overte-JulianGro/interface/src/Util.cpp
2014-10-12 20:42:15 -07:00

369 lines
11 KiB
C++

//
// Util.cpp
// interface/src
//
// Created by Philip Rosedale on 8/24/12.
// Copyright 2012 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <iostream>
#include <cstring>
#include <time.h>
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/detail/func_common.hpp>
#include <SharedUtil.h>
#include <QThread>
#include "InterfaceConfig.h"
#include "ui/TextRenderer.h"
#include "VoxelConstants.h"
#include "world.h"
#include "Application.h"
#include "Util.h"
using namespace std;
// no clue which versions are affected...
#define WORKAROUND_BROKEN_GLUT_STROKES
// see http://www.opengl.org/resources/libraries/glut/spec3/node78.html
void renderWorldBox() {
// Show edge of world
float red[] = {1, 0, 0};
float green[] = {0, 1, 0};
float blue[] = {0, 0, 1};
float gray[] = {0.5, 0.5, 0.5};
glDisable(GL_LIGHTING);
glLineWidth(1.0);
glBegin(GL_LINES);
glColor3fv(red);
glVertex3f(0, 0, 0);
glVertex3f(TREE_SCALE, 0, 0);
glColor3fv(green);
glVertex3f(0, 0, 0);
glVertex3f(0, TREE_SCALE, 0);
glColor3fv(blue);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, TREE_SCALE);
glColor3fv(gray);
glVertex3f(0, 0, TREE_SCALE);
glVertex3f(TREE_SCALE, 0, TREE_SCALE);
glVertex3f(TREE_SCALE, 0, TREE_SCALE);
glVertex3f(TREE_SCALE, 0, 0);
glEnd();
// Draw meter markers along the 3 axis to help with measuring things
const float MARKER_DISTANCE = 1.f;
const float MARKER_RADIUS = 0.05f;
glEnable(GL_LIGHTING);
glPushMatrix();
glTranslatef(MARKER_DISTANCE, 0, 0);
glColor3fv(red);
Application::getInstance()->getGeometryCache()->renderSphere(MARKER_RADIUS, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0, MARKER_DISTANCE, 0);
glColor3fv(green);
Application::getInstance()->getGeometryCache()->renderSphere(MARKER_RADIUS, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0, 0, MARKER_DISTANCE);
glColor3fv(blue);
Application::getInstance()->getGeometryCache()->renderSphere(MARKER_RADIUS, 10, 10);
glPopMatrix();
glPushMatrix();
glColor3fv(gray);
glTranslatef(MARKER_DISTANCE, 0, MARKER_DISTANCE);
Application::getInstance()->getGeometryCache()->renderSphere(MARKER_RADIUS, 10, 10);
glPopMatrix();
}
// Return a random vector of average length 1
const glm::vec3 randVector() {
return glm::vec3(randFloat() - 0.5f, randFloat() - 0.5f, randFloat() - 0.5f) * 2.f;
}
static TextRenderer* textRenderer(int mono) {
static TextRenderer* monoRenderer = TextRenderer::getInstance(MONO_FONT_FAMILY);
static TextRenderer* proportionalRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY,
-1, -1, false, TextRenderer::SHADOW_EFFECT);
static TextRenderer* inconsolataRenderer = TextRenderer::getInstance(INCONSOLATA_FONT_FAMILY, -1, QFont::Bold, false);
switch (mono) {
case 1:
return monoRenderer;
case 2:
return inconsolataRenderer;
case 0:
default:
return proportionalRenderer;
}
}
int widthText(float scale, int mono, char const* string) {
return textRenderer(mono)->computeWidth(string) * (scale / 0.10);
}
void drawText(int x, int y, float scale, float radians, int mono,
char const* string, const float* color) {
//
// Draws text on screen as stroked so it can be resized
//
glPushMatrix();
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0.0f);
glColor3fv(color);
glRotated(double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
glScalef(scale / 0.1f, scale / 0.1f, 1.f);
textRenderer(mono)->draw(0, 0, string);
glPopMatrix();
}
void renderCollisionOverlay(int width, int height, float magnitude, float red, float blue, float green) {
const float MIN_VISIBLE_COLLISION = 0.01f;
if (magnitude > MIN_VISIBLE_COLLISION) {
glColor4f(red, blue, green, magnitude);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2d(width, 0);
glVertex2d(width, height);
glVertex2d(0, height);
glEnd();
}
}
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides) {
glm::vec3 perp1 = glm::vec3(surfaceNormal.y, surfaceNormal.z, surfaceNormal.x);
glm::vec3 perp2 = glm::vec3(surfaceNormal.z, surfaceNormal.x, surfaceNormal.y);
glBegin(GL_LINE_STRIP);
for (int i=0; i<numSides+1; i++) {
float r = ((float)i / (float)numSides) * TWO_PI;
float s = radius * sinf(r);
float c = radius * cosf(r);
glVertex3f
(
position.x + perp1.x * s + perp2.x * c,
position.y + perp1.y * s + perp2.y * c,
position.z + perp1.z * s + perp2.z * c
);
}
glEnd();
}
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance) {
glBegin(GL_POLYGON);
// left side
glVertex2f(x, y + bevelDistance);
glVertex2f(x, y + height - bevelDistance);
// top side
glVertex2f(x + bevelDistance, y + height);
glVertex2f(x + width - bevelDistance, y + height);
// right
glVertex2f(x + width, y + height - bevelDistance);
glVertex2f(x + width, y + bevelDistance);
// bottom
glVertex2f(x + width - bevelDistance, y);
glVertex2f(x +bevelDistance, y);
glEnd();
}
void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pRight.x, pRight.y, pRight.z);
glEnd();
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pUp.x, pUp.y, pUp.z);
glEnd();
glColor3f(0.0f, 0.0f, 1.0f);
glBegin(GL_LINE_STRIP);
glVertex3f(position.x, position.y, position.z);
glVertex3f(pFront.x, pFront.y, pFront.z);
glEnd();
}
// Do some basic timing tests and report the results
void runTimingTests() {
// How long does it take to make a call to get the time?
const int numTests = 1000000;
int* iResults = (int*)malloc(sizeof(int) * numTests);
float fTest = 1.0;
float* fResults = (float*)malloc(sizeof(float) * numTests);
QElapsedTimer startTime;
startTime.start();
float elapsedUsecs;
float NSEC_TO_USEC = 1.0f / 1000.0f;
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("QElapsedTimer::nsecElapsed() usecs: %f", elapsedUsecs);
// Test sleep functions for accuracy
startTime.start();
QThread::msleep(1);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("QThread::msleep(1) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
QThread::sleep(1);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("QThread::sleep(1) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
usleep(1);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("usleep(1) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
usleep(10);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("usleep(10) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
usleep(100);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("usleep(100) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
usleep(1000);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("usleep(1000) ms: %f", elapsedUsecs / 1000.0f);
startTime.start();
usleep(15000);
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("usleep(15000) ms: %f", elapsedUsecs / 1000.0f);
// Random number generation
startTime.start();
for (int i = 0; i < numTests; i++) {
iResults[i] = rand();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("rand() stored in array usecs: %f, first result:%d", elapsedUsecs / (float) numTests, iResults[0]);
// Random number generation using randFloat()
startTime.start();
for (int i = 0; i < numTests; i++) {
fResults[i] = randFloat();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("randFloat() stored in array usecs: %f, first result: %f", elapsedUsecs / (float) numTests, fResults[0]);
free(iResults);
free(fResults);
// PowF function
fTest = 1145323.2342f;
startTime.start();
for (int i = 0; i < numTests; i++) {
fTest = powf(fTest, 0.5f);
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("powf(f, 0.5) usecs: %f", elapsedUsecs / (float) numTests);
// Vector Math
float distance;
glm::vec3 pointA(randVector()), pointB(randVector());
startTime.start();
for (int i = 0; i < numTests; i++) {
//glm::vec3 temp = pointA - pointB;
//float distanceSquared = glm::dot(temp, temp);
distance = glm::distance(pointA, pointB);
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("vector math usecs: %f [%f usecs total for %d tests], last result:%f",
elapsedUsecs / (float) numTests, elapsedUsecs, numTests, distance);
// Vec3 test
glm::vec3 vecA(randVector()), vecB(randVector());
float result;
startTime.start();
for (int i = 0; i < numTests; i++) {
glm::vec3 temp = vecA-vecB;
result = glm::dot(temp,temp);
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("vec3 assign and dot() usecs: %f, last result:%f", elapsedUsecs / (float) numTests, result);
}
float loadSetting(QSettings* settings, const char* name, float defaultValue) {
float value = settings->value(name, defaultValue).toFloat();
if (glm::isnan(value)) {
value = defaultValue;
}
return value;
}
bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection,
const glm::vec3& sphereCenter, float sphereRadius, float& distance) {
glm::vec3 relativeOrigin = rayStarting - sphereCenter;
// compute the b, c terms of the quadratic equation (a is dot(direction, direction), which is one)
float b = 2.0f * glm::dot(rayNormalizedDirection, relativeOrigin);
float c = glm::dot(relativeOrigin, relativeOrigin) - sphereRadius * sphereRadius;
// compute the radicand of the quadratic. if less than zero, there's no intersection
float radicand = b * b - 4.0f * c;
if (radicand < 0.0f) {
return false;
}
// compute the first solution of the quadratic
float root = sqrtf(radicand);
float firstSolution = -b - root;
if (firstSolution > 0.0f) {
distance = firstSolution / 2.0f;
return true; // origin is outside the sphere
}
// now try the second solution
float secondSolution = -b + root;
if (secondSolution > 0.0f) {
distance = 0.0f;
return true; // origin is inside the sphere
}
return false;
}
bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadius) {
glm::vec3 diff = point - sphereCenter;
double mag = sqrt(glm::dot(diff, diff));
if (mag <= sphereRadius) {
return true;
}
return false;
}