overte-HifiExperiments/interface/src/Application.cpp
samcake 700ec5cf79 Rendering resolution can be different than the native window resolution
- Get rid of the different GlowModes since we found the correct one (DIFFUSE and ADD)
  Get rid of the ui to change the mode

- INtroduce a "RenderResolutionScale" in the application that controls the ratio ofthe resolution between the framebuffers and the native window provided by Qt

- In the paintGL, in the default rendering path:
  the rendering Framebuffers are resized to the window.size * renderResolutionScale.
  The viewport is assigned to the framebuffer size from GlowEffect.prepare() to GlowEffect.render() (and not the original GLCanvas size)
  at the end of GLowEffect render, the final step is to blit the colorbuffer from the rendering into the window's default framebuffer at the original resolution, and that requires one more glViewport

- add the ui in developer/render/ menu "scale resolution" where you can select the scaling level. THis should show in the rendering with ugly aliasing when selecting a scale under 1/2.
2014-10-13 18:00:50 -07:00

4258 lines
171 KiB
C++

//
// Application.cpp
// interface/src
//
// Created by Andrzej Kapolka on 5/10/13.
// Copyright 2013 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 <sstream>
#include <stdlib.h>
#include <cmath>
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtx/component_wise.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
// include this before QGLWidget, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QActionGroup>
#include <QColorDialog>
#include <QDesktopWidget>
#include <QCheckBox>
#include <QImage>
#include <QInputDialog>
#include <QKeyEvent>
#include <QMenuBar>
#include <QMouseEvent>
#include <QNetworkReply>
#include <QNetworkDiskCache>
#include <QOpenGLFramebufferObject>
#include <QObject>
#include <QWheelEvent>
#include <QSettings>
#include <QShortcut>
#include <QTimer>
#include <QUrl>
#include <QWindow>
#include <QtDebug>
#include <QFileDialog>
#include <QDesktopServices>
#include <QXmlStreamReader>
#include <QXmlStreamAttributes>
#include <QMediaPlayer>
#include <QMimeData>
#include <QMessageBox>
#include <AddressManager.h>
#include <AccountManager.h>
#include <AudioInjector.h>
#include <EntityScriptingInterface.h>
#include <LocalVoxelsList.h>
#include <Logging.h>
#include <NetworkAccessManager.h>
#include <OctalCode.h>
#include <OctreeSceneStats.h>
#include <PacketHeaders.h>
#include <ParticlesScriptingInterface.h>
#include <PerfStat.h>
#include <ResourceCache.h>
#include <UserActivityLogger.h>
#include <UUID.h>
#include "Application.h"
#include "ui/DataWebDialog.h"
#include "InterfaceVersion.h"
#include "Menu.h"
#include "ModelUploader.h"
#include "PaymentManager.h"
#include "Util.h"
#include "devices/MIDIManager.h"
#include "devices/OculusManager.h"
#include "devices/TV3DManager.h"
#include "renderer/ProgramObject.h"
#include "scripting/AccountScriptingInterface.h"
#include "scripting/AudioDeviceScriptingInterface.h"
#include "scripting/ClipboardScriptingInterface.h"
#include "scripting/JoystickScriptingInterface.h"
#include "scripting/GlobalServicesScriptingInterface.h"
#include "scripting/LocationScriptingInterface.h"
#include "scripting/MenuScriptingInterface.h"
#include "scripting/SettingsScriptingInterface.h"
#include "scripting/WindowScriptingInterface.h"
#include "ui/InfoView.h"
#include "ui/OAuthWebViewHandler.h"
#include "ui/Snapshot.h"
#include "ui/Stats.h"
#include "ui/TextRenderer.h"
#include "devices/Leapmotion.h"
using namespace std;
// Starfield information
static unsigned STARFIELD_NUM_STARS = 50000;
static unsigned STARFIELD_SEED = 1;
static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored
const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff
// in the idle loop? (60 FPS is default)
static QTimer* idleTimer = NULL;
const QString CHECK_VERSION_URL = "https://highfidelity.io/latestVersion.xml";
const QString SKIP_FILENAME = QStandardPaths::writableLocation(QStandardPaths::DataLocation) + "/hifi.skipversion";
const QString DEFAULT_SCRIPTS_JS_URL = "http://public.highfidelity.io/scripts/defaultScripts.js";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
if (message.size() > 0) {
QString dateString = QDateTime::currentDateTime().toTimeSpec(Qt::LocalTime).toString(Qt::ISODate);
QString formattedMessage = QString("[%1] %2\n").arg(dateString).arg(message);
fprintf(stdout, "%s", qPrintable(formattedMessage));
Application::getInstance()->getLogger()->addMessage(qPrintable(formattedMessage));
}
}
QString& Application::resourcesPath() {
#ifdef Q_OS_MAC
static QString staticResourcePath = QCoreApplication::applicationDirPath() + "/../Resources/";
#else
static QString staticResourcePath = QCoreApplication::applicationDirPath() + "/resources/";
#endif
return staticResourcePath;
}
Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
QApplication(argc, argv),
_window(new MainWindow(desktop())),
_glWidget(new GLCanvas()),
_nodeThread(new QThread(this)),
_datagramProcessor(),
_frameCount(0),
_fps(60.0f),
_justStarted(true),
_voxelImportDialog(NULL),
_voxelImporter(),
_importSucceded(false),
_sharedVoxelSystem(TREE_SCALE, DEFAULT_MAX_VOXELS_PER_SYSTEM, &_clipboard),
_entityClipboardRenderer(),
_entityClipboard(),
_wantToKillLocalVoxels(false),
_viewFrustum(),
_lastQueriedViewFrustum(),
_lastQueriedTime(usecTimestampNow()),
_mirrorViewRect(QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT)),
_scaleMirror(1.0f),
_rotateMirror(0.0f),
_raiseMirror(0.0f),
_mouseX(0),
_mouseY(0),
_lastMouseMove(usecTimestampNow()),
_lastMouseMoveWasSimulated(false),
_mouseHidden(false),
_seenMouseMove(false),
_touchAvgX(0.0f),
_touchAvgY(0.0f),
_isTouchPressed(false),
_mousePressed(false),
_audio(),
_enableProcessVoxelsThread(true),
_octreeProcessor(),
_voxelHideShowThread(&_voxels),
_packetsPerSecond(0),
_bytesPerSecond(0),
_nodeBoundsDisplay(this),
_previousScriptLocation(),
_applicationOverlay(),
_runningScriptsWidget(NULL),
_runningScriptsWidgetWasVisible(false),
_trayIcon(new QSystemTrayIcon(_window)),
_lastNackTime(usecTimestampNow()),
_lastSendDownstreamAudioStats(usecTimestampNow()),
_renderResolutionScale(1.0f)
{
// read the ApplicationInfo.ini file for Name/Version/Domain information
QSettings applicationInfo(Application::resourcesPath() + "info/ApplicationInfo.ini", QSettings::IniFormat);
// set the associated application properties
applicationInfo.beginGroup("INFO");
qDebug() << "[VERSION] Build sequence: " << qPrintable(applicationVersion());
setApplicationName(applicationInfo.value("name").toString());
setApplicationVersion(BUILD_VERSION);
setOrganizationName(applicationInfo.value("organizationName").toString());
setOrganizationDomain(applicationInfo.value("organizationDomain").toString());
_logger = new FileLogger(this); // After setting organization name in order to get correct directory
QSettings::setDefaultFormat(QSettings::IniFormat);
_myAvatar = _avatarManager.getMyAvatar();
_applicationStartupTime = startup_time;
QFontDatabase::addApplicationFont(Application::resourcesPath() + "styles/Inconsolata.otf");
_window->setWindowTitle("Interface");
qInstallMessageHandler(messageHandler);
// call Menu getInstance static method to set up the menu
_window->setMenuBar(Menu::getInstance());
_runningScriptsWidget = new RunningScriptsWidget(_window);
unsigned int listenPort = 0; // bind to an ephemeral port by default
const char** constArgv = const_cast<const char**>(argv);
const char* portStr = getCmdOption(argc, constArgv, "--listenPort");
if (portStr) {
listenPort = atoi(portStr);
}
// call the OAuthWebviewHandler static getter so that its instance lives in our thread
// make sure it is ready before the NodeList might need it
OAuthWebViewHandler::getInstance();
// start the nodeThread so its event loop is running
_nodeThread->start();
// make sure the node thread is given highest priority
_nodeThread->setPriority(QThread::TimeCriticalPriority);
// put the NodeList and datagram processing on the node thread
NodeList* nodeList = NodeList::createInstance(NodeType::Agent, listenPort);
nodeList->moveToThread(_nodeThread);
_datagramProcessor.moveToThread(_nodeThread);
// connect the DataProcessor processDatagrams slot to the QUDPSocket readyRead() signal
connect(&nodeList->getNodeSocket(), SIGNAL(readyRead()), &_datagramProcessor, SLOT(processDatagrams()));
// put the audio processing on a separate thread
QThread* audioThread = new QThread(this);
_audio.moveToThread(audioThread);
connect(audioThread, SIGNAL(started()), &_audio, SLOT(start()));
audioThread->start();
const DomainHandler& domainHandler = nodeList->getDomainHandler();
connect(&domainHandler, SIGNAL(hostnameChanged(const QString&)), SLOT(domainChanged(const QString&)));
connect(&domainHandler, SIGNAL(connectedToDomain(const QString&)), SLOT(connectedToDomain(const QString&)));
connect(&domainHandler, SIGNAL(connectedToDomain(const QString&)), SLOT(updateWindowTitle()));
connect(&domainHandler, SIGNAL(disconnectedFromDomain()), SLOT(updateWindowTitle()));
connect(&domainHandler, &DomainHandler::settingsReceived, this, &Application::domainSettingsReceived);
connect(&domainHandler, &DomainHandler::hostnameChanged, Menu::getInstance(), &Menu::clearLoginDialogDisplayedFlag);
// hookup VoxelEditSender to PaymentManager so we can pay for octree edits
const PaymentManager& paymentManager = PaymentManager::getInstance();
connect(&_voxelEditSender, &VoxelEditPacketSender::octreePaymentRequired,
&paymentManager, &PaymentManager::sendSignedPayment);
// update our location every 5 seconds in the data-server, assuming that we are authenticated with one
const qint64 DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5 * 1000;
QTimer* locationUpdateTimer = new QTimer(this);
connect(locationUpdateTimer, &QTimer::timeout, this, &Application::updateLocationInServer);
locationUpdateTimer->start(DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS);
connect(nodeList, &NodeList::nodeAdded, this, &Application::nodeAdded);
connect(nodeList, &NodeList::nodeKilled, this, &Application::nodeKilled);
connect(nodeList, SIGNAL(nodeKilled(SharedNodePointer)), SLOT(nodeKilled(SharedNodePointer)));
connect(nodeList, SIGNAL(nodeAdded(SharedNodePointer)), &_voxels, SLOT(nodeAdded(SharedNodePointer)));
connect(nodeList, SIGNAL(nodeKilled(SharedNodePointer)), &_voxels, SLOT(nodeKilled(SharedNodePointer)));
connect(nodeList, &NodeList::uuidChanged, _myAvatar, &MyAvatar::setSessionUUID);
connect(nodeList, &NodeList::limitOfSilentDomainCheckInsReached, nodeList, &NodeList::reset);
// connect to appropriate slots on AccountManager
AccountManager& accountManager = AccountManager::getInstance();
const qint64 BALANCE_UPDATE_INTERVAL_MSECS = 5 * 1000;
QTimer* balanceUpdateTimer = new QTimer(this);
connect(balanceUpdateTimer, &QTimer::timeout, &accountManager, &AccountManager::updateBalance);
balanceUpdateTimer->start(BALANCE_UPDATE_INTERVAL_MSECS);
connect(&accountManager, &AccountManager::balanceChanged, this, &Application::updateWindowTitle);
connect(&accountManager, &AccountManager::authRequired, Menu::getInstance(), &Menu::loginForCurrentDomain);
connect(&accountManager, &AccountManager::usernameChanged, this, &Application::updateWindowTitle);
// set the account manager's root URL and trigger a login request if we don't have the access token
accountManager.setAuthURL(DEFAULT_NODE_AUTH_URL);
UserActivityLogger::getInstance().launch(applicationVersion());
// once the event loop has started, check and signal for an access token
QMetaObject::invokeMethod(&accountManager, "checkAndSignalForAccessToken", Qt::QueuedConnection);
AddressManager& addressManager = AddressManager::getInstance();
// use our MyAvatar position and quat for address manager path
addressManager.setPositionGetter(getPositionForPath);
addressManager.setOrientationGetter(getOrientationForPath);
// handle domain change signals from AddressManager
connect(&addressManager, &AddressManager::possibleDomainChangeRequiredToHostname,
this, &Application::changeDomainHostname);
connect(&addressManager, &AddressManager::possibleDomainChangeRequiredViaICEForID,
&domainHandler, &DomainHandler::setIceServerHostnameAndID);
_settings = new QSettings(this);
_numChangedSettings = 0;
// Check to see if the user passed in a command line option for loading a local
// Voxel File.
_voxelsFilename = getCmdOption(argc, constArgv, "-i");
#ifdef _WIN32
WSADATA WsaData;
int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData);
#endif
// tell the NodeList instance who to tell the domain server we care about
nodeList->addSetOfNodeTypesToNodeInterestSet(NodeSet() << NodeType::AudioMixer << NodeType::AvatarMixer
<< NodeType::VoxelServer << NodeType::ParticleServer << NodeType::EntityServer
<< NodeType::MetavoxelServer);
// connect to the packet sent signal of the _voxelEditSender and the _particleEditSender
connect(&_voxelEditSender, &VoxelEditPacketSender::packetSent, this, &Application::packetSent);
connect(&_particleEditSender, &ParticleEditPacketSender::packetSent, this, &Application::packetSent);
connect(&_entityEditSender, &EntityEditPacketSender::packetSent, this, &Application::packetSent);
// move the silentNodeTimer to the _nodeThread
QTimer* silentNodeTimer = new QTimer();
connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes()));
silentNodeTimer->start(NODE_SILENCE_THRESHOLD_MSECS);
silentNodeTimer->moveToThread(_nodeThread);
// send the identity packet for our avatar each second to our avatar mixer
QTimer* identityPacketTimer = new QTimer();
connect(identityPacketTimer, &QTimer::timeout, _myAvatar, &MyAvatar::sendIdentityPacket);
identityPacketTimer->start(AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS);
// send the billboard packet for our avatar every few seconds
QTimer* billboardPacketTimer = new QTimer();
connect(billboardPacketTimer, &QTimer::timeout, _myAvatar, &MyAvatar::sendBillboardPacket);
billboardPacketTimer->start(AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS);
QString cachePath = QStandardPaths::writableLocation(QStandardPaths::DataLocation);
QNetworkAccessManager& networkAccessManager = NetworkAccessManager::getInstance();
QNetworkDiskCache* cache = new QNetworkDiskCache();
cache->setCacheDirectory(!cachePath.isEmpty() ? cachePath : "interfaceCache");
networkAccessManager.setCache(cache);
ResourceCache::setRequestLimit(3);
_window->setCentralWidget(_glWidget);
restoreSizeAndPosition();
_window->setVisible(true);
_glWidget->setFocusPolicy(Qt::StrongFocus);
_glWidget->setFocus();
// enable mouse tracking; otherwise, we only get drag events
_glWidget->setMouseTracking(true);
// initialization continues in initializeGL when OpenGL context is ready
// Tell our voxel edit sender about our known jurisdictions
_voxelEditSender.setVoxelServerJurisdictions(&_voxelServerJurisdictions);
_particleEditSender.setServerJurisdictions(&_particleServerJurisdictions);
_entityEditSender.setServerJurisdictions(&_entityServerJurisdictions);
Particle::setVoxelEditPacketSender(&_voxelEditSender);
Particle::setParticleEditPacketSender(&_particleEditSender);
// For now we're going to set the PPS for outbound packets to be super high, this is
// probably not the right long term solution. But for now, we're going to do this to
// allow you to move a particle around in your hand
_particleEditSender.setPacketsPerSecond(3000); // super high!!
_entityEditSender.setPacketsPerSecond(3000); // super high!!
checkVersion();
_overlays.init(_glWidget); // do this before scripts load
LocalVoxelsList::getInstance()->addPersistantTree(DOMAIN_TREE_NAME, _voxels.getTree());
LocalVoxelsList::getInstance()->addPersistantTree(CLIPBOARD_TREE_NAME, &_clipboard);
_runningScriptsWidget->setRunningScripts(getRunningScripts());
connect(_runningScriptsWidget, &RunningScriptsWidget::stopScriptName, this, &Application::stopScript);
connect(this, SIGNAL(aboutToQuit()), this, SLOT(saveScripts()));
// check first run...
QVariant firstRunValue = _settings->value("firstRun",QVariant(true));
if (firstRunValue.isValid() && firstRunValue.toBool()) {
qDebug() << "This is a first run...";
// clear the scripts, and set out script to our default scripts
clearScriptsBeforeRunning();
loadScript(DEFAULT_SCRIPTS_JS_URL);
QMutexLocker locker(&_settingsMutex);
_settings->setValue("firstRun",QVariant(false));
} else {
// do this as late as possible so that all required subsystems are initialized
loadScripts();
QMutexLocker locker(&_settingsMutex);
_previousScriptLocation = _settings->value("LastScriptLocation", QVariant("")).toString();
}
connect(_window, &MainWindow::windowGeometryChanged,
_runningScriptsWidget, &RunningScriptsWidget::setBoundary);
_trayIcon->show();
#ifdef HAVE_RTMIDI
// setup the MIDIManager
MIDIManager& midiManagerInstance = MIDIManager::getInstance();
midiManagerInstance.openDefaultPort();
#endif
}
Application::~Application() {
qInstallMessageHandler(NULL);
saveSettings();
storeSizeAndPosition();
int DELAY_TIME = 1000;
UserActivityLogger::getInstance().close(DELAY_TIME);
// make sure we don't call the idle timer any more
delete idleTimer;
_sharedVoxelSystem.changeTree(new VoxelTree);
delete _voxelImportDialog;
// let the avatar mixer know we're out
MyAvatar::sendKillAvatar();
// ask the datagram processing thread to quit and wait until it is done
_nodeThread->quit();
_nodeThread->wait();
// stop the audio process
QMetaObject::invokeMethod(&_audio, "stop");
// ask the audio thread to quit and wait until it is done
_audio.thread()->quit();
_audio.thread()->wait();
_octreeProcessor.terminate();
_voxelHideShowThread.terminate();
_voxelEditSender.terminate();
_particleEditSender.terminate();
_entityEditSender.terminate();
VoxelTreeElement::removeDeleteHook(&_voxels); // we don't need to do this processing on shutdown
Menu::getInstance()->deleteLater();
_myAvatar = NULL;
delete _glWidget;
}
void Application::saveSettings() {
Menu::getInstance()->saveSettings();
_rearMirrorTools->saveSettings(_settings);
if (_voxelImportDialog) {
_voxelImportDialog->saveSettings(_settings);
}
_settings->sync();
_numChangedSettings = 0;
}
void Application::restoreSizeAndPosition() {
QRect available = desktop()->availableGeometry();
QMutexLocker locker(&_settingsMutex);
_settings->beginGroup("Window");
int x = (int)loadSetting(_settings, "x", 0);
int y = (int)loadSetting(_settings, "y", 0);
_window->move(x, y);
int width = (int)loadSetting(_settings, "width", available.width());
int height = (int)loadSetting(_settings, "height", available.height());
_window->resize(width, height);
_settings->endGroup();
}
void Application::storeSizeAndPosition() {
QMutexLocker locker(&_settingsMutex);
_settings->beginGroup("Window");
_settings->setValue("width", _window->rect().width());
_settings->setValue("height", _window->rect().height());
_settings->setValue("x", _window->pos().x());
_settings->setValue("y", _window->pos().y());
_settings->endGroup();
}
void Application::initializeGL() {
qDebug( "Created Display Window.");
// initialize glut for shape drawing; Qt apparently initializes it on OS X
#ifndef __APPLE__
static bool isInitialized = false;
if (isInitialized) {
return;
} else {
isInitialized = true;
}
int argc = 0;
glutInit(&argc, 0);
#endif
#ifdef WIN32
GLenum err = glewInit();
if (GLEW_OK != err) {
/* Problem: glewInit failed, something is seriously wrong. */
qDebug("Error: %s\n", glewGetErrorString(err));
}
qDebug("Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
#endif
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
// field of view and near and far clip to make it interesting.
//viewFrustumOffsetCamera.setFieldOfView(90.0);
_viewFrustumOffsetCamera.setNearClip(DEFAULT_NEAR_CLIP);
_viewFrustumOffsetCamera.setFarClip(DEFAULT_FAR_CLIP);
initDisplay();
qDebug( "Initialized Display.");
init();
qDebug( "init() complete.");
// create thread for parsing of voxel data independent of the main network and rendering threads
_octreeProcessor.initialize(_enableProcessVoxelsThread);
_voxelEditSender.initialize(_enableProcessVoxelsThread);
_voxelHideShowThread.initialize(_enableProcessVoxelsThread);
_particleEditSender.initialize(_enableProcessVoxelsThread);
_entityEditSender.initialize(_enableProcessVoxelsThread);
if (_enableProcessVoxelsThread) {
qDebug("Voxel parsing thread created.");
}
// call our timer function every second
QTimer* timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), SLOT(timer()));
timer->start(1000);
// call our idle function whenever we can
idleTimer = new QTimer(this);
connect(idleTimer, SIGNAL(timeout()), SLOT(idle()));
idleTimer->start(0);
_idleLoopStdev.reset();
if (_justStarted) {
float startupTime = (float)_applicationStartupTime.elapsed() / 1000.0;
_justStarted = false;
qDebug("Startup time: %4.2f seconds.", startupTime);
const char LOGSTASH_INTERFACE_START_TIME_KEY[] = "interface-start-time";
// ask the Logstash class to record the startup time
Logging::stashValue(STAT_TYPE_TIMER, LOGSTASH_INTERFACE_START_TIME_KEY, startupTime);
}
// update before the first render
update(1.f / _fps);
InfoView::showFirstTime();
}
void Application::paintGL() {
PerformanceTimer perfTimer("paintGL");
PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings));
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::paintGL()");
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
// Otherwise, it must rebuild the FBOs
if (OculusManager::isConnected()) {
_textureCache.setFrameBufferSize(OculusManager::getRenderTargetSize());
} else {
QSize fbSize = _glWidget->getDeviceSize() * _renderResolutionScale;
_textureCache.setFrameBufferSize(fbSize);
}
glEnable(GL_LINE_SMOOTH);
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
if (!OculusManager::isConnected()) {
// If there isn't an HMD, match exactly to avatar's head
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition());
_myCamera.setRotation(_myAvatar->getHead()->getCameraOrientation());
} else {
// For an HMD, set the base position and orientation to that of the avatar body
_myCamera.setPosition(_myAvatar->getDefaultEyePosition());
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
}
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
static const float THIRD_PERSON_CAMERA_DISTANCE = 1.5f;
_myCamera.setPosition(_myAvatar->getUprightHeadPosition() +
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, 1.0f) * THIRD_PERSON_CAMERA_DISTANCE * _myAvatar->getScale());
if (OculusManager::isConnected()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation());
} else {
_myCamera.setRotation(_myAvatar->getHead()->getOrientation());
}
} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
//Only behave like a true mirror when in the OR
if (OculusManager::isConnected()) {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
} else {
_myCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI + _rotateMirror, 0.0f)));
_myCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
glm::vec3(0, _raiseMirror * _myAvatar->getScale(), 0) +
(_myAvatar->getOrientation() * glm::quat(glm::vec3(0.0f, _rotateMirror, 0.0f))) *
glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_FULLSCREEN_DISTANCE * _scaleMirror);
}
}
// Update camera position
if (!OculusManager::isConnected()) {
_myCamera.update(1.f / _fps);
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
// to add other cameras.
//
// Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum()
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera* whichCamera = &_myCamera;
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) {
ViewFrustumOffset viewFrustumOffset = Menu::getInstance()->getViewFrustumOffset();
// set the camera to third-person view but offset so we can see the frustum
glm::quat frustumRotation = glm::quat(glm::radians(glm::vec3(viewFrustumOffset.pitch, viewFrustumOffset.yaw, viewFrustumOffset.roll)));
_viewFrustumOffsetCamera.setPosition(_myCamera.getPosition() +
frustumRotation * glm::vec3(0.0f, viewFrustumOffset.up, -viewFrustumOffset.distance));
_viewFrustumOffsetCamera.setRotation(_myCamera.getRotation() * frustumRotation);
_viewFrustumOffsetCamera.update(1.f/_fps);
whichCamera = &_viewFrustumOffsetCamera;
}
if (Menu::getInstance()->getShadowsEnabled()) {
updateShadowMap();
}
if (OculusManager::isConnected()) {
//Clear the color buffer to ensure that there isnt any residual color
//Left over from when OR was not connected.
glClear(GL_COLOR_BUFFER_BIT);
//When in mirror mode, use camera rotation. Otherwise, use body rotation
if (whichCamera->getMode() == CAMERA_MODE_MIRROR) {
OculusManager::display(whichCamera->getRotation(), whichCamera->getPosition(), *whichCamera);
} else {
OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), *whichCamera);
}
_myCamera.update(1.f / _fps);
} else if (TV3DManager::isConnected()) {
TV3DManager::display(*whichCamera);
} else {
_glowEffect.prepare();
// Viewport is assigned to the size of the framebuffer
QSize size = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->size();
glViewport( 0, 0, size.width(), size.height());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
displaySide(*whichCamera);
glPopMatrix();
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
renderRearViewMirror(_mirrorViewRect);
} else if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
_rearMirrorTools->render(true);
}
_glowEffect.render();
{
PerformanceTimer perfTimer("renderOverlay");
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
_applicationOverlay.renderOverlay(true);
if (Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
_applicationOverlay.displayOverlayTexture();
}
}
}
_frameCount++;
}
void Application::resetCamerasOnResizeGL(Camera& camera, int width, int height) {
if (OculusManager::isConnected()) {
OculusManager::configureCamera(camera, width, height);
} else if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(camera, width, height);
} else {
camera.setAspectRatio((float)width / height);
camera.setFieldOfView(Menu::getInstance()->getFieldOfView());
}
}
void Application::resizeGL(int width, int height) {
resetCamerasOnResizeGL(_viewFrustumOffsetCamera, width, height);
resetCamerasOnResizeGL(_myCamera, width, height);
glViewport(0, 0, width, height); // shouldn't this account for the menu???
updateProjectionMatrix();
glLoadIdentity();
// update Stats width
// let's set horizontal offset to give stats some margin to mirror
int horizontalOffset = MIRROR_VIEW_WIDTH + MIRROR_VIEW_LEFT_PADDING * 2;
Stats::getInstance()->resetWidth(width, horizontalOffset);
}
void Application::updateProjectionMatrix() {
updateProjectionMatrix(_myCamera);
}
void Application::updateProjectionMatrix(Camera& camera, bool updateViewFrustum) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
// Tell our viewFrustum about this change, using the application camera
if (updateViewFrustum) {
loadViewFrustum(camera, _viewFrustum);
computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// If we're in Display Frustum mode, then we want to use the slightly adjust near/far clip values of the
// _viewFrustumOffsetCamera, so that we can see more of the application content in the application's frustum
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) {
nearVal = _viewFrustumOffsetCamera.getNearClip();
farVal = _viewFrustumOffsetCamera.getFarClip();
}
} else {
ViewFrustum tempViewFrustum;
loadViewFrustum(camera, tempViewFrustum);
tempViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
}
glFrustum(left, right, bottom, top, nearVal, farVal);
// save matrix
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&_projectionMatrix);
glMatrixMode(GL_MODELVIEW);
}
void Application::controlledBroadcastToNodes(const QByteArray& packet, const NodeSet& destinationNodeTypes) {
foreach(NodeType_t type, destinationNodeTypes) {
// Intercept data to voxel server when voxels are disabled
if (type == NodeType::VoxelServer && !Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
continue;
}
// Perform the broadcast for one type
int nReceivingNodes = NodeList::getInstance()->broadcastToNodes(packet, NodeSet() << type);
// Feed number of bytes to corresponding channel of the bandwidth meter, if any (done otherwise)
BandwidthMeter::ChannelIndex channel;
switch (type) {
case NodeType::Agent:
case NodeType::AvatarMixer:
channel = BandwidthMeter::AVATARS;
break;
case NodeType::VoxelServer:
case NodeType::ParticleServer:
case NodeType::EntityServer:
channel = BandwidthMeter::VOXELS;
break;
default:
continue;
}
_bandwidthMeter.outputStream(channel).updateValue(nReceivingNodes * packet.size());
}
}
bool Application::event(QEvent* event) {
// handle custom URL
if (event->type() == QEvent::FileOpen) {
QFileOpenEvent* fileEvent = static_cast<QFileOpenEvent*>(event);
if (!fileEvent->url().isEmpty()) {
AddressManager::getInstance().handleLookupString(fileEvent->url().toLocalFile());
}
return false;
}
return QApplication::event(event);
}
void Application::keyPressEvent(QKeyEvent* event) {
_keysPressed.insert(event->key());
_controllerScriptingInterface.emitKeyPressEvent(event); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isKeyCaptured(event)) {
return;
}
if (activeWindow() == _window) {
bool isShifted = event->modifiers().testFlag(Qt::ShiftModifier);
bool isMeta = event->modifiers().testFlag(Qt::ControlModifier);
bool isOption = event->modifiers().testFlag(Qt::AltModifier);
switch (event->key()) {
break;
case Qt::Key_BracketLeft:
case Qt::Key_BracketRight:
case Qt::Key_BraceLeft:
case Qt::Key_BraceRight:
case Qt::Key_ParenLeft:
case Qt::Key_ParenRight:
case Qt::Key_Less:
case Qt::Key_Greater:
case Qt::Key_Comma:
case Qt::Key_Period:
Menu::getInstance()->handleViewFrustumOffsetKeyModifier(event->key());
break;
case Qt::Key_L:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::LodTools);
} else if (isMeta) {
Menu::getInstance()->triggerOption(MenuOption::Log);
}
break;
case Qt::Key_E:
case Qt::Key_PageUp:
if (!_myAvatar->getDriveKeys(UP)) {
_myAvatar->jump();
}
_myAvatar->setDriveKeys(UP, 1.f);
break;
case Qt::Key_Asterisk:
Menu::getInstance()->triggerOption(MenuOption::Stars);
break;
case Qt::Key_C:
case Qt::Key_PageDown:
_myAvatar->setDriveKeys(DOWN, 1.f);
break;
case Qt::Key_W:
if (isOption && !isShifted && !isMeta) {
Menu::getInstance()->triggerOption(MenuOption::Wireframe);
} else {
_myAvatar->setDriveKeys(FWD, 1.f);
}
break;
case Qt::Key_S:
if (isShifted && isMeta && !isOption) {
Menu::getInstance()->triggerOption(MenuOption::SuppressShortTimings);
} else if (isOption && !isShifted && !isMeta) {
Menu::getInstance()->triggerOption(MenuOption::ScriptEditor);
} else if (!isOption && !isShifted && isMeta) {
takeSnapshot();
} else {
_myAvatar->setDriveKeys(BACK, 1.f);
}
break;
case Qt::Key_Apostrophe:
resetSensors();
break;
case Qt::Key_G:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::ObeyEnvironmentalGravity);
}
break;
case Qt::Key_A:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Atmosphere);
} else {
_myAvatar->setDriveKeys(ROT_LEFT, 1.f);
}
break;
case Qt::Key_D:
if (!isMeta) {
_myAvatar->setDriveKeys(ROT_RIGHT, 1.f);
}
break;
case Qt::Key_Return:
case Qt::Key_Enter:
Menu::getInstance()->triggerOption(MenuOption::AddressBar);
break;
case Qt::Key_Backslash:
Menu::getInstance()->triggerOption(MenuOption::Chat);
break;
case Qt::Key_N:
if (isMeta) {
Menu::getInstance()->triggerOption(MenuOption::NameLocation);
}
break;
case Qt::Key_Up:
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
if (!isShifted) {
_scaleMirror *= 0.95f;
} else {
_raiseMirror += 0.05f;
}
} else {
_myAvatar->setDriveKeys(isShifted ? UP : FWD, 1.f);
}
break;
case Qt::Key_Down:
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
if (!isShifted) {
_scaleMirror *= 1.05f;
} else {
_raiseMirror -= 0.05f;
}
} else {
_myAvatar->setDriveKeys(isShifted ? DOWN : BACK, 1.f);
}
break;
case Qt::Key_Left:
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_rotateMirror += PI / 20.f;
} else {
_myAvatar->setDriveKeys(isShifted ? LEFT : ROT_LEFT, 1.f);
}
break;
case Qt::Key_Right:
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_rotateMirror -= PI / 20.f;
} else {
_myAvatar->setDriveKeys(isShifted ? RIGHT : ROT_RIGHT, 1.f);
}
break;
case Qt::Key_I:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
}
updateProjectionMatrix();
break;
case Qt::Key_K:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
}
updateProjectionMatrix();
break;
case Qt::Key_J:
if (isShifted) {
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() - 0.1f);
if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(_myCamera, _glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
}
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
}
updateProjectionMatrix();
break;
case Qt::Key_M:
if (isShifted) {
_viewFrustum.setFocalLength(_viewFrustum.getFocalLength() + 0.1f);
if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(_myCamera, _glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
}
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
}
updateProjectionMatrix();
break;
case Qt::Key_U:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
}
updateProjectionMatrix();
break;
case Qt::Key_Y:
if (isShifted) {
_myCamera.setEyeOffsetOrientation(glm::normalize(
glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation()));
} else {
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
}
updateProjectionMatrix();
break;
case Qt::Key_H:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);
} else {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
break;
case Qt::Key_Slash:
Menu::getInstance()->triggerOption(MenuOption::UserInterface);
break;
case Qt::Key_F:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::DisplayFrustum);
}
break;
case Qt::Key_V:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Voxels);
}
break;
case Qt::Key_P:
Menu::getInstance()->triggerOption(MenuOption::FirstPerson);
break;
case Qt::Key_R:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::FrustumRenderMode);
}
break;
case Qt::Key_Percent:
Menu::getInstance()->triggerOption(MenuOption::Stats);
break;
case Qt::Key_Plus:
_myAvatar->increaseSize();
break;
case Qt::Key_Minus:
_myAvatar->decreaseSize();
break;
case Qt::Key_Equal:
_myAvatar->resetSize();
break;
default:
event->ignore();
break;
}
}
}
void Application::keyReleaseEvent(QKeyEvent* event) {
_keysPressed.remove(event->key());
_controllerScriptingInterface.emitKeyReleaseEvent(event); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isKeyCaptured(event)) {
return;
}
switch (event->key()) {
case Qt::Key_E:
case Qt::Key_PageUp:
_myAvatar->setDriveKeys(UP, 0.f);
break;
case Qt::Key_C:
case Qt::Key_PageDown:
_myAvatar->setDriveKeys(DOWN, 0.f);
break;
case Qt::Key_W:
_myAvatar->setDriveKeys(FWD, 0.f);
break;
case Qt::Key_S:
_myAvatar->setDriveKeys(BACK, 0.f);
break;
case Qt::Key_A:
_myAvatar->setDriveKeys(ROT_LEFT, 0.f);
break;
case Qt::Key_D:
_myAvatar->setDriveKeys(ROT_RIGHT, 0.f);
break;
case Qt::Key_Up:
_myAvatar->setDriveKeys(FWD, 0.f);
_myAvatar->setDriveKeys(UP, 0.f);
break;
case Qt::Key_Down:
_myAvatar->setDriveKeys(BACK, 0.f);
_myAvatar->setDriveKeys(DOWN, 0.f);
break;
case Qt::Key_Left:
_myAvatar->setDriveKeys(LEFT, 0.f);
_myAvatar->setDriveKeys(ROT_LEFT, 0.f);
break;
case Qt::Key_Right:
_myAvatar->setDriveKeys(RIGHT, 0.f);
_myAvatar->setDriveKeys(ROT_RIGHT, 0.f);
break;
case Qt::Key_Control:
case Qt::Key_Shift:
case Qt::Key_Meta:
case Qt::Key_Alt:
_myAvatar->clearDriveKeys();
break;
default:
event->ignore();
break;
}
}
void Application::focusOutEvent(QFocusEvent* event) {
// synthesize events for keys currently pressed, since we may not get their release events
foreach (int key, _keysPressed) {
QKeyEvent event(QEvent::KeyRelease, key, Qt::NoModifier);
keyReleaseEvent(&event);
}
_keysPressed.clear();
}
void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) {
bool showMouse = true;
// Used by application overlay to determine how to draw cursor(s)
_lastMouseMoveWasSimulated = deviceID > 0;
// If this mouse move event is emitted by a controller, dont show the mouse cursor
if (_lastMouseMoveWasSimulated) {
showMouse = false;
}
_controllerScriptingInterface.emitMouseMoveEvent(event, deviceID); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isMouseCaptured()) {
return;
}
_lastMouseMove = usecTimestampNow();
if (_mouseHidden && showMouse && !OculusManager::isConnected() && !TV3DManager::isConnected()) {
getGLWidget()->setCursor(Qt::ArrowCursor);
_mouseHidden = false;
_seenMouseMove = true;
}
_mouseX = event->x();
_mouseY = event->y();
}
void Application::mousePressEvent(QMouseEvent* event, unsigned int deviceID) {
_controllerScriptingInterface.emitMousePressEvent(event); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isMouseCaptured()) {
return;
}
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mouseDragStartedX = _mouseX;
_mouseDragStartedY = _mouseY;
_mousePressed = true;
if (_audio.mousePressEvent(_mouseX, _mouseY)) {
// stop propagation
return;
}
if (_rearMirrorTools->mousePressEvent(_mouseX, _mouseY)) {
// stop propagation
return;
}
} else if (event->button() == Qt::RightButton) {
// right click items here
}
}
}
void Application::mouseReleaseEvent(QMouseEvent* event, unsigned int deviceID) {
_controllerScriptingInterface.emitMouseReleaseEvent(event); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isMouseCaptured()) {
return;
}
if (activeWindow() == _window) {
if (event->button() == Qt::LeftButton) {
_mouseX = event->x();
_mouseY = event->y();
_mousePressed = false;
checkBandwidthMeterClick();
if (Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
// let's set horizontal offset to give stats some margin to mirror
int horizontalOffset = MIRROR_VIEW_WIDTH;
Stats::getInstance()->checkClick(_mouseX, _mouseY, _mouseDragStartedX, _mouseDragStartedY, horizontalOffset);
}
}
}
}
void Application::touchUpdateEvent(QTouchEvent* event) {
TouchEvent thisEvent(*event, _lastTouchEvent);
_controllerScriptingInterface.emitTouchUpdateEvent(thisEvent); // send events to any registered scripts
_lastTouchEvent = thisEvent;
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isTouchCaptured()) {
return;
}
bool validTouch = false;
if (activeWindow() == _window) {
const QList<QTouchEvent::TouchPoint>& tPoints = event->touchPoints();
_touchAvgX = 0.0f;
_touchAvgY = 0.0f;
int numTouches = tPoints.count();
if (numTouches > 1) {
for (int i = 0; i < numTouches; ++i) {
_touchAvgX += tPoints[i].pos().x();
_touchAvgY += tPoints[i].pos().y();
}
_touchAvgX /= (float)(numTouches);
_touchAvgY /= (float)(numTouches);
validTouch = true;
}
}
if (!_isTouchPressed) {
_touchDragStartedAvgX = _touchAvgX;
_touchDragStartedAvgY = _touchAvgY;
}
_isTouchPressed = validTouch;
}
void Application::touchBeginEvent(QTouchEvent* event) {
TouchEvent thisEvent(*event); // on touch begin, we don't compare to last event
_controllerScriptingInterface.emitTouchBeginEvent(thisEvent); // send events to any registered scripts
_lastTouchEvent = thisEvent; // and we reset our last event to this event before we call our update
touchUpdateEvent(event);
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isTouchCaptured()) {
return;
}
}
void Application::touchEndEvent(QTouchEvent* event) {
TouchEvent thisEvent(*event, _lastTouchEvent);
_controllerScriptingInterface.emitTouchEndEvent(thisEvent); // send events to any registered scripts
_lastTouchEvent = thisEvent;
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isTouchCaptured()) {
return;
}
// put any application specific touch behavior below here..
_touchDragStartedAvgX = _touchAvgX;
_touchDragStartedAvgY = _touchAvgY;
_isTouchPressed = false;
}
void Application::wheelEvent(QWheelEvent* event) {
_controllerScriptingInterface.emitWheelEvent(event); // send events to any registered scripts
// if one of our scripts have asked to capture this event, then stop processing it
if (_controllerScriptingInterface.isWheelCaptured()) {
return;
}
}
void Application::dropEvent(QDropEvent *event) {
QString snapshotPath;
const QMimeData *mimeData = event->mimeData();
foreach (QUrl url, mimeData->urls()) {
if (url.url().toLower().endsWith(SNAPSHOT_EXTENSION)) {
snapshotPath = url.toLocalFile();
break;
}
}
SnapshotMetaData* snapshotData = Snapshot::parseSnapshotData(snapshotPath);
if (snapshotData) {
if (!snapshotData->getDomain().isEmpty()) {
changeDomainHostname(snapshotData->getDomain());
}
_myAvatar->setPosition(snapshotData->getLocation());
_myAvatar->setOrientation(snapshotData->getOrientation());
} else {
QMessageBox msgBox;
msgBox.setText("No location details were found in this JPG, try dragging in an authentic Hifi snapshot.");
msgBox.setStandardButtons(QMessageBox::Ok);
msgBox.exec();
}
}
void Application::sendPingPackets() {
QByteArray pingPacket = NodeList::getInstance()->constructPingPacket();
controlledBroadcastToNodes(pingPacket, NodeSet()
<< NodeType::VoxelServer << NodeType::ParticleServer << NodeType::EntityServer
<< NodeType::AudioMixer << NodeType::AvatarMixer
<< NodeType::MetavoxelServer);
}
// Every second, check the frame rates and other stuff
void Application::timer() {
if (Menu::getInstance()->isOptionChecked(MenuOption::TestPing)) {
sendPingPackets();
}
float diffTime = (float)_timerStart.nsecsElapsed() / 1000000000.0f;
_fps = (float)_frameCount / diffTime;
_packetsPerSecond = (float) _datagramProcessor.getPacketCount() / diffTime;
_bytesPerSecond = (float) _datagramProcessor.getByteCount() / diffTime;
_frameCount = 0;
_datagramProcessor.resetCounters();
_timerStart.start();
// ask the node list to check in with the domain server
NodeList::getInstance()->sendDomainServerCheckIn();
}
void Application::idle() {
PerformanceTimer perfTimer("idle");
// Normally we check PipelineWarnings, but since idle will often take more than 10ms we only show these idle timing
// details if we're in ExtraDebugging mode. However, the ::update() and it's subcomponents will show their timing
// details normally.
bool showWarnings = getLogger()->extraDebugging();
PerformanceWarning warn(showWarnings, "idle()");
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
double timeSinceLastUpdate = (double)_lastTimeUpdated.nsecsElapsed() / 1000000.0;
if (timeSinceLastUpdate > IDLE_SIMULATE_MSECS) {
_lastTimeUpdated.start();
{
PerformanceTimer perfTimer("update");
PerformanceWarning warn(showWarnings, "Application::idle()... update()");
const float BIGGEST_DELTA_TIME_SECS = 0.25f;
update(glm::clamp((float)timeSinceLastUpdate / 1000.f, 0.f, BIGGEST_DELTA_TIME_SECS));
}
{
PerformanceTimer perfTimer("updateGL");
PerformanceWarning warn(showWarnings, "Application::idle()... updateGL()");
_glWidget->updateGL();
}
{
PerformanceTimer perfTimer("rest");
PerformanceWarning warn(showWarnings, "Application::idle()... rest of it");
_idleLoopStdev.addValue(timeSinceLastUpdate);
// Record standard deviation and reset counter if needed
const int STDEV_SAMPLES = 500;
if (_idleLoopStdev.getSamples() > STDEV_SAMPLES) {
_idleLoopMeasuredJitter = _idleLoopStdev.getStDev();
_idleLoopStdev.reset();
}
if (Menu::getInstance()->isOptionChecked(MenuOption::BuckyBalls)) {
PerformanceTimer perfTimer("buckyBalls");
_buckyBalls.simulate(timeSinceLastUpdate / 1000.f, Application::getInstance()->getAvatar()->getHandData());
}
// After finishing all of the above work, restart the idle timer, allowing 2ms to process events.
idleTimer->start(2);
if (_numChangedSettings > 0) {
saveSettings();
}
}
}
}
void Application::checkBandwidthMeterClick() {
// ... to be called upon button release
if (Menu::getInstance()->isOptionChecked(MenuOption::Bandwidth) &&
glm::compMax(glm::abs(glm::ivec2(_mouseX - _mouseDragStartedX, _mouseY - _mouseDragStartedY)))
<= BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH
&& _bandwidthMeter.isWithinArea(_mouseX, _mouseY, _glWidget->width(), _glWidget->height())) {
// The bandwidth meter is visible, the click didn't get dragged too far and
// we actually hit the bandwidth meter
Menu::getInstance()->bandwidthDetails();
}
}
void Application::setFullscreen(bool fullscreen) {
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableVRMode)) {
if (fullscreen) {
// Menu show() after hide() doesn't work with Rift VR display so set height instead.
_window->menuBar()->setMaximumHeight(0);
} else {
_window->menuBar()->setMaximumHeight(QWIDGETSIZE_MAX);
}
}
_window->setWindowState(fullscreen ? (_window->windowState() | Qt::WindowFullScreen) :
(_window->windowState() & ~Qt::WindowFullScreen));
}
void Application::setEnable3DTVMode(bool enable3DTVMode) {
resizeGL(_glWidget->getDeviceWidth(),_glWidget->getDeviceHeight());
}
void Application::setEnableVRMode(bool enableVRMode) {
if (enableVRMode) {
if (!OculusManager::isConnected()) {
// attempt to reconnect the Oculus manager - it's possible this was a workaround
// for the sixense crash
OculusManager::disconnect();
OculusManager::connect();
}
}
resizeGL(_glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
}
void Application::setRenderVoxels(bool voxelRender) {
_voxelEditSender.setShouldSend(voxelRender);
if (!voxelRender) {
doKillLocalVoxels();
}
}
void Application::setLowVelocityFilter(bool lowVelocityFilter) {
SixenseManager::getInstance().setLowVelocityFilter(lowVelocityFilter);
}
void Application::doKillLocalVoxels() {
_wantToKillLocalVoxels = true;
}
void Application::removeVoxel(glm::vec3 position,
float scale) {
VoxelDetail voxel;
voxel.x = position.x / TREE_SCALE;
voxel.y = position.y / TREE_SCALE;
voxel.z = position.z / TREE_SCALE;
voxel.s = scale / TREE_SCALE;
_voxelEditSender.sendVoxelEditMessage(PacketTypeVoxelErase, voxel);
// delete it locally to see the effect immediately (and in case no voxel server is present)
_voxels.getTree()->deleteVoxelAt(voxel.x, voxel.y, voxel.z, voxel.s);
}
void Application::makeVoxel(glm::vec3 position,
float scale,
unsigned char red,
unsigned char green,
unsigned char blue,
bool isDestructive) {
VoxelDetail voxel;
voxel.x = position.x / TREE_SCALE;
voxel.y = position.y / TREE_SCALE;
voxel.z = position.z / TREE_SCALE;
voxel.s = scale / TREE_SCALE;
voxel.red = red;
voxel.green = green;
voxel.blue = blue;
PacketType message = isDestructive ? PacketTypeVoxelSetDestructive : PacketTypeVoxelSet;
_voxelEditSender.sendVoxelEditMessage(message, voxel);
// create the voxel locally so it appears immediately
_voxels.getTree()->createVoxel(voxel.x, voxel.y, voxel.z, voxel.s,
voxel.red, voxel.green, voxel.blue,
isDestructive);
}
glm::vec3 Application::getMouseVoxelWorldCoordinates(const VoxelDetail& mouseVoxel) {
return glm::vec3((mouseVoxel.x + mouseVoxel.s / 2.f) * TREE_SCALE, (mouseVoxel.y + mouseVoxel.s / 2.f) * TREE_SCALE,
(mouseVoxel.z + mouseVoxel.s / 2.f) * TREE_SCALE);
}
FaceTracker* Application::getActiveFaceTracker() {
return (_dde.isActive() ? static_cast<FaceTracker*>(&_dde) :
(_cara.isActive() ? static_cast<FaceTracker*>(&_cara) :
(_faceshift.isActive() ? static_cast<FaceTracker*>(&_faceshift) :
(_faceplus.isActive() ? static_cast<FaceTracker*>(&_faceplus) :
(_visage.isActive() ? static_cast<FaceTracker*>(&_visage) : NULL)))));
}
struct SendVoxelsOperationArgs {
const unsigned char* newBaseOctCode;
};
bool Application::exportEntities(const QString& filename, float x, float y, float z, float scale) {
QVector<EntityItem*> entities;
_entities.getTree()->findEntities(AACube(glm::vec3(x / (float)TREE_SCALE,
y / (float)TREE_SCALE, z / (float)TREE_SCALE), scale / (float)TREE_SCALE), entities);
if (entities.size() > 0) {
glm::vec3 root(x, y, z);
EntityTree exportTree;
for (int i = 0; i < entities.size(); i++) {
EntityItemProperties properties = entities.at(i)->getProperties();
EntityItemID id = entities.at(i)->getEntityItemID();
properties.setPosition(properties.getPosition() - root);
exportTree.addEntity(id, properties);
}
exportTree.writeToSVOFile(filename.toLocal8Bit().constData());
} else {
qDebug() << "No models were selected";
return false;
}
// restore the main window's active state
_window->activateWindow();
return true;
}
bool Application::sendVoxelsOperation(OctreeElement* element, void* extraData) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
SendVoxelsOperationArgs* args = (SendVoxelsOperationArgs*)extraData;
if (voxel->isColored()) {
const unsigned char* nodeOctalCode = voxel->getOctalCode();
unsigned char* codeColorBuffer = NULL;
int codeLength = 0;
int bytesInCode = 0;
int codeAndColorLength;
// If the newBase is NULL, then don't rebase
if (args->newBaseOctCode) {
codeColorBuffer = rebaseOctalCode(nodeOctalCode, args->newBaseOctCode, true);
codeLength = numberOfThreeBitSectionsInCode(codeColorBuffer);
bytesInCode = bytesRequiredForCodeLength(codeLength);
codeAndColorLength = bytesInCode + SIZE_OF_COLOR_DATA;
} else {
codeLength = numberOfThreeBitSectionsInCode(nodeOctalCode);
bytesInCode = bytesRequiredForCodeLength(codeLength);
codeAndColorLength = bytesInCode + SIZE_OF_COLOR_DATA;
codeColorBuffer = new unsigned char[codeAndColorLength];
memcpy(codeColorBuffer, nodeOctalCode, bytesInCode);
}
// copy the colors over
codeColorBuffer[bytesInCode + RED_INDEX] = voxel->getColor()[RED_INDEX];
codeColorBuffer[bytesInCode + GREEN_INDEX] = voxel->getColor()[GREEN_INDEX];
codeColorBuffer[bytesInCode + BLUE_INDEX] = voxel->getColor()[BLUE_INDEX];
getInstance()->_voxelEditSender.queueVoxelEditMessage(PacketTypeVoxelSetDestructive,
codeColorBuffer, codeAndColorLength);
delete[] codeColorBuffer;
}
return true; // keep going
}
void Application::exportVoxels(const VoxelDetail& sourceVoxel) {
QString desktopLocation = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
QString suggestedName = desktopLocation.append("/voxels.svo");
QString fileNameString = QFileDialog::getSaveFileName(_glWidget, tr("Export Voxels"), suggestedName,
tr("Sparse Voxel Octree Files (*.svo)"));
QByteArray fileNameAscii = fileNameString.toLocal8Bit();
const char* fileName = fileNameAscii.data();
VoxelTreeElement* selectedNode = _voxels.getTree()->getVoxelAt(sourceVoxel.x, sourceVoxel.y, sourceVoxel.z, sourceVoxel.s);
if (selectedNode) {
VoxelTree exportTree;
getVoxelTree()->copySubTreeIntoNewTree(selectedNode, &exportTree, true);
exportTree.writeToSVOFile(fileName);
}
// restore the main window's active state
_window->activateWindow();
}
void Application::importVoxels() {
_importSucceded = false;
if (!_voxelImportDialog) {
_voxelImportDialog = new VoxelImportDialog(_window);
_voxelImportDialog->loadSettings(_settings);
}
if (!_voxelImportDialog->exec()) {
qDebug() << "Import succeeded." << endl;
_importSucceded = true;
} else {
qDebug() << "Import failed." << endl;
if (_sharedVoxelSystem.getTree() == _voxelImporter.getVoxelTree()) {
_sharedVoxelSystem.killLocalVoxels();
_sharedVoxelSystem.changeTree(&_clipboard);
}
}
// restore the main window's active state
_window->activateWindow();
emit importDone();
}
bool Application::importEntities(const QString& filename) {
_entityClipboard.eraseAllOctreeElements();
bool success = _entityClipboard.readFromSVOFile(filename.toLocal8Bit().constData());
if (success) {
_entityClipboard.reaverageOctreeElements();
}
return success;
}
void Application::pasteEntities(float x, float y, float z) {
_entityClipboard.sendEntities(&_entityEditSender, _entities.getTree(), x, y, z);
}
void Application::cutVoxels(const VoxelDetail& sourceVoxel) {
copyVoxels(sourceVoxel);
deleteVoxelAt(sourceVoxel);
}
void Application::copyVoxels(const VoxelDetail& sourceVoxel) {
// switch to and clear the clipboard first...
_sharedVoxelSystem.killLocalVoxels();
if (_sharedVoxelSystem.getTree() != &_clipboard) {
_clipboard.eraseAllOctreeElements();
_sharedVoxelSystem.changeTree(&_clipboard);
}
// then copy onto it if there is something to copy
VoxelTreeElement* selectedNode = _voxels.getTree()->getVoxelAt(sourceVoxel.x, sourceVoxel.y, sourceVoxel.z, sourceVoxel.s);
if (selectedNode) {
getVoxelTree()->copySubTreeIntoNewTree(selectedNode, _sharedVoxelSystem.getTree(), true);
_sharedVoxelSystem.forceRedrawEntireTree();
}
}
void Application::pasteVoxelsToOctalCode(const unsigned char* octalCodeDestination) {
// Recurse the clipboard tree, where everything is root relative, and send all the colored voxels to
// the server as an set voxel message, this will also rebase the voxels to the new location
SendVoxelsOperationArgs args;
args.newBaseOctCode = octalCodeDestination;
_sharedVoxelSystem.getTree()->recurseTreeWithOperation(sendVoxelsOperation, &args);
// Switch back to clipboard if it was an import
if (_sharedVoxelSystem.getTree() != &_clipboard) {
_sharedVoxelSystem.killLocalVoxels();
_sharedVoxelSystem.changeTree(&_clipboard);
}
_voxelEditSender.releaseQueuedMessages();
}
void Application::pasteVoxels(const VoxelDetail& sourceVoxel) {
unsigned char* calculatedOctCode = NULL;
VoxelTreeElement* selectedNode = _voxels.getTree()->getVoxelAt(sourceVoxel.x, sourceVoxel.y, sourceVoxel.z, sourceVoxel.s);
// we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the
// voxel size/position details. If we don't have an actual selectedNode then use the mouseVoxel to create a
// target octalCode for where the user is pointing.
const unsigned char* octalCodeDestination;
if (selectedNode) {
octalCodeDestination = selectedNode->getOctalCode();
} else {
octalCodeDestination = calculatedOctCode = pointToVoxel(sourceVoxel.x, sourceVoxel.y, sourceVoxel.z, sourceVoxel.s);
}
pasteVoxelsToOctalCode(octalCodeDestination);
if (calculatedOctCode) {
delete[] calculatedOctCode;
}
}
void Application::nudgeVoxelsByVector(const VoxelDetail& sourceVoxel, const glm::vec3& nudgeVec) {
VoxelTreeElement* nodeToNudge = _voxels.getTree()->getVoxelAt(sourceVoxel.x, sourceVoxel.y, sourceVoxel.z, sourceVoxel.s);
if (nodeToNudge) {
_voxels.getTree()->nudgeSubTree(nodeToNudge, nudgeVec, _voxelEditSender);
}
}
void Application::initDisplay() {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void Application::init() {
_sharedVoxelSystemViewFrustum.setPosition(glm::vec3(TREE_SCALE / 2.0f,
TREE_SCALE / 2.0f,
3.0f * TREE_SCALE / 2.0f));
_sharedVoxelSystemViewFrustum.setNearClip(TREE_SCALE / 2.0f);
_sharedVoxelSystemViewFrustum.setFarClip(3.0f * TREE_SCALE / 2.0f);
_sharedVoxelSystemViewFrustum.setFieldOfView(90.f);
_sharedVoxelSystemViewFrustum.setOrientation(glm::quat());
_sharedVoxelSystemViewFrustum.calculate();
_sharedVoxelSystem.setViewFrustum(&_sharedVoxelSystemViewFrustum);
VoxelTreeElement::removeUpdateHook(&_sharedVoxelSystem);
// Cleanup of the original shared tree
_sharedVoxelSystem.init();
_voxelImportDialog = new VoxelImportDialog(_window);
_environment.init();
_deferredLightingEffect.init();
_glowEffect.init();
_ambientOcclusionEffect.init();
_voxelShader.init();
_pointShader.init();
_mouseX = _glWidget->width() / 2;
_mouseY = _glWidget->height() / 2;
QCursor::setPos(_mouseX, _mouseY);
// TODO: move _myAvatar out of Application. Move relevant code to MyAvataar or AvatarManager
_avatarManager.init();
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_mirrorCamera.setMode(CAMERA_MODE_MIRROR);
OculusManager::connect();
if (OculusManager::isConnected()) {
QMetaObject::invokeMethod(Menu::getInstance()->getActionForOption(MenuOption::Fullscreen),
"trigger",
Qt::QueuedConnection);
}
TV3DManager::connect();
if (TV3DManager::isConnected()) {
QMetaObject::invokeMethod(Menu::getInstance()->getActionForOption(MenuOption::Fullscreen),
"trigger",
Qt::QueuedConnection);
}
_timerStart.start();
_lastTimeUpdated.start();
Menu::getInstance()->loadSettings();
_audio.setReceivedAudioStreamSettings(Menu::getInstance()->getReceivedAudioStreamSettings());
// when --url in command line, teleport to location
const QString HIFI_URL_COMMAND_LINE_KEY = "--url";
int urlIndex = arguments().indexOf(HIFI_URL_COMMAND_LINE_KEY);
if (urlIndex != -1) {
AddressManager::getInstance().handleLookupString(arguments().value(urlIndex + 1));
} else {
// check if we have a URL in settings to load to jump back to
// we load this separate from the other settings so we don't double lookup a URL
QSettings* interfaceSettings = lockSettings();
QUrl addressURL = interfaceSettings->value(SETTINGS_ADDRESS_KEY).toUrl();
AddressManager::getInstance().handleLookupString(addressURL.toString());
unlockSettings();
}
qDebug() << "Loaded settings";
#ifdef __APPLE__
if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseEnabled)) {
// on OS X we only setup sixense if the user wants it on - this allows running without the hid_init crash
// if hydra support is temporarily not required
Menu::getInstance()->toggleSixense(true);
}
#else
// setup sixense
Menu::getInstance()->toggleSixense(true);
#endif
// initialize our face trackers after loading the menu settings
_faceshift.init();
_faceplus.init();
_visage.init();
Leapmotion::init();
// fire off an immediate domain-server check in now that settings are loaded
NodeList::getInstance()->sendDomainServerCheckIn();
// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
_voxels.setUseVoxelShader(false);
_voxels.setVoxelsAsPoints(false);
_voxels.setDisableFastVoxelPipeline(false);
_voxels.init();
_particles.init();
_particles.setViewFrustum(getViewFrustum());
_entities.init();
_entities.setViewFrustum(getViewFrustum());
_entityCollisionSystem.init(&_entityEditSender, _entities.getTree(), _voxels.getTree(), &_audio, &_avatarManager);
_entityClipboardRenderer.init();
_entityClipboardRenderer.setViewFrustum(getViewFrustum());
_entityClipboardRenderer.setTree(&_entityClipboard);
_metavoxels.init();
_particleCollisionSystem.init(&_particleEditSender, _particles.getTree(), _voxels.getTree(), &_audio, &_avatarManager);
// connect the _particleCollisionSystem to our script engine's ParticlesScriptingInterface
connect(&_particleCollisionSystem, &ParticleCollisionSystem::particleCollisionWithVoxel,
ScriptEngine::getParticlesScriptingInterface(), &ParticlesScriptingInterface::particleCollisionWithVoxel);
connect(&_particleCollisionSystem, &ParticleCollisionSystem::particleCollisionWithParticle,
ScriptEngine::getParticlesScriptingInterface(), &ParticlesScriptingInterface::particleCollisionWithParticle);
_audio.init(_glWidget);
_rearMirrorTools = new RearMirrorTools(_glWidget, _mirrorViewRect, _settings);
connect(_rearMirrorTools, SIGNAL(closeView()), SLOT(closeMirrorView()));
connect(_rearMirrorTools, SIGNAL(restoreView()), SLOT(restoreMirrorView()));
connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
// set up our audio reflector
_audioReflector.setMyAvatar(getAvatar());
_audioReflector.setVoxels(_voxels.getTree());
_audioReflector.setAudio(getAudio());
_audioReflector.setAvatarManager(&_avatarManager);
connect(getAudio(), &Audio::processInboundAudio, &_audioReflector, &AudioReflector::processInboundAudio,Qt::DirectConnection);
connect(getAudio(), &Audio::processLocalAudio, &_audioReflector, &AudioReflector::processLocalAudio,Qt::DirectConnection);
connect(getAudio(), &Audio::preProcessOriginalInboundAudio, &_audioReflector,
&AudioReflector::preProcessOriginalInboundAudio,Qt::DirectConnection);
// save settings when avatar changes
connect(_myAvatar, &MyAvatar::transformChanged, this, &Application::bumpSettings);
}
void Application::closeMirrorView() {
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
}
}
void Application::restoreMirrorView() {
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
}
if (!Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
}
void Application::shrinkMirrorView() {
if (!Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
Menu::getInstance()->triggerOption(MenuOption::Mirror);;
}
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
Menu::getInstance()->triggerOption(MenuOption::FullscreenMirror);
}
}
const float HEAD_SPHERE_RADIUS = 0.1f;
bool Application::isLookingAtMyAvatar(Avatar* avatar) {
glm::vec3 theirLookAt = avatar->getHead()->getLookAtPosition();
glm::vec3 myEyePosition = _myAvatar->getHead()->getEyePosition();
if (pointInSphere(theirLookAt, myEyePosition, HEAD_SPHERE_RADIUS * _myAvatar->getScale())) {
return true;
}
return false;
}
void Application::updateLOD() {
PerformanceTimer perfTimer("LOD");
// adjust it unless we were asked to disable this feature, or if we're currently in throttleRendering mode
if (!Menu::getInstance()->isOptionChecked(MenuOption::DisableAutoAdjustLOD) && !isThrottleRendering()) {
Menu::getInstance()->autoAdjustLOD(_fps);
} else {
Menu::getInstance()->resetLODAdjust();
}
}
void Application::updateMouseRay() {
PerformanceTimer perfTimer("mouseRay");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateMouseRay()");
// make sure the frustum is up-to-date
loadViewFrustum(_myCamera, _viewFrustum);
// if the mouse pointer isn't visible, act like it's at the center of the screen
float x = 0.5f, y = 0.5f;
if (!_mouseHidden) {
x = _mouseX / (float)_glWidget->width();
y = _mouseY / (float)_glWidget->height();
}
_viewFrustum.computePickRay(x, y, _mouseRayOrigin, _mouseRayDirection);
// adjust for mirroring
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
glm::vec3 mouseRayOffset = _mouseRayOrigin - _viewFrustum.getPosition();
_mouseRayOrigin -= 2.0f * (_viewFrustum.getDirection() * glm::dot(_viewFrustum.getDirection(), mouseRayOffset) +
_viewFrustum.getRight() * glm::dot(_viewFrustum.getRight(), mouseRayOffset));
_mouseRayDirection -= 2.0f * (_viewFrustum.getDirection() * glm::dot(_viewFrustum.getDirection(), _mouseRayDirection) +
_viewFrustum.getRight() * glm::dot(_viewFrustum.getRight(), _mouseRayDirection));
}
// tell my avatar if the mouse is being pressed...
_myAvatar->setMousePressed(_mousePressed);
// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
_myAvatar->setMouseRay(_mouseRayOrigin, _mouseRayDirection);
}
void Application::updateFaceshift() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateFaceshift()");
// Update faceshift
_faceshift.update();
// Copy angular velocity if measured by faceshift, to the head
if (_faceshift.isActive()) {
_myAvatar->getHead()->setAngularVelocity(_faceshift.getHeadAngularVelocity());
}
}
void Application::updateVisage() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateVisage()");
// Update Visage
_visage.update();
}
void Application::updateDDE() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateDDE()");
// Update Cara
_dde.update();
}
void Application::updateCara() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateCara()");
// Update Cara
_cara.update();
// Copy angular velocity if measured by cara, to the head
if (_cara.isActive()) {
_myAvatar->getHead()->setAngularVelocity(_cara.getHeadAngularVelocity());
}
}
void Application::updateMyAvatarLookAtPosition() {
PerformanceTimer perfTimer("lookAt");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateMyAvatarLookAtPosition()");
_myAvatar->updateLookAtTargetAvatar();
FaceTracker* tracker = getActiveFaceTracker();
bool isLookingAtSomeone = false;
glm::vec3 lookAtSpot;
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
// When I am in mirror mode, just look right at the camera (myself)
if (!OculusManager::isConnected()) {
lookAtSpot = _myCamera.getPosition();
} else {
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = OculusManager::getLeftEyePosition();
} else {
lookAtSpot = OculusManager::getRightEyePosition();
}
}
} else {
AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().toStrongRef();
if (lookingAt && _myAvatar != lookingAt.data()) {
isLookingAtSomeone = true;
// If I am looking at someone else, look directly at one of their eyes
if (tracker) {
// If a face tracker is active, look at the eye for the side my gaze is biased toward
if (tracker->getEstimatedEyeYaw() > _myAvatar->getHead()->getFinalYaw()) {
// Look at their right eye
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
} else {
// Look at their left eye
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getLeftEyePosition();
}
} else {
// Need to add randomly looking back and forth between left and right eye for case with no tracker
if (_myAvatar->isLookingAtLeftEye()) {
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getLeftEyePosition();
} else {
lookAtSpot = static_cast<Avatar*>(lookingAt.data())->getHead()->getRightEyePosition();
}
}
} else {
// I am not looking at anyone else, so just look forward
lookAtSpot = _myAvatar->getHead()->getEyePosition() +
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.f, 0.f, -TREE_SCALE));
}
}
//
// Deflect the eyes a bit to match the detected Gaze from 3D camera if active
//
if (tracker) {
float eyePitch = tracker->getEstimatedEyePitch();
float eyeYaw = tracker->getEstimatedEyeYaw();
const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f;
// deflect using Faceshift gaze data
glm::vec3 origin = _myAvatar->getHead()->getEyePosition();
float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f;
float deflection = Menu::getInstance()->getFaceshiftEyeDeflection();
if (isLookingAtSomeone) {
deflection *= GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT;
}
lookAtSpot = origin + _myCamera.getRotation() * glm::quat(glm::radians(glm::vec3(
eyePitch * pitchSign * deflection, eyeYaw * deflection, 0.0f))) *
glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
}
_myAvatar->getHead()->setLookAtPosition(lookAtSpot);
}
void Application::updateThreads(float deltaTime) {
PerformanceTimer perfTimer("updateThreads");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateThreads()");
// parse voxel packets
if (!_enableProcessVoxelsThread) {
_octreeProcessor.threadRoutine();
_voxelHideShowThread.threadRoutine();
_voxelEditSender.threadRoutine();
_particleEditSender.threadRoutine();
_entityEditSender.threadRoutine();
}
}
void Application::updateMetavoxels(float deltaTime) {
PerformanceTimer perfTimer("updateMetavoxels");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateMetavoxels()");
if (Menu::getInstance()->isOptionChecked(MenuOption::Metavoxels)) {
_metavoxels.simulate(deltaTime);
}
}
void Application::cameraMenuChanged() {
float modeShiftPeriod = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? 0.0f : 1.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
_myCamera.setMode(CAMERA_MODE_MIRROR);
}
} else if (Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson)) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
}
} else {
if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
}
}
}
void Application::updateCamera(float deltaTime) {
PerformanceTimer perfTimer("updateCamera");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateCamera()");
if (!OculusManager::isConnected() && !TV3DManager::isConnected() &&
Menu::getInstance()->isOptionChecked(MenuOption::OffAxisProjection)) {
FaceTracker* tracker = getActiveFaceTracker();
if (tracker) {
const float EYE_OFFSET_SCALE = 0.025f;
glm::vec3 position = tracker->getHeadTranslation() * EYE_OFFSET_SCALE;
float xSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? 1.0f : -1.0f;
_myCamera.setEyeOffsetPosition(glm::vec3(position.x * xSign, position.y, -position.z));
updateProjectionMatrix();
}
}
}
void Application::updateDialogs(float deltaTime) {
PerformanceTimer perfTimer("updateDialogs");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateDialogs()");
// Update bandwidth dialog, if any
BandwidthDialog* bandwidthDialog = Menu::getInstance()->getBandwidthDialog();
if (bandwidthDialog) {
bandwidthDialog->update();
}
OctreeStatsDialog* octreeStatsDialog = Menu::getInstance()->getOctreeStatsDialog();
if (octreeStatsDialog) {
octreeStatsDialog->update();
}
}
void Application::updateCursor(float deltaTime) {
PerformanceTimer perfTimer("updateCursor");
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateCursor()");
// watch mouse position, if it hasn't moved, hide the cursor
bool underMouse = _glWidget->underMouse();
if (!_mouseHidden) {
quint64 now = usecTimestampNow();
int elapsed = now - _lastMouseMove;
const int HIDE_CURSOR_TIMEOUT = 1 * 1000 * 1000; // 1 second
if (elapsed > HIDE_CURSOR_TIMEOUT && (underMouse || !_seenMouseMove)) {
getGLWidget()->setCursor(Qt::BlankCursor);
_mouseHidden = true;
}
} else {
// if the mouse is hidden, but we're not inside our window, then consider ourselves to be moving
if (!underMouse && _seenMouseMove) {
_lastMouseMove = usecTimestampNow();
getGLWidget()->setCursor(Qt::ArrowCursor);
_mouseHidden = false;
}
}
}
void Application::update(float deltaTime) {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::update()");
updateLOD();
updateMouseRay(); // check what's under the mouse and update the mouse voxel
{
PerformanceTimer perfTimer("devices");
DeviceTracker::updateAll();
updateFaceshift();
updateVisage();
SixenseManager::getInstance().update(deltaTime);
JoystickScriptingInterface::getInstance().update();
_prioVR.update(deltaTime);
}
// Dispatch input events
_controllerScriptingInterface.updateInputControllers();
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
_avatarManager.updateOtherAvatars(deltaTime); //loop through all the other avatars and simulate them...
updateMetavoxels(deltaTime); // update metavoxels
updateCamera(deltaTime); // handle various camera tweaks like off axis projection
updateDialogs(deltaTime); // update various stats dialogs if present
updateCursor(deltaTime); // Handle cursor updates
{
PerformanceTimer perfTimer("particles");
_particles.update(); // update the particles...
{
PerformanceTimer perfTimer("collisions");
_particleCollisionSystem.update(); // collide the particles...
}
}
{
PerformanceTimer perfTimer("entities");
_entities.update(); // update the models...
{
PerformanceTimer perfTimer("collisions");
_entityCollisionSystem.update(); // collide the entities...
}
}
{
PerformanceTimer perfTimer("overlays");
_overlays.update(deltaTime);
}
{
PerformanceTimer perfTimer("myAvatar");
updateMyAvatarLookAtPosition();
updateMyAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
}
{
PerformanceTimer perfTimer("emitSimulating");
// let external parties know we're updating
emit simulating(deltaTime);
}
// Update _viewFrustum 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.
{
PerformanceTimer perfTimer("loadViewFrustum");
loadViewFrustum(_myCamera, _viewFrustum);
}
quint64 now = usecTimestampNow();
// Update my voxel servers with my current voxel query...
{
PerformanceTimer perfTimer("queryOctree");
quint64 sinceLastQuery = now - _lastQueriedTime;
const quint64 TOO_LONG_SINCE_LAST_QUERY = 3 * USECS_PER_SECOND;
bool queryIsDue = sinceLastQuery > TOO_LONG_SINCE_LAST_QUERY;
bool viewIsDifferentEnough = !_lastQueriedViewFrustum.isVerySimilar(_viewFrustum);
// if it's been a while since our last query or the view has significantly changed then send a query, otherwise suppress it
if (queryIsDue || viewIsDifferentEnough) {
_lastQueriedTime = now;
if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
queryOctree(NodeType::VoxelServer, PacketTypeVoxelQuery, _voxelServerJurisdictions);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Particles)) {
queryOctree(NodeType::ParticleServer, PacketTypeParticleQuery, _particleServerJurisdictions);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Models)) {
queryOctree(NodeType::EntityServer, PacketTypeEntityQuery, _entityServerJurisdictions);
}
_lastQueriedViewFrustum = _viewFrustum;
}
}
// sent nack packets containing missing sequence numbers of received packets from nodes
{
quint64 sinceLastNack = now - _lastNackTime;
const quint64 TOO_LONG_SINCE_LAST_NACK = 1 * USECS_PER_SECOND;
if (sinceLastNack > TOO_LONG_SINCE_LAST_NACK) {
_lastNackTime = now;
sendNackPackets();
}
}
// send packet containing downstream audio stats to the AudioMixer
{
quint64 sinceLastNack = now - _lastSendDownstreamAudioStats;
if (sinceLastNack > TOO_LONG_SINCE_LAST_SEND_DOWNSTREAM_AUDIO_STATS) {
_lastSendDownstreamAudioStats = now;
QMetaObject::invokeMethod(&_audio, "sendDownstreamAudioStatsPacket", Qt::QueuedConnection);
}
}
}
void Application::updateMyAvatar(float deltaTime) {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::updateMyAvatar()");
_myAvatar->update(deltaTime);
{
// send head/hand data to the avatar mixer and voxel server
PerformanceTimer perfTimer("send");
QByteArray packet = byteArrayWithPopulatedHeader(PacketTypeAvatarData);
packet.append(_myAvatar->toByteArray());
controlledBroadcastToNodes(packet, NodeSet() << NodeType::AvatarMixer);
}
}
int Application::sendNackPackets() {
if (Menu::getInstance()->isOptionChecked(MenuOption::DisableNackPackets)) {
return 0;
}
int packetsSent = 0;
char packet[MAX_PACKET_SIZE];
// iterates thru all nodes in NodeList
foreach(const SharedNodePointer& node, NodeList::getInstance()->getNodeHash()) {
if (node->getActiveSocket() &&
( node->getType() == NodeType::VoxelServer
|| node->getType() == NodeType::ParticleServer
|| node->getType() == NodeType::EntityServer)
) {
QUuid nodeUUID = node->getUUID();
// if there are octree packets from this node that are waiting to be processed,
// don't send a NACK since the missing packets may be among those waiting packets.
if (_octreeProcessor.hasPacketsToProcessFrom(nodeUUID)) {
continue;
}
_octreeSceneStatsLock.lockForRead();
// retreive octree scene stats of this node
if (_octreeServerSceneStats.find(nodeUUID) == _octreeServerSceneStats.end()) {
_octreeSceneStatsLock.unlock();
continue;
}
// get sequence number stats of node, prune its missing set, and make a copy of the missing set
SequenceNumberStats& sequenceNumberStats = _octreeServerSceneStats[nodeUUID].getIncomingOctreeSequenceNumberStats();
sequenceNumberStats.pruneMissingSet();
const QSet<OCTREE_PACKET_SEQUENCE> missingSequenceNumbers = sequenceNumberStats.getMissingSet();
_octreeSceneStatsLock.unlock();
// construct nack packet(s) for this node
int numSequenceNumbersAvailable = missingSequenceNumbers.size();
QSet<OCTREE_PACKET_SEQUENCE>::const_iterator missingSequenceNumbersIterator = missingSequenceNumbers.constBegin();
while (numSequenceNumbersAvailable > 0) {
char* dataAt = packet;
int bytesRemaining = MAX_PACKET_SIZE;
// pack header
int numBytesPacketHeader = populatePacketHeader(packet, PacketTypeOctreeDataNack);
dataAt += numBytesPacketHeader;
bytesRemaining -= numBytesPacketHeader;
// calculate and pack the number of sequence numbers
int numSequenceNumbersRoomFor = (bytesRemaining - sizeof(uint16_t)) / sizeof(OCTREE_PACKET_SEQUENCE);
uint16_t numSequenceNumbers = min(numSequenceNumbersAvailable, numSequenceNumbersRoomFor);
uint16_t* numSequenceNumbersAt = (uint16_t*)dataAt;
*numSequenceNumbersAt = numSequenceNumbers;
dataAt += sizeof(uint16_t);
// pack sequence numbers
for (int i = 0; i < numSequenceNumbers; i++) {
OCTREE_PACKET_SEQUENCE* sequenceNumberAt = (OCTREE_PACKET_SEQUENCE*)dataAt;
*sequenceNumberAt = *missingSequenceNumbersIterator;
dataAt += sizeof(OCTREE_PACKET_SEQUENCE);
missingSequenceNumbersIterator++;
}
numSequenceNumbersAvailable -= numSequenceNumbers;
// send it
NodeList::getInstance()->writeUnverifiedDatagram(packet, dataAt - packet, node);
packetsSent++;
}
}
}
return packetsSent;
}
void Application::queryOctree(NodeType_t serverType, PacketType packetType, NodeToJurisdictionMap& jurisdictions) {
//qDebug() << ">>> inside... queryOctree()... _viewFrustum.getFieldOfView()=" << _viewFrustum.getFieldOfView();
bool wantExtraDebugging = getLogger()->extraDebugging();
// These will be the same for all servers, so we can set them up once and then reuse for each server we send to.
_octreeQuery.setWantLowResMoving(true);
_octreeQuery.setWantColor(true);
_octreeQuery.setWantDelta(true);
_octreeQuery.setWantOcclusionCulling(false);
_octreeQuery.setWantCompression(true);
_octreeQuery.setCameraPosition(_viewFrustum.getPosition());
_octreeQuery.setCameraOrientation(_viewFrustum.getOrientation());
_octreeQuery.setCameraFov(_viewFrustum.getFieldOfView());
_octreeQuery.setCameraAspectRatio(_viewFrustum.getAspectRatio());
_octreeQuery.setCameraNearClip(_viewFrustum.getNearClip());
_octreeQuery.setCameraFarClip(_viewFrustum.getFarClip());
_octreeQuery.setCameraEyeOffsetPosition(_viewFrustum.getEyeOffsetPosition());
_octreeQuery.setOctreeSizeScale(Menu::getInstance()->getVoxelSizeScale());
_octreeQuery.setBoundaryLevelAdjust(Menu::getInstance()->getBoundaryLevelAdjust());
unsigned char queryPacket[MAX_PACKET_SIZE];
// Iterate all of the nodes, and get a count of how many voxel servers we have...
int totalServers = 0;
int inViewServers = 0;
int unknownJurisdictionServers = 0;
foreach (const SharedNodePointer& node, NodeList::getInstance()->getNodeHash()) {
// only send to the NodeTypes that are serverType
if (node->getActiveSocket() && node->getType() == serverType) {
totalServers++;
// get the server bounds for this server
QUuid nodeUUID = node->getUUID();
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
unknownJurisdictionServers++;
} else {
const JurisdictionMap& map = (jurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.cubeInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
inViewServers++;
}
}
}
}
}
if (wantExtraDebugging) {
qDebug("Servers: total %d, in view %d, unknown jurisdiction %d",
totalServers, inViewServers, unknownJurisdictionServers);
}
int perServerPPS = 0;
const int SMALL_BUDGET = 10;
int perUnknownServer = SMALL_BUDGET;
int totalPPS = Menu::getInstance()->getMaxVoxelPacketsPerSecond();
// determine PPS based on number of servers
if (inViewServers >= 1) {
// set our preferred PPS to be exactly evenly divided among all of the voxel servers... and allocate 1 PPS
// for each unknown jurisdiction server
perServerPPS = (totalPPS / inViewServers) - (unknownJurisdictionServers * perUnknownServer);
} else {
if (unknownJurisdictionServers > 0) {
perUnknownServer = (totalPPS / unknownJurisdictionServers);
}
}
if (wantExtraDebugging) {
qDebug("perServerPPS: %d perUnknownServer: %d", perServerPPS, perUnknownServer);
}
NodeList* nodeList = NodeList::getInstance();
foreach (const SharedNodePointer& node, nodeList->getNodeHash()) {
// only send to the NodeTypes that are serverType
if (node->getActiveSocket() && node->getType() == serverType) {
// get the server bounds for this server
QUuid nodeUUID = node->getUUID();
bool inView = false;
bool unknownView = false;
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
unknownView = true; // assume it's in view
if (wantExtraDebugging) {
qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.";
}
} else {
const JurisdictionMap& map = (jurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.cubeInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
inView = true;
} else {
inView = false;
}
} else {
if (wantExtraDebugging) {
qDebug() << "Jurisdiction without RootCode for node " << *node << ". That's unusual!";
}
}
}
if (inView) {
_octreeQuery.setMaxOctreePacketsPerSecond(perServerPPS);
} else if (unknownView) {
if (wantExtraDebugging) {
qDebug() << "no known jurisdiction for node " << *node << ", give it budget of "
<< perUnknownServer << " to send us jurisdiction.";
}
// set the query's position/orientation to be degenerate in a manner that will get the scene quickly
// If there's only one server, then don't do this, and just let the normal voxel query pass through
// as expected... this way, we will actually get a valid scene if there is one to be seen
if (totalServers > 1) {
_octreeQuery.setCameraPosition(glm::vec3(-0.1,-0.1,-0.1));
const glm::quat OFF_IN_NEGATIVE_SPACE = glm::quat(-0.5, 0, -0.5, 1.0);
_octreeQuery.setCameraOrientation(OFF_IN_NEGATIVE_SPACE);
_octreeQuery.setCameraNearClip(0.1f);
_octreeQuery.setCameraFarClip(0.1f);
if (wantExtraDebugging) {
qDebug() << "Using 'minimal' camera position for node" << *node;
}
} else {
if (wantExtraDebugging) {
qDebug() << "Using regular camera position for node" << *node;
}
}
_octreeQuery.setMaxOctreePacketsPerSecond(perUnknownServer);
} else {
_octreeQuery.setMaxOctreePacketsPerSecond(0);
}
// set up the packet for sending...
unsigned char* endOfQueryPacket = queryPacket;
// insert packet type/version and node UUID
endOfQueryPacket += populatePacketHeader(reinterpret_cast<char*>(endOfQueryPacket), packetType);
// encode the query data...
endOfQueryPacket += _octreeQuery.getBroadcastData(endOfQueryPacket);
int packetLength = endOfQueryPacket - queryPacket;
// make sure we still have an active socket
nodeList->writeUnverifiedDatagram(reinterpret_cast<const char*>(queryPacket), packetLength, node);
// Feed number of bytes to corresponding channel of the bandwidth meter
_bandwidthMeter.outputStream(BandwidthMeter::VOXELS).updateValue(packetLength);
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
// loadViewFrustum()
//
// Description: this will load the view frustum bounds for EITHER the head
// or the "myCamera".
//
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 position(camera.getPosition());
float fov = camera.getFieldOfView(); // degrees
float nearClip = camera.getNearClip();
float farClip = camera.getFarClip();
float aspectRatio = camera.getAspectRatio();
glm::quat rotation = camera.getRotation();
// Set the viewFrustum up with the correct position and orientation of the camera
viewFrustum.setPosition(position);
viewFrustum.setOrientation(rotation);
// Also make sure it's got the correct lens details from the camera
viewFrustum.setAspectRatio(aspectRatio);
viewFrustum.setFieldOfView(fov); // degrees
viewFrustum.setNearClip(nearClip);
viewFrustum.setFarClip(farClip);
viewFrustum.setEyeOffsetPosition(camera.getEyeOffsetPosition());
viewFrustum.setEyeOffsetOrientation(camera.getEyeOffsetOrientation());
// Ask the ViewFrustum class to calculate our corners
viewFrustum.calculate();
}
glm::vec3 Application::getSunDirection() {
return glm::normalize(_environment.getClosestData(_myCamera.getPosition()).getSunLocation(_myCamera.getPosition()) -
_myCamera.getPosition());
}
void Application::updateShadowMap() {
PerformanceTimer perfTimer("shadowMap");
QOpenGLFramebufferObject* fbo = _textureCache.getShadowFramebufferObject();
fbo->bind();
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::vec3 lightDirection = -getSunDirection();
glm::quat rotation = rotationBetween(IDENTITY_FRONT, lightDirection);
glm::quat inverseRotation = glm::inverse(rotation);
const float SHADOW_MATRIX_DISTANCES[] = { 0.0f, 2.0f, 6.0f, 14.0f, 30.0f };
const glm::vec2 MAP_COORDS[] = { glm::vec2(0.0f, 0.0f), glm::vec2(0.5f, 0.0f),
glm::vec2(0.0f, 0.5f), glm::vec2(0.5f, 0.5f) };
float frustumScale = 1.0f / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
loadViewFrustum(_myCamera, _viewFrustum);
int matrixCount = 1;
int targetSize = fbo->width();
float targetScale = 1.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
matrixCount = CASCADED_SHADOW_MATRIX_COUNT;
targetSize = fbo->width() / 2;
targetScale = 0.5f;
}
for (int i = 0; i < matrixCount; i++) {
const glm::vec2& coord = MAP_COORDS[i];
glViewport(coord.s * fbo->width(), coord.t * fbo->height(), targetSize, targetSize);
float nearScale = SHADOW_MATRIX_DISTANCES[i] * frustumScale;
float farScale = SHADOW_MATRIX_DISTANCES[i + 1] * frustumScale;
glm::vec3 points[] = {
glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale),
glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale),
glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale),
glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale),
glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale),
glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale),
glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale),
glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) };
glm::vec3 center;
for (size_t j = 0; j < sizeof(points) / sizeof(points[0]); j++) {
center += points[j];
}
center /= (float)(sizeof(points) / sizeof(points[0]));
float radius = 0.0f;
for (size_t j = 0; j < sizeof(points) / sizeof(points[0]); j++) {
radius = qMax(radius, glm::distance(points[j], center));
}
if (i < 3) {
const float RADIUS_SCALE = 0.5f;
_shadowDistances[i] = -glm::distance(_viewFrustum.getPosition(), center) - radius * RADIUS_SCALE;
}
center = inverseRotation * center;
// to reduce texture "shimmer," move in texel increments
float texelSize = (2.0f * radius) / targetSize;
center = glm::vec3(roundf(center.x / texelSize) * texelSize, roundf(center.y / texelSize) * texelSize,
roundf(center.z / texelSize) * texelSize);
glm::vec3 minima(center.x - radius, center.y - radius, center.z - radius);
glm::vec3 maxima(center.x + radius, center.y + radius, center.z + radius);
// stretch out our extents in z so that we get all of the avatars
minima.z -= _viewFrustum.getFarClip() * 0.5f;
maxima.z += _viewFrustum.getFarClip() * 0.5f;
// save the combined matrix for rendering
_shadowMatrices[i] = glm::transpose(glm::translate(glm::vec3(coord, 0.0f)) *
glm::scale(glm::vec3(targetScale, targetScale, 1.0f)) *
glm::translate(glm::vec3(0.5f, 0.5f, 0.5f)) * glm::scale(glm::vec3(0.5f, 0.5f, 0.5f)) *
glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) * glm::mat4_cast(inverseRotation));
// update the shadow view frustum
_shadowViewFrustum.setPosition(rotation * ((minima + maxima) * 0.5f));
_shadowViewFrustum.setOrientation(rotation);
_shadowViewFrustum.setOrthographic(true);
_shadowViewFrustum.setWidth(maxima.x - minima.x);
_shadowViewFrustum.setHeight(maxima.y - minima.y);
_shadowViewFrustum.setNearClip(minima.z);
_shadowViewFrustum.setFarClip(maxima.z);
_shadowViewFrustum.setEyeOffsetPosition(glm::vec3());
_shadowViewFrustum.setEyeOffsetOrientation(glm::quat());
_shadowViewFrustum.calculate();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glm::vec3 axis = glm::axis(inverseRotation);
glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
updateUntranslatedViewMatrix();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.1f, 4.0f); // magic numbers courtesy http://www.eecs.berkeley.edu/~ravir/6160/papers/shadowmaps.ppt
{
PerformanceTimer perfTimer("avatarManager");
_avatarManager.renderAvatars(Avatar::SHADOW_RENDER_MODE);
}
{
PerformanceTimer perfTimer("particles");
_particles.render(OctreeRenderer::SHADOW_RENDER_MODE);
}
{
PerformanceTimer perfTimer("entities");
_entities.render(OctreeRenderer::SHADOW_RENDER_MODE);
}
glDisable(GL_POLYGON_OFFSET_FILL);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
fbo->release();
glViewport(0, 0, _glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
}
const GLfloat WORLD_AMBIENT_COLOR[] = { 0.525f, 0.525f, 0.6f };
const GLfloat WORLD_DIFFUSE_COLOR[] = { 0.6f, 0.525f, 0.525f };
const GLfloat WORLD_SPECULAR_COLOR[] = { 0.94f, 0.94f, 0.737f, 1.0f };
void Application::setupWorldLight() {
// Setup 3D lights (after the camera transform, so that they are positioned in world space)
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glm::vec3 sunDirection = getSunDirection();
GLfloat light_position0[] = { sunDirection.x, sunDirection.y, sunDirection.z, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
glLightfv(GL_LIGHT0, GL_AMBIENT, WORLD_AMBIENT_COLOR);
glLightfv(GL_LIGHT0, GL_DIFFUSE, WORLD_DIFFUSE_COLOR);
glLightfv(GL_LIGHT0, GL_SPECULAR, WORLD_SPECULAR_COLOR);
glMaterialfv(GL_FRONT, GL_SPECULAR, WORLD_SPECULAR_COLOR);
glMateriali(GL_FRONT, GL_SHININESS, 96);
}
QImage Application::renderAvatarBillboard() {
_textureCache.getPrimaryFramebufferObject()->bind();
// the "glow" here causes an alpha of one
Glower glower;
const int BILLBOARD_SIZE = 64;
renderRearViewMirror(QRect(0, _glWidget->getDeviceHeight() - BILLBOARD_SIZE, BILLBOARD_SIZE, BILLBOARD_SIZE), true);
QImage image(BILLBOARD_SIZE, BILLBOARD_SIZE, QImage::Format_ARGB32);
glReadPixels(0, 0, BILLBOARD_SIZE, BILLBOARD_SIZE, GL_BGRA, GL_UNSIGNED_BYTE, image.bits());
_textureCache.getPrimaryFramebufferObject()->release();
return image;
}
void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
PerformanceTimer perfTimer("display");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide()");
// transform by eye offset
// load the view frustum
loadViewFrustum(whichCamera, _displayViewFrustum);
// flip x if in mirror mode (also requires reversing winding order for backface culling)
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
glScalef(-1.0f, 1.0f, 1.0f);
glFrontFace(GL_CW);
} else {
glFrontFace(GL_CCW);
}
glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition();
glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation();
glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient);
glRotatef(-glm::degrees(glm::angle(eyeOffsetOrient)), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z);
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
glm::quat rotation = whichCamera.getRotation();
glm::vec3 axis = glm::axis(rotation);
glRotatef(-glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
updateUntranslatedViewMatrix(-whichCamera.getPosition());
glTranslatef(_viewMatrixTranslation.x, _viewMatrixTranslation.y, _viewMatrixTranslation.z);
// Setup 3D lights (after the camera transform, so that they are positioned in world space)
{
PerformanceTimer perfTimer("lights");
setupWorldLight();
}
// setup shadow matrices (again, after the camera transform)
int shadowMatrixCount = 0;
if (Menu::getInstance()->isOptionChecked(MenuOption::SimpleShadows)) {
shadowMatrixCount = 1;
} else if (Menu::getInstance()->isOptionChecked(MenuOption::CascadedShadows)) {
shadowMatrixCount = CASCADED_SHADOW_MATRIX_COUNT;
}
for (int i = shadowMatrixCount - 1; i >= 0; i--) {
glActiveTexture(GL_TEXTURE0 + i);
glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][0]);
glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][1]);
glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&_shadowMatrices[i][2]);
}
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... stars...");
if (!_stars.isStarsLoaded()) {
_stars.generate(STARFIELD_NUM_STARS, STARFIELD_SEED);
}
// should be the first rendering pass - w/o depth buffer / lighting
// compute starfield alpha based on distance from atmosphere
float alpha = 1.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
const EnvironmentData& closestData = _environment.getClosestData(whichCamera.getPosition());
float height = glm::distance(whichCamera.getPosition(),
closestData.getAtmosphereCenter(whichCamera.getPosition()));
if (height < closestData.getAtmosphereInnerRadius()) {
alpha = 0.0f;
} else if (height < closestData.getAtmosphereOuterRadius()) {
alpha = (height - closestData.getAtmosphereInnerRadius()) /
(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
}
}
// finally render the starfield
_stars.render(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), whichCamera.getNearClip(), alpha);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
// draw the sky dome
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
_environment.renderAtmospheres(whichCamera);
}
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
_deferredLightingEffect.prepare();
if (!selfAvatarOnly) {
// draw a red sphere
float originSphereRadius = 0.05f;
glColor3f(1,0,0);
_geometryCache.renderSphere(originSphereRadius, 15, 15);
// draw the audio reflector overlay
{
PerformanceTimer perfTimer("audio");
_audioReflector.render();
}
if (Menu::getInstance()->isOptionChecked(MenuOption::BuckyBalls)) {
PerformanceTimer perfTimer("buckyBalls");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... bucky balls...");
_buckyBalls.render();
}
// Draw voxels
if (Menu::getInstance()->isOptionChecked(MenuOption::Voxels)) {
PerformanceTimer perfTimer("voxels");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... voxels...");
_voxels.render();
}
// also, metavoxels
if (Menu::getInstance()->isOptionChecked(MenuOption::Metavoxels)) {
PerformanceTimer perfTimer("metavoxels");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... metavoxels...");
_metavoxels.render();
}
// render particles...
if (Menu::getInstance()->isOptionChecked(MenuOption::Particles)) {
PerformanceTimer perfTimer("particles");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... particles...");
_particles.render();
}
// render models...
if (Menu::getInstance()->isOptionChecked(MenuOption::Models)) {
PerformanceTimer perfTimer("entities");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... entities...");
_entities.render();
}
// render the ambient occlusion effect if enabled
if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) {
PerformanceTimer perfTimer("ambientOcclusion");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... AmbientOcclusion...");
_ambientOcclusionEffect.render();
}
}
bool mirrorMode = (whichCamera.getMode() == CAMERA_MODE_MIRROR);
{
PerformanceTimer perfTimer("avatars");
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
false, selfAvatarOnly);
}
{
PerformanceTimer perfTimer("lighting");
_deferredLightingEffect.render();
}
{
PerformanceTimer perfTimer("avatarsPostLighting");
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
true, selfAvatarOnly);
}
//Render the sixense lasers
if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) {
_myAvatar->renderLaserPointers();
}
if (!selfAvatarOnly) {
_nodeBoundsDisplay.draw();
// Render the world box
if (whichCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats) &&
Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
PerformanceTimer perfTimer("worldBox");
renderWorldBox();
}
// view frustum for debugging
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum) && whichCamera.getMode() != CAMERA_MODE_MIRROR) {
PerformanceTimer perfTimer("viewFrustum");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... renderViewFrustum...");
renderViewFrustum(_viewFrustum);
}
// render voxel fades if they exist
if (_voxelFades.size() > 0) {
PerformanceTimer perfTimer("voxelFades");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... voxel fades...");
_voxelFadesLock.lockForWrite();
for(std::vector<VoxelFade>::iterator fade = _voxelFades.begin(); fade != _voxelFades.end();) {
fade->render();
if(fade->isDone()) {
fade = _voxelFades.erase(fade);
} else {
++fade;
}
}
_voxelFadesLock.unlock();
}
// give external parties a change to hook in
{
PerformanceTimer perfTimer("inWorldInterface");
emit renderingInWorldInterface();
}
// render JS/scriptable overlays
{
PerformanceTimer perfTimer("3dOverlays");
_overlays.render3D();
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation) {
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
_viewMatrixTranslation = viewMatrixTranslation;
}
void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
glLoadMatrixf((const GLfloat*)&_untranslatedViewMatrix);
glTranslatef(translation.x + _viewMatrixTranslation.x, translation.y + _viewMatrixTranslation.y,
translation.z + _viewMatrixTranslation.z);
}
void Application::getModelViewMatrix(glm::dmat4* modelViewMatrix) {
(*modelViewMatrix) =_untranslatedViewMatrix;
(*modelViewMatrix)[3] = _untranslatedViewMatrix * glm::vec4(_viewMatrixTranslation, 1);
}
void Application::getProjectionMatrix(glm::dmat4* projectionMatrix) {
*projectionMatrix = _projectionMatrix;
}
void Application::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
// allow 3DTV/Oculus to override parameters from camera
_displayViewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
if (OculusManager::isConnected()) {
OculusManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
} else if (TV3DManager::isConnected()) {
TV3DManager::overrideOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
}
}
glm::vec2 Application::getScaledScreenPoint(glm::vec2 projectedPoint) {
float horizontalScale = _glWidget->getDeviceWidth() / 2.0f;
float verticalScale = _glWidget->getDeviceHeight() / 2.0f;
// -1,-1 is 0,windowHeight
// 1,1 is windowWidth,0
// -1,1 1,1
// +-----------------------+
// | | |
// | | |
// | -1,0 | |
// |-----------+-----------|
// | 0,0 |
// | | |
// | | |
// | | |
// +-----------------------+
// -1,-1 1,-1
glm::vec2 screenPoint((projectedPoint.x + 1.0) * horizontalScale,
((projectedPoint.y + 1.0) * -verticalScale) + _glWidget->getDeviceHeight());
return screenPoint;
}
void Application::renderRearViewMirror(const QRect& region, bool billboard) {
// Grab current viewport to reset it at the end
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
bool eyeRelativeCamera = false;
if (billboard) {
_mirrorCamera.setFieldOfView(BILLBOARD_FIELD_OF_VIEW); // degees
_mirrorCamera.setPosition(_myAvatar->getPosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, -1.0f) * BILLBOARD_DISTANCE * _myAvatar->getScale());
} else if (_rearMirrorTools->getZoomLevel() == BODY) {
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
_mirrorCamera.setPosition(_myAvatar->getChestPosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, -1.0f) * MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar->getScale());
} else { // HEAD zoom level
_mirrorCamera.setFieldOfView(MIRROR_FIELD_OF_VIEW); // degrees
if (_myAvatar->getSkeletonModel().isActive() && _myAvatar->getHead()->getFaceModel().isActive()) {
// as a hack until we have a better way of dealing with coordinate precision issues, reposition the
// face/body so that the average eye position lies at the origin
eyeRelativeCamera = true;
_mirrorCamera.setPosition(_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
} else {
_mirrorCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
_myAvatar->getOrientation() * glm::vec3(0.f, 0.f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
}
}
_mirrorCamera.setAspectRatio((float)region.width() / region.height());
_mirrorCamera.setRotation(_myAvatar->getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PI, 0.0f)));
_mirrorCamera.update(1.0f/_fps);
// set the bounds of rear mirror view
if (billboard) {
QSize size = getTextureCache()->getFrameBufferSize();
glViewport(region.x(), size.height() - region.y() - region.height(), region.width(), region.height());
glScissor(region.x(), size.height() - region.y() - region.height(), region.width(), region.height());
} else {
// if not rendering the billboard, the region is in device independent coordinates; must convert to device
QSize size = getTextureCache()->getFrameBufferSize();
float ratio = QApplication::desktop()->windowHandle()->devicePixelRatio();
ratio = size.height() / float(_glWidget->getDeviceHeight());
int x = region.x() * ratio, y = region.y() * ratio, width = region.width() * ratio, height = region.height() * ratio;
glViewport(x, size.height() - y - height, width, height);
glScissor(x, size.height() - y - height, width, height);
}
bool updateViewFrustum = false;
updateProjectionMatrix(_mirrorCamera, updateViewFrustum);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render rear mirror view
glPushMatrix();
if (eyeRelativeCamera) {
// save absolute translations
glm::vec3 absoluteSkeletonTranslation = _myAvatar->getSkeletonModel().getTranslation();
glm::vec3 absoluteFaceTranslation = _myAvatar->getHead()->getFaceModel().getTranslation();
// get the neck position so we can translate the face relative to it
glm::vec3 neckPosition;
_myAvatar->getSkeletonModel().setTranslation(glm::vec3());
_myAvatar->getSkeletonModel().getNeckPosition(neckPosition);
// get the eye position relative to the body
glm::vec3 eyePosition = _myAvatar->getHead()->getEyePosition();
float eyeHeight = eyePosition.y - _myAvatar->getPosition().y;
// set the translation of the face relative to the neck position
_myAvatar->getHead()->getFaceModel().setTranslation(neckPosition - glm::vec3(0, eyeHeight, 0));
// translate the neck relative to the face
_myAvatar->getSkeletonModel().setTranslation(_myAvatar->getHead()->getFaceModel().getTranslation() -
neckPosition);
// update the attachments to match
QVector<glm::vec3> absoluteAttachmentTranslations;
glm::vec3 delta = _myAvatar->getSkeletonModel().getTranslation() - absoluteSkeletonTranslation;
foreach (Model* attachment, _myAvatar->getAttachmentModels()) {
absoluteAttachmentTranslations.append(attachment->getTranslation());
attachment->setTranslation(attachment->getTranslation() + delta);
}
// and lo, even the shadow matrices
glm::mat4 savedShadowMatrices[CASCADED_SHADOW_MATRIX_COUNT];
for (int i = 0; i < CASCADED_SHADOW_MATRIX_COUNT; i++) {
savedShadowMatrices[i] = _shadowMatrices[i];
_shadowMatrices[i] = glm::transpose(glm::transpose(_shadowMatrices[i]) * glm::translate(-delta));
}
displaySide(_mirrorCamera, true);
// restore absolute translations
_myAvatar->getSkeletonModel().setTranslation(absoluteSkeletonTranslation);
_myAvatar->getHead()->getFaceModel().setTranslation(absoluteFaceTranslation);
for (int i = 0; i < absoluteAttachmentTranslations.size(); i++) {
_myAvatar->getAttachmentModels().at(i)->setTranslation(absoluteAttachmentTranslations.at(i));
}
// restore the shadow matrices
for (int i = 0; i < CASCADED_SHADOW_MATRIX_COUNT; i++) {
_shadowMatrices[i] = savedShadowMatrices[i];
}
} else {
displaySide(_mirrorCamera, true);
}
glPopMatrix();
if (!billboard) {
_rearMirrorTools->render(false);
}
// reset Viewport and projection matrix
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glDisable(GL_SCISSOR_TEST);
updateProjectionMatrix(_myCamera, updateViewFrustum);
}
// renderViewFrustum()
//
// Description: this will render the view frustum bounds for EITHER the head
// or the "myCamera".
//
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
// We can draw it with each of these parts:
// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera
// * Near plane - this plane is drawn very close to the origin point.
// * Right/Left planes - these two planes are drawn between the near and far planes.
// * Far plane - the plane is drawn in the distance.
// Modes - the following modes, will draw the following parts.
// * All - draws all the parts listed above
// * Planes - draws the planes but not the origin vectors
// * Origin Vectors - draws the origin vectors ONLY
// * Near Plane - draws only the near plane
// * Far Plane - draws only the far plane
void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
// Load it with the latest details!
loadViewFrustum(_myCamera, viewFrustum);
glm::vec3 position = viewFrustum.getOffsetPosition();
glm::vec3 direction = viewFrustum.getOffsetDirection();
glm::vec3 up = viewFrustum.getOffsetUp();
glm::vec3 right = viewFrustum.getOffsetRight();
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// viewFrustum.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
// viewFrustum.getNear plane - top edge
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - right edge
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
// viewFrustum.getNear plane - left edge
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// viewFrustum.getFar plane - bottom edge
glColor3f(0,1,0);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// viewFrustum.getFar plane - top edge
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - right edge
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// viewFrustum.getFar plane - left edge
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
}
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,1,1);
glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
// right plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - viewFrustum.getNear to distant
glColor3f(0,0,1);
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
// left plane - top edge - viewFrustum.getNear to distant
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
// focal plane - bottom edge
glColor3f(1.0f, 0.0f, 1.0f);
float focalProportion = (viewFrustum.getFocalLength() - viewFrustum.getNearClip()) /
(viewFrustum.getFarClip() - viewFrustum.getNearClip());
glm::vec3 focalBottomLeft = glm::mix(viewFrustum.getNearBottomLeft(), viewFrustum.getFarBottomLeft(), focalProportion);
glm::vec3 focalBottomRight = glm::mix(viewFrustum.getNearBottomRight(),
viewFrustum.getFarBottomRight(), focalProportion);
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
// focal plane - top edge
glm::vec3 focalTopLeft = glm::mix(viewFrustum.getNearTopLeft(), viewFrustum.getFarTopLeft(), focalProportion);
glm::vec3 focalTopRight = glm::mix(viewFrustum.getNearTopRight(), viewFrustum.getFarTopRight(), focalProportion);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
// focal plane - left edge
glVertex3f(focalBottomLeft.x, focalBottomLeft.y, focalBottomLeft.z);
glVertex3f(focalTopLeft.x, focalTopLeft.y, focalTopLeft.z);
// focal plane - right edge
glVertex3f(focalBottomRight.x, focalBottomRight.y, focalBottomRight.z);
glVertex3f(focalTopRight.x, focalTopRight.y, focalTopRight.z);
}
glEnd();
glEnable(GL_LIGHTING);
if (Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_ALL
|| Menu::getInstance()->getFrustumDrawMode() == FRUSTUM_DRAW_MODE_KEYHOLE) {
// Draw the keyhole
float keyholeRadius = viewFrustum.getKeyholeRadius();
if (keyholeRadius > 0.0f) {
glPushMatrix();
glColor4f(1, 1, 0, 1);
glTranslatef(position.x, position.y, position.z); // where we actually want it!
glutWireSphere(keyholeRadius, 20, 20);
glPopMatrix();
}
}
}
void Application::deleteVoxels(const VoxelDetail& voxel) {
deleteVoxelAt(voxel);
}
void Application::deleteVoxelAt(const VoxelDetail& voxel) {
if (voxel.s != 0) {
// sending delete to the server is sufficient, server will send new version so we see updates soon enough
_voxelEditSender.sendVoxelEditMessage(PacketTypeVoxelErase, voxel);
// delete it locally to see the effect immediately (and in case no voxel server is present)
_voxels.getTree()->deleteVoxelAt(voxel.x, voxel.y, voxel.z, voxel.s);
}
}
void Application::resetSensors() {
_mouseX = _glWidget->width() / 2;
_mouseY = _glWidget->height() / 2;
_faceplus.reset();
_faceshift.reset();
_visage.reset();
_dde.reset();
OculusManager::reset();
_prioVR.reset();
//_leapmotion.reset();
QCursor::setPos(_mouseX, _mouseY);
_myAvatar->reset();
QMetaObject::invokeMethod(&_audio, "reset", Qt::QueuedConnection);
}
static void setShortcutsEnabled(QWidget* widget, bool enabled) {
foreach (QAction* action, widget->actions()) {
QKeySequence shortcut = action->shortcut();
if (!shortcut.isEmpty() && (shortcut[0] & (Qt::CTRL | Qt::ALT | Qt::META)) == 0) {
// it's a shortcut that may coincide with a "regular" key, so switch its context
action->setShortcutContext(enabled ? Qt::WindowShortcut : Qt::WidgetShortcut);
}
}
foreach (QObject* child, widget->children()) {
if (child->isWidgetType()) {
setShortcutsEnabled(static_cast<QWidget*>(child), enabled);
}
}
}
void Application::setMenuShortcutsEnabled(bool enabled) {
setShortcutsEnabled(_window->menuBar(), enabled);
}
void Application::uploadModel(ModelType modelType) {
ModelUploader* uploader = new ModelUploader(modelType);
QThread* thread = new QThread();
thread->connect(uploader, SIGNAL(destroyed()), SLOT(quit()));
thread->connect(thread, SIGNAL(finished()), SLOT(deleteLater()));
uploader->connect(thread, SIGNAL(started()), SLOT(send()));
thread->start();
}
void Application::updateWindowTitle(){
QString buildVersion = " (build " + applicationVersion() + ")";
NodeList* nodeList = NodeList::getInstance();
QString connectionStatus = nodeList->getDomainHandler().isConnected() ? "" : " (NOT CONNECTED) ";
QString username = AccountManager::getInstance().getAccountInfo().getUsername();
QString title = QString() + (!username.isEmpty() ? username + " @ " : QString())
+ AddressManager::getInstance().getCurrentDomain() + connectionStatus + buildVersion;
AccountManager& accountManager = AccountManager::getInstance();
if (accountManager.getAccountInfo().hasBalance()) {
float creditBalance = accountManager.getAccountInfo().getBalance() / SATOSHIS_PER_CREDIT;
QString creditBalanceString;
creditBalanceString.sprintf("%.8f", creditBalance);
title += " - ₵" + creditBalanceString;
}
#ifndef WIN32
// crashes with vs2013/win32
qDebug("Application title set to: %s", title.toStdString().c_str());
#endif
_window->setWindowTitle(title);
}
void Application::updateLocationInServer() {
AccountManager& accountManager = AccountManager::getInstance();
DomainHandler& domainHandler = NodeList::getInstance()->getDomainHandler();
if (accountManager.isLoggedIn() && domainHandler.isConnected() && !domainHandler.getUUID().isNull()) {
// construct a QJsonObject given the user's current address information
QJsonObject rootObject;
QJsonObject locationObject;
QString pathString = AddressManager::getInstance().currentPath();
const QString LOCATION_KEY_IN_ROOT = "location";
const QString PATH_KEY_IN_LOCATION = "path";
const QString DOMAIN_ID_KEY_IN_LOCATION = "domain_id";
locationObject.insert(PATH_KEY_IN_LOCATION, pathString);
locationObject.insert(DOMAIN_ID_KEY_IN_LOCATION, domainHandler.getUUID().toString());
rootObject.insert(LOCATION_KEY_IN_ROOT, locationObject);
accountManager.authenticatedRequest("/api/v1/users/location", QNetworkAccessManager::PutOperation,
JSONCallbackParameters(), QJsonDocument(rootObject).toJson());
}
}
void Application::changeDomainHostname(const QString &newDomainHostname) {
NodeList* nodeList = NodeList::getInstance();
if (!nodeList->getDomainHandler().isCurrentHostname(newDomainHostname)) {
// tell the MyAvatar object to send a kill packet so that it dissapears from its old avatar mixer immediately
_myAvatar->sendKillAvatar();
// call the domain hostname change as a queued connection on the nodelist
QMetaObject::invokeMethod(&NodeList::getInstance()->getDomainHandler(), "setHostname",
Q_ARG(const QString&, newDomainHostname));
}
}
void Application::domainChanged(const QString& domainHostname) {
updateWindowTitle();
// reset the environment so that we don't erroneously end up with multiple
_environment.resetToDefault();
// reset our node to stats and node to jurisdiction maps... since these must be changing...
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.clear();
_voxelServerJurisdictions.unlock();
_octreeServerSceneStats.clear();
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.clear();
_particleServerJurisdictions.unlock();
// reset the particle renderer
_particles.clear();
// reset the model renderer
_entities.clear();
// reset the voxels renderer
_voxels.killLocalVoxels();
// reset the auth URL for OAuth web view handler
OAuthWebViewHandler::getInstance().clearLastAuthorizationURL();
}
void Application::connectedToDomain(const QString& hostname) {
AccountManager& accountManager = AccountManager::getInstance();
if (accountManager.isLoggedIn()) {
// update our domain-server with the data-server we're logged in with
QString domainPutJsonString = "{\"address\":{\"domain\":\"" + hostname + "\"}}";
accountManager.authenticatedRequest("/api/v1/users/address", QNetworkAccessManager::PutOperation,
JSONCallbackParameters(), domainPutJsonString.toUtf8());
}
}
void Application::nodeAdded(SharedNodePointer node) {
if (node->getType() == NodeType::AvatarMixer) {
// new avatar mixer, send off our identity packet right away
_myAvatar->sendIdentityPacket();
}
}
void Application::nodeKilled(SharedNodePointer node) {
// These are here because connecting NodeList::nodeKilled to OctreePacketProcessor::nodeKilled doesn't work:
// OctreePacketProcessor::nodeKilled is not being called when NodeList::nodeKilled is emitted.
// This may have to do with GenericThread::threadRoutine() blocking the QThread event loop
_octreeProcessor.nodeKilled(node);
_voxelEditSender.nodeKilled(node);
_particleEditSender.nodeKilled(node);
_entityEditSender.nodeKilled(node);
if (node->getType() == NodeType::AudioMixer) {
QMetaObject::invokeMethod(&_audio, "audioMixerKilled");
}
if (node->getType() == NodeType::VoxelServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_voxelServerJurisdictions.lockForRead();
if (_voxelServerJurisdictions.find(nodeUUID) != _voxelServerJurisdictions.end()) {
unsigned char* rootCode = _voxelServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_voxelServerJurisdictions.unlock();
qDebug("voxel server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontFadeOnVoxelServerChanges)) {
VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
fade.voxelDetails = rootDetails;
const float slightly_smaller = 0.99f;
fade.voxelDetails.s = fade.voxelDetails.s * slightly_smaller;
_voxelFadesLock.lockForWrite();
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
// If the voxel server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.erase(_voxelServerJurisdictions.find(nodeUUID));
}
_voxelServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
if (_octreeServerSceneStats.find(nodeUUID) != _octreeServerSceneStats.end()) {
_octreeServerSceneStats.erase(nodeUUID);
}
_octreeSceneStatsLock.unlock();
} else if (node->getType() == NodeType::ParticleServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_particleServerJurisdictions.lockForRead();
if (_particleServerJurisdictions.find(nodeUUID) != _particleServerJurisdictions.end()) {
unsigned char* rootCode = _particleServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_particleServerJurisdictions.unlock();
qDebug("particle server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontFadeOnVoxelServerChanges)) {
VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
fade.voxelDetails = rootDetails;
const float slightly_smaller = 0.99f;
fade.voxelDetails.s = fade.voxelDetails.s * slightly_smaller;
_voxelFadesLock.lockForWrite();
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
// If the particle server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.erase(_particleServerJurisdictions.find(nodeUUID));
}
_particleServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
if (_octreeServerSceneStats.find(nodeUUID) != _octreeServerSceneStats.end()) {
_octreeServerSceneStats.erase(nodeUUID);
}
_octreeSceneStatsLock.unlock();
} else if (node->getType() == NodeType::EntityServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_entityServerJurisdictions.lockForRead();
if (_entityServerJurisdictions.find(nodeUUID) != _entityServerJurisdictions.end()) {
unsigned char* rootCode = _entityServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_entityServerJurisdictions.unlock();
qDebug("model server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontFadeOnVoxelServerChanges)) {
VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
fade.voxelDetails = rootDetails;
const float slightly_smaller = 0.99f;
fade.voxelDetails.s = fade.voxelDetails.s * slightly_smaller;
_voxelFadesLock.lockForWrite();
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
// If the model server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_entityServerJurisdictions.lockForWrite();
_entityServerJurisdictions.erase(_entityServerJurisdictions.find(nodeUUID));
}
_entityServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
if (_octreeServerSceneStats.find(nodeUUID) != _octreeServerSceneStats.end()) {
_octreeServerSceneStats.erase(nodeUUID);
}
_octreeSceneStatsLock.unlock();
} else if (node->getType() == NodeType::AvatarMixer) {
// our avatar mixer has gone away - clear the hash of avatars
_avatarManager.clearOtherAvatars();
}
}
void Application::trackIncomingVoxelPacket(const QByteArray& packet, const SharedNodePointer& sendingNode, bool wasStatsPacket) {
// Attempt to identify the sender from it's address.
if (sendingNode) {
QUuid nodeUUID = sendingNode->getUUID();
// now that we know the node ID, let's add these stats to the stats for that node...
_octreeSceneStatsLock.lockForWrite();
if (_octreeServerSceneStats.find(nodeUUID) != _octreeServerSceneStats.end()) {
OctreeSceneStats& stats = _octreeServerSceneStats[nodeUUID];
stats.trackIncomingOctreePacket(packet, wasStatsPacket, sendingNode->getClockSkewUsec());
}
_octreeSceneStatsLock.unlock();
}
}
int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePointer& sendingNode) {
// But, also identify the sender, and keep track of the contained jurisdiction root for this server
// parse the incoming stats datas stick it in a temporary object for now, while we
// determine which server it belongs to
OctreeSceneStats temp;
int statsMessageLength = temp.unpackFromMessage(reinterpret_cast<const unsigned char*>(packet.data()), packet.size());
// quick fix for crash... why would voxelServer be NULL?
if (sendingNode) {
QUuid nodeUUID = sendingNode->getUUID();
// now that we know the node ID, let's add these stats to the stats for that node...
_octreeSceneStatsLock.lockForWrite();
if (_octreeServerSceneStats.find(nodeUUID) != _octreeServerSceneStats.end()) {
_octreeServerSceneStats[nodeUUID].unpackFromMessage(reinterpret_cast<const unsigned char*>(packet.data()),
packet.size());
} else {
_octreeServerSceneStats[nodeUUID] = temp;
}
_octreeSceneStatsLock.unlock();
VoxelPositionSize rootDetails;
voxelDetailsForCode(temp.getJurisdictionRoot(), rootDetails);
// see if this is the first we've heard of this node...
NodeToJurisdictionMap* jurisdiction = NULL;
QString serverType;
if (sendingNode->getType() == NodeType::VoxelServer) {
jurisdiction = &_voxelServerJurisdictions;
serverType = "Voxel";
} else if (sendingNode->getType() == NodeType::ParticleServer) {
jurisdiction = &_particleServerJurisdictions;
serverType = "Particle";
} else {
jurisdiction = &_entityServerJurisdictions;
serverType = "Entity";
}
jurisdiction->lockForRead();
if (jurisdiction->find(nodeUUID) == jurisdiction->end()) {
jurisdiction->unlock();
qDebug("stats from new %s server... [%f, %f, %f, %f]",
qPrintable(serverType), rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontFadeOnVoxelServerChanges)) {
VoxelFade fade(VoxelFade::FADE_OUT, NODE_ADDED_RED, NODE_ADDED_GREEN, NODE_ADDED_BLUE);
fade.voxelDetails = rootDetails;
const float slightly_smaller = 0.99f;
fade.voxelDetails.s = fade.voxelDetails.s * slightly_smaller;
_voxelFadesLock.lockForWrite();
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
} else {
jurisdiction->unlock();
}
// store jurisdiction details for later use
// This is bit of fiddling is because JurisdictionMap assumes it is the owner of the values used to construct it
// but OctreeSceneStats thinks it's just returning a reference to it's contents. So we need to make a copy of the
// details from the OctreeSceneStats to construct the JurisdictionMap
JurisdictionMap jurisdictionMap;
jurisdictionMap.copyContents(temp.getJurisdictionRoot(), temp.getJurisdictionEndNodes());
jurisdiction->lockForWrite();
(*jurisdiction)[nodeUUID] = jurisdictionMap;
jurisdiction->unlock();
}
return statsMessageLength;
}
void Application::packetSent(quint64 length) {
_bandwidthMeter.outputStream(BandwidthMeter::VOXELS).updateValue(length);
}
void Application::loadScripts() {
// loads all saved scripts
int size = lockSettings()->beginReadArray("Settings");
unlockSettings();
for (int i = 0; i < size; ++i){
lockSettings()->setArrayIndex(i);
QString string = _settings->value("script").toString();
unlockSettings();
if (!string.isEmpty()) {
loadScript(string);
}
}
QMutexLocker locker(&_settingsMutex);
_settings->endArray();
}
void Application::clearScriptsBeforeRunning() {
// clears all scripts from the settings
QMutexLocker locker(&_settingsMutex);
_settings->remove("Settings");
}
void Application::saveScripts() {
// Saves all currently running user-loaded scripts
QMutexLocker locker(&_settingsMutex);
_settings->beginWriteArray("Settings");
QStringList runningScripts = getRunningScripts();
int i = 0;
for (QStringList::const_iterator it = runningScripts.begin(); it != runningScripts.end(); it += 1) {
if (getScriptEngine(*it)->isUserLoaded()) {
_settings->setArrayIndex(i);
_settings->setValue("script", *it);
i += 1;
}
}
_settings->endArray();
}
QScriptValue joystickToScriptValue(QScriptEngine *engine, Joystick* const &in) {
return engine->newQObject(in);
}
void joystickFromScriptValue(const QScriptValue &object, Joystick* &out) {
out = qobject_cast<Joystick*>(object.toQObject());
}
ScriptEngine* Application::loadScript(const QString& scriptFilename, bool isUserLoaded,
bool loadScriptFromEditor, bool activateMainWindow) {
QUrl scriptUrl(scriptFilename);
const QString& scriptURLString = scriptUrl.toString();
if (_scriptEnginesHash.contains(scriptURLString) && loadScriptFromEditor
&& !_scriptEnginesHash[scriptURLString]->isFinished()) {
return _scriptEnginesHash[scriptURLString];
}
ScriptEngine* scriptEngine;
if (scriptFilename.isNull()) {
scriptEngine = new ScriptEngine(NO_SCRIPT, "", &_controllerScriptingInterface);
} else {
// start the script on a new thread...
scriptEngine = new ScriptEngine(scriptUrl, &_controllerScriptingInterface);
if (!scriptEngine->hasScript()) {
qDebug() << "Application::loadScript(), script failed to load...";
QMessageBox::warning(getWindow(), "Error Loading Script", scriptURLString + " failed to load.");
return NULL;
}
_scriptEnginesHash.insertMulti(scriptURLString, scriptEngine);
_runningScriptsWidget->setRunningScripts(getRunningScripts());
UserActivityLogger::getInstance().loadedScript(scriptURLString);
}
scriptEngine->setUserLoaded(isUserLoaded);
// setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so
// we can use the same ones from the application.
scriptEngine->getVoxelsScriptingInterface()->setPacketSender(&_voxelEditSender);
scriptEngine->getVoxelsScriptingInterface()->setVoxelTree(_voxels.getTree());
scriptEngine->getVoxelsScriptingInterface()->setUndoStack(&_undoStack);
scriptEngine->getParticlesScriptingInterface()->setPacketSender(&_particleEditSender);
scriptEngine->getParticlesScriptingInterface()->setParticleTree(_particles.getTree());
scriptEngine->getEntityScriptingInterface()->setPacketSender(&_entityEditSender);
scriptEngine->getEntityScriptingInterface()->setEntityTree(_entities.getTree());
// AvatarManager has some custom types
AvatarManager::registerMetaTypes(scriptEngine);
// hook our avatar object into this script engine
scriptEngine->setAvatarData(_myAvatar, "MyAvatar"); // leave it as a MyAvatar class to expose thrust features
CameraScriptableObject* cameraScriptable = new CameraScriptableObject(&_myCamera, &_viewFrustum);
scriptEngine->registerGlobalObject("Camera", cameraScriptable);
connect(scriptEngine, SIGNAL(finished(const QString&)), cameraScriptable, SLOT(deleteLater()));
#ifdef Q_OS_MAC
scriptEngine->registerGlobalObject("SpeechRecognizer", Menu::getInstance()->getSpeechRecognizer());
#endif
ClipboardScriptingInterface* clipboardScriptable = new ClipboardScriptingInterface();
scriptEngine->registerGlobalObject("Clipboard", clipboardScriptable);
connect(scriptEngine, SIGNAL(finished(const QString&)), clipboardScriptable, SLOT(deleteLater()));
connect(scriptEngine, SIGNAL(finished(const QString&)), this, SLOT(scriptFinished(const QString&)));
connect(scriptEngine, SIGNAL(loadScript(const QString&, bool)), this, SLOT(loadScript(const QString&, bool)));
scriptEngine->registerGlobalObject("Overlays", &_overlays);
qScriptRegisterMetaType(scriptEngine, RayToOverlayIntersectionResultToScriptValue, RayToOverlayIntersectionResultFromScriptValue);
QScriptValue windowValue = scriptEngine->registerGlobalObject("Window", WindowScriptingInterface::getInstance());
scriptEngine->registerGetterSetter("location", LocationScriptingInterface::locationGetter,
LocationScriptingInterface::locationSetter, windowValue);
// register `location` on the global object.
scriptEngine->registerGetterSetter("location", LocationScriptingInterface::locationGetter,
LocationScriptingInterface::locationSetter);
scriptEngine->registerGlobalObject("Menu", MenuScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("Settings", SettingsScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("AudioDevice", AudioDeviceScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("AnimationCache", &_animationCache);
scriptEngine->registerGlobalObject("AudioReflector", &_audioReflector);
scriptEngine->registerGlobalObject("Account", AccountScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("Metavoxels", &_metavoxels);
scriptEngine->registerGlobalObject("GlobalServices", GlobalServicesScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("AvatarManager", &_avatarManager);
scriptEngine->registerGlobalObject("Joysticks", &JoystickScriptingInterface::getInstance());
qScriptRegisterMetaType(scriptEngine, joystickToScriptValue, joystickFromScriptValue);
#ifdef HAVE_RTMIDI
scriptEngine->registerGlobalObject("MIDI", &MIDIManager::getInstance());
#endif
QThread* workerThread = new QThread(this);
// when the worker thread is started, call our engine's run..
connect(workerThread, &QThread::started, scriptEngine, &ScriptEngine::run);
// when the thread is terminated, add both scriptEngine and thread to the deleteLater queue
connect(scriptEngine, SIGNAL(finished(const QString&)), scriptEngine, SLOT(deleteLater()));
connect(workerThread, SIGNAL(finished()), workerThread, SLOT(deleteLater()));
// when the application is about to quit, stop our script engine so it unwinds properly
connect(this, SIGNAL(aboutToQuit()), scriptEngine, SLOT(stop()));
NodeList* nodeList = NodeList::getInstance();
connect(nodeList, &NodeList::nodeKilled, scriptEngine, &ScriptEngine::nodeKilled);
scriptEngine->moveToThread(workerThread);
// Starts an event loop, and emits workerThread->started()
workerThread->start();
// restore the main window's active state
if (activateMainWindow && !loadScriptFromEditor) {
_window->activateWindow();
}
bumpSettings();
return scriptEngine;
}
void Application::scriptFinished(const QString& scriptName) {
const QString& scriptURLString = QUrl(scriptName).toString();
QHash<QString, ScriptEngine*>::iterator it = _scriptEnginesHash.find(scriptURLString);
if (it != _scriptEnginesHash.end()) {
_scriptEnginesHash.erase(it);
_runningScriptsWidget->scriptStopped(scriptName);
_runningScriptsWidget->setRunningScripts(getRunningScripts());
bumpSettings();
}
}
void Application::stopAllScripts(bool restart) {
// stops all current running scripts
for (QHash<QString, ScriptEngine*>::const_iterator it = _scriptEnginesHash.constBegin();
it != _scriptEnginesHash.constEnd(); it++) {
if (restart && it.value()->isUserLoaded()) {
connect(it.value(), SIGNAL(finished(const QString&)), SLOT(loadScript(const QString&)));
}
it.value()->stop();
qDebug() << "stopping script..." << it.key();
}
// HACK: ATM scripts cannot set/get their animation priorities, so we clear priorities
// whenever a script stops in case it happened to have been setting joint rotations.
// TODO: expose animation priorities and provide a layered animation control system.
_myAvatar->clearScriptableSettings();
}
void Application::stopScript(const QString &scriptName) {
const QString& scriptURLString = QUrl(scriptName).toString();
if (_scriptEnginesHash.contains(scriptURLString)) {
_scriptEnginesHash.value(scriptURLString)->stop();
qDebug() << "stopping script..." << scriptName;
// HACK: ATM scripts cannot set/get their animation priorities, so we clear priorities
// whenever a script stops in case it happened to have been setting joint rotations.
// TODO: expose animation priorities and provide a layered animation control system.
_myAvatar->clearJointAnimationPriorities();
}
if (_scriptEnginesHash.empty()) {
_myAvatar->clearScriptableSettings();
}
}
void Application::reloadAllScripts() {
stopAllScripts(true);
}
void Application::loadDefaultScripts() {
if (!_scriptEnginesHash.contains(DEFAULT_SCRIPTS_JS_URL)) {
loadScript(DEFAULT_SCRIPTS_JS_URL);
}
}
void Application::manageRunningScriptsWidgetVisibility(bool shown) {
if (_runningScriptsWidgetWasVisible && shown) {
_runningScriptsWidget->show();
} else if (_runningScriptsWidgetWasVisible && !shown) {
_runningScriptsWidget->hide();
}
}
void Application::toggleRunningScriptsWidget() {
if (_runningScriptsWidget->isVisible()) {
if (_runningScriptsWidget->hasFocus()) {
_runningScriptsWidget->hide();
} else {
_runningScriptsWidget->raise();
setActiveWindow(_runningScriptsWidget);
_runningScriptsWidget->setFocus();
}
} else {
_runningScriptsWidget->show();
_runningScriptsWidget->setFocus();
}
}
void Application::uploadHead() {
uploadModel(HEAD_MODEL);
}
void Application::uploadSkeleton() {
uploadModel(SKELETON_MODEL);
}
void Application::uploadAttachment() {
uploadModel(ATTACHMENT_MODEL);
}
void Application::openUrl(const QUrl& url) {
if (!url.isEmpty()) {
if (url.scheme() == HIFI_URL_SCHEME) {
AddressManager::getInstance().handleLookupString(url.toString());
} else {
// address manager did not handle - ask QDesktopServices to handle
QDesktopServices::openUrl(url);
}
}
}
void Application::domainSettingsReceived(const QJsonObject& domainSettingsObject) {
// from the domain-handler, figure out the satoshi cost per voxel and per meter cubed
const QString VOXEL_SETTINGS_KEY = "voxels";
const QString PER_VOXEL_COST_KEY = "per-voxel-credits";
const QString PER_METER_CUBED_COST_KEY = "per-meter-cubed-credits";
const QString VOXEL_WALLET_UUID = "voxel-wallet";
const QJsonObject& voxelObject = domainSettingsObject[VOXEL_SETTINGS_KEY].toObject();
qint64 satoshisPerVoxel = 0;
qint64 satoshisPerMeterCubed = 0;
QUuid voxelWalletUUID;
if (!domainSettingsObject.isEmpty()) {
float perVoxelCredits = (float) voxelObject[PER_VOXEL_COST_KEY].toDouble();
float perMeterCubedCredits = (float) voxelObject[PER_METER_CUBED_COST_KEY].toDouble();
satoshisPerVoxel = (qint64) floorf(perVoxelCredits * SATOSHIS_PER_CREDIT);
satoshisPerMeterCubed = (qint64) floorf(perMeterCubedCredits * SATOSHIS_PER_CREDIT);
voxelWalletUUID = QUuid(voxelObject[VOXEL_WALLET_UUID].toString());
}
qDebug() << "Voxel costs are" << satoshisPerVoxel << "per voxel and" << satoshisPerMeterCubed << "per meter cubed";
qDebug() << "Destination wallet UUID for voxel payments is" << voxelWalletUUID;
_voxelEditSender.setSatoshisPerVoxel(satoshisPerVoxel);
_voxelEditSender.setSatoshisPerMeterCubed(satoshisPerMeterCubed);
_voxelEditSender.setDestinationWalletUUID(voxelWalletUUID);
}
QString Application::getPreviousScriptLocation() {
QString suggestedName;
if (_previousScriptLocation.isEmpty()) {
QString desktopLocation = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
// Temporary fix to Qt bug: http://stackoverflow.com/questions/16194475
#ifdef __APPLE__
suggestedName = desktopLocation.append("/script.js");
#endif
} else {
suggestedName = _previousScriptLocation;
}
return suggestedName;
}
void Application::setPreviousScriptLocation(const QString& previousScriptLocation) {
_previousScriptLocation = previousScriptLocation;
QMutexLocker locker(&_settingsMutex);
_settings->setValue("LastScriptLocation", _previousScriptLocation);
bumpSettings();
}
void Application::loadDialog() {
QString fileNameString = QFileDialog::getOpenFileName(_glWidget, tr("Open Script"),
getPreviousScriptLocation(),
tr("JavaScript Files (*.js)"));
if (!fileNameString.isEmpty()) {
setPreviousScriptLocation(fileNameString);
loadScript(fileNameString);
}
}
void Application::loadScriptURLDialog() {
QInputDialog scriptURLDialog(Application::getInstance()->getWindow());
scriptURLDialog.setWindowTitle("Open and Run Script URL");
scriptURLDialog.setLabelText("Script:");
scriptURLDialog.setWindowFlags(Qt::Sheet);
const float DIALOG_RATIO_OF_WINDOW = 0.30f;
scriptURLDialog.resize(scriptURLDialog.parentWidget()->size().width() * DIALOG_RATIO_OF_WINDOW,
scriptURLDialog.size().height());
int dialogReturn = scriptURLDialog.exec();
QString newScript;
if (dialogReturn == QDialog::Accepted) {
if (scriptURLDialog.textValue().size() > 0) {
// the user input a new hostname, use that
newScript = scriptURLDialog.textValue();
}
loadScript(newScript);
}
sendFakeEnterEvent();
}
void Application::toggleLogDialog() {
if (! _logDialog) {
_logDialog = new LogDialog(_glWidget, getLogger());
}
if (_logDialog->isVisible()) {
_logDialog->hide();
} else {
_logDialog->show();
}
}
void Application::initAvatarAndViewFrustum() {
updateMyAvatar(0.f);
}
void Application::checkVersion() {
QNetworkRequest latestVersionRequest((QUrl(CHECK_VERSION_URL)));
latestVersionRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
QNetworkReply* reply = NetworkAccessManager::getInstance().get(latestVersionRequest);
connect(reply, SIGNAL(finished()), SLOT(parseVersionXml()));
}
void Application::parseVersionXml() {
#ifdef Q_OS_WIN32
QString operatingSystem("win");
#endif
#ifdef Q_OS_MAC
QString operatingSystem("mac");
#endif
#ifdef Q_OS_LINUX
QString operatingSystem("ubuntu");
#endif
QString latestVersion;
QUrl downloadUrl;
QString releaseNotes("Unavailable");
QObject* sender = QObject::sender();
QXmlStreamReader xml(qobject_cast<QNetworkReply*>(sender));
while (!xml.atEnd() && !xml.hasError()) {
if (xml.tokenType() == QXmlStreamReader::StartElement && xml.name() == operatingSystem) {
while (!(xml.tokenType() == QXmlStreamReader::EndElement && xml.name() == operatingSystem)) {
if (xml.tokenType() == QXmlStreamReader::StartElement && xml.name().toString() == "version") {
xml.readNext();
latestVersion = xml.text().toString();
}
if (xml.tokenType() == QXmlStreamReader::StartElement && xml.name().toString() == "url") {
xml.readNext();
downloadUrl = QUrl(xml.text().toString());
}
xml.readNext();
}
}
xml.readNext();
}
if (!shouldSkipVersion(latestVersion) && applicationVersion() != latestVersion) {
new UpdateDialog(_glWidget, releaseNotes, latestVersion, downloadUrl);
}
sender->deleteLater();
}
bool Application::shouldSkipVersion(QString latestVersion) {
QFile skipFile(SKIP_FILENAME);
skipFile.open(QIODevice::ReadWrite);
QString skipVersion(skipFile.readAll());
return (skipVersion == latestVersion || applicationVersion() == "dev");
}
void Application::skipVersion(QString latestVersion) {
QFile skipFile(SKIP_FILENAME);
skipFile.open(QIODevice::WriteOnly | QIODevice::Truncate);
skipFile.seek(0);
skipFile.write(latestVersion.toStdString().c_str());
}
void Application::setCursorVisible(bool visible) {
if (visible) {
restoreOverrideCursor();
} else {
setOverrideCursor(Qt::BlankCursor);
}
}
void Application::takeSnapshot() {
QMediaPlayer* player = new QMediaPlayer();
QFileInfo inf = QFileInfo(Application::resourcesPath() + "sounds/snap.wav");
player->setMedia(QUrl::fromLocalFile(inf.absoluteFilePath()));
player->play();
QString fileName = Snapshot::saveSnapshot();
AccountManager& accountManager = AccountManager::getInstance();
if (!accountManager.isLoggedIn()) {
return;
}
if (!_snapshotShareDialog) {
_snapshotShareDialog = new SnapshotShareDialog(fileName, _glWidget);
}
_snapshotShareDialog->show();
}
void Application::setRenderResolutionScale(float scale) {
_renderResolutionScale = scale;
}