mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:35:08 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into yellow
This commit is contained in:
commit
4c44eb63da
24 changed files with 1193 additions and 789 deletions
4
cmake/externals/oglplus/CMakeLists.txt
vendored
4
cmake/externals/oglplus/CMakeLists.txt
vendored
|
@ -4,8 +4,8 @@ string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
|
|||
include(ExternalProject)
|
||||
ExternalProject_Add(
|
||||
${EXTERNAL_NAME}
|
||||
GIT_REPOSITORY https://github.com/matus-chochlik/oglplus.git
|
||||
GIT_TAG a2681383928b1166f176512cbe0f95e96fe68d08
|
||||
URL http://iweb.dl.sourceforge.net/project/oglplus/oglplus-0.63.x/oglplus-0.63.0.zip
|
||||
URL_MD5 de984ab245b185b45c87415c0e052135
|
||||
CONFIGURE_COMMAND ""
|
||||
BUILD_COMMAND ""
|
||||
INSTALL_COMMAND ""
|
||||
|
|
|
@ -12,7 +12,6 @@ Script.load("progress.js");
|
|||
Script.load("edit.js");
|
||||
Script.load("selectAudioDevice.js");
|
||||
Script.load("inspect.js");
|
||||
Script.load("lobby.js");
|
||||
Script.load("notifications.js");
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||||
Script.load("users.js");
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||||
Script.load("grab.js");
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||||
|
|
70
examples/example/games/make-dummy.js
Normal file
70
examples/example/games/make-dummy.js
Normal file
|
@ -0,0 +1,70 @@
|
|||
//
|
||||
// make-dummy.js
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||||
// examples
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||||
//
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||||
// Created by Seth Alves on 2015-6-10
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||||
// Copyright 2015 High Fidelity, Inc.
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//
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||||
// Makes a boxing-dummy that responds to collisions.
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||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
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||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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||||
//
|
||||
//
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||||
"use strict";
|
||||
/*jslint vars: true*/
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||||
var Overlays, Entities, Controller, Script, MyAvatar, Vec3; // Referenced globals provided by High Fidelity.
|
||||
|
||||
var HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
|
||||
|
||||
var rezButton = Overlays.addOverlay("image", {
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x: 100,
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y: 350,
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width: 32,
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height: 32,
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imageURL: HIFI_PUBLIC_BUCKET + "images/close.png",
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color: {
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red: 255,
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||||
green: 255,
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||||
blue: 255
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||||
},
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||||
alpha: 1
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||||
});
|
||||
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({
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||||
x: event.x,
|
||||
y: event.y
|
||||
});
|
||||
|
||||
if (clickedOverlay === rezButton) {
|
||||
var boxId;
|
||||
|
||||
var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0});
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||||
boxId = Entities.addEntity({
|
||||
type: "Box",
|
||||
name: "dummy",
|
||||
position: position,
|
||||
dimensions: {x: 0.3, y: 0.7, z: 0.3},
|
||||
gravity: {x: 0.0, y: -3.0, z: 0.0},
|
||||
damping: 0.2,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
|
||||
var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0});
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||||
Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom,
|
||||
linearDistance: 2.0,
|
||||
// linearTimeScale: 0.005
|
||||
linearTimeScale: 0.1
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(rezButton);
|
||||
}
|
||||
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Script.scriptEnding.connect(scriptEnding);
|
195
examples/example/games/sword.js
Normal file
195
examples/example/games/sword.js
Normal file
|
@ -0,0 +1,195 @@
|
|||
// stick.js
|
||||
// examples
|
||||
//
|
||||
// Created by Seth Alves on 2015-6-10
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Allow avatar to hold a stick
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
"use strict";
|
||||
/*jslint vars: true*/
|
||||
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print; // Referenced globals provided by High Fidelity.
|
||||
|
||||
var hand = "right";
|
||||
var nullActionID = "00000000-0000-0000-0000-000000000000";
|
||||
var controllerID;
|
||||
var controllerActive;
|
||||
var stickID = null;
|
||||
var actionID = nullActionID;
|
||||
var dimensions = { x: 0.3, y: 0.1, z: 2.0 };
|
||||
var AWAY_ORIENTATION = Quat.fromPitchYawRollDegrees(-90, 0, 0);
|
||||
|
||||
var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
|
||||
var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
|
||||
var whichModel = "sword";
|
||||
var rezButton = Overlays.addOverlay("image", {
|
||||
x: 100,
|
||||
y: 380,
|
||||
width: 32,
|
||||
height: 32,
|
||||
imageURL: "http://s3.amazonaws.com/hifi-public/images/delete.png",
|
||||
color: {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
},
|
||||
alpha: 1
|
||||
});
|
||||
|
||||
var health = 100;
|
||||
var display;
|
||||
var isAway = false;
|
||||
function updateDisplay() {
|
||||
var text = health.toString();
|
||||
if (!display) {
|
||||
health = 100;
|
||||
display = Overlays.addOverlay("text", {
|
||||
text: text,
|
||||
font: { size: 20 },
|
||||
color: {red: 0, green: 255, blue: 0},
|
||||
backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
|
||||
backgroundAlpha: 0.9,
|
||||
x: Window.innerWidth - 50,
|
||||
y: 50
|
||||
});
|
||||
} else {
|
||||
Overlays.editOverlay(display, {text: text});
|
||||
}
|
||||
}
|
||||
function removeDisplay() {
|
||||
if (display) {
|
||||
Overlays.deleteOverlay(display);
|
||||
display = null;
|
||||
}
|
||||
}
|
||||
|
||||
function cleanUp() {
|
||||
if (stickID) {
|
||||
Entities.deleteAction(stickID, actionID);
|
||||
Entities.deleteEntity(stickID);
|
||||
stickID = null;
|
||||
actionID = null;
|
||||
}
|
||||
removeDisplay();
|
||||
Overlays.deleteOverlay(rezButton);
|
||||
}
|
||||
|
||||
function computeEnergy(collision, entityID) {
|
||||
var id = entityID || collision.idA || collision.idB;
|
||||
var entity = id && Entities.getEntityProperties(id);
|
||||
var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1;
|
||||
var linearVelocityChange = Vec3.length(collision.velocityChange);
|
||||
var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange;
|
||||
return Math.min(Math.max(1.0, Math.round(energy)), 20);
|
||||
}
|
||||
function gotHit(collision) {
|
||||
if (isAway) { return; }
|
||||
var energy = computeEnergy(collision);
|
||||
health -= energy;
|
||||
updateDisplay();
|
||||
}
|
||||
function scoreHit(idA, idB, collision) {
|
||||
if (isAway) { return; }
|
||||
var energy = computeEnergy(collision, idA);
|
||||
health += energy;
|
||||
updateDisplay();
|
||||
}
|
||||
|
||||
function positionStick(stickOrientation) {
|
||||
var baseOffset = {x: 0.3, y: 0.0, z: -dimensions.z / 2}; // FIXME: don't move yourself by colliding with your own capsule. Fudge of 0.3 in x.
|
||||
var offset = Vec3.multiplyQbyV(stickOrientation, baseOffset);
|
||||
Entities.updateAction(stickID, actionID, {relativePosition: offset,
|
||||
relativeRotation: stickOrientation});
|
||||
}
|
||||
|
||||
|
||||
function mouseMoveEvent(event) {
|
||||
if (!stickID || actionID === nullActionID || isAway) {
|
||||
return;
|
||||
}
|
||||
var windowCenterX = Window.innerWidth / 2;
|
||||
var windowCenterY = Window.innerHeight / 2;
|
||||
var mouseXCenterOffset = event.x - windowCenterX;
|
||||
var mouseYCenterOffset = event.y - windowCenterY;
|
||||
var mouseXRatio = mouseXCenterOffset / windowCenterX;
|
||||
var mouseYRatio = mouseYCenterOffset / windowCenterY;
|
||||
|
||||
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * -90, mouseXRatio * -90, 0);
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
|
||||
function initControls() {
|
||||
if (hand === "right") {
|
||||
controllerID = 3; // right handed
|
||||
} else {
|
||||
controllerID = 4; // left handed
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function update() {
|
||||
var palmPosition = Controller.getSpatialControlPosition(controllerID);
|
||||
controllerActive = (Vec3.length(palmPosition) > 0);
|
||||
if (!controllerActive) {
|
||||
return;
|
||||
}
|
||||
|
||||
var stickOrientation = Controller.getSpatialControlRawRotation(controllerID);
|
||||
var adjustment = Quat.fromPitchYawRollDegrees(180, 0, 0);
|
||||
stickOrientation = Quat.multiply(stickOrientation, adjustment);
|
||||
|
||||
positionStick(stickOrientation);
|
||||
}
|
||||
|
||||
function toggleAway() {
|
||||
isAway = !isAway;
|
||||
if (isAway) {
|
||||
positionStick(AWAY_ORIENTATION);
|
||||
removeDisplay();
|
||||
} else {
|
||||
updateDisplay();
|
||||
}
|
||||
}
|
||||
|
||||
function onClick(event) {
|
||||
switch (Overlays.getOverlayAtPoint({x: event.x, y: event.y})) {
|
||||
case rezButton:
|
||||
if (!stickID) {
|
||||
stickID = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: (whichModel === "sword") ? swordModel : stickModel,
|
||||
//compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
|
||||
shapeType: "box",
|
||||
dimensions: dimensions,
|
||||
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
|
||||
rotation: MyAvatar.orientation,
|
||||
damping: 0.1,
|
||||
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav",
|
||||
restitution: 0.01,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z / 2},
|
||||
hand: hand,
|
||||
timeScale: 0.15});
|
||||
if (actionID === nullActionID) {
|
||||
print('*** FAILED TO MAKE SWORD ACTION ***');
|
||||
cleanUp();
|
||||
}
|
||||
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
|
||||
updateDisplay();
|
||||
} else {
|
||||
toggleAway();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanUp);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mousePressEvent.connect(onClick);
|
||||
Script.update.connect(update);
|
||||
MyAvatar.collisionWithEntity.connect(gotHit);
|
1316
examples/utilities/tools/cookies.js
Executable file → Normal file
1316
examples/utilities/tools/cookies.js
Executable file → Normal file
File diff suppressed because it is too large
Load diff
|
@ -2304,38 +2304,42 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
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)
|
||||
// When I am in mirror mode, just look right at the camera (myself); don't switch gaze points because when physically
|
||||
// looking in a mirror one's eyes appear steady.
|
||||
if (!OculusManager::isConnected()) {
|
||||
lookAtSpot = _myCamera.getPosition();
|
||||
} else {
|
||||
if (_myAvatar->isLookingAtLeftEye()) {
|
||||
lookAtSpot = OculusManager::getLeftEyePosition();
|
||||
} else {
|
||||
lookAtSpot = OculusManager::getRightEyePosition();
|
||||
}
|
||||
lookAtSpot = _myCamera.getPosition() + OculusManager::getMidEyePosition();
|
||||
}
|
||||
|
||||
} else {
|
||||
AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock();
|
||||
if (lookingAt && _myAvatar != lookingAt.get()) {
|
||||
isLookingAtSomeone = true;
|
||||
// If I am looking at someone else, look directly at one of their eyes
|
||||
if (tracker && !tracker->isMuted()) {
|
||||
// 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.get())->getHead()->getRightEyePosition();
|
||||
} else {
|
||||
// Look at their left eye
|
||||
lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getLeftEyePosition();
|
||||
isLookingAtSomeone = true;
|
||||
Head* lookingAtHead = static_cast<Avatar*>(lookingAt.get())->getHead();
|
||||
|
||||
const float MAXIMUM_FACE_ANGLE = 65.0f * RADIANS_PER_DEGREE;
|
||||
glm::vec3 lookingAtFaceOrientation = lookingAtHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT;
|
||||
glm::vec3 fromLookingAtToMe = glm::normalize(_myAvatar->getHead()->getEyePosition()
|
||||
- lookingAtHead->getEyePosition());
|
||||
float faceAngle = glm::angle(lookingAtFaceOrientation, fromLookingAtToMe);
|
||||
|
||||
if (faceAngle < MAXIMUM_FACE_ANGLE) {
|
||||
// Randomly look back and forth between look targets
|
||||
switch (_myAvatar->getEyeContactTarget()) {
|
||||
case LEFT_EYE:
|
||||
lookAtSpot = lookingAtHead->getLeftEyePosition();
|
||||
break;
|
||||
case RIGHT_EYE:
|
||||
lookAtSpot = lookingAtHead->getRightEyePosition();
|
||||
break;
|
||||
case MOUTH:
|
||||
lookAtSpot = lookingAtHead->getMouthPosition();
|
||||
break;
|
||||
}
|
||||
} 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.get())->getHead()->getLeftEyePosition();
|
||||
} else {
|
||||
lookAtSpot = static_cast<Avatar*>(lookingAt.get())->getHead()->getRightEyePosition();
|
||||
}
|
||||
// Just look at their head (mid point between eyes)
|
||||
lookAtSpot = lookingAtHead->getEyePosition();
|
||||
}
|
||||
} else {
|
||||
// I am not looking at anyone else, so just look forward
|
||||
|
@ -2343,14 +2347,13 @@ void Application::updateMyAvatarLookAtPosition() {
|
|||
(_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE));
|
||||
}
|
||||
}
|
||||
//
|
||||
// Deflect the eyes a bit to match the detected Gaze from 3D camera if active
|
||||
//
|
||||
if (tracker && !tracker->isMuted()) {
|
||||
|
||||
// Deflect the eyes a bit to match the detected gaze from Faceshift if active.
|
||||
// DDE doesn't track eyes.
|
||||
if (tracker && typeid(*tracker) == typeid(Faceshift) && !tracker->isMuted()) {
|
||||
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 = DependencyManager::get<Faceshift>()->getEyeDeflection();
|
||||
|
|
|
@ -750,7 +750,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
|
|||
const int text_y = -nameDynamicRect.height() / 2;
|
||||
|
||||
// Compute background position/size
|
||||
static const float SLIGHTLY_BEHIND = -0.05f;
|
||||
static const float SLIGHTLY_IN_FRONT = 0.1f;
|
||||
const int border = 0.1f * nameDynamicRect.height();
|
||||
const int left = text_x - border;
|
||||
const int bottom = text_y - border;
|
||||
|
@ -765,16 +765,16 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum) co
|
|||
|
||||
// Compute display name transform
|
||||
auto textTransform = calculateDisplayNameTransform(frustum, renderer->getFontSize());
|
||||
|
||||
// Render background slightly behind to avoid z-fighting
|
||||
auto backgroundTransform = textTransform;
|
||||
backgroundTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_BEHIND));
|
||||
batch.setModelTransform(backgroundTransform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
|
||||
batch.setModelTransform(textTransform);
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, true, true);
|
||||
DependencyManager::get<GeometryCache>()->renderBevelCornersRect(batch, left, bottom, width, height,
|
||||
bevelDistance, backgroundColor);
|
||||
// Render actual name
|
||||
QByteArray nameUTF8 = renderedDisplayName.toLocal8Bit();
|
||||
|
||||
// Render text slightly in front to avoid z-fighting
|
||||
textTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_IN_FRONT * renderer->getFontSize()));
|
||||
batch.setModelTransform(textTransform);
|
||||
renderer->draw(batch, text_x, -text_y, nameUTF8.data(), textColor);
|
||||
}
|
||||
|
|
|
@ -256,7 +256,6 @@ void AvatarManager::handleOutgoingChanges(VectorOfMotionStates& motionStates) {
|
|||
}
|
||||
|
||||
void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
|
||||
// TODO: expose avatar collision events to JS
|
||||
for (Collision collision : collisionEvents) {
|
||||
// TODO: Current physics uses null idA or idB for non-entities. The plan is to handle MOTIONSTATE_TYPE_AVATAR,
|
||||
// and then MOTIONSTATE_TYPE_MYAVATAR. As it is, this code only covers the case of my avatar (in which case one
|
||||
|
@ -285,6 +284,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) {
|
|||
const float AVATAR_STRETCH_FACTOR = 1.0f;
|
||||
|
||||
AudioInjector::playSound(collisionSoundURL, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getPosition());
|
||||
myAvatar->collisionWithEntity(collision);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -296,7 +296,7 @@ void Head::relaxLean(float deltaTime) {
|
|||
|
||||
void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) {
|
||||
if (_renderLookatVectors) {
|
||||
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
|
||||
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -324,7 +324,7 @@ glm::vec3 Head::getCorrectedLookAtPosition() {
|
|||
}
|
||||
|
||||
void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
|
||||
_isLookingAtMe = true;
|
||||
_isLookingAtMe = true;
|
||||
_correctedLookAtPosition = correctedLookAtPosition;
|
||||
}
|
||||
|
||||
|
|
|
@ -22,11 +22,6 @@
|
|||
#include "InterfaceConfig.h"
|
||||
#include "world.h"
|
||||
|
||||
enum eyeContactTargets {
|
||||
LEFT_EYE,
|
||||
RIGHT_EYE,
|
||||
MOUTH
|
||||
};
|
||||
|
||||
const float EYE_EAR_GAP = 0.08f;
|
||||
|
||||
|
@ -77,6 +72,7 @@ public:
|
|||
const glm::vec3& getLeftEyePosition() const { return _leftEyePosition; }
|
||||
glm::vec3 getRightEarPosition() const { return _rightEyePosition + (getRightDirection() * EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
|
||||
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
|
||||
glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); }
|
||||
|
||||
FaceModel& getFaceModel() { return _faceModel; }
|
||||
const FaceModel& getFaceModel() const { return _faceModel; }
|
||||
|
@ -148,7 +144,7 @@ private:
|
|||
FaceModel _faceModel;
|
||||
|
||||
glm::vec3 _correctedLookAtPosition;
|
||||
|
||||
|
||||
int _leftEyeLookAtID;
|
||||
int _rightEyeLookAtID;
|
||||
|
||||
|
|
|
@ -34,6 +34,9 @@
|
|||
#include <TextRenderer.h>
|
||||
#include <UserActivityLogger.h>
|
||||
|
||||
#include "devices/Faceshift.h"
|
||||
#include "devices/OculusManager.h"
|
||||
|
||||
#include "Application.h"
|
||||
#include "AvatarManager.h"
|
||||
#include "Environment.h"
|
||||
|
@ -42,7 +45,6 @@
|
|||
#include "MyAvatar.h"
|
||||
#include "Physics.h"
|
||||
#include "Recorder.h"
|
||||
#include "devices/Faceshift.h"
|
||||
#include "Util.h"
|
||||
#include "InterfaceLogging.h"
|
||||
|
||||
|
@ -97,7 +99,7 @@ MyAvatar::MyAvatar() :
|
|||
_shouldRender(true),
|
||||
_billboardValid(false),
|
||||
_feetTouchFloor(true),
|
||||
_isLookingAtLeftEye(true),
|
||||
_eyeContactTarget(LEFT_EYE),
|
||||
_realWorldFieldOfView("realWorldFieldOfView",
|
||||
DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
|
||||
_firstPersonSkeletonModel(this),
|
||||
|
@ -884,7 +886,6 @@ void MyAvatar::updateLookAtTargetAvatar() {
|
|||
const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
|
||||
const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
|
||||
|
||||
int howManyLookingAtMe = 0;
|
||||
foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get<AvatarManager>()->getAvatarHash()) {
|
||||
Avatar* avatar = static_cast<Avatar*>(avatarPointer.get());
|
||||
bool isCurrentTarget = avatar->getIsLookAtTarget();
|
||||
|
@ -897,17 +898,22 @@ void MyAvatar::updateLookAtTargetAvatar() {
|
|||
_targetAvatarPosition = avatarPointer->getPosition();
|
||||
smallestAngleTo = angleTo;
|
||||
}
|
||||
// Check if this avatar is looking at me, and fix their gaze on my camera if so
|
||||
if (Application::getInstance()->isLookingAtMyAvatar(avatar)) {
|
||||
howManyLookingAtMe++;
|
||||
// Have that avatar look directly at my camera
|
||||
// Philip TODO: correct to look at left/right eye
|
||||
if (qApp->isHMDMode()) {
|
||||
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
|
||||
// FIXME what is the point of this?
|
||||
// avatar->getHead()->setCorrectedLookAtPosition(OculusManager::getLeftEyePosition());
|
||||
// Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face.
|
||||
// Offset their gaze according to whether they're looking at one of my eyes or my mouth.
|
||||
glm::vec3 gazeOffset = avatar->getHead()->getLookAtPosition() - getHead()->getEyePosition();
|
||||
const float HUMAN_EYE_SEPARATION = 0.065f;
|
||||
float myEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition());
|
||||
gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation;
|
||||
|
||||
if (Application::getInstance()->isHMDMode()) {
|
||||
//avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getCamera()->getPosition()
|
||||
// + OculusManager::getMidEyePosition() + gazeOffset);
|
||||
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
|
||||
+ OculusManager::getMidEyePosition() + gazeOffset);
|
||||
} else {
|
||||
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition());
|
||||
avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
|
||||
+ gazeOffset);
|
||||
}
|
||||
} else {
|
||||
avatar->getHead()->clearCorrectedLookAtPosition();
|
||||
|
@ -924,12 +930,24 @@ void MyAvatar::clearLookAtTargetAvatar() {
|
|||
_lookAtTargetAvatar.reset();
|
||||
}
|
||||
|
||||
bool MyAvatar::isLookingAtLeftEye() {
|
||||
float const CHANCE_OF_CHANGING_EYE = 0.01f;
|
||||
if (randFloat() < CHANCE_OF_CHANGING_EYE) {
|
||||
_isLookingAtLeftEye = !_isLookingAtLeftEye;
|
||||
eyeContactTarget MyAvatar::getEyeContactTarget() {
|
||||
float const CHANCE_OF_CHANGING_TARGET = 0.01f;
|
||||
if (randFloat() < CHANCE_OF_CHANGING_TARGET) {
|
||||
float const FIFTY_FIFTY_CHANCE = 0.5f;
|
||||
switch (_eyeContactTarget) {
|
||||
case LEFT_EYE:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? MOUTH : RIGHT_EYE;
|
||||
break;
|
||||
case RIGHT_EYE:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? LEFT_EYE : MOUTH;
|
||||
break;
|
||||
case MOUTH:
|
||||
_eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return _isLookingAtLeftEye;
|
||||
|
||||
return _eyeContactTarget;
|
||||
}
|
||||
|
||||
glm::vec3 MyAvatar::getDefaultEyePosition() const {
|
||||
|
|
|
@ -19,6 +19,12 @@
|
|||
|
||||
class ModelItemID;
|
||||
|
||||
enum eyeContactTarget {
|
||||
LEFT_EYE,
|
||||
RIGHT_EYE,
|
||||
MOUTH
|
||||
};
|
||||
|
||||
class MyAvatar : public Avatar {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)
|
||||
|
@ -94,7 +100,7 @@ public:
|
|||
|
||||
bool isMyAvatar() const { return true; }
|
||||
|
||||
bool isLookingAtLeftEye();
|
||||
eyeContactTarget getEyeContactTarget();
|
||||
|
||||
virtual int parseDataAtOffset(const QByteArray& packet, int offset);
|
||||
|
||||
|
@ -209,6 +215,7 @@ public slots:
|
|||
signals:
|
||||
void transformChanged();
|
||||
void newCollisionSoundURL(const QUrl& url);
|
||||
void collisionWithEntity(const Collision& collision);
|
||||
|
||||
private:
|
||||
|
||||
|
@ -251,7 +258,7 @@ private:
|
|||
QList<AnimationHandlePointer> _animationHandles;
|
||||
|
||||
bool _feetTouchFloor;
|
||||
bool _isLookingAtLeftEye;
|
||||
eyeContactTarget _eyeContactTarget;
|
||||
|
||||
RecorderPointer _recorder;
|
||||
|
||||
|
|
|
@ -283,6 +283,7 @@ static ovrVector3f _eyeOffsets[ovrEye_Count];
|
|||
|
||||
glm::vec3 OculusManager::getLeftEyePosition() { return _eyePositions[ovrEye_Left]; }
|
||||
glm::vec3 OculusManager::getRightEyePosition() { return _eyePositions[ovrEye_Right]; }
|
||||
glm::vec3 OculusManager::getMidEyePosition() { return (_eyePositions[ovrEye_Left] + _eyePositions[ovrEye_Right]) / 2.0f; }
|
||||
|
||||
void OculusManager::connect(QOpenGLContext* shareContext) {
|
||||
qCDebug(interfaceapp) << "Oculus SDK" << OVR_VERSION_STRING;
|
||||
|
@ -692,13 +693,13 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
|
|||
_eyeRenderPoses[eye] = eyePoses[eye];
|
||||
// Set the camera rotation for this eye
|
||||
|
||||
vec3 eyePosition = toGlm(_eyeRenderPoses[eye].Position);
|
||||
eyePosition = whichCamera.getRotation() * eyePosition;
|
||||
_eyePositions[eye] = toGlm(_eyeRenderPoses[eye].Position);
|
||||
_eyePositions[eye] = whichCamera.getRotation() * _eyePositions[eye];
|
||||
quat eyeRotation = toGlm(_eyeRenderPoses[eye].Orientation);
|
||||
|
||||
// Update our camera to what the application camera is doing
|
||||
_camera->setRotation(whichCamera.getRotation() * eyeRotation);
|
||||
_camera->setPosition(whichCamera.getPosition() + eyePosition);
|
||||
_camera->setPosition(whichCamera.getPosition() + _eyePositions[eye]);
|
||||
configureCamera(*_camera);
|
||||
_camera->update(1.0f / Application::getInstance()->getFps());
|
||||
|
||||
|
|
|
@ -47,6 +47,7 @@ public:
|
|||
|
||||
static glm::vec3 getLeftEyePosition();
|
||||
static glm::vec3 getRightEyePosition();
|
||||
static glm::vec3 getMidEyePosition();
|
||||
|
||||
static int getHMDScreen();
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
|
||||
#include "Application.h"
|
||||
|
||||
#include "../octree/OctreePacketProcessor.h"
|
||||
#include "ui/OctreeStatsDialog.h"
|
||||
|
||||
OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* model) :
|
||||
|
@ -53,7 +54,7 @@ OctreeStatsDialog::OctreeStatsDialog(QWidget* parent, NodeToOctreeSceneStats* mo
|
|||
_localElementsMemory = AddStatItem("Elements Memory");
|
||||
_sendingMode = AddStatItem("Sending Mode");
|
||||
|
||||
_processedPackets = AddStatItem("Processed Packets");
|
||||
_processedPackets = AddStatItem("Entity Packets");
|
||||
_processedPacketsElements = AddStatItem("Processed Packets Elements");
|
||||
_processedPacketsEntities = AddStatItem("Processed Packets Entities");
|
||||
_processedPacketsTiming = AddStatItem("Processed Packets Timing");
|
||||
|
@ -155,6 +156,8 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
|
|||
if (sinceLastRefresh < REFRESH_AFTER) {
|
||||
return QDialog::paintEvent(event);
|
||||
}
|
||||
const int FLOATING_POINT_PRECISION = 3;
|
||||
|
||||
_lastRefresh = now;
|
||||
|
||||
// Update labels
|
||||
|
@ -245,7 +248,6 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
|
|||
auto averageElementsPerPacket = entities->getAverageElementsPerPacket();
|
||||
auto averageEntitiesPerPacket = entities->getAverageEntitiesPerPacket();
|
||||
|
||||
auto averagePacketsPerSecond = entities->getAveragePacketsPerSecond();
|
||||
auto averageElementsPerSecond = entities->getAverageElementsPerSecond();
|
||||
auto averageEntitiesPerSecond = entities->getAverageEntitiesPerSecond();
|
||||
|
||||
|
@ -253,21 +255,32 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
|
|||
auto averageUncompressPerPacket = entities->getAverageUncompressPerPacket();
|
||||
auto averageReadBitstreamPerPacket = entities->getAverageReadBitstreamPerPacket();
|
||||
|
||||
QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket);
|
||||
QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket);
|
||||
QString averageElementsPerPacketString = locale.toString(averageElementsPerPacket, 'f', FLOATING_POINT_PRECISION);
|
||||
QString averageEntitiesPerPacketString = locale.toString(averageEntitiesPerPacket, 'f', FLOATING_POINT_PRECISION);
|
||||
|
||||
QString averagePacketsPerSecondString = locale.toString(averagePacketsPerSecond);
|
||||
QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond);
|
||||
QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond);
|
||||
QString averageElementsPerSecondString = locale.toString(averageElementsPerSecond, 'f', FLOATING_POINT_PRECISION);
|
||||
QString averageEntitiesPerSecondString = locale.toString(averageEntitiesPerSecond, 'f', FLOATING_POINT_PRECISION);
|
||||
|
||||
QString averageWaitLockPerPacketString = locale.toString(averageWaitLockPerPacket);
|
||||
QString averageUncompressPerPacketString = locale.toString(averageUncompressPerPacket);
|
||||
QString averageReadBitstreamPerPacketString = locale.toString(averageReadBitstreamPerPacket);
|
||||
|
||||
label = _labels[_processedPackets];
|
||||
const OctreePacketProcessor& entitiesPacketProcessor = Application::getInstance()->getOctreePacketProcessor();
|
||||
|
||||
auto incomingPPS = entitiesPacketProcessor.getIncomingPPS();
|
||||
auto processedPPS = entitiesPacketProcessor.getProcessedPPS();
|
||||
auto treeProcessedPPS = entities->getAveragePacketsPerSecond();
|
||||
|
||||
QString incomingPPSString = locale.toString(incomingPPS, 'f', FLOATING_POINT_PRECISION);
|
||||
QString processedPPSString = locale.toString(processedPPS, 'f', FLOATING_POINT_PRECISION);
|
||||
QString treeProcessedPPSString = locale.toString(treeProcessedPPS, 'f', FLOATING_POINT_PRECISION);
|
||||
|
||||
statsValue.str("");
|
||||
statsValue <<
|
||||
"" << qPrintable(averagePacketsPerSecondString) << " per second";
|
||||
"Network IN: " << qPrintable(incomingPPSString) << " PPS / " <<
|
||||
"Queue OUT: " << qPrintable(processedPPSString) << " PPS / " <<
|
||||
"Tree IN: " << qPrintable(treeProcessedPPSString) << " PPS";
|
||||
|
||||
label->setText(statsValue.str().c_str());
|
||||
|
||||
|
@ -321,7 +334,7 @@ void OctreeStatsDialog::paintEvent(QPaintEvent* event) {
|
|||
}
|
||||
|
||||
QString totalTrackedEditsString = locale.toString((uint)totalTrackedEdits);
|
||||
QString updatesPerSecondString = locale.toString(updatesPerSecond);
|
||||
QString updatesPerSecondString = locale.toString(updatesPerSecond, 'f', FLOATING_POINT_PRECISION);
|
||||
QString bytesPerEditString = locale.toString(bytesPerEdit);
|
||||
|
||||
statsValue.str("");
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include "Text3DOverlay.h"
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <RenderDeferredTask.h>
|
||||
#include <TextRenderer3D.h>
|
||||
|
||||
|
@ -114,6 +115,7 @@ void Text3DOverlay::render(RenderArgs* args) {
|
|||
|
||||
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
|
||||
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
|
||||
|
||||
// Same font properties as textSize()
|
||||
|
|
|
@ -36,10 +36,6 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
|
|||
glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
|
||||
Transform transformToTopLeft = getTransformToCenter();
|
||||
transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
|
||||
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
|
||||
|
||||
// Render background
|
||||
glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
|
||||
glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
|
||||
|
@ -48,15 +44,22 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
|
|||
// Batch render calls
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
|
||||
Transform transformToTopLeft = getTransformToCenter();
|
||||
if (getFaceCamera()) {
|
||||
//rotate about vertical to face the camera
|
||||
glm::vec3 dPosition = args->_viewFrustum->getPosition() - getPosition();
|
||||
// If x and z are 0, atan(x, z) is undefined, so default to 0 degrees
|
||||
float yawRotation = dPosition.x == 0.0f && dPosition.z == 0.0f ? 0.0f : glm::atan(dPosition.x, dPosition.z);
|
||||
glm::quat orientation = glm::quat(glm::vec3(0.0f, yawRotation, 0.0f));
|
||||
transformToTopLeft.setRotation(orientation);
|
||||
}
|
||||
transformToTopLeft.postTranslate(glm::vec3(-0.5f, 0.5f, 0.0f)); // Go to the top left
|
||||
transformToTopLeft.setScale(1.0f); // Use a scale of one so that the text is not deformed
|
||||
|
||||
batch.setModelTransform(transformToTopLeft);
|
||||
|
||||
//rotate about vertical to face the camera
|
||||
if (getFaceCamera()) {
|
||||
transformToTopLeft.postRotate(args->_viewFrustum->getOrientation());
|
||||
batch.setModelTransform(transformToTopLeft);
|
||||
}
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
|
||||
|
||||
float scale = _lineHeight / _textRenderer->getFontSize();
|
||||
|
|
|
@ -92,13 +92,11 @@ void EntityTree::postAddEntity(EntityItemPointer entity) {
|
|||
bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, const SharedNodePointer& senderNode) {
|
||||
EntityTreeElement* containingElement = getContainingElement(entityID);
|
||||
if (!containingElement) {
|
||||
qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID;
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityItemPointer existingEntity = containingElement->getEntityWithEntityItemID(entityID);
|
||||
if (!existingEntity) {
|
||||
qCDebug(entities) << "UNEXPECTED!!!! don't call updateEntity() on entity items that don't exist. entityID=" << entityID;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -108,8 +106,6 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
|
|||
bool EntityTree::updateEntity(EntityItemPointer entity, const EntityItemProperties& properties, const SharedNodePointer& senderNode) {
|
||||
EntityTreeElement* containingElement = getContainingElement(entity->getEntityItemID());
|
||||
if (!containingElement) {
|
||||
qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entity-->element lookup failed!!! entityID="
|
||||
<< entity->getEntityItemID();
|
||||
return false;
|
||||
}
|
||||
return updateEntityWithElement(entity, properties, containingElement, senderNode);
|
||||
|
|
|
@ -589,7 +589,7 @@ void GLBackend::do_setStateAntialiasedLineEnable(bool enable) {
|
|||
|
||||
void GLBackend::do_setStateDepthBias(Vec2 bias) {
|
||||
if ( (bias.x != _pipeline._stateCache.depthBias) || (bias.y != _pipeline._stateCache.depthBiasSlopeScale)) {
|
||||
if ((bias.x != 0.f) || (bias.y != 0.f)) {
|
||||
if ((bias.x != 0.0f) || (bias.y != 0.0f)) {
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glEnable(GL_POLYGON_OFFSET_LINE);
|
||||
glEnable(GL_POLYGON_OFFSET_POINT);
|
||||
|
|
|
@ -9,10 +9,17 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "NodeList.h"
|
||||
#include "ReceivedPacketProcessor.h"
|
||||
#include "SharedUtil.h"
|
||||
|
||||
ReceivedPacketProcessor::ReceivedPacketProcessor() {
|
||||
_lastWindowAt = usecTimestampNow();
|
||||
}
|
||||
|
||||
|
||||
void ReceivedPacketProcessor::terminating() {
|
||||
_hasPackets.wakeAll();
|
||||
}
|
||||
|
@ -25,6 +32,7 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
|
|||
lock();
|
||||
_packets.push_back(networkPacket);
|
||||
_nodePacketCounts[sendingNode->getUUID()]++;
|
||||
_lastWindowIncomingPackets++;
|
||||
unlock();
|
||||
|
||||
// Make sure to wake our actual processing thread because we now have packets for it to process.
|
||||
|
@ -32,6 +40,24 @@ void ReceivedPacketProcessor::queueReceivedPacket(const SharedNodePointer& sendi
|
|||
}
|
||||
|
||||
bool ReceivedPacketProcessor::process() {
|
||||
quint64 now = usecTimestampNow();
|
||||
quint64 sinceLastWindow = now - _lastWindowAt;
|
||||
|
||||
|
||||
if (sinceLastWindow > USECS_PER_SECOND) {
|
||||
lock();
|
||||
float secondsSinceLastWindow = sinceLastWindow / USECS_PER_SECOND;
|
||||
float incomingPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
|
||||
_incomingPPS.updateAverage(incomingPacketsPerSecondInWindow);
|
||||
|
||||
float processedPacketsPerSecondInWindow = (float)_lastWindowIncomingPackets / secondsSinceLastWindow;
|
||||
_processedPPS.updateAverage(processedPacketsPerSecondInWindow);
|
||||
|
||||
_lastWindowAt = now;
|
||||
_lastWindowIncomingPackets = 0;
|
||||
_lastWindowProcessedPackets = 0;
|
||||
unlock();
|
||||
}
|
||||
|
||||
if (_packets.size() == 0) {
|
||||
_waitingOnPacketsMutex.lock();
|
||||
|
@ -51,6 +77,7 @@ bool ReceivedPacketProcessor::process() {
|
|||
|
||||
foreach(auto& packet, currentPackets) {
|
||||
processPacket(packet.getNode(), packet.getByteArray());
|
||||
_lastWindowProcessedPackets++;
|
||||
midProcess();
|
||||
}
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
class ReceivedPacketProcessor : public GenericThread {
|
||||
Q_OBJECT
|
||||
public:
|
||||
ReceivedPacketProcessor() { }
|
||||
ReceivedPacketProcessor();
|
||||
|
||||
/// Add packet from network receive thread to the processing queue.
|
||||
void queueReceivedPacket(const SharedNodePointer& sendingNode, const QByteArray& packet);
|
||||
|
@ -47,6 +47,9 @@ public:
|
|||
/// How many received packets waiting are to be processed
|
||||
int packetsToProcessCount() const { return _packets.size(); }
|
||||
|
||||
float getIncomingPPS() const { return _incomingPPS.getAverage(); }
|
||||
float getProcessedPPS() const { return _processedPPS.getAverage(); }
|
||||
|
||||
virtual void terminating();
|
||||
|
||||
public slots:
|
||||
|
@ -80,6 +83,12 @@ protected:
|
|||
|
||||
QWaitCondition _hasPackets;
|
||||
QMutex _waitingOnPacketsMutex;
|
||||
|
||||
quint64 _lastWindowAt = 0;
|
||||
int _lastWindowIncomingPackets = 0;
|
||||
int _lastWindowProcessedPackets = 0;
|
||||
SimpleMovingAverage _incomingPPS;
|
||||
SimpleMovingAverage _processedPPS;
|
||||
};
|
||||
|
||||
#endif // hifi_ReceivedPacketProcessor_h
|
||||
|
|
|
@ -50,37 +50,44 @@
|
|||
|
||||
static const std::string glowIntensityShaderHandle = "glowIntensity";
|
||||
|
||||
gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config) {
|
||||
auto it = _simplePrograms.find(config);
|
||||
if (it != _simplePrograms.end()) {
|
||||
return it.value();
|
||||
}
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
if (config.isCulled()) {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_NONE);
|
||||
}
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
if (config.hasDepthBias()) {
|
||||
state->setDepthBias(1.0f);
|
||||
state->setDepthBiasSlopeScale(1.0f);
|
||||
}
|
||||
state->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
gpu::ShaderPointer program = (config.isEmissive()) ? _emissiveShader : _simpleShader;
|
||||
gpu::PipelinePointer pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
_simplePrograms.insert(config, pipeline);
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
||||
auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
|
||||
auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_frag)));
|
||||
auto PSEmissive = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_textured_emisive_frag)));
|
||||
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
||||
gpu::ShaderPointer programEmissive = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
|
||||
_simpleShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
|
||||
_emissiveShader = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PSEmissive));
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
gpu::Shader::makeProgram(*programEmissive, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
state->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
|
||||
gpu::StatePointer stateCullNone = gpu::StatePointer(new gpu::State());
|
||||
stateCullNone->setCullMode(gpu::State::CULL_NONE);
|
||||
stateCullNone->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
stateCullNone->setBlendFunction(false,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
_simpleProgram = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
_simpleProgramCullNone = gpu::PipelinePointer(gpu::Pipeline::create(program, stateCullNone));
|
||||
_simpleProgramEmissive = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, state));
|
||||
_simpleProgramEmissiveCullNone = gpu::PipelinePointer(gpu::Pipeline::create(programEmissive, stateCullNone));
|
||||
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
||||
gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
|
||||
|
||||
_viewState = viewState;
|
||||
loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
|
||||
|
@ -117,21 +124,12 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
|
|||
lp->setAmbientSpherePreset(gpu::SphericalHarmonics::Preset(_ambientLightMode % gpu::SphericalHarmonics::NUM_PRESET));
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled, bool emmisive) {
|
||||
if (emmisive) {
|
||||
if (culled) {
|
||||
batch.setPipeline(_simpleProgramEmissive);
|
||||
} else {
|
||||
batch.setPipeline(_simpleProgramEmissiveCullNone);
|
||||
}
|
||||
} else {
|
||||
if (culled) {
|
||||
batch.setPipeline(_simpleProgram);
|
||||
} else {
|
||||
batch.setPipeline(_simpleProgramCullNone);
|
||||
}
|
||||
}
|
||||
if (!textured) {
|
||||
void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, bool culled,
|
||||
bool emmisive, bool depthBias) {
|
||||
SimpleProgramKey config{textured, culled, emmisive, depthBias};
|
||||
batch.setPipeline(getPipeline(config));
|
||||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
class AbstractViewStateInterface;
|
||||
class RenderArgs;
|
||||
class SimpleProgramKey;
|
||||
|
||||
/// Handles deferred lighting for the bits that require it (voxels...)
|
||||
class DeferredLightingEffect : public Dependency {
|
||||
|
@ -34,7 +35,8 @@ public:
|
|||
void init(AbstractViewStateInterface* viewState);
|
||||
|
||||
/// Sets up the state necessary to render static untextured geometry with the simple program.
|
||||
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true, bool emmisive = false);
|
||||
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
|
||||
bool emmisive = false, bool depthBias = false);
|
||||
|
||||
//// Renders a solid sphere with the simple program.
|
||||
void renderSolidSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color);
|
||||
|
@ -95,11 +97,11 @@ private:
|
|||
};
|
||||
|
||||
static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
|
||||
gpu::PipelinePointer getPipeline(SimpleProgramKey config);
|
||||
|
||||
gpu::PipelinePointer _simpleProgram;
|
||||
gpu::PipelinePointer _simpleProgramCullNone;
|
||||
gpu::PipelinePointer _simpleProgramEmissive;
|
||||
gpu::PipelinePointer _simpleProgramEmissiveCullNone;
|
||||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
ProgramObject _directionalSkyboxLight;
|
||||
LightLocations _directionalSkyboxLightLocations;
|
||||
|
@ -160,4 +162,53 @@ private:
|
|||
model::SkyboxPointer _skybox;
|
||||
};
|
||||
|
||||
class SimpleProgramKey {
|
||||
public:
|
||||
enum FlagBit {
|
||||
IS_TEXTURED_FLAG = 0,
|
||||
IS_CULLED_FLAG,
|
||||
IS_EMISSIVE_FLAG,
|
||||
HAS_DEPTH_BIAS_FLAG,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
|
||||
IS_CULLED = (1 << IS_CULLED_FLAG),
|
||||
IS_EMISSIVE = (1 << IS_EMISSIVE_FLAG),
|
||||
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
|
||||
};
|
||||
typedef unsigned short Flags;
|
||||
|
||||
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
|
||||
|
||||
bool isTextured() const { return isFlag(IS_TEXTURED); }
|
||||
bool isCulled() const { return isFlag(IS_CULLED); }
|
||||
bool isEmissive() const { return isFlag(IS_EMISSIVE); }
|
||||
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
|
||||
|
||||
Flags _flags = 0;
|
||||
short _spare = 0;
|
||||
|
||||
int getRaw() const { return *reinterpret_cast<const int*>(this); }
|
||||
|
||||
|
||||
SimpleProgramKey(bool textured = false, bool culled = true,
|
||||
bool emissive = false, bool depthBias = false) {
|
||||
_flags = (textured ? IS_TEXTURED : 0) | (culled ? IS_CULLED : 0) |
|
||||
(emissive ? IS_EMISSIVE : 0) | (depthBias ? HAS_DEPTH_BIAS : 0);
|
||||
}
|
||||
|
||||
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
|
||||
};
|
||||
|
||||
inline uint qHash(const SimpleProgramKey& key, uint seed) {
|
||||
return qHash(key.getRaw(), seed);
|
||||
}
|
||||
|
||||
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
|
||||
return a.getRaw() == b.getRaw();
|
||||
}
|
||||
|
||||
#endif // hifi_DeferredLightingEffect_h
|
||||
|
|
|
@ -229,6 +229,7 @@ QScriptValue collisionToScriptValue(QScriptEngine* engine, const Collision& coll
|
|||
obj.setProperty("idB", quuidToScriptValue(engine, collision.idB));
|
||||
obj.setProperty("penetration", vec3toScriptValue(engine, collision.penetration));
|
||||
obj.setProperty("contactPoint", vec3toScriptValue(engine, collision.contactPoint));
|
||||
obj.setProperty("velocityChange", vec3toScriptValue(engine, collision.velocityChange));
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue