5.f; glPushMatrix(); glm::vec3 test(0.5, 0.5, 0.5); glTranslatef(1, 1, HUD_Z_OFFSET); drawVector(&test); glPopMatrix(); // Note: whichCamera is used to pick between the normal camera myCamera for our // main camera, vs, an alternate camera. The alternate camera we support right now // is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism // to add other cameras. // // Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum() // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera Camera whichCamera = myCamera; Camera viewFrustumOffsetCamera = myCamera; if (::viewFrustumFromOffset && ::frustumOn) { // set the camera to third-person view but offset so we can see the frustum viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw() ); viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch ); viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll ); viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp ); viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance); viewFrustumOffsetCamera.update(1.f/FPS); whichCamera = viewFrustumOffsetCamera; } // transform view according to whichCamera // could be myCamera (if in normal mode) // or could be viewFrustumOffsetCamera if in offset mode // I changed the ordering here - roll is FIRST (JJV) glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z); glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z); glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z ); glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z); if (::oculusOn) { displayOculus(whichCamera); } else { displaySide(whichCamera); glPopMatrix(); displayOverlay(); } } glutSwapBuffers(); frameCount++; // If application has just started, report time from startup to now (first frame display) if (justStarted) { float startupTime = (usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0; justStarted = false; char title[30]; snprintf(title, 30, "Interface: %4.2f seconds", startupTime); glutSetWindowTitle(title); } } // int version of setValue() int setValue(int state, int *value) { if (state == MENU_ROW_PICKED) { *value = !(*value); } else if (state == MENU_ROW_GET_VALUE) { return *value; } else { *value = state; } return *value; } // bool version of setValue() int setValue(int state, bool *value) { if (state == MENU_ROW_PICKED) { *value = !(*value); } else if (state == MENU_ROW_GET_VALUE) { return *value; } else { *value = state; } return *value; } int setHead(int state) { return setValue(state, &::lookingInMirror); } int setNoise(int state) { int iRet = setValue(state, &noiseOn); if (noiseOn) { myAvatar.setNoise(noise); } else { myAvatar.setNoise(0); } return iRet; } int setLog(int state) { int iRet = setValue(state, &::logOn); return iRet; } int setGyroLook(int state) { int iRet = setValue(state, &::gyroLook); return iRet; } int setFullscreen(int state) { bool wasFullscreen = ::fullscreen; int value = setValue(state, &::fullscreen); if (::fullscreen != wasFullscreen) { if (::fullscreen) { glutFullScreen(); } else { glutReshapeWindow(WIDTH, HEIGHT); } } return value; } int setVoxels(int state) { return setValue(state, &::showingVoxels); } int setStars(int state) { return setValue(state, &::starsOn); } int setEnvironment(int state) { return setValue(state, &::environmentOn); } int setOculus(int state) { bool wasOn = ::oculusOn; int value = setValue(state, &::oculusOn); if (::oculusOn != wasOn) { reshape(WIDTH, HEIGHT); } return value; } int setStats(int state) { return setValue(state, &::statsOn); } int setMenu(int state) { return setValue(state, &::menuOn); } int setRenderWarnings(int state) { int value = setValue(state, &::renderWarningsOn); if (state == MENU_ROW_PICKED) { ::voxels.setRenderPipelineWarnings(::renderWarningsOn); } return value; } int setDisplayFrustum(int state) { return setValue(state, &::frustumOn); } int setFrustumOffset(int state) { int value = setValue(state, &::viewFrustumFromOffset); // reshape so that OpenGL will get the right lens details for the camera of choice if (state == MENU_ROW_PICKED) { reshape(::WIDTH,::HEIGHT); } return value; } int setFrustumOrigin(int state) { return setValue(state, &::cameraFrustum); } int quitApp(int state) { if (state == MENU_ROW_PICKED) { ::terminate(); } return 2; // non state so menu class doesn't add "state" } int setFrustumRenderMode(int state) { if (state == MENU_ROW_PICKED) { ::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT; } return ::frustumDrawingMode; } int doKillLocalVoxels(int state) { if (state == MENU_ROW_PICKED) { ::wantToKillLocalVoxels = true; } return state; } int doRandomizeVoxelColors(int state) { if (state == MENU_ROW_PICKED) { ::voxels.randomizeVoxelColors(); } return state; } int doFalseRandomizeVoxelColors(int state) { if (state == MENU_ROW_PICKED) { ::voxels.falseColorizeRandom(); } return state; } int doTrueVoxelColors(int state) { if (state == MENU_ROW_PICKED) { ::voxels.trueColorize(); } return state; } int doFalseColorizeByDistance(int state) { if (state == MENU_ROW_PICKED) { loadViewFrustum(::viewFrustum); voxels.falseColorizeDistanceFromView(&::viewFrustum); } return state; } int doFalseColorizeInView(int state) { if (state == MENU_ROW_PICKED) { loadViewFrustum(::viewFrustum); // we probably want to make sure the viewFrustum is initialized first voxels.falseColorizeInView(&::viewFrustum); } return state; } const char* modeAll = " - All "; const char* modeVectors = " - Vectors "; const char* modePlanes = " - Planes "; const char* modeNear = " - Near "; const char* modeFar = " - Far "; const char* getFrustumRenderModeName(int state) { const char * mode; switch (state) { case FRUSTUM_DRAW_MODE_ALL: mode = modeAll; break; case FRUSTUM_DRAW_MODE_VECTORS: mode = modeVectors; break; case FRUSTUM_DRAW_MODE_PLANES: mode = modePlanes; break; case FRUSTUM_DRAW_MODE_NEAR_PLANE: mode = modeNear; break; case FRUSTUM_DRAW_MODE_FAR_PLANE: mode = modeFar; break; } return mode; } void initMenu() { MenuColumn *menuColumnOptions, *menuColumnRender, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum; // Options menuColumnOptions = menu.addColumn("Options"); menuColumnOptions->addRow("Mirror (h)", setHead); menuColumnOptions->addRow("Noise (n)", setNoise); menuColumnOptions->addRow("Gyro Look", setGyroLook); menuColumnOptions->addRow("Fullscreen (f)", setFullscreen); menuColumnOptions->addRow("Quit (q)", quitApp); // Render menuColumnRender = menu.addColumn("Render"); menuColumnRender->addRow("Voxels (V)", setVoxels); menuColumnRender->addRow("Stars (*)", setStars); menuColumnRender->addRow("Environment (E)", setEnvironment); menuColumnRender->addRow("Oculus (o)", setOculus); // Tools menuColumnTools = menu.addColumn("Tools"); menuColumnTools->addRow("Stats (/)", setStats); menuColumnTools->addRow("Log ", setLog); menuColumnTools->addRow("(M)enu", setMenu); // Frustum Options menuColumnFrustum = menu.addColumn("Frustum"); menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum); menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset); menuColumnFrustum->addRow("Switch (C)amera", setFrustumOrigin); menuColumnFrustum->addRow("(R)ender Mode", setFrustumRenderMode, getFrustumRenderModeName); // Debug menuColumnDebug = menu.addColumn("Debug"); menuColumnDebug->addRow("Show Render Pipeline Warnings", setRenderWarnings); menuColumnDebug->addRow("Kill Local Voxels", doKillLocalVoxels); menuColumnDebug->addRow("Randomize Voxel TRUE Colors", doRandomizeVoxelColors); menuColumnDebug->addRow("FALSE Color Voxels Randomly", doFalseRandomizeVoxelColors); menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance); menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView); menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors); } void testPointToVoxel() { float y=0; float z=0; float s=0.1; for (float x=0; x<=1; x+= 0.05) { printLog(" x=%f"); unsigned char red = 200; //randomColorValue(65); unsigned char green = 200; //randomColorValue(65); unsigned char blue = 200; //randomColorValue(65); unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue); printVoxelCode(voxelCode); delete voxelCode; printLog("\n"); } } void sendVoxelServerEraseAll() { char message[100]; sprintf(message,"%c%s",'Z',"erase all"); int messageSize = strlen(message) + 1; AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1); } void sendVoxelServerAddScene() { char message[100]; sprintf(message,"%c%s",'Z',"add scene"); int messageSize = strlen(message) + 1; AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1); } void shiftPaintingColor() { // About the color of the paintbrush... first determine the dominant color ::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue ::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100); ::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100); ::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100); } void setupPaintingVoxel() { glm::vec3 avatarPos = myAvatar.getPosition(); ::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space ::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space ::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space ::paintingVoxel.s = 1.0/256; shiftPaintingColor(); } void addRandomSphere(bool wantColorRandomizer) { float r = randFloatInRange(0.05,0.1); float xc = randFloatInRange(r,(1-r)); float yc = randFloatInRange(r,(1-r)); float zc = randFloatInRange(r,(1-r)); float s = 0.001; // size of voxels to make up surface of sphere bool solid = false; printLog("random sphere\n"); printLog("radius=%f\n",r); printLog("xc=%f\n",xc); printLog("yc=%f\n",yc); printLog("zc=%f\n",zc); voxels.createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer); } const float KEYBOARD_YAW_RATE = 0.8; const float KEYBOARD_PITCH_RATE = 0.6; const float KEYBOARD_STRAFE_RATE = 0.03; const float KEYBOARD_FLY_RATE = 0.08; void specialkeyUp(int k, int x, int y) { if (k == GLUT_KEY_UP) { myAvatar.setDriveKeys(FWD, 0); myAvatar.setDriveKeys(UP, 0); } if (k == GLUT_KEY_DOWN) { myAvatar.setDriveKeys(BACK, 0); myAvatar.setDriveKeys(DOWN, 0); } if (k == GLUT_KEY_LEFT) { myAvatar.setDriveKeys(LEFT, 0); myAvatar.setDriveKeys(ROT_LEFT, 0); } if (k == GLUT_KEY_RIGHT) { myAvatar.setDriveKeys(RIGHT, 0); myAvatar.setDriveKeys(ROT_RIGHT, 0); } } void specialkey(int k, int x, int y) { if (::chatEntryOn) { chatEntry.specialKey(k); return; } if (k == GLUT_KEY_UP || k == GLUT_KEY_DOWN || k == GLUT_KEY_LEFT || k == GLUT_KEY_RIGHT) { if (k == GLUT_KEY_UP) { if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(UP, 1); else myAvatar.setDriveKeys(FWD, 1); } if (k == GLUT_KEY_DOWN) { if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(DOWN, 1); else myAvatar.setDriveKeys(BACK, 1); } if (k == GLUT_KEY_LEFT) { if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(LEFT, 1); else myAvatar.setDriveKeys(ROT_LEFT, 1); } if (k == GLUT_KEY_RIGHT) { if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(RIGHT, 1); else myAvatar.setDriveKeys(ROT_RIGHT, 1); } #ifndef _WIN32 audio.setWalkingState(true); #endif } } void keyUp(unsigned char k, int x, int y) { if (::chatEntryOn) { myAvatar.setKeyState(NO_KEY_DOWN); return; } if (k == 'e') myAvatar.setDriveKeys(UP, 0); if (k == 'c') myAvatar.setDriveKeys(DOWN, 0); if (k == 'w') myAvatar.setDriveKeys(FWD, 0); if (k == 's') myAvatar.setDriveKeys(BACK, 0); if (k == 'a') myAvatar.setDriveKeys(ROT_LEFT, 0); if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 0); } void key(unsigned char k, int x, int y) { if (::chatEntryOn) { if (chatEntry.key(k)) { myAvatar.setKeyState(k == '\b' || k == 127 ? // backspace or delete DELETE_KEY_DOWN : INSERT_KEY_DOWN); myAvatar.setChatMessage(string(chatEntry.getContents().size(), SOLID_BLOCK_CHAR)); } else { myAvatar.setChatMessage(chatEntry.getContents()); chatEntry.clear(); ::chatEntryOn = false; } return; } // Process keypresses if (k == 'q' || k == 'Q') ::terminate(); if (k == '/') ::statsOn = !::statsOn; // toggle stats if (k == '*') ::starsOn = !::starsOn; // toggle stars if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels if (k == 'E') ::environmentOn = !::environmentOn; if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging if (k == 'f') setFullscreen(!::fullscreen); if (k == 'o') setOculus(!::oculusOn); if (k == '[') ::viewFrustumOffsetYaw -= 0.5; if (k == ']') ::viewFrustumOffsetYaw += 0.5; if (k == '{') ::viewFrustumOffsetPitch -= 0.5; if (k == '}') ::viewFrustumOffsetPitch += 0.5; if (k == '(') ::viewFrustumOffsetRoll -= 0.5; if (k == ')') ::viewFrustumOffsetRoll += 0.5; if (k == '<') ::viewFrustumOffsetDistance -= 0.5; if (k == '>') ::viewFrustumOffsetDistance += 0.5; if (k == ',') ::viewFrustumOffsetUp -= 0.05; if (k == '.') ::viewFrustumOffsetUp += 0.05; // if (k == '|') ViewFrustum::fovAngleAdust -= 0.05; // if (k == '\\') ViewFrustum::fovAngleAdust += 0.05; if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED); if (k == '&') { ::paintOn = !::paintOn; // toggle paint ::setupPaintingVoxel(); // also randomizes colors } if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server if (k == 'n' || k == 'N') { noiseOn = !noiseOn; // Toggle noise if (noiseOn) { myAvatar.setNoise(noise); } else { myAvatar.setNoise(0); } } if (k == 'h') { ::lookingInMirror = !::lookingInMirror; #ifndef _WIN32 audio.setMixerLoopbackFlag(::lookingInMirror); #endif } if (k == 'm' || k == 'M') setMenu(MENU_ROW_PICKED); if (k == 'l') displayLevels = !displayLevels; if (k == 'e') myAvatar.setDriveKeys(UP, 1); if (k == 'c') myAvatar.setDriveKeys(DOWN, 1); if (k == 'w') myAvatar.setDriveKeys(FWD, 1); if (k == 's') myAvatar.setDriveKeys(BACK, 1); if (k == ' ') reset_sensors(); if (k == 'a') myAvatar.setDriveKeys(ROT_LEFT, 1); if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 1); if (k == '\r') { ::chatEntryOn = true; myAvatar.setKeyState(NO_KEY_DOWN); myAvatar.setChatMessage(string()); } } // Receive packets from other agents/servers and decide what to do with them! void* networkReceive(void* args) { sockaddr senderAddress; ssize_t bytesReceived; while (!stopNetworkReceiveThread) { // check to see if the UI thread asked us to kill the voxel tree. since we're the only thread allowed to do that if (::wantToKillLocalVoxels) { ::voxels.killLocalVoxels(); ::wantToKillLocalVoxels = false; } if (AgentList::getInstance()->getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) { packetCount++; bytesCount += bytesReceived; switch (incomingPacket[0]) { case PACKET_HEADER_TRANSMITTER_DATA: // Process UDP packets that are sent to the client from local sensor devices myAvatar.processTransmitterData(incomingPacket, bytesReceived); break; case PACKET_HEADER_VOXEL_DATA: case PACKET_HEADER_Z_COMMAND: case PACKET_HEADER_ERASE_VOXEL: voxels.parseData(incomingPacket, bytesReceived); break; case PACKET_HEADER_ENVIRONMENT_DATA: environment.parseData(incomingPacket, bytesReceived); break; case PACKET_HEADER_BULK_AVATAR_DATA: AgentList::getInstance()->processBulkAgentData(&senderAddress, incomingPacket, bytesReceived); break; default: AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived); break; } } else if (!enableNetworkThread) { break; } } if (enableNetworkThread) { pthread_exit(0); } return NULL; } void idle(void) { timeval check; gettimeofday(&check, NULL); // Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) { float deltaTime = 1.f/FPS; // update behaviors for avatar hand movement: handControl takes mouse values as input, // and gives back 3D values modulated for smooth transitioning between interaction modes. handControl.update(mouseX, mouseY); myAvatar.setHandMovementValues(handControl.getValues()); // tell my avatar if the mouse is being pressed... if (mousePressed) { myAvatar.setMousePressed(mousePressed); } // walking triggers the handControl to stop if (myAvatar.getMode() == AVATAR_MODE_WALKING) { handControl.stop(); } if (serialPort.active && USING_INVENSENSE_MPU9150) { serialPort.readData(); } // Sample hardware, update view frustum if needed, Lsend avatar data to mixer/agents updateAvatar(deltaTime); // read incoming packets from network if (!enableNetworkThread) { networkReceive(0); } //loop through all the remote avatars and simulate them... AgentList* agentList = AgentList::getInstance(); agentList->lock(); for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { if (agent->getLinkedData() != NULL) { Avatar *avatar = (Avatar *)agent->getLinkedData(); avatar->simulate(deltaTime); } } agentList->unlock(); myAvatar.setGravity(getGravity(myAvatar.getPosition())); myAvatar.simulate(deltaTime); glutPostRedisplay(); lastTimeIdle = check; } // Read serial data if (serialPort.active && !USING_INVENSENSE_MPU9150) { serialPort.readData(); } } void reshape(int width, int height) { WIDTH = width; HEIGHT = height; aspectRatio = ((float)width/(float)height); // based on screen resize // get the lens details from the current camera Camera& camera = ::viewFrustumFromOffset ? (::viewFrustumOffsetCamera) : (::myCamera); float nearClip = camera.getNearClip(); float farClip = camera.getFarClip(); float fov; if (::oculusOn) { // more magic numbers; see Oculus SDK docs, p. 32 camera.setAspectRatio(aspectRatio *= 0.5); camera.setFieldOfView(fov = 2 * atan((0.0468 * ::oculusDistortionScale) / 0.041) * (180 / PI)); // resize the render texture if (::oculusTextureID != 0) { glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); } } else { camera.setAspectRatio(aspectRatio); camera.setFieldOfView(fov = 60); } // Tell our viewFrustum about this change ::viewFrustum.setAspectRatio(aspectRatio); glViewport(0, 0, width, height); // shouldn't this account for the menu??? glMatrixMode(GL_PROJECTION); glLoadIdentity(); // XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that // OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes // the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also, // to see more.) if (::frustumOn) { nearClip -= 0.01f; farClip += 0.01f; } // On window reshape, we need to tell OpenGL about our new setting gluPerspective(fov,aspectRatio,nearClip,farClip); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //Find and return the gravity vector at this location glm::vec3 getGravity(glm::vec3 pos) { // // For now, we'll test this with a simple global lookup, but soon we will add getting this // from the domain/voxelserver (or something similar) // if ((pos.x > 0.f) && (pos.x < 10.f) && (pos.z > 0.f) && (pos.z < 10.f) && (pos.y > 0.f) && (pos.y < 3.f)) { // If above ground plane, turn gravity on return glm::vec3(0.f, -1.f, 0.f); } else { // If flying in space, turn gravity OFF return glm::vec3(0.f, 0.f, 0.f); } } void mouseFunc(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN ) { if (state == GLUT_DOWN && !menu.mouseClick(x, y)) { mouseX = x; mouseY = y; mousePressed = 1; } else if (state == GLUT_UP) { mouseX = x; mouseY = y; mousePressed = 0; } } } void motionFunc(int x, int y) { mouseX = x; mouseY = y; } void mouseoverFunc(int x, int y){ menu.mouseOver(x, y); mouseX = x; mouseY = y; } void attachNewHeadToAgent(Agent *newAgent) { if (newAgent->getLinkedData() == NULL) { newAgent->setLinkedData(new Avatar(false)); } } #ifndef _WIN32 void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) { audio.updateMixerParams(newMixerAddress, newMixerPort); } #endif int main(int argc, const char * argv[]) { voxels.setViewFrustum(&::viewFrustum); shared_lib::printLog = & ::printLog; voxels_lib::printLog = & ::printLog; avatars_lib::printLog = & ::printLog; unsigned int listenPort = AGENT_SOCKET_LISTEN_PORT; const char* portStr = getCmdOption(argc, argv, "--listenPort"); if (portStr) { listenPort = atoi(portStr); } AgentList::createInstance(AGENT_TYPE_AVATAR, listenPort); enableNetworkThread = !cmdOptionExists(argc, argv, "--nonblocking"); if (!enableNetworkThread) { AgentList::getInstance()->getAgentSocket().setBlocking(false); } gettimeofday(&applicationStartupTime, NULL); const char* domainIP = getCmdOption(argc, argv, "--domain"); if (domainIP) { strcpy(DOMAIN_IP,domainIP); } // Handle Local Domain testing with the --local command line if (cmdOptionExists(argc, argv, "--local")) { printLog("Local Domain MODE!\n"); int ip = getLocalAddress(); sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); } // the callback for our instance of AgentList is attachNewHeadToAgent AgentList::getInstance()->linkedDataCreateCallback = &attachNewHeadToAgent; #ifndef _WIN32 AgentList::getInstance()->audioMixerSocketUpdate = &audioMixerUpdate; #endif #ifdef _WIN32 WSADATA WsaData; int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData); #endif // start the agentList threads AgentList::getInstance()->startSilentAgentRemovalThread(); AgentList::getInstance()->startDomainServerCheckInThread(); AgentList::getInstance()->startPingUnknownAgentsThread(); glutInit(&argc, (char**)argv); WIDTH = glutGet(GLUT_SCREEN_WIDTH); HEIGHT = glutGet(GLUT_SCREEN_HEIGHT); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(WIDTH, HEIGHT); glutCreateWindow("Interface"); #ifdef _WIN32 glewInit(); #endif // we need to create a QApplication instance in order to use Qt's font rendering app = new QApplication(argc, const_cast(argv)); // Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large // field of view and near and far clip to make it interesting. //viewFrustumOffsetCamera.setFieldOfView(90.0); viewFrustumOffsetCamera.setNearClip(0.1); viewFrustumOffsetCamera.setFarClip(500.0*TREE_SCALE); printLog( "Created Display Window.\n" ); initMenu(); initDisplay(); printLog( "Initialized Display.\n" ); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(key); glutKeyboardUpFunc(keyUp); glutSpecialFunc(specialkey); glutSpecialUpFunc(specialkeyUp); glutMotionFunc(motionFunc); glutPassiveMotionFunc(mouseoverFunc); glutMouseFunc(mouseFunc); glutIdleFunc(idle); init(); printLog( "Init() complete.\n" ); // Check to see if the user passed in a command line option for randomizing colors if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) { wantColorRandomizer = false; } // Check to see if the user passed in a command line option for loading a local // Voxel File. If so, load it now. const char* voxelsFilename = getCmdOption(argc, argv, "-i"); if (voxelsFilename) { voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer); printLog("Local Voxel File loaded.\n"); } // create thread for receipt of data via UDP if (enableNetworkThread) { pthread_create(&networkReceiveThread, NULL, networkReceive, NULL); printLog("Network receive thread created.\n"); } myAvatar.readAvatarDataFromFile(); glutTimerFunc(1000, Timer, 0); glutMainLoop(); printLog("Normal exit.\n"); ::terminate(); return EXIT_SUCCESS; }