Merge remote-tracking branch 'upstream/master' into menu

This commit is contained in:
Stephen Birarda 2013-08-16 15:59:09 -07:00
commit 98b144d675
13 changed files with 305 additions and 57 deletions

View file

@ -45,6 +45,12 @@ endforeach(SUBDIR)
# project subdirectories
add_subdirectory(src/starfield)
find_package(Qt5Core REQUIRED)
find_package(Qt5Gui REQUIRED)
find_package(Qt5Network REQUIRED)
find_package(Qt5OpenGL REQUIRED)
find_package(Qt5Svg REQUIRED)
if (APPLE)
# set how the icon shows up in the Info.plist file
SET(MACOSX_BUNDLE_ICON_FILE interface.icns)
@ -64,15 +70,8 @@ if (APPLE)
SET(INTERFACE_SRCS ${INTERFACE_SRCS} ${DIR_CONTENTS})
endif()
endforeach()
endif (APPLE)
find_package(Qt5Core REQUIRED)
find_package(Qt5Gui REQUIRED)
find_package(Qt5Network REQUIRED)
find_package(Qt5OpenGL REQUIRED)
find_package(Qt5Svg REQUIRED)
set(QUAZIP_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/quazip)
add_subdirectory(external/fervor/)
include_directories(external/fervor/)
@ -101,12 +100,12 @@ find_package(UVCCameraControl)
find_package(ZLIB)
# let the source know that we have OpenNI/NITE for Kinect
if (OPENNI_FOUND)
if (OPENNI_FOUND AND NOT DISABLE_OPENNI)
add_definitions(-DHAVE_OPENNI)
include_directories(SYSTEM ${OPENNI_INCLUDE_DIRS})
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${OPENNI_INCLUDE_DIRS}")
target_link_libraries(${TARGET_NAME} ${OPENNI_LIBRARIES})
endif (OPENNI_FOUND)
endif (OPENNI_FOUND AND NOT DISABLE_OPENNI)
qt5_use_modules(${TARGET_NAME} Core Gui Network OpenGL Svg)

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@ -0,0 +1,28 @@
#version 120
//
// diffuse.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the diffused color
uniform sampler2D diffusedTexture;
void main(void) {
float ds = dFdx(gl_TexCoord[0].s);
float dt = dFdy(gl_TexCoord[0].t);
gl_FragColor = (texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, 0.0)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, 0.0))) / 8.5 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
}

View file

@ -0,0 +1,17 @@
#version 120
//
// glow_add.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
void main(void) {
vec4 color = texture2D(originalTexture, gl_TexCoord[0].st);
gl_FragColor = color * (1.0 + color.a);
}

View file

@ -0,0 +1,20 @@
#version 120
//
// glow_add_separate.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the blurred color
uniform sampler2D blurredTexture;
void main(void) {
vec4 blurred = texture2D(blurredTexture, gl_TexCoord[0].st);
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
}

View file

@ -4,25 +4,21 @@
// vertical_blur.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/8/13.
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the horizontally blurred color
uniform sampler2D horizontallyBlurredTexture;
uniform sampler2D originalTexture;
void main(void) {
float dt = dFdy(gl_TexCoord[0].t);
vec4 blurred = (texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
gl_FragColor = (texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
}

View file

@ -0,0 +1,28 @@
#version 120
//
// vertical_blur_add.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/8/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the horizontally blurred color
uniform sampler2D horizontallyBlurredTexture;
void main(void) {
float dt = dFdy(gl_TexCoord[0].t);
vec4 blurred = (texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
}

View file

@ -1928,17 +1928,20 @@ void Application::updateAvatar(float deltaTime) {
_headMouseY = min(_headMouseY, _glWidget->height());
const float MIDPOINT_OF_SCREEN = 0.5;
// Set lookAtPosition if an avatar is at the center of the screen
glm::vec3 screenCenterRayOrigin, screenCenterRayDirection;
_viewFrustum.computePickRay(MIDPOINT_OF_SCREEN, MIDPOINT_OF_SCREEN, screenCenterRayOrigin, screenCenterRayDirection);
glm::vec3 eyePosition;
_isLookingAtOtherAvatar = isLookingAtOtherAvatar(screenCenterRayOrigin, screenCenterRayDirection, eyePosition);
if (_isLookingAtOtherAvatar) {
glm::vec3 myLookAtFromMouse(eyePosition);
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
// Only use gyro to set lookAt if mouse hasn't selected an avatar
if (!_isLookingAtOtherAvatar) {
// Set lookAtPosition if an avatar is at the center of the screen
glm::vec3 screenCenterRayOrigin, screenCenterRayDirection;
_viewFrustum.computePickRay(MIDPOINT_OF_SCREEN, MIDPOINT_OF_SCREEN, screenCenterRayOrigin, screenCenterRayDirection);
glm::vec3 eyePosition;
_isLookingAtOtherAvatar = isLookingAtOtherAvatar(screenCenterRayOrigin, screenCenterRayDirection, eyePosition);
if (_isLookingAtOtherAvatar) {
glm::vec3 myLookAtFromMouse(eyePosition);
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
}
}
}
@ -2343,6 +2346,7 @@ void Application::displaySide(Camera& whichCamera) {
if (!avatar->isInitialized()) {
avatar->init();
}
// Set lookAt to myCamera on client side if other avatars are looking at client
if (isLookingAtMyAvatar(avatar)) {
avatar->getHead().setLookAtPosition(_myCamera.getPosition());
}
@ -3292,4 +3296,4 @@ void* Application::networkReceive(void* args) {
pthread_exit(0);
}
return NULL;
}
}

View file

@ -18,12 +18,19 @@
#include "Application.h"
#include <QDebug>
#include <QDir>
int main(int argc, const char * argv[]) {
timeval startup_time;
gettimeofday(&startup_time, NULL);
#if defined(Q_OS_MAC)
const QString QT_RELEASE_PLUGIN_PATH = "/usr/local/lib/qt5/plugins";
QCoreApplication::addLibraryPath(QT_RELEASE_PLUGIN_PATH);
#endif
Application app(argc, const_cast<char**>(argv), startup_time);
qDebug( "Created QT Application.\n" );
int exitCode = app.exec();
qDebug("Normal exit.\n");

View file

@ -14,9 +14,12 @@
#include "GlowEffect.h"
#include "ProgramObject.h"
static ProgramObject* createBlurProgram(const QString& direction) {
GlowEffect::GlowEffect() : _renderMode(BLUR_ADD_MODE) {
}
static ProgramObject* createProgram(const QString& name) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/" + direction + "_blur.frag");
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/" + name + ".frag");
program->link();
program->bind();
@ -28,12 +31,25 @@ static ProgramObject* createBlurProgram(const QString& direction) {
void GlowEffect::init() {
switchToResourcesParentIfRequired();
_horizontalBlurProgram = createBlurProgram("horizontal");
_verticalBlurProgram = createBlurProgram("vertical");
_verticalBlurProgram->bind();
_verticalBlurProgram->setUniformValue("horizontallyBlurredTexture", 1);
_verticalBlurProgram->release();
_addProgram = createProgram("glow_add");
_horizontalBlurProgram = createProgram("horizontal_blur");
_verticalBlurAddProgram = createProgram("vertical_blur_add");
_verticalBlurProgram = createProgram("vertical_blur");
_addSeparateProgram = createProgram("glow_add_separate");
_diffuseProgram = createProgram("diffuse");
_verticalBlurAddProgram->bind();
_verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1);
_verticalBlurAddProgram->release();
_addSeparateProgram->bind();
_addSeparateProgram->setUniformValue("blurredTexture", 1);
_addSeparateProgram->release();
_diffuseProgram->bind();
_diffuseProgram->setUniformValue("diffusedTexture", 1);
_diffuseProgram->release();
}
void GlowEffect::prepare() {
@ -43,8 +59,8 @@ void GlowEffect::prepare() {
_isEmpty = true;
}
void GlowEffect::begin(float amount) {
glBlendColor(0.0f, 0.0f, 0.0f, amount);
void GlowEffect::begin(float intensity) {
glBlendColor(0.0f, 0.0f, 0.0f, intensity);
_isEmpty = false;
}
@ -93,7 +109,42 @@ void GlowEffect::render() {
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
} else {
} else if (_renderMode == ADD_MODE) {
_addProgram->bind();
renderFullscreenQuad();
_addProgram->release();
} else if (_renderMode == DIFFUSE_ADD_MODE) {
// diffuse into the secondary/tertiary (alternating between frames)
QOpenGLFramebufferObject* oldDiffusedFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
QOpenGLFramebufferObject* newDiffusedFBO =
Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
if ((_isOddFrame = !_isOddFrame)) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
newDiffusedFBO->bind();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
_diffuseProgram->bind();
renderFullscreenQuad();
_diffuseProgram->release();
newDiffusedFBO->release();
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
} else { // _renderMode == BLUR_ADD_MODE || _renderMode == BLUR_PERSIST_ADD_MODE
// render the primary to the secondary with the horizontal blur
QOpenGLFramebufferObject* secondaryFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
@ -105,13 +156,48 @@ void GlowEffect::render() {
secondaryFBO->release();
// render the secondary to the screen with the vertical blur
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
if (_renderMode == BLUR_ADD_MODE) {
// render the secondary to the screen with the vertical blur
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
_verticalBlurAddProgram->bind();
renderFullscreenQuad();
_verticalBlurAddProgram->release();
} else { // _renderMode == BLUR_PERSIST_ADD_MODE
// render the secondary to the tertiary with horizontal blur and persistence
QOpenGLFramebufferObject* tertiaryFBO =
Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
tertiaryFBO->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_CONSTANT_ALPHA, GL_CONSTANT_ALPHA);
const float PERSISTENCE_SMOOTHING = 0.9f;
glBlendColor(0.0f, 0.0f, 0.0f, PERSISTENCE_SMOOTHING);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
_verticalBlurProgram->bind();
renderFullscreenQuad();
_verticalBlurProgram->release();
_verticalBlurProgram->bind();
renderFullscreenQuad();
_verticalBlurProgram->release();
glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glDisable(GL_BLEND);
// now add the tertiary to the primary buffer
tertiaryFBO->release();
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tertiaryFBO->texture());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
}
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
@ -126,3 +212,7 @@ void GlowEffect::render() {
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void GlowEffect::cycleRenderMode() {
_renderMode = (RenderMode)((_renderMode + 1) % RENDER_MODE_COUNT);
}

View file

@ -9,26 +9,51 @@
#ifndef __interface__GlowEffect__
#define __interface__GlowEffect__
#include <QObject>
class ProgramObject;
class GlowEffect {
/// A generic full screen glow effect.
class GlowEffect : public QObject {
Q_OBJECT
public:
GlowEffect();
void init();
/// Prepares the glow effect for rendering the current frame. To be called before rendering the scene.
void prepare();
void begin(float amount = 1.0f);
/// Starts using the glow effect.
/// \param intensity the desired glow intensity, from zero to one
void begin(float intensity = 1.0f);
/// Stops using the glow effect.
void end();
/// Renders the glow effect. To be called after rendering the scene.
void render();
public slots:
void cycleRenderMode();
private:
ProgramObject* _horizontalBlurProgram;
ProgramObject* _verticalBlurProgram;
enum RenderMode { ADD_MODE, BLUR_ADD_MODE, BLUR_PERSIST_ADD_MODE, DIFFUSE_ADD_MODE, RENDER_MODE_COUNT };
bool _isEmpty;
RenderMode _renderMode;
ProgramObject* _addProgram;
ProgramObject* _horizontalBlurProgram;
ProgramObject* _verticalBlurAddProgram;
ProgramObject* _verticalBlurProgram;
ProgramObject* _addSeparateProgram;
ProgramObject* _diffuseProgram;
bool _isEmpty; ///< set when nothing in the scene is currently glowing
bool _isOddFrame; ///< controls the alternation between texture targets in diffuse add mode
};
#endif /* defined(__interface__GlowEffect__) */

View file

@ -14,7 +14,7 @@
#include "TextureCache.h"
TextureCache::TextureCache() : _permutationNormalTextureID(0),
_primaryFramebufferObject(NULL), _secondaryFramebufferObject(NULL) {
_primaryFramebufferObject(NULL), _secondaryFramebufferObject(NULL), _tertiaryFramebufferObject(NULL) {
}
TextureCache::~TextureCache() {
@ -27,6 +27,9 @@ TextureCache::~TextureCache() {
if (_secondaryFramebufferObject != NULL) {
delete _secondaryFramebufferObject;
}
if (_tertiaryFramebufferObject != NULL) {
delete _tertiaryFramebufferObject;
}
}
GLuint TextureCache::getPermutationNormalTextureID() {
@ -72,6 +75,14 @@ QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() {
return _secondaryFramebufferObject;
}
QOpenGLFramebufferObject* TextureCache::getTertiaryFramebufferObject() {
if (_tertiaryFramebufferObject == NULL) {
_tertiaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
Application::getInstance()->getGLWidget()->installEventFilter(this);
}
return _tertiaryFramebufferObject;
}
bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
if (event->type() == QEvent::Resize) {
QSize size = static_cast<QResizeEvent*>(event)->size();
@ -83,6 +94,10 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
delete _secondaryFramebufferObject;
_secondaryFramebufferObject = NULL;
}
if (_tertiaryFramebufferObject != NULL && _tertiaryFramebufferObject->size() != size) {
delete _tertiaryFramebufferObject;
_tertiaryFramebufferObject = NULL;
}
}
return false;
}

View file

@ -25,7 +25,8 @@ public:
QOpenGLFramebufferObject* getPrimaryFramebufferObject();
QOpenGLFramebufferObject* getSecondaryFramebufferObject();
QOpenGLFramebufferObject* getTertiaryFramebufferObject();
virtual bool eventFilter(QObject* watched, QEvent* event);
private:
@ -34,6 +35,7 @@ private:
QOpenGLFramebufferObject* _primaryFramebufferObject;
QOpenGLFramebufferObject* _secondaryFramebufferObject;
QOpenGLFramebufferObject* _tertiaryFramebufferObject;
};
#endif /* defined(__interface__TextureCache__) */

View file

@ -140,3 +140,20 @@ parameterizedJob.with {
tasks / 'hudson.plugins.postbuildtask.TaskProperties' / script).setValue(curlCommand)
}
}
doxygenJob = hifiJob('docs', false)
doxygenJob.with {
scm {
git(GIT_REPO_URL, 'master') {}
}
configure { project ->
(project / builders).setValue('')
}
steps {
shell('doxygen')
}
}
queue doxygenJob