Merge branch 'master' of github.com:worklist/hifi into assignee

This commit is contained in:
Stephen Birarda 2013-08-07 10:26:26 -07:00
commit 955b7f0d24
36 changed files with 1418 additions and 493 deletions

View file

@ -36,6 +36,7 @@ bool includeBorderTracer = true;
bool includeMovingBug = true;
bool includeBlinkingVoxel = false;
bool includeDanceFloor = true;
bool buildStreet = false;
const int ANIMATION_LISTEN_PORT = 40107;
@ -616,6 +617,61 @@ static void sendBillboard() {
}
}
bool roadInitialized = false;
const int ROAD_WIDTH_METERS = 3.0f;
const int BRICKS_ACROSS_ROAD = 32;
const float ROAD_BRICK_SIZE = 0.125f/TREE_SCALE; //(ROAD_WIDTH_METERS / TREE_SCALE) / BRICKS_ACROSS_ROAD; // in voxel units
const int ROAD_LENGTH = 1.0f / ROAD_BRICK_SIZE; // in bricks
const int ROAD_WIDTH = BRICKS_ACROSS_ROAD; // in bricks
glm::vec3 roadPosition(0.5f - (ROAD_BRICK_SIZE * BRICKS_ACROSS_ROAD), 0.0f, 0.0f);
const int BRICKS_PER_PACKET = 32; // guessing
const int PACKETS_PER_ROAD = VOXELS_PER_PACKET / (ROAD_LENGTH * ROAD_WIDTH);
void doBuildStreet() {
if (roadInitialized) {
return;
}
PACKET_TYPE message = PACKET_TYPE_SET_VOXEL_DESTRUCTIVE; // we're a bully!
static VoxelDetail details[BRICKS_PER_PACKET];
unsigned char* bufferOut;
int sizeOut;
for (int z = 0; z < ROAD_LENGTH; z++) {
for (int x = 0; x < ROAD_WIDTH; x++) {
int nthVoxel = ((z * ROAD_WIDTH) + x);
int item = nthVoxel % BRICKS_PER_PACKET;
glm::vec3 brick = roadPosition + glm::vec3(x * ROAD_BRICK_SIZE, 0, z * ROAD_BRICK_SIZE);
details[item].s = ROAD_BRICK_SIZE;
details[item].x = brick.x;
details[item].y = brick.y;
details[item].z = brick.z;
unsigned char randomTone = randIntInRange(118,138);
details[item].red = randomTone;
details[item].green = randomTone;
details[item].blue = randomTone;
if (item == BRICKS_PER_PACKET - 1) {
if (createVoxelEditMessage(message, 0, BRICKS_PER_PACKET, (VoxelDetail*)&details, bufferOut, sizeOut)){
::packetsSent++;
::bytesSent += sizeOut;
if (true || ::shouldShowPacketsPerSecond) {
printf("building road sending packet of size=%d\n", sizeOut);
}
NodeList::getInstance()->broadcastToNodes(bufferOut, sizeOut, &NODE_TYPE_VOXEL_SERVER, 1);
delete[] bufferOut;
}
}
}
}
roadInitialized = true;
}
double start = 0;
@ -645,6 +701,10 @@ void* animateVoxels(void* args) {
sendDanceFloor();
}
if (::buildStreet) {
doBuildStreet();
}
uint64_t end = usecTimestampNow();
uint64_t elapsedSeconds = (end - ::start) / 1000000;
if (::shouldShowPacketsPerSecond) {
@ -688,6 +748,9 @@ int main(int argc, const char * argv[])
const char* NO_DANCE_FLOOR = "--NoDanceFloor";
::includeDanceFloor = !cmdOptionExists(argc, argv, NO_DANCE_FLOOR);
const char* BUILD_STREET = "--BuildStreet";
::buildStreet = cmdOptionExists(argc, argv, BUILD_STREET);
// Handle Local Domain testing with the --local command line
const char* showPPS = "--showPPS";
::shouldShowPacketsPerSecond = cmdOptionExists(argc, argv, showPPS);
@ -700,6 +763,11 @@ int main(int argc, const char * argv[])
nodeList->setDomainIPToLocalhost();
}
const char* domainIP = getCmdOption(argc, argv, "--domain");
if (domainIP) {
NodeList::getInstance()->setDomainIP(domainIP);
}
nodeList->linkedDataCreateCallback = NULL; // do we need a callback?
nodeList->startSilentNodeRemovalThread();

View file

@ -0,0 +1,83 @@
#version 120
//
// face_textured.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture coordinate vector from left to right
uniform vec2 texCoordRight;
// the texture coordinate vector from bottom to the top
uniform vec2 texCoordUp;
// the permutation/normal texture
uniform sampler2D permutationNormalTexture;
// the depth texture
uniform sampler2D depthTexture;
// the position in model space
varying vec3 position;
// returns the gradient at a single corner of our sampling cube
vec3 grad(vec3 location) {
float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r;
float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r;
return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
}
// returns the perlin noise value for the specified location
float perlin(vec3 location) {
vec3 floors = floor(location);
vec3 ceils = ceil(location);
vec3 fff = grad(floors);
vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z));
vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z));
vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z));
vec3 cff = grad(vec3(ceils.x, floors.y, floors.z));
vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z));
vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z));
vec3 ccc = grad(ceils);
vec3 ffracts = fract(location);
vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0);
vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts);
float fffv = dot(fff, ffracts);
float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z));
float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z));
float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z));
float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z));
float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z));
float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z));
float cccv = dot(ccc, cfracts);
return mix(
mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y),
mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y),
params.z);
}
void main(void) {
// compute normal from adjacent depth values
float left = texture2D(depthTexture, gl_TexCoord[0].st - texCoordRight * 0.01).r;
float right = texture2D(depthTexture, gl_TexCoord[0].st + texCoordRight * 0.01).r;
float bottom = texture2D(depthTexture, gl_TexCoord[0].st - texCoordUp * 0.01).r;
float top = texture2D(depthTexture, gl_TexCoord[0].st + texCoordUp * 0.01).r;
vec3 normal = normalize(gl_NormalMatrix * vec3(left - right, top - bottom, -0.05));
// compute the specular component (sans exponent) based on the normal OpenGL lighting model
float specular = max(0.0, dot(normalize(gl_LightSource[0].position.xyz + vec3(0.0, 0.0, 1.0)), normal));
// the base color is a subtle marble texture produced by modulating the phase of a sine wave by perlin noise
vec3 color = mix(vec3(1.0, 1.0, 1.0), vec3(0.75, 0.75, 0.75),
sin(dot(position, vec3(25.0, 25.0, 25.0)) + 2.0 * perlin(position * 10.0)));
// standard lighting
gl_FragColor = vec4(color * ( gl_LightModel.ambient.rgb + /* gl_LightSource[0].ambient.rgb + */
gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position.xyz))) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, gl_Color.a);
}

View file

@ -0,0 +1,38 @@
#version 120
//
// face_textured.vert
// vertex shader
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the lower left texture coordinate
uniform vec2 texCoordCorner;
// the texture coordinate vector from left to right
uniform vec2 texCoordRight;
// the texture coordinate vector from bottom to the top
uniform vec2 texCoordUp;
// the depth texture
uniform sampler2D depthTexture;
// the position in model space
varying vec3 position;
void main(void) {
gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0);
float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
// store the model space vertex
position = gl_Vertex.xyz;
// set alpha to zero for invalid depth values
const float MIN_VISIBLE_DEPTH = 1.0 / 255.0;
const float MAX_VISIBLE_DEPTH = 254.0 / 255.0;
gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth)));
gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0);
}

View file

@ -77,8 +77,10 @@ static char STAR_CACHE_FILE[] = "cachedStars.txt";
static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored
const glm::vec3 START_LOCATION(4.f, 0.f, 5.f); // Where one's own node begins in the world
// (will be overwritten if avatar data file is found)
// Where one's own Avatar begins in the world (will be overwritten if avatar data file is found)
// this is basically in the center of the ground plane. Slightly adjusted. This was asked for by
// Grayson as he's building a street around here for demo dinner 2
const glm::vec3 START_LOCATION(0.485f * TREE_SCALE, 0.f, 0.5f * TREE_SCALE);
const int IDLE_SIMULATE_MSECS = 16; // How often should call simulate and other stuff
// in the idle loop? (60 FPS is default)
@ -234,6 +236,10 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
NodeList::createInstance(NODE_TYPE_AGENT, listenPort);
NodeList::getInstance()->addHook(&_voxels);
NodeList::getInstance()->addHook(this);
_enableNetworkThread = !cmdOptionExists(argc, constArgv, "--nonblocking");
if (!_enableNetworkThread) {
NodeList::getInstance()->getNodeSocket()->setBlocking(false);
@ -317,6 +323,11 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
// initialization continues in initializeGL when OpenGL context is ready
}
Application::~Application() {
NodeList::getInstance()->removeHook(&_voxels);
NodeList::getInstance()->removeHook(this);
}
void Application::initializeGL() {
qDebug( "Created Display Window.\n" );
@ -1290,9 +1301,9 @@ void Application::editPreferences() {
horizontalFieldOfView->setValue(_horizontalFieldOfView);
form->addRow("Horizontal field of view (degrees):", horizontalFieldOfView);
QDoubleSpinBox* headCameraPitchYawScale = new QDoubleSpinBox();
headCameraPitchYawScale->setValue(_headCameraPitchYawScale);
form->addRow("Head Camera Pitch/Yaw Scale:", headCameraPitchYawScale);
QDoubleSpinBox* gyroCameraSensitivity = new QDoubleSpinBox();
gyroCameraSensitivity->setValue(_gyroCameraSensitivity);
form->addRow("Gyro Camera Sensitivity (0 - 1):", gyroCameraSensitivity);
QDoubleSpinBox* leanScale = new QDoubleSpinBox();
leanScale->setValue(_myAvatar.getLeanScale());
@ -1342,7 +1353,7 @@ void Application::editPreferences() {
_myAvatar.getVoxels()->setVoxelURL(url);
sendAvatarVoxelURLMessage(url);
_headCameraPitchYawScale = headCameraPitchYawScale->value();
_gyroCameraSensitivity = gyroCameraSensitivity->value();
_myAvatar.setLeanScale(leanScale->value());
_audioJitterBufferSamples = audioJitterBufferSamples->value();
if (!shouldDynamicallySetJitterBuffer()) {
@ -1943,8 +1954,11 @@ void Application::initMenu() {
_testPing->setChecked(true);
(_fullScreenMode = optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F))->setCheckable(true);
optionsMenu->addAction("Webcam", &_webcam, SLOT(setEnabled(bool)))->setCheckable(true);
optionsMenu->addAction("Toggle Skeleton Tracking", &_webcam, SLOT(setSkeletonTrackingOn(bool)))->setCheckable(true);
optionsMenu->addAction("Skeleton Tracking", &_webcam, SLOT(setSkeletonTrackingOn(bool)))->setCheckable(true);
(_wantCollisionsOn = optionsMenu->addAction("Turn collisions On", this, SLOT(toggleWantCollisionsOn())))->setCheckable(true);
_wantCollisionsOn->setChecked(true);
optionsMenu->addAction("Cycle Webcam Send Mode", _webcam.getGrabber(), SLOT(cycleVideoSendMode()));
optionsMenu->addAction("Webcam Texture", _webcam.getGrabber(), SLOT(setDepthOnly(bool)))->setCheckable(true);
optionsMenu->addAction("Go Home", this, SLOT(goHome()), Qt::CTRL | Qt::Key_G);
QMenu* audioMenu = menuBar->addMenu("Audio");
@ -2137,6 +2151,10 @@ void Application::toggleMixedSong() {
}
}
void Application::toggleWantCollisionsOn() {
_myAvatar.setWantCollisionsOn(_wantCollisionsOn->isChecked());
}
void Application::resetSongMixMenuItem() {
if (_audio.getSongFileBytes() == 0) {
_rawAudioMicrophoneMix->setText("Mix RAW Song");
@ -2287,6 +2305,56 @@ void Application::renderLookatIndicator(glm::vec3 pointOfInterest, Camera& which
renderCircle(haloOrigin, INDICATOR_RADIUS, IDENTITY_UP, NUM_SEGMENTS);
}
void Application::renderFollowIndicator() {
NodeList* nodeList = NodeList::getInstance();
glLineWidth(5);
glBegin(GL_LINES);
for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); ++node) {
if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
Avatar* avatar = (Avatar *) node->getLinkedData();
Avatar* leader = NULL;
if (avatar->getLeaderID() != UNKNOWN_NODE_ID) {
if (avatar->getLeaderID() == NodeList::getInstance()->getOwnerID()) {
leader = &_myAvatar;
} else {
for (NodeList::iterator it = nodeList->begin(); it != nodeList->end(); ++it) {
if(it->getNodeID() == avatar->getLeaderID()
&& it->getType() == NODE_TYPE_AGENT) {
leader = (Avatar*) it->getLinkedData();
}
}
}
if (leader != NULL) {
glColor3f(1.f, 0.f, 0.f);
glVertex3f(avatar->getPosition().x,
avatar->getPosition().y,
avatar->getPosition().z);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(leader->getPosition().x,
leader->getPosition().y,
leader->getPosition().z);
}
}
}
}
if (_myAvatar.getLeadingAvatar() != NULL) {
glColor3f(1.f, 0.f, 0.f);
glVertex3f(_myAvatar.getPosition().x,
_myAvatar.getPosition().y,
_myAvatar.getPosition().z);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(_myAvatar.getLeadingAvatar()->getPosition().x,
_myAvatar.getLeadingAvatar()->getPosition().y,
_myAvatar.getLeadingAvatar()->getPosition().z);
}
glEnd();
}
void Application::update(float deltaTime) {
// Use Transmitter Hand to move hand if connected, else use mouse
@ -2500,7 +2568,7 @@ void Application::update(float deltaTime) {
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->simulate(deltaTime, NULL);
avatar->simulate(deltaTime, NULL, 0.f);
avatar->setMouseRay(mouseRayOrigin, mouseRayDirection);
}
node->unlock();
@ -2515,13 +2583,11 @@ void Application::update(float deltaTime) {
}
if (_transmitterDrives->isChecked() && _myTransmitter.isConnected()) {
_myAvatar.simulate(deltaTime, &_myTransmitter);
_myAvatar.simulate(deltaTime, &_myTransmitter, _gyroCameraSensitivity);
} else {
_myAvatar.simulate(deltaTime, NULL);
_myAvatar.simulate(deltaTime, NULL, _gyroCameraSensitivity);
}
_myAvatar.getHand().simulate(deltaTime, true);
if (!OculusManager::isConnected()) {
if (_lookingInMirror->isChecked()) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
@ -2574,7 +2640,7 @@ void Application::update(float deltaTime) {
if (_renderParticleSystemOn->isChecked()) {
updateParticleSystem(deltaTime);
}
}
}
void Application::updateAvatar(float deltaTime) {
@ -2586,10 +2652,6 @@ void Application::updateAvatar(float deltaTime) {
// Update my avatar's state from gyros and/or webcam
_myAvatar.updateFromGyrosAndOrWebcam(_gyroLook->isChecked(),
glm::vec3(_headCameraPitchYawScale,
_headCameraPitchYawScale,
_headCameraPitchYawScale),
0.f,
_pitchFromTouch);
if (_serialHeadSensor.isActive()) {
@ -2876,6 +2938,27 @@ void Application::displayOculus(Camera& whichCamera) {
glPopMatrix();
}
void Application::setupWorldLight(Camera& whichCamera) {
// 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 relativeSunLoc = glm::normalize(_environment.getClosestData(whichCamera.getPosition()).getSunLocation() -
whichCamera.getPosition());
GLfloat light_position0[] = { relativeSunLoc.x, relativeSunLoc.y, relativeSunLoc.z, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
}
void Application::displaySide(Camera& whichCamera) {
// transform by eye offset
@ -2905,22 +2988,7 @@ void Application::displaySide(Camera& whichCamera) {
glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z);
// 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 relativeSunLoc = glm::normalize(_environment.getClosestData(whichCamera.getPosition()).getSunLocation() -
whichCamera.getPosition());
GLfloat light_position0[] = { relativeSunLoc.x, relativeSunLoc.y, relativeSunLoc.z, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
setupWorldLight(whichCamera);
if (_renderStarsOn->isChecked()) {
if (!_stars.getFileLoaded()) {
@ -2986,7 +3054,7 @@ void Application::displaySide(Camera& whichCamera) {
glDisable(GL_FOG);
glDisable(GL_NORMALIZE);
renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
//renderGroundPlaneGrid(EDGE_SIZE_GROUND_PLANE, _audio.getCollisionSoundMagnitude());
}
// Draw voxels
if (_renderVoxels->isChecked()) {
@ -3015,6 +3083,8 @@ void Application::displaySide(Camera& whichCamera) {
glEnable(GL_LIGHTING);
}
_myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS, whichCamera);
if (_renderAvatarsOn->isChecked()) {
// Render avatars of other nodes
NodeList* nodeList = NodeList::getInstance();
@ -3049,6 +3119,8 @@ void Application::displaySide(Camera& whichCamera) {
}
}
_myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS, whichCamera);
if (_renderParticleSystemOn->isChecked()) {
if (_particleSystemInitialized) {
_particleSystem.render();
@ -3060,6 +3132,20 @@ void Application::displaySide(Camera& whichCamera) {
// brad's frustum for debugging
if (_frustumOn->isChecked()) renderViewFrustum(_viewFrustum);
// render voxel fades if they exist
if (_voxelFades.size() > 0) {
for(std::vector<VoxelFade>::iterator fade = _voxelFades.begin(); fade != _voxelFades.end();) {
fade->render();
if(fade->isDone()) {
fade = _voxelFades.erase(fade);
} else {
++fade;
}
}
}
renderFollowIndicator();
}
void Application::displayOverlay() {
@ -3627,6 +3713,62 @@ void Application::shiftPaintingColor() {
}
void Application::injectVoxelAddedSoundEffect() {
AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(11025);
if (voxelInjector) {
voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
//voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
/* for (int i = 0; i
< 22050; i++) {
if (i % 4 == 0) {
voxelInjector->addSample(4000);
} else if (i % 4 == 1) {
voxelInjector->addSample(0);
} else if (i % 4 == 2) {
voxelInjector->addSample(-4000);
} else {
voxelInjector->addSample(0);
}
*/
const float BIG_VOXEL_MIN_SIZE = .01f;
for (int i = 0; i < 11025; i++) {
/*
A440 square wave
if (sin(i * 2 * PIE / 50)>=0) {
voxelInjector->addSample(4000);
} else {
voxelInjector->addSample(-4000);
}
*/
if (_mouseVoxel.s > BIG_VOXEL_MIN_SIZE) {
voxelInjector->addSample(20000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 200))));
} else {
voxelInjector->addSample(16000 * sin(i / (1.5 * log (_mouseVoxel.s / .0001) * ((i + 11025) / 5512.5)))); //808
}
}
//voxelInjector->addSample(32500 * sin(i/(2 * 1 * ((i+5000)/5512.5)))); //80
//voxelInjector->addSample(20000 * sin(i/(6 * (_mouseVoxel.s/.001) *((i+5512.5)/5512.5)))); //808
//voxelInjector->addSample(20000 * sin(i/(6 * ((i+5512.5)/5512.5)))); //808
//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50)); //A440 sine wave
//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50) * sin (i/500)); //A440 sine wave with amplitude modulation
//FM library
//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(500*sin((i+1)/200)))); //FM 1 dubstep
//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(300*sin((i+1)/5.0)))); //FM 2 flange sweep
//voxelInjector->addSample(10000 * sin((i * 2 * PIE) /(500*sin((i+1)/500.0)))); //FM 3 resonant pulse
AudioInjectionManager::threadInjector(voxelInjector);
}
}
bool Application::maybeEditVoxelUnderCursor() {
if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
if (_mouseVoxel.s != 0) {
@ -3637,65 +3779,35 @@ bool Application::maybeEditVoxelUnderCursor() {
// create the voxel locally so it appears immediately
_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
// Implement voxel fade effect
VoxelFade fade(VoxelFade::FADE_OUT, 1.0f, 1.0f, 1.0f);
const float VOXEL_BOUNDS_ADJUST = 0.01f;
float slightlyBigger = _mouseVoxel.s * VOXEL_BOUNDS_ADJUST;
fade.voxelDetails.x = _mouseVoxel.x - slightlyBigger;
fade.voxelDetails.y = _mouseVoxel.y - slightlyBigger;
fade.voxelDetails.z = _mouseVoxel.z - slightlyBigger;
fade.voxelDetails.s = _mouseVoxel.s + slightlyBigger + slightlyBigger;
_voxelFades.push_back(fade);
// inject a sound effect
injectVoxelAddedSoundEffect();
// remember the position for drag detection
_justEditedVoxel = true;
AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(11025);
voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
//_myAvatar.getPosition()
// voxelInjector->setBearing(-1 * _myAvatar.getAbsoluteHeadYaw());
voxelInjector->setVolume (16 * pow (_mouseVoxel.s, 2) / .0000001); //255 is max, and also default value
/* for (int i = 0; i
< 22050; i++) {
if (i % 4 == 0) {
voxelInjector->addSample(4000);
} else if (i % 4 == 1) {
voxelInjector->addSample(0);
} else if (i % 4 == 2) {
voxelInjector->addSample(-4000);
} else {
voxelInjector->addSample(0);
}
*/
const float BIG_VOXEL_MIN_SIZE = .01f;
for (int i = 0; i < 11025; i++) {
/*
A440 square wave
if (sin(i * 2 * PIE / 50)>=0) {
voxelInjector->addSample(4000);
} else {
voxelInjector->addSample(-4000);
}
*/
if (_mouseVoxel.s > BIG_VOXEL_MIN_SIZE) {
voxelInjector->addSample(20000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 200))));
} else {
voxelInjector->addSample(16000 * sin(i / (1.5 * log (_mouseVoxel.s / .0001) * ((i + 11025) / 5512.5)))); //808
}
}
//voxelInjector->addSample(32500 * sin(i/(2 * 1 * ((i+5000)/5512.5)))); //80
//voxelInjector->addSample(20000 * sin(i/(6 * (_mouseVoxel.s/.001) *((i+5512.5)/5512.5)))); //808
//voxelInjector->addSample(20000 * sin(i/(6 * ((i+5512.5)/5512.5)))); //808
//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50)); //A440 sine wave
//voxelInjector->addSample(4000 * sin(i * 2 * PIE /50) * sin (i/500)); //A440 sine wave with amplitude modulation
//FM library
//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(500*sin((i+1)/200)))); //FM 1 dubstep
//voxelInjector->addSample(20000 * sin((i * 2 * PIE) /(300*sin((i+1)/5.0)))); //FM 2 flange sweep
//voxelInjector->addSample(10000 * sin((i * 2 * PIE) /(500*sin((i+1)/500.0)))); //FM 3 resonant pulse
AudioInjectionManager::threadInjector(voxelInjector);
}
} else if (_deleteVoxelMode->isChecked()) {
deleteVoxelUnderCursor();
VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
const float VOXEL_BOUNDS_ADJUST = 0.01f;
float slightlyBigger = _mouseVoxel.s * VOXEL_BOUNDS_ADJUST;
fade.voxelDetails.x = _mouseVoxel.x - slightlyBigger;
fade.voxelDetails.y = _mouseVoxel.y - slightlyBigger;
fade.voxelDetails.z = _mouseVoxel.z - slightlyBigger;
fade.voxelDetails.s = _mouseVoxel.s + slightlyBigger + slightlyBigger;
_voxelFades.push_back(fade);
} else if (_eyedropperMode->isChecked()) {
eyedropperVoxelUnderCursor();
} else {
@ -3710,17 +3822,20 @@ void Application::deleteVoxelUnderCursor() {
// sending delete to the server is sufficient, server will send new version so we see updates soon enough
sendVoxelEditMessage(PACKET_TYPE_ERASE_VOXEL, _mouseVoxel);
AudioInjector* voxelInjector = AudioInjectionManager::injectorWithCapacity(5000);
voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
// voxelInjector->setBearing(0); //straight down the z axis
voxelInjector->setVolume (255); //255 is max, and also default value
for (int i = 0; i < 5000; i++) {
voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
//voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
if (voxelInjector) {
voxelInjector->setPosition(glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z));
//voxelInjector->setBearing(0); //straight down the z axis
voxelInjector->setVolume (255); //255 is max, and also default value
for (int i = 0; i < 5000; i++) {
voxelInjector->addSample(10000 * sin((i * 2 * PIE) / (500 * sin((i + 1) / 500.0)))); //FM 3 resonant pulse
//voxelInjector->addSample(20000 * sin((i) /((4 / _mouseVoxel.s) * sin((i)/(20 * _mouseVoxel.s / .001))))); //FM 2 comb filter
}
AudioInjectionManager::threadInjector(voxelInjector);
}
AudioInjectionManager::threadInjector(voxelInjector);
}
// remember the position for drag detection
_justEditedVoxel = true;
@ -3817,6 +3932,57 @@ void Application::attachNewHeadToNode(Node* newNode) {
}
}
void Application::nodeAdded(Node* node) {
}
void Application::nodeKilled(Node* node) {
if (node->getType() == NODE_TYPE_VOXEL_SERVER) {
uint16_t nodeID = node->getNodeID();
// see if this is the first we've heard of this node...
if (_voxelServerJurisdictions.find(nodeID) != _voxelServerJurisdictions.end()) {
VoxelPositionSize jurisditionDetails;
jurisditionDetails = _voxelServerJurisdictions[nodeID];
printf("voxel server going away...... v[%f, %f, %f, %f]\n",
jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
VoxelFade fade(VoxelFade::FADE_OUT, NODE_KILLED_RED, NODE_KILLED_GREEN, NODE_KILLED_BLUE);
fade.voxelDetails = jurisditionDetails;
_voxelFades.push_back(fade);
}
}
}
int Application::parseVoxelStats(unsigned char* messageData, ssize_t messageLength, sockaddr senderAddress) {
// parse the incoming stats data, and stick it into our averaging stats object for now... even though this
// means mixing in stats from potentially multiple servers.
int statsMessageLength = _voxelSceneStats.unpackFromMessage(messageData, messageLength);
// But, also identify the sender, and keep track of the contained jurisdiction root for this server
Node* voxelServer = NodeList::getInstance()->nodeWithAddress(&senderAddress);
uint16_t nodeID = voxelServer->getNodeID();
VoxelPositionSize jurisditionDetails;
voxelDetailsForCode(_voxelSceneStats.getJurisdictionRoot(), jurisditionDetails);
// see if this is the first we've heard of this node...
if (_voxelServerJurisdictions.find(nodeID) == _voxelServerJurisdictions.end()) {
printf("stats from new voxel server... v[%f, %f, %f, %f]\n",
jurisditionDetails.x, jurisditionDetails.y, jurisditionDetails.z, jurisditionDetails.s);
// Add the jurisditionDetails object to the list of "fade outs"
VoxelFade fade(VoxelFade::FADE_OUT, NODE_ADDED_RED, NODE_ADDED_GREEN, NODE_ADDED_BLUE);
fade.voxelDetails = jurisditionDetails;
_voxelFades.push_back(fade);
}
// store jurisdiction details for later use
_voxelServerJurisdictions[nodeID] = jurisditionDetails;
return statsMessageLength;
}
// Receive packets from other nodes/servers and decide what to do with them!
void* Application::networkReceive(void* args) {
sockaddr senderAddress;
@ -3860,7 +4026,8 @@ void* Application::networkReceive(void* args) {
// immediately following them inside the same packet. So, we process the PACKET_TYPE_VOXEL_STATS first
// then process any remaining bytes as if it was another packet
if (messageData[0] == PACKET_TYPE_VOXEL_STATS) {
int statsMessageLength = app->_voxelSceneStats.unpackFromMessage(messageData, messageLength);
int statsMessageLength = app->parseVoxelStats(messageData, messageLength, senderAddress);
if (messageLength > statsMessageLength) {
messageData += statsMessageLength;
messageLength -= statsMessageLength;
@ -3954,11 +4121,11 @@ void Application::saveAction(QSettings* set, QAction* action) {
}
void Application::loadSettings(QSettings* settings) {
if (!settings) {
if (!settings) {
settings = getSettings();
}
_headCameraPitchYawScale = loadSetting(settings, "headCameraPitchYawScale", 0.0f);
_gyroCameraSensitivity = loadSetting(settings, "gyroCameraSensitivity", 0.5f);
_audioJitterBufferSamples = loadSetting(settings, "audioJitterBufferSamples", 0);
_horizontalFieldOfView = loadSetting(settings, "horizontalFieldOfView", HORIZONTAL_FIELD_OF_VIEW_DEGREES);
@ -3982,7 +4149,7 @@ void Application::saveSettings(QSettings* settings) {
settings = getSettings();
}
settings->setValue("headCameraPitchYawScale", _headCameraPitchYawScale);
settings->setValue("gyroCameraSensitivity", _gyroCameraSensitivity);
settings->setValue("audioJitterBufferSamples", _audioJitterBufferSamples);
settings->setValue("horizontalFieldOfView", _horizontalFieldOfView);
settings->beginGroup("View Frustum Offset Camera");

View file

@ -31,17 +31,19 @@
#include "Environment.h"
#include "PacketHeaders.h"
#include "ParticleSystem.h"
#include "renderer/GeometryCache.h"
#include "SerialInterface.h"
#include "Stars.h"
#include "Swatch.h"
#include "ToolsPalette.h"
#include "ViewFrustum.h"
#include "VoxelFade.h"
#include "VoxelSystem.h"
#include "Webcam.h"
#include "PieMenu.h"
#include "avatar/Avatar.h"
#include "avatar/HandControl.h"
#include "renderer/GeometryCache.h"
#include "renderer/TextureCache.h"
#include "ui/BandwidthDialog.h"
#include "ui/ChatEntry.h"
#include "ui/VoxelStatsDialog.h"
@ -59,13 +61,23 @@ class QWheelEvent;
class Node;
class ProgramObject;
class Application : public QApplication {
static const float NODE_ADDED_RED = 0.0f;
static const float NODE_ADDED_GREEN = 1.0f;
static const float NODE_ADDED_BLUE = 0.0f;
static const float NODE_KILLED_RED = 1.0f;
static const float NODE_KILLED_GREEN = 0.0f;
static const float NODE_KILLED_BLUE = 0.0f;
class Application : public QApplication, public NodeListHook {
Q_OBJECT
public:
static Application* getInstance() { return static_cast<Application*>(QCoreApplication::instance()); }
Application(int& argc, char** argv, timeval &startup_time);
~Application();
void initializeGL();
void paintGL();
@ -105,8 +117,13 @@ public:
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
GeometryCache* getGeometryCache() { return &_geometryCache; }
TextureCache* getTextureCache() { return &_textureCache; }
void resetSongMixMenuItem();
void setupWorldLight(Camera& whichCamera);
virtual void nodeAdded(Node* node);
virtual void nodeKilled(Node* node);
public slots:
void sendAvatarFaceVideoMessage(int frameCount, const QByteArray& data);
@ -179,6 +196,7 @@ private slots:
void setListenModePoint();
void setListenModeSingleSource();
void toggleMixedSong();
void toggleWantCollisionsOn();
void renderCoverageMap();
@ -216,6 +234,7 @@ private:
bool isLookingAtMyAvatar(Avatar* avatar);
void renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera);
void renderFollowIndicator();
void updateAvatar(float deltaTime);
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
@ -233,6 +252,7 @@ private:
void deleteVoxelUnderCursor();
void eyedropperVoxelUnderCursor();
void resetSensors();
void injectVoxelAddedSoundEffect();
void setMenuShortcutsEnabled(bool enabled);
@ -294,6 +314,7 @@ private:
QAction* _rawAudioMicrophoneMix; // Mixing of a RAW audio file with microphone stream for rave gloves
QAction* _noise;
QAction* _occlusionCulling;
QAction* _wantCollisionsOn;
QAction* _renderCoverageMapV2;
QAction* _renderCoverageMap;
@ -358,7 +379,7 @@ private:
Environment _environment;
int _headMouseX, _headMouseY;
float _headCameraPitchYawScale;
float _gyroCameraSensitivity;
int _audioJitterBufferSamples; // Number of extra samples to wait before starting audio playback
@ -419,6 +440,7 @@ private:
int _hmdWarpParamLocation;
GeometryCache _geometryCache;
TextureCache _textureCache;
ParticleSystem _particleSystem;
@ -445,6 +467,11 @@ private:
PieMenu _pieMenu;
VoxelSceneStats _voxelSceneStats;
int parseVoxelStats(unsigned char* messageData, ssize_t messageLength, sockaddr senderAddress);
std::map<uint16_t,VoxelPositionSize> _voxelServerJurisdictions;
std::vector<VoxelFade> _voxelFades;
};
#endif /* defined(__interface__Application__) */

View file

@ -0,0 +1,58 @@
//
// VoxelFade.cpp
// interface
//
// Created by Brad Hefta-Gaub on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#include "InterfaceConfig.h"
#include <VoxelConstants.h>
#include "VoxelFade.h"
const float VoxelFade::FADE_OUT_START = 0.5f;
const float VoxelFade::FADE_OUT_END = 0.0f;
const float VoxelFade::FADE_OUT_STEP = -0.005f;
const float VoxelFade::FADE_IN_START = 0.0f;
const float VoxelFade::FADE_IN_END = 0.5f;
const float VoxelFade::FADE_IN_STEP = 0.005f;
const float VoxelFade::DEFAULT_RED = 0.5f;
const float VoxelFade::DEFAULT_GREEN = 0.5f;
const float VoxelFade::DEFAULT_BLUE = 0.5f;
VoxelFade::VoxelFade(FadeDirection direction, float red, float green, float blue) :
direction(direction),
red(red),
green(green),
blue(blue)
{
opacity = (direction == FADE_OUT) ? FADE_OUT_START : FADE_IN_START;
}
void VoxelFade::render() {
glDisable(GL_LIGHTING);
glPushMatrix();
glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE);
glColor4f(red, green, blue, opacity);
glTranslatef(voxelDetails.x + voxelDetails.s * 0.5f,
voxelDetails.y + voxelDetails.s * 0.5f,
voxelDetails.z + voxelDetails.s * 0.5f);
glLineWidth(1.0f);
glutSolidCube(voxelDetails.s);
glLineWidth(1.0f);
glPopMatrix();
glEnable(GL_LIGHTING);
opacity += (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP;
}
bool VoxelFade::isDone() const {
if (direction == FADE_OUT) {
return opacity <= FADE_OUT_END;
} else {
return opacity >= FADE_IN_END;
}
return true; // unexpected case, assume we're done
}

43
interface/src/VoxelFade.h Normal file
View file

@ -0,0 +1,43 @@
//
// VoxelFade.h
// interface
//
// Created by Brad Hefta-Gaub on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__VoxelFade__
#define __interface__VoxelFade__
#include <OctalCode.h> // for VoxelPositionSize
class VoxelFade {
public:
enum FadeDirection { FADE_OUT, FADE_IN};
static const float FADE_OUT_START;
static const float FADE_OUT_END;
static const float FADE_OUT_STEP;
static const float FADE_IN_START;
static const float FADE_IN_END;
static const float FADE_IN_STEP;
static const float DEFAULT_RED;
static const float DEFAULT_GREEN;
static const float DEFAULT_BLUE;
VoxelPositionSize voxelDetails;
FadeDirection direction;
float opacity;
float red;
float green;
float blue;
VoxelFade(FadeDirection direction = FADE_OUT, float red = DEFAULT_RED,
float green = DEFAULT_GREEN, float blue = DEFAULT_BLUE);
void render();
bool isDone() const;
};
#endif // __interface__VoxelFade__

View file

@ -17,8 +17,6 @@
#include <fstream> // to load voxels from file
#include <pthread.h>
#include <glm/gtc/random.hpp>
#include <OctalCode.h>
#include <PacketHeaders.h>
#include <PerfStat.h>
@ -493,7 +491,6 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo
}
ProgramObject* VoxelSystem::_perlinModulateProgram = 0;
GLuint VoxelSystem::_permutationNormalTextureID = 0;
void VoxelSystem::init() {
@ -585,29 +582,9 @@ void VoxelSystem::init() {
_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/perlin_modulate.frag");
_perlinModulateProgram->link();
_perlinModulateProgram->bind();
_perlinModulateProgram->setUniformValue("permutationNormalTexture", 0);
// create the permutation/normal texture
glGenTextures(1, &_permutationNormalTextureID);
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
// the first line consists of random permutation offsets
unsigned char data[256 * 2 * 3];
for (int i = 0; i < 256 * 3; i++) {
data[i] = rand() % 256;
}
// the next, random unit normals
for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
glm::vec3 randvec = glm::sphericalRand(1.0f);
data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
_perlinModulateProgram->release();
}
void VoxelSystem::updateFullVBOs() {
@ -734,7 +711,7 @@ void VoxelSystem::applyScaleAndBindProgram(bool texture) {
if (texture) {
_perlinModulateProgram->bind();
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
}
}
@ -1553,10 +1530,38 @@ void VoxelSystem::falseColorizeOccludedV2() {
VoxelProjectedPolygon::intersects_calls
);
//myCoverageMapV2.erase();
_tree->setDirtyBit();
setupNewVoxelsForDrawing();
}
void VoxelSystem::nodeAdded(Node* node) {
if (node->getType() == NODE_TYPE_VOXEL_SERVER) {
uint16_t nodeID = node->getNodeID();
printf("VoxelSystem... voxel server %u added...\n", nodeID);
}
}
bool VoxelSystem::killSourceVoxelsOperation(VoxelNode* node, void* extraData) {
uint16_t killedNodeID = *(uint16_t*)extraData;
for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
VoxelNode* childNode = node->getChildAtIndex(i);
if (childNode && childNode->getSourceID()== killedNodeID) {
node->safeDeepDeleteChildAtIndex(i);
}
}
return true;
}
void VoxelSystem::nodeKilled(Node* node) {
if (node->getType() == NODE_TYPE_VOXEL_SERVER) {
uint16_t nodeID = node->getNodeID();
printf("VoxelSystem... voxel server %u removed...\n", nodeID);
// Kill any voxels from the local tree
_tree->recurseTreeWithOperation(killSourceVoxelsOperation, &nodeID);
_tree->setDirtyBit();
setupNewVoxelsForDrawing();
}
}

View file

@ -28,7 +28,7 @@ class ProgramObject;
const int NUM_CHILDREN = 8;
class VoxelSystem : public NodeData, public VoxelNodeDeleteHook {
class VoxelSystem : public NodeData, public VoxelNodeDeleteHook, public NodeListHook {
public:
VoxelSystem(float treeScale = TREE_SCALE, int maxVoxels = MAX_VOXELS_PER_SYSTEM);
~VoxelSystem();
@ -99,6 +99,8 @@ public:
CoverageMap myCoverageMap;
virtual void nodeDeleted(VoxelNode* node);
virtual void nodeAdded(Node* node);
virtual void nodeKilled(Node* node);
protected:
float _treeScale;
@ -140,6 +142,7 @@ private:
static bool falseColorizeSubTreeOperation(VoxelNode* node, void* extraData);
static bool falseColorizeOccludedV2Operation(VoxelNode* node, void* extraData);
static bool falseColorizeBySourceOperation(VoxelNode* node, void* extraData);
static bool killSourceVoxelsOperation(VoxelNode* node, void* extraData);
int updateNodeInArraysAsFullVBO(VoxelNode* node);
int updateNodeInArraysAsPartialVBO(VoxelNode* node);
@ -193,7 +196,6 @@ private:
bool _voxelsDirty;
static ProgramObject* _perlinModulateProgram;
static GLuint _permutationNormalTextureID;
int _hookID;
std::vector<glBufferIndex> _freeIndexes;

View file

@ -71,26 +71,28 @@ void Webcam::reset() {
}
void Webcam::renderPreview(int screenWidth, int screenHeight) {
if (_enabled && _colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
if (_enabled) {
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
const int PREVIEW_HEIGHT = 200;
int previewWidth = _textureSize.width * PREVIEW_HEIGHT / _textureSize.height;
int top = screenHeight - 600;
int left = screenWidth - previewWidth - 10;
glTexCoord2f(0, 0);
glVertex2f(left, top);
glTexCoord2f(1, 0);
glVertex2f(left + previewWidth, top);
glTexCoord2f(1, 1);
glVertex2f(left + previewWidth, top + PREVIEW_HEIGHT);
glTexCoord2f(0, 1);
glVertex2f(left, top + PREVIEW_HEIGHT);
glEnd();
const int PREVIEW_HEIGHT = 200;
int previewWidth = _textureSize.width * PREVIEW_HEIGHT / _textureSize.height;
int top = screenHeight - 600;
int left = screenWidth - previewWidth - 10;
if (_colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(left, top);
glTexCoord2f(1, 0);
glVertex2f(left + previewWidth, top);
glTexCoord2f(1, 1);
glVertex2f(left + previewWidth, top + PREVIEW_HEIGHT);
glTexCoord2f(0, 1);
glVertex2f(left, top + PREVIEW_HEIGHT);
glEnd();
}
if (_depthTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
glBegin(GL_QUADS);
@ -157,22 +159,26 @@ const float METERS_PER_MM = 1.0f / 1000.0f;
void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midFaceDepth,
float aspectRatio, const RotatedRect& faceRect, bool sending, const JointVector& joints) {
IplImage colorImage = color;
glPixelStorei(GL_UNPACK_ROW_LENGTH, colorImage.widthStep / 3);
if (_colorTextureID == 0) {
glGenTextures(1, &_colorTextureID);
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _textureSize.width = colorImage.width, _textureSize.height = colorImage.height,
0, format, GL_UNSIGNED_BYTE, colorImage.imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qDebug("Capturing video at %gx%g.\n", _textureSize.width, _textureSize.height);
} else {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _textureSize.width, _textureSize.height, format,
GL_UNSIGNED_BYTE, colorImage.imageData);
if (!color.empty()) {
IplImage colorImage = color;
glPixelStorei(GL_UNPACK_ROW_LENGTH, colorImage.widthStep / 3);
if (_colorTextureID == 0) {
glGenTextures(1, &_colorTextureID);
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _textureSize.width = colorImage.width, _textureSize.height = colorImage.height,
0, format, GL_UNSIGNED_BYTE, colorImage.imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _textureSize.width, _textureSize.height, format,
GL_UNSIGNED_BYTE, colorImage.imageData);
}
} else if (_colorTextureID != 0) {
glDeleteTextures(1, &_colorTextureID);
_colorTextureID = 0;
}
if (!depth.empty()) {
IplImage depthImage = depth;
glPixelStorei(GL_UNPACK_ROW_LENGTH, depthImage.widthStep);
@ -189,6 +195,9 @@ void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midF
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _textureSize.width, _textureSize.height, GL_LUMINANCE,
GL_UNSIGNED_BYTE, depthImage.imageData);
}
} else if (_depthTextureID != 0) {
glDeleteTextures(1, &_depthTextureID);
_depthTextureID = 0;
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
@ -273,8 +282,8 @@ void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midF
QTimer::singleShot(qMax((int)remaining / 1000, 0), _grabber, SLOT(grabFrame()));
}
FrameGrabber::FrameGrabber() : _initialized(false), _videoSendMode(FULL_FRAME_VIDEO), _capture(0), _searchWindow(0, 0, 0, 0),
_smoothedMidFaceDepth(UNINITIALIZED_FACE_DEPTH), _colorCodec(), _depthCodec(), _frameCount(0) {
FrameGrabber::FrameGrabber() : _initialized(false), _videoSendMode(FULL_FRAME_VIDEO), _depthOnly(false), _capture(0),
_searchWindow(0, 0, 0, 0), _smoothedMidFaceDepth(UNINITIALIZED_FACE_DEPTH), _colorCodec(), _depthCodec(), _frameCount(0) {
}
FrameGrabber::~FrameGrabber() {
@ -374,6 +383,11 @@ void FrameGrabber::cycleVideoSendMode() {
destroyCodecs();
}
void FrameGrabber::setDepthOnly(bool depthOnly) {
_depthOnly = depthOnly;
destroyCodecs();
}
void FrameGrabber::reset() {
_searchWindow = cv::Rect(0, 0, 0, 0);
@ -479,7 +493,7 @@ void FrameGrabber::grabFrame() {
encodedWidth = color.cols;
encodedHeight = color.rows;
aspectRatio = FULL_FRAME_ASPECT;
colorBitrateMultiplier = 4.0f;
colorBitrateMultiplier = depthBitrateMultiplier = 4.0f;
} else {
// if we don't have a search window (yet), try using the face cascade
@ -591,108 +605,129 @@ void FrameGrabber::grabFrame() {
depth.convertTo(_grayDepthFrame, CV_8UC1, 1.0, depthOffset);
}
QByteArray payload;
// increment the frame count that identifies frames
_frameCount++;
QByteArray payload;
if (_videoSendMode != NO_VIDEO) {
if (_colorCodec.name == 0) {
// initialize encoder context(s)
vpx_codec_enc_cfg_t codecConfig;
vpx_codec_enc_config_default(vpx_codec_vp8_cx(), &codecConfig, 0);
codecConfig.rc_target_bitrate = ENCODED_FACE_WIDTH * ENCODED_FACE_HEIGHT * colorBitrateMultiplier *
codecConfig.rc_target_bitrate / codecConfig.g_w / codecConfig.g_h;
codecConfig.g_w = encodedWidth;
codecConfig.g_h = encodedHeight;
vpx_codec_enc_init(&_colorCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
if (!depth.empty()) {
codecConfig.rc_target_bitrate *= depthBitrateMultiplier;
vpx_codec_enc_init(&_depthCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
}
}
Mat transform;
if (_videoSendMode == FACE_VIDEO) {
// resize/rotate face into encoding rectangle
_faceColor.create(encodedHeight, encodedWidth, CV_8UC3);
warpAffine(color, _faceColor, faceTransform, _faceColor.size());
} else {
_faceColor = color;
}
// convert from RGB to YV12: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
// start the payload off with the aspect ratio (zero for full frame)
payload.append((const char*)&aspectRatio, sizeof(float));
// prepare the image in which we'll store the data
const int ENCODED_BITS_PER_Y = 8;
const int ENCODED_BITS_PER_VU = 2;
const int ENCODED_BITS_PER_PIXEL = ENCODED_BITS_PER_Y + 2 * ENCODED_BITS_PER_VU;
const int BITS_PER_BYTE = 8;
_encodedFace.resize(encodedWidth * encodedHeight * ENCODED_BITS_PER_PIXEL / BITS_PER_BYTE);
vpx_image_t vpxImage;
vpx_img_wrap(&vpxImage, VPX_IMG_FMT_YV12, encodedWidth, encodedHeight, 1,
(unsigned char*)_encodedFace.data());
uchar* yline = vpxImage.planes[0];
uchar* vline = vpxImage.planes[1];
uchar* uline = vpxImage.planes[2];
const int Y_RED_WEIGHT = (int)(0.299 * 256);
const int Y_GREEN_WEIGHT = (int)(0.587 * 256);
const int Y_BLUE_WEIGHT = (int)(0.114 * 256);
const int V_RED_WEIGHT = (int)(0.713 * 256);
const int U_BLUE_WEIGHT = (int)(0.564 * 256);
int redIndex = 0;
int greenIndex = 1;
int blueIndex = 2;
if (format == GL_BGR) {
redIndex = 2;
blueIndex = 0;
}
for (int i = 0; i < encodedHeight; i += 2) {
uchar* ydest = yline;
uchar* vdest = vline;
uchar* udest = uline;
for (int j = 0; j < encodedWidth; j += 2) {
uchar* tl = _faceColor.ptr(i, j);
uchar* tr = _faceColor.ptr(i, j + 1);
uchar* bl = _faceColor.ptr(i + 1, j);
uchar* br = _faceColor.ptr(i + 1, j + 1);
ydest[0] = (tl[redIndex] * Y_RED_WEIGHT + tl[1] * Y_GREEN_WEIGHT + tl[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[1] = (tr[redIndex] * Y_RED_WEIGHT + tr[1] * Y_GREEN_WEIGHT + tr[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[vpxImage.stride[0]] = (bl[redIndex] * Y_RED_WEIGHT + bl[greenIndex] *
Y_GREEN_WEIGHT + bl[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[vpxImage.stride[0] + 1] = (br[redIndex] * Y_RED_WEIGHT + br[greenIndex] *
Y_GREEN_WEIGHT + br[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest += 2;
int totalRed = tl[redIndex] + tr[redIndex] + bl[redIndex] + br[redIndex];
int totalGreen = tl[greenIndex] + tr[greenIndex] + bl[greenIndex] + br[greenIndex];
int totalBlue = tl[blueIndex] + tr[blueIndex] + bl[blueIndex] + br[blueIndex];
int totalY = (totalRed * Y_RED_WEIGHT + totalGreen * Y_GREEN_WEIGHT + totalBlue * Y_BLUE_WEIGHT) >> 8;
*vdest++ = (((totalRed - totalY) * V_RED_WEIGHT) >> 10) + 128;
*udest++ = (((totalBlue - totalY) * U_BLUE_WEIGHT) >> 10) + 128;
vpx_img_wrap(&vpxImage, VPX_IMG_FMT_YV12, encodedWidth, encodedHeight, 1, (unsigned char*)_encodedFace.data());
if (!_depthOnly || depth.empty()) {
if (_colorCodec.name == 0) {
// initialize encoder context
vpx_codec_enc_cfg_t codecConfig;
vpx_codec_enc_config_default(vpx_codec_vp8_cx(), &codecConfig, 0);
codecConfig.rc_target_bitrate = ENCODED_FACE_WIDTH * ENCODED_FACE_HEIGHT * colorBitrateMultiplier *
codecConfig.rc_target_bitrate / codecConfig.g_w / codecConfig.g_h;
codecConfig.g_w = encodedWidth;
codecConfig.g_h = encodedHeight;
vpx_codec_enc_init(&_colorCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
}
yline += vpxImage.stride[0] * 2;
vline += vpxImage.stride[1];
uline += vpxImage.stride[2];
}
// encode the frame
vpx_codec_encode(&_colorCodec, &vpxImage, ++_frameCount, 1, 0, VPX_DL_REALTIME);
if (_videoSendMode == FACE_VIDEO) {
// resize/rotate face into encoding rectangle
_faceColor.create(encodedHeight, encodedWidth, CV_8UC3);
warpAffine(color, _faceColor, faceTransform, _faceColor.size());
// start the payload off with the aspect ratio (zero for full frame)
payload.append((const char*)&aspectRatio, sizeof(float));
// extract the encoded frame
vpx_codec_iter_t iterator = 0;
const vpx_codec_cx_pkt_t* packet;
while ((packet = vpx_codec_get_cx_data(&_colorCodec, &iterator)) != 0) {
if (packet->kind == VPX_CODEC_CX_FRAME_PKT) {
// prepend the length, which will indicate whether there's a depth frame too
payload.append((const char*)&packet->data.frame.sz, sizeof(packet->data.frame.sz));
payload.append((const char*)packet->data.frame.buf, packet->data.frame.sz);
} else {
_faceColor = color;
}
}
// convert from RGB to YV12: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
uchar* yline = vpxImage.planes[0];
uchar* vline = vpxImage.planes[1];
uchar* uline = vpxImage.planes[2];
const int Y_RED_WEIGHT = (int)(0.299 * 256);
const int Y_GREEN_WEIGHT = (int)(0.587 * 256);
const int Y_BLUE_WEIGHT = (int)(0.114 * 256);
const int V_RED_WEIGHT = (int)(0.713 * 256);
const int U_BLUE_WEIGHT = (int)(0.564 * 256);
int redIndex = 0;
int greenIndex = 1;
int blueIndex = 2;
if (format == GL_BGR) {
redIndex = 2;
blueIndex = 0;
}
for (int i = 0; i < encodedHeight; i += 2) {
uchar* ydest = yline;
uchar* vdest = vline;
uchar* udest = uline;
for (int j = 0; j < encodedWidth; j += 2) {
uchar* tl = _faceColor.ptr(i, j);
uchar* tr = _faceColor.ptr(i, j + 1);
uchar* bl = _faceColor.ptr(i + 1, j);
uchar* br = _faceColor.ptr(i + 1, j + 1);
ydest[0] = (tl[redIndex] * Y_RED_WEIGHT + tl[1] * Y_GREEN_WEIGHT + tl[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[1] = (tr[redIndex] * Y_RED_WEIGHT + tr[1] * Y_GREEN_WEIGHT + tr[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[vpxImage.stride[0]] = (bl[redIndex] * Y_RED_WEIGHT + bl[greenIndex] *
Y_GREEN_WEIGHT + bl[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest[vpxImage.stride[0] + 1] = (br[redIndex] * Y_RED_WEIGHT + br[greenIndex] *
Y_GREEN_WEIGHT + br[blueIndex] * Y_BLUE_WEIGHT) >> 8;
ydest += 2;
int totalRed = tl[redIndex] + tr[redIndex] + bl[redIndex] + br[redIndex];
int totalGreen = tl[greenIndex] + tr[greenIndex] + bl[greenIndex] + br[greenIndex];
int totalBlue = tl[blueIndex] + tr[blueIndex] + bl[blueIndex] + br[blueIndex];
int totalY = (totalRed * Y_RED_WEIGHT + totalGreen * Y_GREEN_WEIGHT + totalBlue * Y_BLUE_WEIGHT) >> 8;
*vdest++ = (((totalRed - totalY) * V_RED_WEIGHT) >> 10) + 128;
*udest++ = (((totalBlue - totalY) * U_BLUE_WEIGHT) >> 10) + 128;
}
yline += vpxImage.stride[0] * 2;
vline += vpxImage.stride[1];
uline += vpxImage.stride[2];
}
// encode the frame
vpx_codec_encode(&_colorCodec, &vpxImage, _frameCount, 1, 0, VPX_DL_REALTIME);
// extract the encoded frame
vpx_codec_iter_t iterator = 0;
const vpx_codec_cx_pkt_t* packet;
while ((packet = vpx_codec_get_cx_data(&_colorCodec, &iterator)) != 0) {
if (packet->kind == VPX_CODEC_CX_FRAME_PKT) {
// prepend the length, which will indicate whether there's a depth frame too
payload.append((const char*)&packet->data.frame.sz, sizeof(packet->data.frame.sz));
payload.append((const char*)packet->data.frame.buf, packet->data.frame.sz);
}
}
} else {
// zero length indicates no color info
const size_t ZERO_SIZE = 0;
payload.append((const char*)&ZERO_SIZE, sizeof(size_t));
// we can use more bits for depth
depthBitrateMultiplier *= 2.0f;
// don't bother reporting the color
color = Mat();
}
if (!depth.empty()) {
if (_depthCodec.name == 0) {
// initialize encoder context
vpx_codec_enc_cfg_t codecConfig;
vpx_codec_enc_config_default(vpx_codec_vp8_cx(), &codecConfig, 0);
codecConfig.rc_target_bitrate = ENCODED_FACE_WIDTH * ENCODED_FACE_HEIGHT * depthBitrateMultiplier *
codecConfig.rc_target_bitrate / codecConfig.g_w / codecConfig.g_h;
codecConfig.g_w = encodedWidth;
codecConfig.g_h = encodedHeight;
vpx_codec_enc_init(&_depthCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
}
// convert with mask
uchar* yline = vpxImage.planes[0];
uchar* vline = vpxImage.planes[1];

View file

@ -112,6 +112,7 @@ public:
public slots:
void cycleVideoSendMode();
void setDepthOnly(bool depthOnly);
void reset();
void shutdown();
void grabFrame();
@ -126,6 +127,7 @@ private:
bool _initialized;
VideoSendMode _videoSendMode;
bool _depthOnly;
CvCapture* _capture;
cv::CascadeClassifier _faceCascade;
cv::Mat _hsvFrame;

View file

@ -101,6 +101,7 @@ Avatar::Avatar(Node* owningNode) :
_lastCollisionPosition(0, 0, 0),
_speedBrakes(false),
_isThrustOn(false),
_isCollisionsOn(true),
_leadingAvatar(NULL),
_voxels(this)
{
@ -294,9 +295,8 @@ void Avatar::reset() {
// Update avatar head rotation with sensor data
void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook,
const glm::vec3& amplifyAngle,
float yawFromTouch,
float pitchFromTouch) {
_head.setMousePitch(pitchFromTouch);
SerialInterface* gyros = Application::getInstance()->getSerialHeadSensor();
Webcam* webcam = Application::getInstance()->getWebcam();
glm::vec3 estimatedPosition, estimatedRotation;
@ -308,7 +308,6 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook,
} else {
_head.setPitch(pitchFromTouch);
_head.setYaw(yawFromTouch);
return;
}
if (webcam->isActive()) {
@ -334,9 +333,15 @@ void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook,
} else {
_head.getFace().clearFrame();
}
_head.setPitch(estimatedRotation.x * amplifyAngle.x + pitchFromTouch);
_head.setYaw(estimatedRotation.y * amplifyAngle.y + yawFromTouch);
_head.setRoll(estimatedRotation.z * amplifyAngle.z);
// Set the rotation of the avatar's head (as seen by others, not affecting view frustum)
// to be scaled. Pitch is greater to emphasize nodding behavior / synchrony.
const float AVATAR_HEAD_PITCH_MAGNIFY = 1.0f;
const float AVATAR_HEAD_YAW_MAGNIFY = 1.0f;
const float AVATAR_HEAD_ROLL_MAGNIFY = 1.0f;
_head.setPitch(estimatedRotation.x * AVATAR_HEAD_PITCH_MAGNIFY);
_head.setYaw(estimatedRotation.y * AVATAR_HEAD_YAW_MAGNIFY);
_head.setRoll(estimatedRotation.z * AVATAR_HEAD_ROLL_MAGNIFY);
_head.setCameraFollowsHead(gyroLook);
// Update torso lean distance based on accelerometer data
@ -391,7 +396,7 @@ void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
//
// Gather thrust information from keyboard and sensors to apply to avatar motion
//
glm::quat orientation = getHead().getOrientation();
glm::quat orientation = getHead().getCameraOrientation();
glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * IDENTITY_UP;
@ -493,14 +498,17 @@ void Avatar::follow(Avatar* leadingAvatar) {
_leadingAvatar = leadingAvatar;
if (_leadingAvatar != NULL) {
_leaderID = leadingAvatar->getOwningNode()->getNodeID();
_stringLength = glm::length(_position - _leadingAvatar->getPosition()) / _scale;
if (_stringLength > MAX_STRING_LENGTH) {
_stringLength = MAX_STRING_LENGTH;
}
} else {
_leaderID = UNKNOWN_NODE_ID;
}
}
void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
void Avatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity) {
glm::quat orientation = getOrientation();
glm::vec3 front = orientation * IDENTITY_FRONT;
@ -623,9 +631,12 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
}
}
updateCollisionWithEnvironment(deltaTime);
updateCollisionWithVoxels(deltaTime);
updateAvatarCollisions(deltaTime);
if (_isCollisionsOn) {
updateCollisionWithEnvironment(deltaTime);
updateCollisionWithVoxels(deltaTime);
updateAvatarCollisions(deltaTime);
}
}
// update body balls
@ -633,7 +644,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
// test for avatar collision response with the big sphere
if (usingBigSphereCollisionTest) {
if (usingBigSphereCollisionTest && _isCollisionsOn) {
updateCollisionWithSphere(_TEST_bigSpherePosition, _TEST_bigSphereRadius, deltaTime);
}
@ -747,7 +758,9 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
_head.setPosition(_bodyBall[ BODY_BALL_HEAD_BASE ].position);
_head.setScale(_scale);
_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
_head.simulate(deltaTime, isMyAvatar());
_head.simulate(deltaTime, isMyAvatar(), gyroCameraSensitivity);
_hand.simulate(deltaTime, isMyAvatar());
@ -1146,6 +1159,10 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
glPopMatrix();
}
if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
}
// render a simple round on the ground projected down from the avatar's position
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
@ -1207,6 +1224,21 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
}
}
void Avatar::renderScreenTint(ScreenTintLayer layer, Camera& whichCamera) {
if (layer == SCREEN_TINT_BEFORE_AVATARS) {
if (_hand.isRaveGloveActive()) {
_hand.renderRaveGloveStage();
}
}
else if (layer == SCREEN_TINT_BEFORE_AVATARS) {
if (_hand.isRaveGloveActive()) {
// Restore the world lighting
Application::getInstance()->setupWorldLight(whichCamera);
}
}
}
void Avatar::resetBodyBalls() {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
@ -1372,6 +1404,17 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float alpha = getBallRenderAlpha(b, lookingInMirror);
// When in rave glove mode, don't show the arms at all.
if (_hand.isRaveGloveActive()) {
if (b == BODY_BALL_LEFT_ELBOW
|| b == BODY_BALL_LEFT_WRIST
|| b == BODY_BALL_LEFT_FINGERTIPS
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS) {
continue;
}
}
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (alpha > 0.0f) {

View file

@ -27,7 +27,7 @@
#include "world.h"
static const float MAX_SCALE = 5.f;
static const float MAX_SCALE = 10.f;
static const float MIN_SCALE = .5f;
static const float SCALING_RATIO = .05f;
static const float SMOOTHING_RATIO = .05f; // 0 < ratio < 1
@ -112,6 +112,15 @@ enum AvatarMode
NUM_AVATAR_MODES
};
enum ScreenTintLayer
{
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
SCREEN_TINT_BEFORE_AVATARS,
SCREEN_TINT_BEFORE_MY_AVATAR,
SCREEN_TINT_AFTER_AVATARS,
NUM_SCREEN_TINT_LAYERS
};
class Avatar : public AvatarData {
public:
Avatar(Node* owningNode = NULL);
@ -119,16 +128,15 @@ public:
void init();
void reset();
void simulate(float deltaTime, Transmitter* transmitter);
void simulate(float deltaTime, Transmitter* transmitter, float gyroCameraSensitivity);
void updateThrust(float deltaTime, Transmitter * transmitter);
void follow(Avatar* leadingAvatar);
void updateFromGyrosAndOrWebcam(bool gyroLook,
const glm::vec3& amplifyAngle,
float yawFromTouch,
float pitchFromTouch);
void addBodyYaw(float bodyYaw) {_bodyYaw += bodyYaw;};
void addBodyYawDelta(float bodyYawDelta) {_bodyYawDelta += bodyYawDelta;}
void render(bool lookingInMirror, bool renderAvatarBalls);
void renderScreenTint(ScreenTintLayer layer, Camera& whichCamera);
//setters
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
@ -142,6 +150,7 @@ public:
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
void setOrientation (const glm::quat& orientation);
void setNewScale (const float scale);
void setWantCollisionsOn (bool wantCollisionsOn ) { _isCollisionsOn = wantCollisionsOn; }
//getters
bool isInitialized () const { return _initialized;}
@ -263,6 +272,7 @@ private:
glm::vec3 _lastCollisionPosition;
bool _speedBrakes;
bool _isThrustOn;
bool _isCollisionsOn;
Avatar* _leadingAvatar;
float _stringLength;

View file

@ -22,10 +22,10 @@
using namespace cv;
ProgramObject* Face::_program = 0;
int Face::_texCoordCornerLocation;
int Face::_texCoordRightLocation;
int Face::_texCoordUpLocation;
ProgramObject* Face::_videoProgram = 0;
Face::Locations Face::_videoProgramLocations;
ProgramObject* Face::_texturedProgram = 0;
Face::Locations Face::_texturedProgramLocations;
GLuint Face::_vboID;
GLuint Face::_iboID;
@ -71,6 +71,7 @@ void Face::setFrameFromWebcam() {
void Face::clearFrame() {
_colorTextureID = 0;
_depthTextureID = 0;
}
int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
@ -111,128 +112,140 @@ int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
return dataBytes;
}
// the switch from full frame to not (or vice versa) requires us to reinit the codecs
// the switch between full frame or depth only modes requires us to reinit the codecs
float aspectRatio = *(const float*)_arrivingFrame.constData();
size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
bool fullFrame = (aspectRatio == FULL_FRAME_ASPECT);
if (fullFrame != _lastFullFrame) {
bool depthOnly = (colorSize == 0);
if (fullFrame != _lastFullFrame || depthOnly != _lastDepthOnly) {
destroyCodecs();
_lastFullFrame = fullFrame;
_lastDepthOnly = depthOnly;
}
if (_colorCodec.name == 0) {
// initialize decoder context
vpx_codec_dec_init(&_colorCodec, vpx_codec_vp8_dx(), 0, 0);
}
size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
// read the color data, if non-empty
Mat color;
const uint8_t* colorData = (const uint8_t*)(_arrivingFrame.constData() + sizeof(float) + sizeof(size_t));
vpx_codec_decode(&_colorCodec, colorData, colorSize, 0, 0);
vpx_codec_iter_t iterator = 0;
vpx_image_t* image;
while ((image = vpx_codec_get_frame(&_colorCodec, &iterator)) != 0) {
// convert from YV12 to RGB: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
Mat color(image->d_h, image->d_w, CV_8UC3);
uchar* yline = image->planes[0];
uchar* vline = image->planes[1];
uchar* uline = image->planes[2];
const int RED_V_WEIGHT = (int)(1.403 * 256);
const int GREEN_V_WEIGHT = (int)(0.714 * 256);
const int GREEN_U_WEIGHT = (int)(0.344 * 256);
const int BLUE_U_WEIGHT = (int)(1.773 * 256);
for (int i = 0; i < image->d_h; i += 2) {
uchar* ysrc = yline;
uchar* vsrc = vline;
uchar* usrc = uline;
for (int j = 0; j < image->d_w; j += 2) {
uchar* tl = color.ptr(i, j);
uchar* tr = color.ptr(i, j + 1);
uchar* bl = color.ptr(i + 1, j);
uchar* br = color.ptr(i + 1, j + 1);
int v = *vsrc++ - 128;
int u = *usrc++ - 128;
int redOffset = (RED_V_WEIGHT * v) >> 8;
int greenOffset = (GREEN_V_WEIGHT * v + GREEN_U_WEIGHT * u) >> 8;
int blueOffset = (BLUE_U_WEIGHT * u) >> 8;
int ytl = ysrc[0];
int ytr = ysrc[1];
int ybl = ysrc[image->w];
int ybr = ysrc[image->w + 1];
ysrc += 2;
tl[0] = saturate_cast<uchar>(ytl + redOffset);
tl[1] = saturate_cast<uchar>(ytl - greenOffset);
tl[2] = saturate_cast<uchar>(ytl + blueOffset);
tr[0] = saturate_cast<uchar>(ytr + redOffset);
tr[1] = saturate_cast<uchar>(ytr - greenOffset);
tr[2] = saturate_cast<uchar>(ytr + blueOffset);
bl[0] = saturate_cast<uchar>(ybl + redOffset);
bl[1] = saturate_cast<uchar>(ybl - greenOffset);
bl[2] = saturate_cast<uchar>(ybl + blueOffset);
br[0] = saturate_cast<uchar>(ybr + redOffset);
br[1] = saturate_cast<uchar>(ybr - greenOffset);
br[2] = saturate_cast<uchar>(ybr + blueOffset);
}
yline += image->stride[0] * 2;
vline += image->stride[1];
uline += image->stride[2];
if (colorSize > 0) {
if (_colorCodec.name == 0) {
// initialize decoder context
vpx_codec_dec_init(&_colorCodec, vpx_codec_vp8_dx(), 0, 0);
}
Mat depth;
const uint8_t* depthData = colorData + colorSize;
int depthSize = _arrivingFrame.size() - ((const char*)depthData - _arrivingFrame.constData());
if (depthSize > 0) {
if (_depthCodec.name == 0) {
// initialize decoder context
vpx_codec_dec_init(&_depthCodec, vpx_codec_vp8_dx(), 0, 0);
}
vpx_codec_decode(&_depthCodec, depthData, depthSize, 0, 0);
vpx_codec_iter_t iterator = 0;
vpx_image_t* image;
while ((image = vpx_codec_get_frame(&_depthCodec, &iterator)) != 0) {
depth.create(image->d_h, image->d_w, CV_8UC1);
uchar* yline = image->planes[0];
uchar* vline = image->planes[1];
const uchar EIGHT_BIT_MAXIMUM = 255;
const uchar MASK_THRESHOLD = 192;
for (int i = 0; i < image->d_h; i += 2) {
uchar* ysrc = yline;
uchar* vsrc = vline;
for (int j = 0; j < image->d_w; j += 2) {
if (*vsrc++ < MASK_THRESHOLD) {
*depth.ptr(i, j) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i, j + 1) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i + 1, j) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i + 1, j + 1) = EIGHT_BIT_MAXIMUM;
} else {
*depth.ptr(i, j) = ysrc[0];
*depth.ptr(i, j + 1) = ysrc[1];
*depth.ptr(i + 1, j) = ysrc[image->stride[0]];
*depth.ptr(i + 1, j + 1) = ysrc[image->stride[0] + 1];
}
ysrc += 2;
}
yline += image->stride[0] * 2;
vline += image->stride[1];
vpx_codec_decode(&_colorCodec, colorData, colorSize, 0, 0);
vpx_codec_iter_t iterator = 0;
vpx_image_t* image;
while ((image = vpx_codec_get_frame(&_colorCodec, &iterator)) != 0) {
// convert from YV12 to RGB: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
color.create(image->d_h, image->d_w, CV_8UC3);
uchar* yline = image->planes[0];
uchar* vline = image->planes[1];
uchar* uline = image->planes[2];
const int RED_V_WEIGHT = (int)(1.403 * 256);
const int GREEN_V_WEIGHT = (int)(0.714 * 256);
const int GREEN_U_WEIGHT = (int)(0.344 * 256);
const int BLUE_U_WEIGHT = (int)(1.773 * 256);
for (int i = 0; i < image->d_h; i += 2) {
uchar* ysrc = yline;
uchar* vsrc = vline;
uchar* usrc = uline;
for (int j = 0; j < image->d_w; j += 2) {
uchar* tl = color.ptr(i, j);
uchar* tr = color.ptr(i, j + 1);
uchar* bl = color.ptr(i + 1, j);
uchar* br = color.ptr(i + 1, j + 1);
int v = *vsrc++ - 128;
int u = *usrc++ - 128;
int redOffset = (RED_V_WEIGHT * v) >> 8;
int greenOffset = (GREEN_V_WEIGHT * v + GREEN_U_WEIGHT * u) >> 8;
int blueOffset = (BLUE_U_WEIGHT * u) >> 8;
int ytl = ysrc[0];
int ytr = ysrc[1];
int ybl = ysrc[image->w];
int ybr = ysrc[image->w + 1];
ysrc += 2;
tl[0] = saturate_cast<uchar>(ytl + redOffset);
tl[1] = saturate_cast<uchar>(ytl - greenOffset);
tl[2] = saturate_cast<uchar>(ytl + blueOffset);
tr[0] = saturate_cast<uchar>(ytr + redOffset);
tr[1] = saturate_cast<uchar>(ytr - greenOffset);
tr[2] = saturate_cast<uchar>(ytr + blueOffset);
bl[0] = saturate_cast<uchar>(ybl + redOffset);
bl[1] = saturate_cast<uchar>(ybl - greenOffset);
bl[2] = saturate_cast<uchar>(ybl + blueOffset);
br[0] = saturate_cast<uchar>(ybr + redOffset);
br[1] = saturate_cast<uchar>(ybr - greenOffset);
br[2] = saturate_cast<uchar>(ybr + blueOffset);
}
yline += image->stride[0] * 2;
vline += image->stride[1];
uline += image->stride[2];
}
}
QMetaObject::invokeMethod(this, "setFrame", Q_ARG(cv::Mat, color),
Q_ARG(cv::Mat, depth), Q_ARG(float, aspectRatio));
} else if (_colorCodec.name != 0) {
vpx_codec_destroy(&_colorCodec);
_colorCodec.name = 0;
}
// read the depth data, if non-empty
Mat depth;
const uint8_t* depthData = colorData + colorSize;
int depthSize = _arrivingFrame.size() - ((const char*)depthData - _arrivingFrame.constData());
if (depthSize > 0) {
if (_depthCodec.name == 0) {
// initialize decoder context
vpx_codec_dec_init(&_depthCodec, vpx_codec_vp8_dx(), 0, 0);
}
vpx_codec_decode(&_depthCodec, depthData, depthSize, 0, 0);
vpx_codec_iter_t iterator = 0;
vpx_image_t* image;
while ((image = vpx_codec_get_frame(&_depthCodec, &iterator)) != 0) {
depth.create(image->d_h, image->d_w, CV_8UC1);
uchar* yline = image->planes[0];
uchar* vline = image->planes[1];
const uchar EIGHT_BIT_MAXIMUM = 255;
const uchar MASK_THRESHOLD = 192;
for (int i = 0; i < image->d_h; i += 2) {
uchar* ysrc = yline;
uchar* vsrc = vline;
for (int j = 0; j < image->d_w; j += 2) {
if (*vsrc++ < MASK_THRESHOLD) {
*depth.ptr(i, j) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i, j + 1) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i + 1, j) = EIGHT_BIT_MAXIMUM;
*depth.ptr(i + 1, j + 1) = EIGHT_BIT_MAXIMUM;
} else {
*depth.ptr(i, j) = ysrc[0];
*depth.ptr(i, j + 1) = ysrc[1];
*depth.ptr(i + 1, j) = ysrc[image->stride[0]];
*depth.ptr(i + 1, j + 1) = ysrc[image->stride[0] + 1];
}
ysrc += 2;
}
yline += image->stride[0] * 2;
vline += image->stride[1];
}
}
} else if (_depthCodec.name != 0) {
vpx_codec_destroy(&_depthCodec);
_depthCodec.name = 0;
}
QMetaObject::invokeMethod(this, "setFrame", Q_ARG(cv::Mat, color),
Q_ARG(cv::Mat, depth), Q_ARG(float, aspectRatio));
return dataBytes;
}
bool Face::render(float alpha) {
if (_colorTextureID == 0 || _textureRect.size.area() == 0) {
if (!isActive()) {
return false;
}
glPushMatrix();
@ -275,20 +288,9 @@ bool Face::render(float alpha) {
const int INDICES_PER_TRIANGLE = 3;
const int INDEX_COUNT = QUAD_COUNT * TRIANGLES_PER_QUAD * INDICES_PER_TRIANGLE;
if (_program == 0) {
_program = new ProgramObject();
_program->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/face.vert");
_program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/face.frag");
_program->link();
_program->bind();
_program->setUniformValue("depthTexture", 0);
_program->setUniformValue("colorTexture", 1);
_program->release();
_texCoordCornerLocation = _program->uniformLocation("texCoordCorner");
_texCoordRightLocation = _program->uniformLocation("texCoordRight");
_texCoordUpLocation = _program->uniformLocation("texCoordUp");
if (_videoProgram == 0) {
_videoProgram = loadProgram(QString(), "colorTexture", _videoProgramLocations);
_texturedProgram = loadProgram("_textured", "permutationNormalTexture", _texturedProgramLocations);
glGenBuffers(1, &_vboID);
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
@ -328,14 +330,23 @@ bool Face::render(float alpha) {
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
_program->bind();
_program->setUniformValue(_texCoordCornerLocation,
ProgramObject* program = _videoProgram;
Locations* locations = &_videoProgramLocations;
if (_colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
} else {
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
program = _texturedProgram;
locations = &_texturedProgramLocations;
}
program->bind();
program->setUniformValue(locations->texCoordCorner,
points[0].x / _textureSize.width, points[0].y / _textureSize.height);
_program->setUniformValue(_texCoordRightLocation,
program->setUniformValue(locations->texCoordRight,
(points[3].x - points[0].x) / _textureSize.width, (points[3].y - points[0].y) / _textureSize.height);
_program->setUniformValue(_texCoordUpLocation,
program->setUniformValue(locations->texCoordUp,
(points[1].x - points[0].x) / _textureSize.width, (points[1].y - points[0].y) / _textureSize.height);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, 0);
@ -357,7 +368,7 @@ bool Face::render(float alpha) {
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
_program->release();
program->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
@ -392,53 +403,52 @@ void Face::cycleRenderMode() {
}
void Face::setFrame(const cv::Mat& color, const cv::Mat& depth, float aspectRatio) {
if (color.empty()) {
// release our textures, if any; there's no more video
if (_colorTextureID != 0) {
glDeleteTextures(1, &_colorTextureID);
_colorTextureID = 0;
Size2f textureSize = _textureSize;
if (!color.empty()) {
bool generate = (_colorTextureID == 0);
if (generate) {
glGenTextures(1, &_colorTextureID);
}
if (_depthTextureID != 0) {
glDeleteTextures(1, &_depthTextureID);
_depthTextureID = 0;
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
if (_textureSize.width != color.cols || _textureSize.height != color.rows || generate) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, color.cols, color.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
textureSize = color.size();
_textureRect = RotatedRect(Point2f(color.cols * 0.5f, color.rows * 0.5f), textureSize, 0.0f);
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, color.cols, color.rows, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
}
return;
}
if (_colorTextureID == 0) {
glGenTextures(1, &_colorTextureID);
}
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
bool recreateTextures = (_textureSize.width != color.cols || _textureSize.height != color.rows);
if (recreateTextures) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, color.cols, color.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
_textureSize = color.size();
_textureRect = RotatedRect(Point2f(color.cols * 0.5f, color.rows * 0.5f), _textureSize, 0.0f);
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, color.cols, color.rows, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
} else if (_colorTextureID != 0) {
glDeleteTextures(1, &_colorTextureID);
_colorTextureID = 0;
}
if (!depth.empty()) {
if (_depthTextureID == 0) {
bool generate = (_depthTextureID == 0);
if (generate) {
glGenTextures(1, &_depthTextureID);
}
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
if (recreateTextures) {
if (_textureSize.width != depth.cols || _textureSize.height != depth.rows || generate) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, depth.cols, depth.rows, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, depth.ptr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
textureSize = depth.size();
_textureRect = RotatedRect(Point2f(depth.cols * 0.5f, depth.rows * 0.5f), textureSize, 0.0f);
} else {
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, depth.cols, depth.rows, GL_LUMINANCE, GL_UNSIGNED_BYTE, depth.ptr());
}
} else if (_depthTextureID != 0) {
glDeleteTextures(1, &_depthTextureID);
_depthTextureID = 0;
}
glBindTexture(GL_TEXTURE_2D, 0);
_aspectRatio = aspectRatio;
_textureSize = textureSize;
}
void Face::destroyCodecs() {
@ -451,3 +461,21 @@ void Face::destroyCodecs() {
_depthCodec.name = 0;
}
}
ProgramObject* Face::loadProgram(const QString& suffix, const char* secondTextureUniform, Locations& locations) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/face" + suffix + ".vert");
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/face" + suffix + ".frag");
program->link();
program->bind();
program->setUniformValue("depthTexture", 0);
program->setUniformValue(secondTextureUniform, 1);
program->release();
locations.texCoordCorner = program->uniformLocation("texCoordCorner");
locations.texCoordRight = program->uniformLocation("texCoordRight");
locations.texCoordUp = program->uniformLocation("texCoordUp");
return program;
}

View file

@ -30,7 +30,8 @@ public:
Face(Head* owningHead);
~Face();
bool isFullFrame() const { return _colorTextureID != 0 && _aspectRatio == FULL_FRAME_ASPECT; }
bool isActive() const { return _colorTextureID != 0 || _depthTextureID != 0; }
bool isFullFrame() const { return isActive() && _aspectRatio == FULL_FRAME_ASPECT; }
void setFrameFromWebcam();
void clearFrame();
@ -64,15 +65,26 @@ private:
vpx_codec_ctx_t _colorCodec;
vpx_codec_ctx_t _depthCodec;
bool _lastFullFrame;
bool _lastDepthOnly;
QByteArray _arrivingFrame;
int _frameCount;
int _frameBytesRemaining;
static ProgramObject* _program;
static int _texCoordCornerLocation;
static int _texCoordRightLocation;
static int _texCoordUpLocation;
struct Locations {
int texCoordCorner;
int texCoordRight;
int texCoordUp;
};
static ProgramObject* loadProgram(const QString& suffix, const char* secondTextureUniform, Locations& locations);
static ProgramObject* _videoProgram;
static Locations _videoProgramLocations;
static ProgramObject* _texturedProgram;
static Locations _texturedProgramLocations;
static GLuint _vboID;
static GLuint _iboID;
};

View file

@ -42,6 +42,9 @@ void Hand::init() {
else {
_ballColor = glm::vec3(0.0, 0.0, 0.4);
}
_raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FIRE;
_raveGloveEffectsModeChanged = false;
}
void Hand::reset() {
@ -51,15 +54,20 @@ void Hand::reset() {
void Hand::simulate(float deltaTime, bool isMine) {
if (_isRaveGloveActive) {
if (_raveGloveEffectsModeChanged && _raveGloveInitialized) {
activateNewRaveGloveMode();
_raveGloveEffectsModeChanged = false;
}
updateRaveGloveParticles(deltaTime);
}
}
void Hand::calculateGeometry() {
glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it
const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it
Head& head = _owningAvatar->getHead();
_basePosition = head.getPosition() + head.getOrientation() * offset;
_basePosition = head.getPosition() + head.getOrientation() * leapHandsOffsetFromFace;
_baseOrientation = head.getOrientation();
// generate finger tip balls....
@ -106,18 +114,21 @@ void Hand::calculateGeometry() {
}
void Hand::setRaveGloveEffectsMode(QKeyEvent* event) {
_raveGloveEffectsModeChanged = true;
switch (event->key()) {
case Qt::Key_0: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR); break;
case Qt::Key_1: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_TRAILS ); break;
case Qt::Key_2: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FIRE ); break;
case Qt::Key_3: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_WATER ); break;
case Qt::Key_4: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FLASHY ); break;
case Qt::Key_5: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_BOZO_SPARKLER ); break;
case Qt::Key_6: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER ); break;
case Qt::Key_7: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_SNAKE ); break;
case Qt::Key_8: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_PULSE ); break;
case Qt::Key_9: setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_THROB ); break;
case Qt::Key_0: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR; break;
case Qt::Key_1: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_TRAILS; break;
case Qt::Key_2: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FIRE; break;
case Qt::Key_3: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_WATER; break;
case Qt::Key_4: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_FLASHY; break;
case Qt::Key_5: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_BOZO_SPARKLER; break;
case Qt::Key_6: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER; break;
case Qt::Key_7: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_SNAKE; break;
case Qt::Key_8: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_PULSE; break;
case Qt::Key_9: _raveGloveEffectsMode = RAVE_GLOVE_EFFECTS_MODE_THROB; break;
};
}
@ -129,10 +140,14 @@ void Hand::render(bool lookingInMirror) {
calculateGeometry();
if (_isRaveGloveActive) {
renderRaveGloveStage();
// Disable raveGloveStage while we work on the network glove features
// renderRaveGloveStage();
if (_raveGloveInitialized) {
updateRaveGloveEmitters(); // do this after calculateGeometry
// Use normal lighting for the particles
setRaveLights(RAVE_LIGHTS_PARTICLES);
_raveGloveParticleSystem.render();
}
}
@ -142,8 +157,35 @@ void Hand::render(bool lookingInMirror) {
if ( SHOW_LEAP_HAND ) {
//renderLeapHands();
renderLeapFingerTrails();
renderLeapHandSpheres();
if (!isRaveGloveActive()) {
renderLeapFingerTrails();
renderLeapHandSpheres();
}
}
}
void Hand::setRaveLights(RaveLightsSetting setting) {
if (setting == RAVE_LIGHTS_AVATAR) {
// Set some mood lighting
GLfloat ambient_color[] = { 0.0, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.4, 0.0, 0.0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 0.0, 0.0, 0.0, 0.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 0);
}
else if (setting == RAVE_LIGHTS_PARTICLES) {
// particles use a brighter light setting
GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color);
glMateriali(GL_FRONT, GL_SHININESS, 96);
}
}
@ -160,6 +202,7 @@ void Hand::renderRaveGloveStage() {
glm::vec3 v3 = headOrientation * (glm::vec3(-1.0f, 1.0f, 0.0f) * scale) + vc;
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBegin(GL_TRIANGLE_FAN);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
@ -171,6 +214,7 @@ void Hand::renderRaveGloveStage() {
glVertex3fv((float*)&v3);
glVertex3fv((float*)&v0);
glEnd();
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
}
}
@ -340,6 +384,7 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
}
setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FIRE);
activateNewRaveGloveMode();
_raveGloveParticleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
_raveGloveInitialized = true;
} else {
@ -347,12 +392,14 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
}
}
// The rave glove mode has changed, so activate the effects.
void Hand::activateNewRaveGloveMode() {
void Hand::setRaveGloveMode(int mode) {
_raveGloveMode = mode;
if (!_raveGloveInitialized) {
return;
}
int mode = _raveGloveEffectsMode;
_raveGloveParticleSystem.killAllParticles();
for ( int f = 0; f< NUM_FINGERS; f ++ ) {

View file

@ -20,6 +20,11 @@
#include <SharedUtil.h>
#include <vector>
enum RaveLightsSetting {
RAVE_LIGHTS_AVATAR = 0,
RAVE_LIGHTS_PARTICLES
};
class Avatar;
class ProgramObject;
@ -41,6 +46,8 @@ public:
void reset();
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror);
void renderRaveGloveStage();
void setRaveLights(RaveLightsSetting setting);
void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; }
void updateRaveGloveParticles(float deltaTime);
@ -72,8 +79,8 @@ private:
void setLeapHands(const std::vector<glm::vec3>& handPositions,
const std::vector<glm::vec3>& handNormals);
void renderRaveGloveStage();
virtual void setRaveGloveMode(int mode);
void activateNewRaveGloveMode();
void renderLeapHandSpheres();
void renderLeapHands();
void renderLeapHand(PalmData& hand);

View file

@ -84,6 +84,7 @@ Head::Head(Avatar* owningAvatar) :
_rightEyeBlinkVelocity(0.0f),
_timeWithoutTalking(0.0f),
_cameraPitch(_pitch),
_mousePitch(0.f),
_cameraYaw(_yaw),
_isCameraMoving(false),
_cameraFollowsHead(false),
@ -145,7 +146,7 @@ void Head::resetHairPhysics() {
}
void Head::simulate(float deltaTime, bool isMine) {
void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
// Update eye saccades
const float AVERAGE_MICROSACCADE_INTERVAL = 0.50f;
@ -227,15 +228,18 @@ void Head::simulate(float deltaTime, bool isMine) {
}
// Update camera pitch and yaw independently from motion of head (for gyro-based interface)
if (isMine && _cameraFollowsHead) {
if (isMine && _cameraFollowsHead && (gyroCameraSensitivity > 0.f)) {
// If we are using gyros and using gyroLook, have the camera follow head but with a null region
// to create stable rendering view with small head movements.
const float CAMERA_FOLLOW_HEAD_RATE_START = 0.01f;
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 0.5f;
const float CAMERA_FOLLOW_HEAD_RATE_START = 0.1f;
const float CAMERA_FOLLOW_HEAD_RATE_MAX = 1.0f;
const float CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE = 1.05f;
const float CAMERA_STOP_TOLERANCE_DEGREES = 0.5f;
const float CAMERA_PITCH_START_TOLERANCE_DEGREES = 20.0f;
const float CAMERA_YAW_START_TOLERANCE_DEGREES = 10.0f;
const float PITCH_START_RANGE = 20.f;
const float YAW_START_RANGE = 10.f;
float pitchStartTolerance = PITCH_START_RANGE * (1.f - gyroCameraSensitivity);
float yawStartTolerance = YAW_START_RANGE * (1.f - gyroCameraSensitivity);
float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
if (_isCameraMoving) {
_cameraFollowHeadRate = glm::clamp(_cameraFollowHeadRate * CAMERA_FOLLOW_HEAD_RATE_RAMP_RATE,
@ -248,17 +252,13 @@ void Head::simulate(float deltaTime, bool isMine) {
_isCameraMoving = false;
}
} else {
if ((fabs(_pitch - _cameraPitch) > CAMERA_PITCH_START_TOLERANCE_DEGREES) ||
(fabs(_yaw - _cameraYaw) > CAMERA_YAW_START_TOLERANCE_DEGREES)) {
if ((fabs(_pitch - _cameraPitch) > pitchStartTolerance) ||
(fabs(_yaw - _cameraYaw) > yawStartTolerance)) {
_isCameraMoving = true;
_cameraFollowHeadRate = CAMERA_FOLLOW_HEAD_RATE_START;
}
}
} else {
// Camera always locked to head
_cameraPitch = _pitch;
_cameraYaw = _yaw;
}
}
}
void Head::calculateGeometry() {
@ -338,7 +338,7 @@ void Head::setScale (float scale) {
}
void Head::createMohawk() {
uint16_t nodeId = 0;
uint16_t nodeId = UNKNOWN_NODE_ID;
if (_owningAvatar->getOwningNode()) {
nodeId = _owningAvatar->getOwningNode()->getNodeID();
} else {
@ -428,7 +428,7 @@ glm::quat Head::getOrientation() const {
glm::quat Head::getCameraOrientation () const {
Avatar* owningAvatar = static_cast<Avatar*>(_owningAvatar);
return owningAvatar->getWorldAlignedOrientation()
* glm::quat(glm::radians(glm::vec3(_cameraPitch, _cameraYaw, 0.0f)));
* glm::quat(glm::radians(glm::vec3(_cameraPitch + _mousePitch, _cameraYaw, 0.0f)));
}
void Head::renderHeadSphere() {

View file

@ -41,7 +41,7 @@ public:
void init();
void reset();
void simulate(float deltaTime, bool isMine);
void simulate(float deltaTime, bool isMine, float gyroCameraSensitivity);
void render(float alpha);
void renderMohawk();
@ -57,6 +57,8 @@ public:
void setCameraFollowsHead(bool cameraFollowsHead) { _cameraFollowsHead = cameraFollowsHead; }
void setMousePitch(float mousePitch) { _mousePitch = mousePitch; }
glm::quat getOrientation() const;
glm::quat getCameraOrientation () const;
@ -123,6 +125,7 @@ private:
float _rightEyeBlinkVelocity;
float _timeWithoutTalking;
float _cameraPitch; // Used to position the camera differently from the head
float _mousePitch;
float _cameraYaw;
bool _isCameraMoving;
bool _cameraFollowsHead;

View file

@ -0,0 +1,45 @@
//
// TextureCache.cpp
// interface
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/gtc/random.hpp>
#include "TextureCache.h"
TextureCache::TextureCache() : _permutationNormalTextureID(0) {
}
TextureCache::~TextureCache() {
if (_permutationNormalTextureID != 0) {
glDeleteTextures(1, &_permutationNormalTextureID);
}
}
GLuint TextureCache::getPermutationNormalTextureID() {
if (_permutationNormalTextureID == 0) {
glGenTextures(1, &_permutationNormalTextureID);
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
// the first line consists of random permutation offsets
unsigned char data[256 * 2 * 3];
for (int i = 0; i < 256 * 3; i++) {
data[i] = rand() % 256;
}
// the next, random unit normals
for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
glm::vec3 randvec = glm::sphericalRand(1.0f);
data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
return _permutationNormalTextureID;
}

View file

@ -0,0 +1,27 @@
//
// TextureCache.h
// interface
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__TextureCache__
#define __interface__TextureCache__
#include "InterfaceConfig.h"
class TextureCache {
public:
TextureCache();
~TextureCache();
GLuint getPermutationNormalTextureID();
private:
GLuint _permutationNormalTextureID;
};
#endif /* defined(__interface__TextureCache__) */

View file

@ -28,6 +28,7 @@ AvatarData::AvatarData(Node* owningNode) :
_bodyPitch(0.0),
_bodyRoll(0.0),
_newScale(1.0f),
_leaderID(UNKNOWN_NODE_ID),
_handState(0),
_cameraPosition(0,0,0),
_cameraOrientation(),
@ -107,8 +108,14 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyYaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyPitch);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _bodyRoll);
// Body scale
destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _newScale);
// Follow mode info
memcpy(destinationBuffer, &_leaderID, sizeof(uint16_t));
destinationBuffer += sizeof(uint16_t);
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_yaw);
destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _headData->_pitch);
@ -204,8 +211,14 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyYaw);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyPitch);
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &_bodyRoll);
// Body scale
sourceBuffer += unpackFloatRatioFromTwoByte( sourceBuffer, _newScale);
// Follow mode info
memcpy(&_leaderID, sourceBuffer, sizeof(uint16_t));
sourceBuffer += sizeof(uint16_t);
// Head rotation (NOTE: This needs to become a quaternion to save two bytes)
float headYaw, headPitch, headRoll;
sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*) sourceBuffer, &headYaw);

View file

@ -106,10 +106,11 @@ public:
QString getQStringChatMessage() { return QString(_chatMessage.data()); }
// related to Voxel Sending strategies
bool getWantColor() const { return _wantColor; }
bool getWantDelta() const { return _wantDelta; }
bool getWantLowResMoving() const { return _wantLowResMoving; }
bool getWantColor() const { return _wantColor; }
bool getWantDelta() const { return _wantDelta; }
bool getWantLowResMoving() const { return _wantLowResMoving; }
bool getWantOcclusionCulling() const { return _wantOcclusionCulling; }
uint16_t getLeaderID() const { return _leaderID; }
void setWantColor(bool wantColor) { _wantColor = wantColor; }
void setWantDelta(bool wantDelta) { _wantDelta = wantDelta; }
@ -131,8 +132,13 @@ protected:
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// Body scale
float _newScale;
// Following mode infos
uint16_t _leaderID;
// Hand state (are we grabbing something or not)
char _handState;

View file

@ -20,7 +20,8 @@ HandData::HandData(AvatarData* owningAvatar) :
_baseOrientation(0.0f, 0.0f, 0.0f, 1.0f),
_owningAvatarData(owningAvatar),
_isRaveGloveActive(false),
_raveGloveMode(RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR)
_raveGloveEffectsMode(RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR),
_raveGloveEffectsModeChanged(false)
{
// Start with two palms
addNewPalm();
@ -160,8 +161,9 @@ int HandData::decodeRemoteData(unsigned char* sourceBuffer) {
}
setRaveGloveActive((gloveFlags & GLOVE_FLAG_RAVE) != 0);
// This is disabled for crash tracing.
// setRaveGloveMode(effectsMode);
if (numHands > 0) {
setRaveGloveMode(effectsMode);
}
// One byte for error checking safety.
unsigned char requiredLength = (unsigned char)(sourceBuffer - startPosition);
@ -171,6 +173,13 @@ int HandData::decodeRemoteData(unsigned char* sourceBuffer) {
return sourceBuffer - startPosition;
}
void HandData::setRaveGloveMode(int effectsMode) {
if (effectsMode != _raveGloveEffectsMode) {
_raveGloveEffectsModeChanged = true;
}
_raveGloveEffectsMode = effectsMode;
}
void HandData::setFingerTrailLength(unsigned int length) {
for (size_t i = 0; i < getNumPalms(); ++i) {
PalmData& palm = getPalms()[i];

View file

@ -70,9 +70,9 @@ public:
int decodeRemoteData(unsigned char* sourceBuffer);
void setRaveGloveActive(bool active) { _isRaveGloveActive = active; }
virtual void setRaveGloveMode(int effectsMode) { _raveGloveMode = effectsMode; }
void setRaveGloveMode(int effectsMode);
bool isRaveGloveActive() const { return _isRaveGloveActive; }
int getRaveGloveMode() { return _raveGloveMode; }
int getRaveGloveMode() { return _raveGloveEffectsMode; }
friend class AvatarData;
protected:
@ -81,7 +81,8 @@ protected:
AvatarData* _owningAvatarData;
std::vector<PalmData> _palms;
bool _isRaveGloveActive;
int _raveGloveMode;
int _raveGloveEffectsMode;
bool _raveGloveEffectsModeChanged;
private:
// privatize copy ctor and assignment operator so copies of this object cannot be made
HandData(const HandData&);

View file

@ -435,6 +435,8 @@ void NodeList::addNodeToList(Node* newNode) {
++_numNodes;
qDebug() << "Added" << *newNode << "\n";
notifyHooksOfAddedNode(newNode);
}
unsigned NodeList::broadcastToNodes(unsigned char *broadcastData, size_t dataBytes, const char* nodeTypes, int numNodeTypes) {
@ -476,7 +478,7 @@ Node* NodeList::soloNodeOfType(char nodeType) {
return NULL;
}
void *removeSilentNodes(void *args) {
void* removeSilentNodes(void *args) {
NodeList* nodeList = (NodeList*) args;
uint64_t checkTimeUSecs;
int sleepTime;
@ -490,6 +492,8 @@ void *removeSilentNodes(void *args) {
qDebug() << "Killed" << *node << "\n";
nodeList->notifyHooksOfKilledNode(&*node);
node->setAlive(false);
}
}
@ -619,3 +623,30 @@ void NodeListIterator::skipDeadAndStopIncrement() {
}
}
}
void NodeList::addHook(NodeListHook* hook) {
_hooks.push_back(hook);
}
void NodeList::removeHook(NodeListHook* hook) {
for (int i = 0; i < _hooks.size(); i++) {
if (_hooks[i] == hook) {
_hooks.erase(_hooks.begin() + i);
return;
}
}
}
void NodeList::notifyHooksOfAddedNode(Node* node) {
for (int i = 0; i < _hooks.size(); i++) {
printf("NodeList::notifyHooksOfAddedNode() i=%d\n", i);
_hooks[i]->nodeAdded(node);
}
}
void NodeList::notifyHooksOfKilledNode(Node* node) {
for (int i = 0; i < _hooks.size(); i++) {
printf("NodeList::notifyHooksOfKilledNode() i=%d\n", i);
_hooks[i]->nodeKilled(node);
}
}

View file

@ -45,6 +45,14 @@ const int UNKNOWN_NODE_ID = -1;
class NodeListIterator;
// Callers who want to hook add/kill callbacks should implement this class
class NodeListHook {
public:
virtual void nodeAdded(Node* node) = 0;
virtual void nodeKilled(Node* node) = 0;
};
class NodeList {
public:
static NodeList* createInstance(char ownerType, unsigned int socketListenPort = NODE_SOCKET_LISTEN_PORT);
@ -66,7 +74,7 @@ public:
void setDomainIPToLocalhost();
uint16_t getLastNodeID() const { return _lastNodeID; }
void increaseNodeID() { ++_lastNodeID; }
void increaseNodeID() { (++_lastNodeID == UNKNOWN_NODE_ID) ? ++_lastNodeID : _lastNodeID; }
uint16_t getOwnerID() const { return _ownerID; }
void setOwnerID(uint16_t ownerID) { _ownerID = ownerID; }
@ -111,6 +119,12 @@ public:
void saveData(QSettings* settings);
friend class NodeListIterator;
void addHook(NodeListHook* hook);
void removeHook(NodeListHook* hook);
void notifyHooksOfAddedNode(Node* node);
void notifyHooksOfKilledNode(Node* node);
private:
static NodeList* _sharedInstance;
@ -136,6 +150,8 @@ private:
void handlePingReply(sockaddr *nodeAddress);
void timePingReply(sockaddr *nodeAddress, unsigned char *packetData);
std::vector<NodeListHook*> _hooks;
};
class NodeListIterator : public std::iterator<std::input_iterator_tag, Node> {

View file

@ -115,6 +115,29 @@ unsigned char * childOctalCode(unsigned char * parentOctalCode, char childNumber
return newCode;
}
void voxelDetailsForCode(unsigned char * octalCode, VoxelPositionSize& voxelPositionSize) {
float output[3];
memset(&output[0], 0, 3 * sizeof(float));
float currentScale = 1.0;
if (octalCode) {
for (int i = 0; i < numberOfThreeBitSectionsInCode(octalCode); i++) {
currentScale *= 0.5;
int sectionIndex = sectionValue(octalCode + 1 + (BITS_IN_OCTAL * i / BITS_IN_BYTE),
(BITS_IN_OCTAL * i) % BITS_IN_BYTE);
for (int j = 0; j < BITS_IN_OCTAL; j++) {
output[j] += currentScale * (int)oneAtBit(sectionIndex, (BITS_IN_BYTE - BITS_IN_OCTAL) + j);
}
}
}
voxelPositionSize.x = output[0];
voxelPositionSize.y = output[1];
voxelPositionSize.z = output[2];
voxelPositionSize.s = currentScale;
}
void copyFirstVertexForCode(unsigned char * octalCode, float* output) {
memset(output, 0, 3 * sizeof(float));

View file

@ -36,6 +36,11 @@ bool isAncestorOf(unsigned char* possibleAncestor, unsigned char* possibleDescen
float * firstVertexForCode(unsigned char * octalCode);
void copyFirstVertexForCode(unsigned char * octalCode, float* output);
struct VoxelPositionSize {
float x, y, z, s;
};
void voxelDetailsForCode(unsigned char * octalCode, VoxelPositionSize& voxelPositionSize);
typedef enum {
ILLEGAL_CODE = -2,
LESS_THAN = -1,

View file

@ -20,11 +20,13 @@ PACKET_VERSION versionForPacketType(PACKET_TYPE type) {
return 1;
case PACKET_TYPE_HEAD_DATA:
return 3;
return 4;
case PACKET_TYPE_AVATAR_FACE_VIDEO:
return 1;
case PACKET_TYPE_VOXEL_STATS:
return 1;
default:
return 0;
}

View file

@ -215,7 +215,6 @@ bool createVoxelEditMessage(unsigned char command, short int sequence,
bool success = true; // assume the best
int messageSize = MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE; // just a guess for now
int actualMessageSize = 3;
unsigned char* messageBuffer = new unsigned char[messageSize];
int numBytesPacketHeader = populateTypeAndVersion(messageBuffer, command);
@ -223,6 +222,7 @@ bool createVoxelEditMessage(unsigned char command, short int sequence,
*sequenceAt = sequence;
unsigned char* copyAt = &messageBuffer[numBytesPacketHeader + sizeof(sequence)];
int actualMessageSize = numBytesPacketHeader + sizeof(sequence);
for (int i = 0; i < voxelCount && success; i++) {
// get the coded voxel
@ -232,7 +232,7 @@ bool createVoxelEditMessage(unsigned char command, short int sequence,
int lengthOfVoxelData = bytesRequiredForCodeLength(*voxelData)+SIZE_OF_COLOR_DATA;
// make sure we have room to copy this voxel
if (actualMessageSize+lengthOfVoxelData > MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE) {
if (actualMessageSize + lengthOfVoxelData > MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE) {
success = false;
} else {
// add it to our message

View file

@ -30,6 +30,8 @@ public:
bool writeToFile(const char* filename);
bool readFromFile(const char* filename);
unsigned char* getRootOctalCode() const { return _rootOctalCode; }
private:
void clear();

View file

@ -14,6 +14,7 @@
#include <limits.h>
#include <OctalCode.h>
#include <glm/glm.hpp>
// this is where the coordinate system is represented
const glm::vec3 IDENTITY_RIGHT = glm::vec3( 1.0f, 0.0f, 0.0f);

View file

@ -22,9 +22,17 @@ VoxelSceneStats::VoxelSceneStats() :
reset();
_isReadyToSend = false;
_isStarted = false;
_jurisdictionRoot = NULL;
}
void VoxelSceneStats::sceneStarted(bool isFullScene, bool isMoving, VoxelNode* root) {
VoxelSceneStats::~VoxelSceneStats() {
if (_jurisdictionRoot) {
delete[] _jurisdictionRoot;
}
}
void VoxelSceneStats::sceneStarted(bool isFullScene, bool isMoving, VoxelNode* root, JurisdictionMap* jurisdictionMap) {
reset(); // resets packet and voxel stats
_isStarted = true;
_start = usecTimestampNow();
@ -34,6 +42,19 @@ void VoxelSceneStats::sceneStarted(bool isFullScene, bool isMoving, VoxelNode* r
_isFullScene = isFullScene;
_isMoving = isMoving;
if (_jurisdictionRoot) {
delete[] _jurisdictionRoot;
_jurisdictionRoot = NULL;
}
if (jurisdictionMap) {
unsigned char* jurisdictionRoot = jurisdictionMap->getRootOctalCode();
if (jurisdictionRoot) {
int bytes = bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(jurisdictionRoot));
_jurisdictionRoot = new unsigned char[bytes];
memcpy(_jurisdictionRoot, jurisdictionRoot, bytes);
}
}
}
void VoxelSceneStats::sceneCompleted() {
@ -273,6 +294,20 @@ int VoxelSceneStats::packIntoMessage(unsigned char* destinationBuffer, int avail
destinationBuffer += sizeof(_existsInPacketBitsWritten);
memcpy(destinationBuffer, &_treesRemoved, sizeof(_treesRemoved));
destinationBuffer += sizeof(_treesRemoved);
// add the root jurisdiction
if (_jurisdictionRoot) {
// copy the
int bytes = bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(_jurisdictionRoot));
memcpy(destinationBuffer, &bytes, sizeof(bytes));
destinationBuffer += sizeof(bytes);
memcpy(destinationBuffer, _jurisdictionRoot, bytes);
destinationBuffer += bytes;
} else {
int bytes = 0;
memcpy(destinationBuffer, &bytes, sizeof(bytes));
destinationBuffer += sizeof(bytes);
}
return destinationBuffer - bufferStart; // includes header!
}
@ -363,6 +398,19 @@ int VoxelSceneStats::unpackFromMessage(unsigned char* sourceBuffer, int availabl
sourceBuffer += sizeof(_existsInPacketBitsWritten);
memcpy(&_treesRemoved, sourceBuffer, sizeof(_treesRemoved));
sourceBuffer += sizeof(_treesRemoved);
// read the root jurisdiction
int bytes = 0;
memcpy(&bytes, sourceBuffer, sizeof(bytes));
sourceBuffer += sizeof(bytes);
if (bytes == 0) {
_jurisdictionRoot = NULL;
} else {
_jurisdictionRoot = new unsigned char[bytes];
memcpy(_jurisdictionRoot, sourceBuffer, bytes);
sourceBuffer += bytes;
}
// running averages
_elapsedAverage.updateAverage((float)_elapsed);

View file

@ -12,14 +12,16 @@
#include <stdint.h>
#include <NodeList.h>
#include "JurisdictionMap.h"
class VoxelNode;
class VoxelSceneStats {
public:
VoxelSceneStats();
~VoxelSceneStats();
void reset();
void sceneStarted(bool fullScene, bool moving, VoxelNode* root);
void sceneStarted(bool fullScene, bool moving, VoxelNode* root, JurisdictionMap* jurisdictionMap);
void sceneCompleted();
void printDebugDetails();
@ -78,6 +80,9 @@ public:
ItemInfo& getItemInfo(int item) { return _ITEMS[item]; };
char* getItemValue(int item);
unsigned char* getJurisdictionRoot() const { return _jurisdictionRoot; }
private:
bool _isReadyToSend;
unsigned char _statsMessage[MAX_PACKET_SIZE];
@ -165,6 +170,8 @@ private:
static ItemInfo _ITEMS[];
static int const MAX_ITEM_VALUE_LENGTH = 128;
char _itemValueBuffer[MAX_ITEM_VALUE_LENGTH];
unsigned char* _jurisdictionRoot;
};
#endif /* defined(__hifi__VoxelSceneStats__) */

View file

@ -49,6 +49,7 @@ const float MAX_CUBE = 0.05f;
const int VOXEL_SEND_INTERVAL_USECS = 17 * 1000; // approximately 60fps
int PACKETS_PER_CLIENT_PER_INTERVAL = 20;
const int SENDING_TIME_TO_SPARE = 5 * 1000; // usec of sending interval to spare for calculating voxels
const int INTERVALS_PER_SECOND = 1000 * 1000 / VOXEL_SEND_INTERVAL_USECS;
const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
@ -64,6 +65,7 @@ bool debugVoxelSending = false;
bool shouldShowAnimationDebug = false;
bool displayVoxelStats = false;
bool debugVoxelReceiving = false;
bool sendEnvironments = true;
EnvironmentData environmentData[3];
@ -255,7 +257,7 @@ void deepestLevelVoxelDistributor(NodeList* nodeList,
// start tracking our stats
bool isFullScene = (!viewFrustumChanged || !nodeData->getWantDelta()) && nodeData->getViewFrustumJustStoppedChanging();
nodeData->stats.sceneStarted(isFullScene, viewFrustumChanged, ::serverTree.rootNode);
nodeData->stats.sceneStarted(isFullScene, viewFrustumChanged, ::serverTree.rootNode, ::jurisdiction);
}
// If we have something in our nodeBag, then turn them into packets and send them out...
@ -265,7 +267,7 @@ void deepestLevelVoxelDistributor(NodeList* nodeList,
int packetsSentThisInterval = 0;
uint64_t start = usecTimestampNow();
bool shouldSendEnvironments = shouldDo(ENVIRONMENT_SEND_INTERVAL_USECS, VOXEL_SEND_INTERVAL_USECS);
bool shouldSendEnvironments = ::sendEnvironments && shouldDo(ENVIRONMENT_SEND_INTERVAL_USECS, VOXEL_SEND_INTERVAL_USECS);
while (packetsSentThisInterval < PACKETS_PER_CLIENT_PER_INTERVAL - (shouldSendEnvironments ? 1 : 0)) {
// Check to see if we're taking too long, and if so bail early...
uint64_t now = usecTimestampNow();
@ -473,6 +475,15 @@ int main(int argc, const char * argv[]) {
jurisdiction = new JurisdictionMap(jurisdictionRoot, jurisdictionEndNodes);
}
}
// should we send environments? Default is yes, but this command line suppresses sending
const char* DONT_SEND_ENVIRONMENTS = "--dontSendEnvironments";
bool dontSendEnvironments = cmdOptionExists(argc, argv, DONT_SEND_ENVIRONMENTS);
if (dontSendEnvironments) {
printf("Sending environments suppressed...\n");
::sendEnvironments = false;
}
printf("Sending environments=%s\n", debug::valueOf(::sendEnvironments));
NodeList* nodeList = NodeList::createInstance(NODE_TYPE_VOXEL_SERVER, listenPort);
setvbuf(stdout, NULL, _IOLBF, 0);
@ -562,7 +573,7 @@ int main(int argc, const char * argv[]) {
const char* PACKETS_PER_SECOND = "--packetsPerSecond";
const char* packetsPerSecond = getCmdOption(argc, argv, PACKETS_PER_SECOND);
if (packetsPerSecond) {
PACKETS_PER_CLIENT_PER_INTERVAL = atoi(packetsPerSecond)/10;
PACKETS_PER_CLIENT_PER_INTERVAL = atoi(packetsPerSecond)/INTERVALS_PER_SECOND;
if (PACKETS_PER_CLIENT_PER_INTERVAL < 1) {
PACKETS_PER_CLIENT_PER_INTERVAL = 1;
}