Merge branch 'master' of github.com:highfidelity/hifi into camera-display

Conflicts:
	examples/editEntities.js
This commit is contained in:
Ryan Huffman 2014-12-30 15:02:59 -08:00
commit 0105906dc7
127 changed files with 4156 additions and 1305 deletions

View file

@ -12,6 +12,10 @@ if (POLICY CMP0043)
cmake_policy(SET CMP0043 OLD)
endif ()
if (POLICY CMP0042)
cmake_policy(SET CMP0042 OLD)
endif ()
project(hifi)
add_definitions(-DGLM_FORCE_RADIANS)

View file

@ -6,7 +6,7 @@ include_glm()
# link in the shared libraries
link_hifi_libraries(
audio avatars octree voxels fbx entities metavoxels
audio avatars octree voxels gpu model fbx entities metavoxels
networking animation shared script-engine embedded-webserver
physics
)
@ -15,4 +15,4 @@ if (UNIX)
target_link_libraries(${TARGET_NAME} ${CMAKE_DL_LIBS})
endif (UNIX)
link_shared_dependencies()
include_dependency_includes()

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@ -0,0 +1,83 @@
#
# AutoScribeShader.cmake
#
# Created by Sam Gateau on 12/17/14.
# Copyright 2014 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
#
function(AUTOSCRIBE_SHADER SHADER_FILE)
# Grab include files
foreach(includeFile ${ARGN})
list(APPEND SHADER_INCLUDE_FILES ${includeFile})
endforeach()
#Extract the unique include shader paths
foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES})
get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH)
list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR})
endforeach()
list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS)
# make the scribe include arguments
set(SCRIBE_INCLUDES)
foreach(INCLUDE_PATH ${SHADER_INCLUDES_PATHS})
set(SCRIBE_INCLUDES ${SCRIBE_INCLUDES} -I ${INCLUDE_PATH}/)
endforeach()
# Define the final name of the generated shader file
get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
if(SHADER_EXT STREQUAL .slv)
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
elseif(${SHADER_EXT} STREQUAL .slf)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
endif()
# Target dependant Custom rule on the SHADER_FILE
if (APPLE)
set(GLPROFILE MAC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
else (APPLE)
set(GLPROFILE PC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
endif()
#output the generated file name
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
file(GLOB INCLUDE_FILES ${SHADER_TARGET})
endfunction()
macro(AUTOSCRIBE_SHADER_LIB)
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
#message(${SHADER_INCLUDE_FILES})
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
endforeach()
#message(${AUTOSCRIBE_SHADER_SRC})
if (WIN32)
source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
endif()
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
endmacro()

View file

@ -1,5 +1,5 @@
#
# LinkSharedDependencies.cmake
# IncludeDependencyIncludes.cmake
# cmake/macros
#
# Copyright 2014 High Fidelity, Inc.
@ -9,7 +9,7 @@
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
macro(LINK_SHARED_DEPENDENCIES)
macro(INCLUDE_DEPENDENCY_INCLUDES)
if (${TARGET_NAME}_DEPENDENCY_INCLUDES)
list(REMOVE_DUPLICATES ${TARGET_NAME}_DEPENDENCY_INCLUDES)
@ -19,4 +19,4 @@ macro(LINK_SHARED_DEPENDENCIES)
# set the property on this target so it can be retreived by targets linking to us
set_target_properties(${TARGET_NAME} PROPERTIES DEPENDENCY_INCLUDES "${${TARGET_NAME}_DEPENDENCY_INCLUDES}")
endmacro(LINK_SHARED_DEPENDENCIES)
endmacro(INCLUDE_DEPENDENCY_INCLUDES)

View file

@ -16,7 +16,7 @@ macro(SETUP_HIFI_LIBRARY)
set(LIB_SRCS ${LIB_SRCS})
# create a library and set the property so it can be referenced later
add_library(${TARGET_NAME} ${LIB_SRCS} ${AUTOMTC_SRC})
add_library(${TARGET_NAME} ${LIB_SRCS} ${AUTOMTC_SRC} ${AUTOSCRIBE_SHADER_LIB_SRC})
set(${TARGET_NAME}_DEPENDENCY_QT_MODULES ${ARGN})
list(APPEND ${TARGET_NAME}_DEPENDENCY_QT_MODULES Core)

View file

@ -1,47 +0,0 @@
#
# FindGLUT.cmake
#
# Try to find GLUT library and include path.
# Once done this will define
#
# GLUT_FOUND
# GLUT_INCLUDE_DIRS
# GLUT_LIBRARIES
#
# Created on 2/6/2014 by Stephen Birarda
# Copyright 2014 High Fidelity, Inc.
#
# Adapted from FindGLUT.cmake available in tlorach's OpenGLText Repository
# https://raw.github.com/tlorach/OpenGLText/master/cmake/FindGLUT.cmake
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
include("${MACRO_DIR}/HifiLibrarySearchHints.cmake")
hifi_library_search_hints("freeglut")
if (WIN32)
set(GLUT_HINT_DIRS "${FREEGLUT_SEARCH_DIRS} ${OPENGL_INCLUDE_DIR}")
find_path(GLUT_INCLUDE_DIRS GL/glut.h PATH_SUFFIXES include HINTS ${FREEGLUT_SEARCH_DIRS})
find_library(GLUT_LIBRARY freeglut PATH_SUFFIXES lib HINTS ${FREEGLUT_SEARCH_DIRS})
else ()
find_path(GLUT_INCLUDE_DIRS GL/glut.h PATH_SUFFIXES include HINTS ${FREEGLUT_SEARCH_DIRS})
find_library(GLUT_LIBRARY glut PATH_SUFFIXES lib HINTS ${FREEGLUT_SEARCH_DIRS})
endif ()
include(FindPackageHandleStandardArgs)
set(GLUT_LIBRARIES "${GLUT_LIBRARY}" "${XMU_LIBRARY}" "${XI_LIBRARY}")
if (UNIX)
find_library(XI_LIBRARY Xi PATH_SUFFIXES lib HINTS ${FREEGLUT_SEARCH_DIRS})
find_library(XMU_LIBRARY Xmu PATH_SUFFIXES lib HINTS ${FREEGLUT_SEARCH_DIRS})
find_package_handle_standard_args(GLUT DEFAULT_MSG GLUT_INCLUDE_DIRS GLUT_LIBRARIES XI_LIBRARY XMU_LIBRARY)
else ()
find_package_handle_standard_args(GLUT DEFAULT_MSG GLUT_INCLUDE_DIRS GLUT_LIBRARIES)
endif ()
mark_as_advanced(GLUT_INCLUDE_DIRS GLUT_LIBRARIES GLUT_LIBRARY XI_LIBRARY XMU_LIBRARY FREEGLUT_SEARCH_DIRS)

View file

@ -52,4 +52,4 @@ include_directories(SYSTEM "${OPENSSL_INCLUDE_DIR}")
# append OpenSSL to our list of libraries to link
target_link_libraries(${TARGET_NAME} ${OPENSSL_LIBRARIES})
link_shared_dependencies()
include_dependency_includes()

View file

@ -494,8 +494,12 @@ var mouseHasMovedSincePress = false;
function mousePressEvent(event) {
mouseHasMovedSincePress = false;
mouseCapturedByTool = false;
if (toolBar.mousePressEvent(event) || cameraManager.mousePressEvent(event) || progressDialog.mousePressEvent(event)) {
if (toolBar.mousePressEvent(event) || cameraManager.mousePressEvent(event)
|| progressDialog.mousePressEvent(event) || gridTool.mousePressEvent(event)) {
mouseCapturedByTool = true;
return;
}
if (isActive) {
@ -519,6 +523,7 @@ function mousePressEvent(event) {
}
var highlightedEntityID = { isKnownID: false };
var mouseCapturedByTool = false;
function mouseMoveEvent(event) {
mouseHasMovedSincePress = true;
@ -563,6 +568,9 @@ function mouseReleaseEvent(event) {
if (isActive && selectionManager.hasSelection()) {
tooltip.show(false);
}
if (mouseCapturedByTool) {
return;
}
cameraManager.mouseReleaseEvent(event);

View file

@ -13,34 +13,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function(){
this.oldColor = {};
this.oldColorKnown = false;
this.storeOldColor = function(entityID) {
var oldProperties = Entities.getEntityProperties(entityID);
this.oldColor = oldProperties.color;
this.oldColorKnown = true;
print("storing old color... this.oldColor=" + this.oldColor.red + "," + this.oldColor.green + "," + this.oldColor.blue);
};
this.preload = function(entityID) {
print("preload");
this.storeOldColor(entityID);
};
this.hoverEnterEntity = function(entityID, mouseEvent) {
print("hoverEnterEntity");
if (!this.oldColorKnown) {
this.storeOldColor(entityID);
}
Entities.editEntity(entityID, { color: { red: 0, green: 255, blue: 255} });
};
this.hoverLeaveEntity = function(entityID, mouseEvent) {
print("hoverLeaveEntity");
if (this.oldColorKnown) {
print("leave restoring old color... this.oldColor="
+ this.oldColor.red + "," + this.oldColor.green + "," + this.oldColor.blue);
Entities.editEntity(entityID, { color: this.oldColor });
}
};
})
(function() {
Script.include("changeColorOnHoverClass.js");
return new ChangeColorOnHover();
})

View file

@ -0,0 +1,55 @@
//
// changeColorOnHover.js
// examples/entityScripts
//
// Created by Brad Hefta-Gaub on 11/1/14.
// Copyright 2014 High Fidelity, Inc.
//
// This is an example of an entity script which when assigned to a non-model entity like a box or sphere, will
// change the color of the entity when you hover over it. This script uses the JavaScript prototype/class functionality
// to construct an object that has methods for hoverEnterEntity and hoverLeaveEntity;
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
ChangeColorOnHover = function(){
this.oldColor = {};
this.oldColorKnown = false;
};
ChangeColorOnHover.prototype = {
storeOldColor: function(entityID) {
var oldProperties = Entities.getEntityProperties(entityID);
this.oldColor = oldProperties.color;
this.oldColorKnown = true;
print("storing old color... this.oldColor=" + this.oldColor.red + "," + this.oldColor.green + "," + this.oldColor.blue);
},
preload: function(entityID) {
print("preload");
this.storeOldColor(entityID);
},
hoverEnterEntity: function(entityID, mouseEvent) {
print("hoverEnterEntity");
if (!this.oldColorKnown) {
this.storeOldColor(entityID);
}
Entities.editEntity(entityID, { color: { red: 0, green: 255, blue: 255} });
},
hoverLeaveEntity: function(entityID, mouseEvent) {
print("hoverLeaveEntity");
if (this.oldColorKnown) {
print("leave restoring old color... this.oldColor="
+ this.oldColor.red + "," + this.oldColor.green + "," + this.oldColor.blue);
Entities.editEntity(entityID, { color: this.oldColor });
}
}
};

View file

@ -27,10 +27,12 @@
};
this.enterEntity = function(entityID) {
print("enterEntity("+entityID.id+")");
playSound();
};
this.leaveEntity = function(entityID) {
print("leaveEntity("+entityID.id+")");
playSound();
};
})

View file

@ -1,167 +0,0 @@
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css">
<script>
function loaded() {
var gridColor = { red: 0, green: 0, blue: 0 };
var gridColors = [
{ red: 0, green: 0, blue: 0 },
{ red: 255, green: 255, blue: 255 },
{ red: 255, green: 0, blue: 0 },
{ red: 0, green: 255, blue: 0},
{ red: 0, green: 0, blue: 255 },
];
elPosY = document.getElementById("horiz-y");
elMinorSpacing = document.getElementById("minor-spacing");
elMajorSpacing = document.getElementById("major-spacing");
elSnapToGrid = document.getElementById("snap-to-grid");
elHorizontalGridVisible = document.getElementById("horiz-grid-visible");
elMoveToSelection = document.getElementById("move-to-selection");
elMoveToAvatar = document.getElementById("move-to-avatar");
if (window.EventBridge !== undefined) {
EventBridge.scriptEventReceived.connect(function(data) {
data = JSON.parse(data);
if (data.origin) {
var origin = data.origin;
elPosY.value = origin.y.toFixed(2);
}
if (data.minorGridSpacing !== undefined) {
elMinorSpacing.value = data.minorGridSpacing;
}
if (data.majorGridEvery !== undefined) {
elMajorSpacing.value = data.majorGridEvery;
}
if (data.gridColor) {
gridColor = data.gridColor;
}
if (data.snapToGrid !== undefined) {
elSnapToGrid.checked = data.snapToGrid == true;
}
if (data.visible !== undefined) {
elHorizontalGridVisible.checked = data.visible == true;
}
});
function emitUpdate() {
EventBridge.emitWebEvent(JSON.stringify({
type: "update",
origin: {
y: elPosY.value,
},
minorGridSpacing: elMinorSpacing.value,
majorGridEvery: elMajorSpacing.value,
gridColor: gridColor,
snapToGrid: elSnapToGrid.checked,
visible: elHorizontalGridVisible.checked,
}));
}
}
elPosY.addEventListener("change", emitUpdate);
elMinorSpacing.addEventListener("change", emitUpdate);
elMajorSpacing.addEventListener("change", emitUpdate);
elSnapToGrid.addEventListener("change", emitUpdate);
elHorizontalGridVisible.addEventListener("change", emitUpdate);
elMoveToAvatar.addEventListener("click", function() {
EventBridge.emitWebEvent(JSON.stringify({
type: "action",
action: "moveToAvatar",
}));
});
elMoveToSelection.addEventListener("click", function() {
EventBridge.emitWebEvent(JSON.stringify({
type: "action",
action: "moveToSelection",
}));
});
var gridColorBox = document.getElementById('grid-color');
for (var i = 0; i < gridColors.length; i++) {
var colors = gridColors[i];
var box = document.createElement('div');
box.setAttribute('class', 'color-box');
box.style.background = 'rgb(' + colors.red + ', ' + colors.green + ', ' + colors.blue + ')';
document.getElementById("grid-colors").appendChild(box);
box.addEventListener("click", function(color) {
return function() {
gridColor = color;
emitUpdate();
}
}({ red: colors.red, green: colors.green, blue: colors.blue }));
}
EventBridge.emitWebEvent(JSON.stringify({ type: 'init' }));
}
</script>
</head>
<body onload='loaded();'>
<div class="section-header">
<label>Horizontal Grid</label>
</div>
<div class="grid-section">
<div class="property-section">
<label>Visible</label>
<span>
<input type='checkbox' id="horiz-grid-visible">
</span>
</div>
<div class="property-section">
<label>Snap to grid</label>
<span>
<input type='checkbox' id="snap-to-grid">
</span>
</div>
<div id="horizontal-position" class="property-section">
<label>Position (Y Axis)</label>
<span>
<input type='number' id="horiz-y" class="number" value="0.0" step="0.1"></input>
</span>
</div>
<div class="property-section">
<label>Minor Grid Size</label>
<span>
<input type='number' id="minor-spacing" min="0" step="0.01", ></input>
</span>
</div>
<div class="property-section">
<label>Major Grid Every</label>
<span>
<input type='number' id="major-spacing" min="2" step="1", ></input>
</span>
</div>
<div class="property-section">
<label>Grid Color</label>
<span id="grid-colors"></span>
</div>
<div class="property-section">
<span>
<input type="button" id="move-to-selection" value="Move to Selection">
</span>
</div>
<div class="property-section">
<span>
<input type="button" id="move-to-avatar" value="Move to Avatar">
</span>
</div>
</div>
</body>
</html>

View file

@ -1,35 +1,35 @@
Grid = function(opts) {
var that = {};
var color = { red: 100, green: 152, blue: 203 };
var gridColor = { red: 100, green: 152, blue: 203 };
var colors = [
{ red: 0, green: 255, blue: 0 },
{ red: 255, green: 255, blue: 255 },
{ red: 0, green: 0, blue: 0 },
{ red: 0, green: 0, blue: 255 },
{ red: 255, green: 0, blue: 0 },
];
var colorIndex = 0;
var gridAlpha = 1.0;
var origin = { x: 0, y: 0, z: 0 };
var majorGridEvery = 5;
var minorGridSpacing = 0.2;
var minorGridWidth = 0.2;
var halfSize = 40;
var yOffset = 0.001;
var worldSize = 16384;
var minorGridWidth = 0.5;
var majorGridWidth = 1.5;
var snapToGrid = false;
var gridOverlay = Overlays.addOverlay("grid", {
position: { x: 0 , y: 0, z: 0 },
visible: true,
color: { red: 0, green: 0, blue: 128 },
color: colors[0],
alpha: 1.0,
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
minorGridWidth: 0.1,
majorGridEvery: 2,
});
that.getMinorIncrement = function() { return minorGridSpacing; };
that.getMajorIncrement = function() { return minorGridSpacing * majorGridEvery; };
that.visible = false;
that.enabled = false;
@ -37,13 +37,39 @@ Grid = function(opts) {
return origin;
}
that.getMinorIncrement = function() { return minorGridWidth; };
that.getMajorIncrement = function() { return minorGridWidth * majorGridEvery; };
that.getMinorGridWidth = function() { return minorGridWidth; };
that.setMinorGridWidth = function(value) {
minorGridWidth = value;
updateGrid();
};
that.getMajorGridEvery = function() { return majorGridEvery; };
that.setMajorGridEvery = function(value) {
majorGridEvery = value;
updateGrid();
};
that.getColorIndex = function() { return colorIndex; };
that.setColorIndex = function(value) {
colorIndex = value;
updateGrid();
};
that.getSnapToGrid = function() { return snapToGrid; };
that.setSnapToGrid = function(value) {
snapToGrid = value;
that.emitUpdate();
};
that.setEnabled = function(enabled) {
that.enabled = enabled;
updateGrid();
}
that.getVisible = function() { return that.visible; };
that.setVisible = function(visible, noUpdate) {
that.visible = visible;
updateGrid();
@ -78,7 +104,7 @@ Grid = function(opts) {
dimensions = { x: 0, y: 0, z: 0 };
}
var spacing = majorOnly ? (minorGridSpacing * majorGridEvery) : minorGridSpacing;
var spacing = majorOnly ? (minorGridWidth * majorGridEvery) : minorGridWidth;
position = Vec3.subtract(position, origin);
@ -94,7 +120,7 @@ Grid = function(opts) {
return delta;
}
var spacing = majorOnly ? (minorGridSpacing * majorGridEvery) : minorGridSpacing;
var spacing = majorOnly ? (minorGridWidth * majorGridEvery) : minorGridWidth;
var snappedDelta = {
x: Math.round(delta.x / spacing) * spacing,
@ -121,12 +147,11 @@ Grid = function(opts) {
if (that.onUpdate) {
that.onUpdate({
origin: origin,
minorGridSpacing: minorGridSpacing,
minorGridWidth: minorGridWidth,
majorGridEvery: majorGridEvery,
gridSize: halfSize,
visible: that.visible,
snapToGrid: snapToGrid,
gridColor: gridColor,
});
}
};
@ -144,16 +169,16 @@ Grid = function(opts) {
that.setPosition(pos, true);
}
if (data.minorGridSpacing) {
minorGridSpacing = data.minorGridSpacing;
if (data.minorGridWidth) {
minorGridWidth = data.minorGridWidth;
}
if (data.majorGridEvery) {
majorGridEvery = data.majorGridEvery;
}
if (data.gridColor) {
gridColor = data.gridColor;
if (data.colorIndex !== undefined) {
colorIndex = data.colorIndex;
}
if (data.gridSize) {
@ -171,10 +196,10 @@ Grid = function(opts) {
Overlays.editOverlay(gridOverlay, {
position: { x: origin.y, y: origin.y, z: -origin.y },
visible: that.visible && that.enabled,
minorGridWidth: minorGridSpacing,
minorGridWidth: minorGridWidth,
majorGridEvery: majorGridEvery,
color: gridColor,
alpha: gridAlpha,
color: colors[colorIndex],
alpha: gridAlpha,
});
that.emitUpdate();
@ -199,46 +224,269 @@ Grid = function(opts) {
GridTool = function(opts) {
var that = {};
var UI_URL = HIFI_PUBLIC_BUCKET + "images/tools/grid-toolbar.svg";
var UI_WIDTH = 854;
var UI_HEIGHT = 37;
var horizontalGrid = opts.horizontalGrid;
var verticalGrid = opts.verticalGrid;
var listeners = [];
var url = Script.resolvePath('html/gridControls.html');
var webView = new WebWindow('Grid', url, 200, 280);
var uiOverlays = {};
var allOverlays = [];
horizontalGrid.addListener(function(data) {
webView.eventBridge.emitScriptEvent(JSON.stringify(data));
selectionDisplay.updateHandles();
});
function addUIOverlay(key, overlay, x, y, width, height) {
uiOverlays[key] = {
overlay: overlay,
x: x,
y: y,
width: width,
height: height,
};
allOverlays.push(overlay);
}
webView.eventBridge.webEventReceived.connect(function(data) {
data = JSON.parse(data);
if (data.type == "init") {
horizontalGrid.emitUpdate();
} else if (data.type == "update") {
horizontalGrid.update(data);
for (var i = 0; i < listeners.length; i++) {
listeners[i](data);
}
} else if (data.type == "action") {
var action = data.action;
if (action == "moveToAvatar") {
grid.setPosition(MyAvatar.position);
} else if (action == "moveToSelection") {
var newPosition = selectionManager.worldPosition;
newPosition = Vec3.subtract(newPosition, { x: 0, y: selectionManager.worldDimensions.y * 0.5, z: 0 });
grid.setPosition(newPosition);
}
var lastKnownWindowWidth = null;
function repositionUI() {
if (lastKnownWindowWidth == Window.innerWidth) {
return;
}
});
that.addListener = function(callback) {
listeners.push(callback);
lastKnownWindowWidth = Window.innerWidth;
var x = Window.innerWidth / 2 - UI_WIDTH / 2;
var y = 10;
for (var key in uiOverlays) {
info = uiOverlays[key];
Overlays.editOverlay(info.overlay, {
x: x + info.x,
y: y + info.y,
});
}
}
// "Spritesheet" is laid out horizontally in this order
var UI_SPRITE_LIST = [
{ name: "gridText", width: 54 },
{ name: "visibleCheckbox", width: 60 },
{ name: "snapToGridCheckbox", width: 105 },
{ name: "color0", width: 27 },
{ name: "color1", width: 27 },
{ name: "color2", width: 27 },
{ name: "color3", width: 27 },
{ name: "color4", width: 27 },
{ name: "minorGridIcon", width: 34 },
{ name: "minorGridDecrease", width: 25 },
{ name: "minorGridInput", width: 26 },
{ name: "minorGridIncrease", width: 25 },
{ name: "majorGridIcon", width: 40 },
{ name: "majorGridDecrease", width: 25 },
{ name: "majorGridInput", width: 26 },
{ name: "majorGridIncrease", width: 25 },
{ name: "yPositionLabel", width: 160 },
{ name: "moveToLabel", width: 54 },
{ name: "moveToAvatar", width: 26 },
{ name: "moveToSelection", width: 34 },
];
// Add all overlays from spritesheet
var baseOverlay = null;
var x = 0;
for (var i = 0; i < UI_SPRITE_LIST.length; i++) {
var info = UI_SPRITE_LIST[i];
var props = {
imageURL: UI_URL,
subImage: { x: x, y: 0, width: info.width, height: UI_HEIGHT },
width: info.width,
height: UI_HEIGHT,
alpha: 1.0,
visible: false,
};
var overlay;
if (baseOverlay == null) {
overlay = Overlays.addOverlay("image", {
imageURL: UI_URL,
});
baseOverlay = overlay;
} else {
overlay = Overlays.cloneOverlay(baseOverlay);
}
Overlays.editOverlay(overlay, props);
addUIOverlay(info.name, overlay, x, 0, info.width, UI_HEIGHT);
x += info.width;
}
// Add Text overlays
var textProperties = {
color: { red: 255, green: 255, blue: 255 },
topMargin: 6,
leftMargin: 4,
alpha: 1,
backgroundAlpha: 0,
text: "",
font: { size: 12 },
visible: false,
};
var minorGridWidthText = Overlays.addOverlay("text", textProperties);
var majorGridEveryText = Overlays.addOverlay("text", textProperties);
var yPositionText = Overlays.addOverlay("text", textProperties);
addUIOverlay('minorGridWidthText', minorGridWidthText, 414, 8, 24, 24);
addUIOverlay('majorGridEveryText', majorGridEveryText, 530, 8, 24, 24);
addUIOverlay('yPositionText', yPositionText, 660, 8, 24, 24);
var NUM_COLORS = 5;
function updateColorIndex(index) {
if (index < 0 || index >= NUM_COLORS) {
return;
}
for (var i = 0 ; i < NUM_COLORS; i++) {
var info = uiOverlays['color' + i];
Overlays.editOverlay(info.overlay, {
subImage: {
x: info.x,
y: i == index ? UI_HEIGHT : 0,
width: info.width,
height: info.height,
}
});
}
}
function updateGridVisible(value) {
var info = uiOverlays.visibleCheckbox;
Overlays.editOverlay(info.overlay, {
subImage: {
x: info.x,
y: value ? UI_HEIGHT : 0,
width: info.width,
height: info.height,
}
});
}
function updateSnapToGrid(value) {
var info = uiOverlays.snapToGridCheckbox;
Overlays.editOverlay(info.overlay, {
subImage: {
x: info.x,
y: value ? UI_HEIGHT : 0,
width: info.width,
height: info.height,
}
});
}
function updateMinorGridWidth(value) {
Overlays.editOverlay(minorGridWidthText, {
text: value.toFixed(1),
});
}
function updateMajorGridEvery(value) {
Overlays.editOverlay(majorGridEveryText, {
text: value,
});
}
function updateYPosition(value) {
Overlays.editOverlay(yPositionText, {
text: value.toFixed(2),
});
}
function updateOverlays() {
updateGridVisible(horizontalGrid.getVisible());
updateSnapToGrid(horizontalGrid.getSnapToGrid());
updateColorIndex(horizontalGrid.getColorIndex());
updateMinorGridWidth(horizontalGrid.getMinorGridWidth());
updateMajorGridEvery(horizontalGrid.getMajorGridEvery());
updateYPosition(horizontalGrid.getOrigin().y);
}
that.setVisible = function(visible) {
webView.setVisible(visible);
for (var i = 0; i < allOverlays.length; i++) {
Overlays.editOverlay(allOverlays[i], { visible: visible });
}
}
that.mousePressEvent = function(event) {
var overlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
if (allOverlays.indexOf(overlay) >= 0) {
if (overlay == uiOverlays.color0.overlay) {
horizontalGrid.setColorIndex(0);
} else if (overlay == uiOverlays.color1.overlay) {
horizontalGrid.setColorIndex(1);
} else if (overlay == uiOverlays.color2.overlay) {
horizontalGrid.setColorIndex(2);
} else if (overlay == uiOverlays.color3.overlay) {
horizontalGrid.setColorIndex(3);
} else if (overlay == uiOverlays.color4.overlay) {
horizontalGrid.setColorIndex(4);
} else if (overlay == uiOverlays.visibleCheckbox.overlay) {
horizontalGrid.setVisible(!horizontalGrid.getVisible());
} else if (overlay == uiOverlays.snapToGridCheckbox.overlay) {
horizontalGrid.setSnapToGrid(!horizontalGrid.getSnapToGrid());
} else if (overlay == uiOverlays.moveToAvatar.overlay) {
horizontalGrid.setPosition(MyAvatar.position);
} else if (overlay == uiOverlays.moveToSelection.overlay) {
var newPosition = selectionManager.worldPosition;
newPosition = Vec3.subtract(newPosition, { x: 0, y: selectionManager.worldDimensions.y * 0.5, z: 0 });
horizontalGrid.setPosition(newPosition);
} else if (overlay == uiOverlays.minorGridDecrease.overlay) {
var newValue = Math.max(0.1, horizontalGrid.getMinorGridWidth() - 0.1);
horizontalGrid.setMinorGridWidth(newValue);
} else if (overlay == uiOverlays.minorGridIncrease.overlay) {
horizontalGrid.setMinorGridWidth(horizontalGrid.getMinorGridWidth() + 0.1);
} else if (overlay == uiOverlays.majorGridDecrease.overlay) {
var newValue = Math.max(2, horizontalGrid.getMajorGridEvery() - 1);
horizontalGrid.setMajorGridEvery(newValue);
} else if (overlay == uiOverlays.majorGridIncrease.overlay) {
horizontalGrid.setMajorGridEvery(horizontalGrid.getMajorGridEvery() + 1);
} else if (overlay == uiOverlays.yPositionLabel.overlay) {
var newValue = Window.prompt("Y Position:", horizontalGrid.getOrigin().y.toFixed(4));
if (newValue !== null) {
var y = parseFloat(newValue)
if (isNaN(y)) {
Window.alert("Invalid position");
} else {
horizontalGrid.setPosition({ x: 0, y: y, z: 0 });
}
}
}
// Clicking anywhere within the toolbar will "consume" this press event
return true;
}
return false;
};
Script.scriptEnding.connect(function() {
for (var i = 0; i < allOverlays.length; i++) {
Overlays.deleteOverlay(allOverlays[i]);
}
});
Script.update.connect(repositionUI);
horizontalGrid.addListener(function() {
selectionDisplay.updateHandles();
updateOverlays();
});
updateOverlays();
repositionUI();
return that;
};

View file

@ -274,19 +274,11 @@ modelUploader = (function () {
}
}
if (view.string(0, 18) === "Kaydara FBX Binary") {
previousNodeFilename = "";
index = 27;
while (index < view.byteLength - 39 && !EOF) {
parseBinaryFBX();
}
} else {
readTextFBX();
}
}
function readModel() {

View file

@ -6,4 +6,4 @@ setup_hifi_project(Network)
# link the shared hifi libraries
link_hifi_libraries(networking shared)
link_shared_dependencies()
include_dependency_includes()

View file

@ -107,7 +107,7 @@ endif()
add_executable(${TARGET_NAME} MACOSX_BUNDLE ${INTERFACE_SRCS} ${QM})
# link required hifi libraries
link_hifi_libraries(shared octree voxels gpu fbx metavoxels networking entities avatars audio animation script-engine physics
link_hifi_libraries(shared octree voxels gpu model fbx metavoxels networking entities avatars audio animation script-engine physics
render-utils entities-renderer)
# find any optional and required libraries
@ -194,11 +194,10 @@ if (APPLE)
# link in required OS X frameworks and include the right GL headers
find_library(CoreAudio CoreAudio)
find_library(CoreFoundation CoreFoundation)
find_library(GLUT GLUT)
find_library(OpenGL OpenGL)
find_library(AppKit AppKit)
target_link_libraries(${TARGET_NAME} ${CoreAudio} ${CoreFoundation} ${GLUT} ${OpenGL} ${AppKit})
target_link_libraries(${TARGET_NAME} ${CoreAudio} ${CoreFoundation} ${OpenGL} ${AppKit})
# install command for OS X bundle
INSTALL(TARGETS ${TARGET_NAME}
@ -214,15 +213,12 @@ else (APPLE)
)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
include_directories(SYSTEM "${GLUT_INCLUDE_DIRS}")
if (${OPENGL_INCLUDE_DIR})
include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
endif ()
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}" "${GLUT_LIBRARIES}")
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
# link target to external libraries
if (WIN32)
@ -246,4 +242,4 @@ else (APPLE)
endif (APPLE)
# link any dependencies bubbled up from our linked dependencies
link_shared_dependencies()
include_dependency_includes()

View file

@ -130,7 +130,7 @@ static QTimer* idleTimer = NULL;
const QString CHECK_VERSION_URL = "https://highfidelity.io/latestVersion.xml";
const QString SKIP_FILENAME = QStandardPaths::writableLocation(QStandardPaths::DataLocation) + "/hifi.skipversion";
const QString DEFAULT_SCRIPTS_JS_URL = "http://public.highfidelity.io/scripts/defaultScripts.js";
const QString DEFAULT_SCRIPTS_JS_URL = "http://s3.amazonaws.com/hifi-public/scripts/defaultScripts.js";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
QString logMessage = LogHandler::getInstance().printMessage((LogMsgType) type, context, message);
@ -3626,16 +3626,6 @@ void Application::setMenuShortcutsEnabled(bool enabled) {
setShortcutsEnabled(_window->menuBar(), enabled);
}
void Application::uploadModel(ModelType modelType) {
ModelUploader* uploader = new ModelUploader(modelType);
QThread* thread = new QThread();
thread->connect(uploader, SIGNAL(destroyed()), SLOT(quit()));
thread->connect(thread, SIGNAL(finished()), SLOT(deleteLater()));
uploader->connect(thread, SIGNAL(started()), SLOT(send()));
thread->start();
}
void Application::updateWindowTitle(){
QString buildVersion = " (build " + applicationVersion() + ")";
@ -4191,15 +4181,19 @@ void Application::toggleRunningScriptsWidget() {
}
void Application::uploadHead() {
uploadModel(HEAD_MODEL);
ModelUploader::uploadHead();
}
void Application::uploadSkeleton() {
uploadModel(SKELETON_MODEL);
ModelUploader::uploadSkeleton();
}
void Application::uploadAttachment() {
uploadModel(ATTACHMENT_MODEL);
ModelUploader::uploadAttachment();
}
void Application::uploadEntity() {
ModelUploader::uploadEntity();
}
void Application::openUrl(const QUrl& url) {

View file

@ -374,6 +374,7 @@ public slots:
void uploadHead();
void uploadSkeleton();
void uploadAttachment();
void uploadEntity();
void openUrl(const QUrl& url);
@ -459,8 +460,6 @@ private:
void setMenuShortcutsEnabled(bool enabled);
void uploadModel(ModelType modelType);
static void attachNewHeadToNode(Node *newNode);
static void* networkReceive(void* args); // network receive thread

View file

@ -1306,21 +1306,13 @@ void Audio::renderToolBox(int x, int y, bool boxed) {
} else {
glColor3f(0.41f, 0.41f, 0.41f);
}
glBegin(GL_QUADS);
glTexCoord2f(1, 1);
glVertex2f(boxBounds.left(), boxBounds.top());
glTexCoord2f(0, 1);
glVertex2f(boxBounds.right(), boxBounds.top());
glTexCoord2f(0, 0);
glVertex2f(boxBounds.right(), boxBounds.bottom());
glTexCoord2f(1, 0);
glVertex2f(boxBounds.left(), boxBounds.bottom());
glEnd();
glm::vec2 topLeft(boxBounds.left(), boxBounds.top());
glm::vec2 bottomRight(boxBounds.right(), boxBounds.bottom());
glm::vec2 texCoordTopLeft(1,1);
glm::vec2 texCoordBottomRight(0,0);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
}
_iconBounds = QRect(x, y, MUTE_ICON_SIZE, MUTE_ICON_SIZE);
@ -1345,21 +1337,14 @@ void Audio::renderToolBox(int x, int y, bool boxed) {
}
glColor3f(_iconColor, _iconColor, _iconColor);
glBegin(GL_QUADS);
glm::vec2 topLeft(_iconBounds.left(), _iconBounds.top());
glm::vec2 bottomRight(_iconBounds.right(), _iconBounds.bottom());
glm::vec2 texCoordTopLeft(1,1);
glm::vec2 texCoordBottomRight(0,0);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(_iconBounds.left(), _iconBounds.top());
glTexCoord2f(0.0f, 1.0f);
glVertex2f(_iconBounds.right(), _iconBounds.top());
glTexCoord2f(0.0f, 0.0f);
glVertex2f(_iconBounds.right(), _iconBounds.bottom());
glTexCoord2f(1.0f, 0.0f);
glVertex2f(_iconBounds.left(), _iconBounds.bottom());
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
glDisable(GL_TEXTURE_2D);
}
@ -1702,14 +1687,7 @@ void Audio::renderScope(int width, int height) {
void Audio::renderBackground(const float* color, int x, int y, int width, int height) {
glColor4fv(color);
glBegin(GL_QUADS);
glVertex2i(x, y);
glVertex2i(x + width, y);
glVertex2i(x + width, y + height);
glVertex2i(x , y + height);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(x, y, width, height);
glColor4f(1, 1, 1, 1);
}

View file

@ -12,11 +12,12 @@
#include <gpu/GPUConfig.h>
#include "Hair.h"
#include "Util.h"
#include "world.h"
#include "Hair.h"
const float HAIR_DAMPING = 0.99f;
const float CONSTRAINT_RELAXATION = 10.0f;
const float HAIR_ACCELERATION_COUPLING = 0.045f;

View file

@ -189,10 +189,14 @@ Menu::Menu() :
SLOT(toggleAddressBar()));
addDisabledActionAndSeparator(fileMenu, "Upload Avatar Model");
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadHead, 0, Application::getInstance(), SLOT(uploadHead()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadSkeleton, 0, Application::getInstance(), SLOT(uploadSkeleton()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadHead, 0,
Application::getInstance(), SLOT(uploadHead()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadSkeleton, 0,
Application::getInstance(), SLOT(uploadSkeleton()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadAttachment, 0,
Application::getInstance(), SLOT(uploadAttachment()));
Application::getInstance(), SLOT(uploadAttachment()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::UploadEntity, 0,
Application::getInstance(), SLOT(uploadEntity()));
addDisabledActionAndSeparator(fileMenu, "Settings");
addActionToQMenuAndActionHash(fileMenu, MenuOption::SettingsImport, 0, this, SLOT(importSettings()));
addActionToQMenuAndActionHash(fileMenu, MenuOption::SettingsExport, 0, this, SLOT(exportSettings()));

View file

@ -482,6 +482,7 @@ namespace MenuOption {
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";
const QString UploadAttachment = "Upload Attachment Model";
const QString UploadEntity = "Upload Entity Model";
const QString UploadHead = "Upload Head Model";
const QString UploadSkeleton = "Upload Skeleton Model";
const QString UserInterface = "User Interface";

View file

@ -55,7 +55,8 @@ static const QString MODEL_URL = "/api/v1/models";
static const QString SETTING_NAME = "LastModelUploadLocation";
static const int MAX_SIZE = 10 * 1024 * 1024; // 10 MB
static const long long BYTES_PER_MEGABYTES = 1024 * 1024;
static const unsigned long long MAX_SIZE = 50 * 1024 * BYTES_PER_MEGABYTES; // 50 GB (Virtually remove limit)
static const int MAX_TEXTURE_SIZE = 1024;
static const int TIMEOUT = 1000;
static const int MAX_CHECK = 30;
@ -63,6 +64,32 @@ static const int MAX_CHECK = 30;
static const int QCOMPRESS_HEADER_POSITION = 0;
static const int QCOMPRESS_HEADER_SIZE = 4;
void ModelUploader::uploadModel(ModelType modelType) {
ModelUploader* uploader = new ModelUploader(modelType);
QThread* thread = new QThread();
thread->connect(uploader, SIGNAL(destroyed()), SLOT(quit()));
thread->connect(thread, SIGNAL(finished()), SLOT(deleteLater()));
uploader->connect(thread, SIGNAL(started()), SLOT(send()));
thread->start();
}
void ModelUploader::uploadHead() {
uploadModel(HEAD_MODEL);
}
void ModelUploader::uploadSkeleton() {
uploadModel(SKELETON_MODEL);
}
void ModelUploader::uploadAttachment() {
uploadModel(ATTACHMENT_MODEL);
}
void ModelUploader::uploadEntity() {
uploadModel(ENTITY_MODEL);
}
ModelUploader::ModelUploader(ModelType modelType) :
_lodCount(-1),
_texturesCount(-1),
@ -148,6 +175,91 @@ bool ModelUploader::zip() {
FBXGeometry geometry = readFBX(fbxContents, QVariantHash());
// make sure we have some basic mappings
populateBasicMapping(mapping, filename, geometry);
// open the dialog to configure the rest
ModelPropertiesDialog properties(_modelType, mapping, basePath, geometry);
if (properties.exec() == QDialog::Rejected) {
return false;
}
mapping = properties.getMapping();
QByteArray nameField = mapping.value(NAME_FIELD).toByteArray();
QString urlBase;
if (!nameField.isEmpty()) {
QHttpPart textPart;
textPart.setHeader(QNetworkRequest::ContentDispositionHeader, "form-data; name=\"model_name\"");
textPart.setBody(nameField);
_dataMultiPart->append(textPart);
urlBase = S3_URL + "/models/" + MODEL_TYPE_NAMES[_modelType] + "/" + nameField;
_url = urlBase + ".fst";
} else {
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("Model name is missing in the .fst file."),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("Model name is missing in the .fst file.");
return false;
}
QByteArray texdirField = mapping.value(TEXDIR_FIELD).toByteArray();
QString texDir;
_textureBase = urlBase + "/textures/";
if (!texdirField.isEmpty()) {
texDir = basePath + "/" + texdirField;
QFileInfo texInfo(texDir);
if (!texInfo.exists() || !texInfo.isDir()) {
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("Texture directory could not be found."),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("Texture directory could not be found.");
return false;
}
}
QVariantHash lodField = mapping.value(LOD_FIELD).toHash();
for (QVariantHash::const_iterator it = lodField.constBegin(); it != lodField.constEnd(); it++) {
QFileInfo lod(basePath + "/" + it.key());
if (!lod.exists() || !lod.isFile()) { // Check existence
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("LOD file %1 could not be found.").arg(lod.fileName()),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("FBX file %1 could not be found.").arg(lod.fileName());
}
// Compress and copy
if (!addPart(lod.filePath(), QString("lod%1").arg(++_lodCount))) {
return false;
}
}
// Write out, compress and copy the fst
if (!addPart(*fst, writeMapping(mapping), QString("fst"))) {
return false;
}
// Compress and copy the fbx
if (!addPart(fbx, fbxContents, "fbx")) {
return false;
}
if (!addTextures(texDir, geometry)) {
return false;
}
QHttpPart textPart;
textPart.setHeader(QNetworkRequest::ContentDispositionHeader, "form-data;"
" name=\"model_category\"");
textPart.setBody(MODEL_TYPE_NAMES[_modelType]);
_dataMultiPart->append(textPart);
_readyToSend = true;
return true;
}
void ModelUploader::populateBasicMapping(QVariantHash& mapping, QString filename, FBXGeometry geometry) {
if (!mapping.contains(NAME_FIELD)) {
mapping.insert(NAME_FIELD, QFileInfo(filename).baseName());
}
@ -162,11 +274,11 @@ bool ModelUploader::zip() {
QVariantHash joints = mapping.value(JOINT_FIELD).toHash();
if (!joints.contains("jointEyeLeft")) {
joints.insert("jointEyeLeft", geometry.jointIndices.contains("jointEyeLeft") ? "jointEyeLeft" :
(geometry.jointIndices.contains("EyeLeft") ? "EyeLeft" : "LeftEye"));
(geometry.jointIndices.contains("EyeLeft") ? "EyeLeft" : "LeftEye"));
}
if (!joints.contains("jointEyeRight")) {
joints.insert("jointEyeRight", geometry.jointIndices.contains("jointEyeRight") ? "jointEyeRight" :
geometry.jointIndices.contains("EyeRight") ? "EyeRight" : "RightEye");
geometry.jointIndices.contains("EyeRight") ? "EyeRight" : "RightEye");
}
if (!joints.contains("jointNeck")) {
joints.insert("jointNeck", geometry.jointIndices.contains("jointNeck") ? "jointNeck" : "Neck");
@ -250,87 +362,6 @@ bool ModelUploader::zip() {
blendshapes.insertMulti("Sneer", QVariantList() << "Squint_Right" << 0.5);
mapping.insert(BLENDSHAPE_FIELD, blendshapes);
}
// open the dialog to configure the rest
ModelPropertiesDialog properties(_modelType, mapping, basePath, geometry);
if (properties.exec() == QDialog::Rejected) {
return false;
}
mapping = properties.getMapping();
QByteArray nameField = mapping.value(NAME_FIELD).toByteArray();
QString urlBase;
if (!nameField.isEmpty()) {
QHttpPart textPart;
textPart.setHeader(QNetworkRequest::ContentDispositionHeader, "form-data; name=\"model_name\"");
textPart.setBody(nameField);
_dataMultiPart->append(textPart);
urlBase = S3_URL + "/models/" + MODEL_TYPE_NAMES[_modelType] + "/" + nameField;
_url = urlBase + ".fst";
} else {
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("Model name is missing in the .fst file."),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("Model name is missing in the .fst file.");
return false;
}
QByteArray texdirField = mapping.value(TEXDIR_FIELD).toByteArray();
QString texDir;
_textureBase = urlBase + "/textures/";
if (!texdirField.isEmpty()) {
texDir = basePath + "/" + texdirField;
QFileInfo texInfo(texDir);
if (!texInfo.exists() || !texInfo.isDir()) {
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("Texture directory could not be found."),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("Texture directory could not be found.");
return false;
}
}
QVariantHash lodField = mapping.value(LOD_FIELD).toHash();
for (QVariantHash::const_iterator it = lodField.constBegin(); it != lodField.constEnd(); it++) {
QFileInfo lod(basePath + "/" + it.key());
if (!lod.exists() || !lod.isFile()) { // Check existence
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("LOD file %1 could not be found.").arg(lod.fileName()),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("FBX file %1 could not be found.").arg(lod.fileName());
}
// Compress and copy
if (!addPart(lod.filePath(), QString("lod%1").arg(++_lodCount))) {
return false;
}
}
// Write out, compress and copy the fst
if (!addPart(*fst, writeMapping(mapping), QString("fst"))) {
return false;
}
// Compress and copy the fbx
if (!addPart(fbx, fbxContents, "fbx")) {
return false;
}
if (!addTextures(texDir, geometry)) {
return false;
}
QHttpPart textPart;
textPart.setHeader(QNetworkRequest::ContentDispositionHeader, "form-data;"
" name=\"model_category\"");
textPart.setBody(MODEL_TYPE_NAMES[_modelType]);
_dataMultiPart->append(textPart);
_readyToSend = true;
return true;
}
void ModelUploader::send() {
@ -590,9 +621,9 @@ bool ModelUploader::addPart(const QFile& file, const QByteArray& contents, const
if (_totalSize > MAX_SIZE) {
QMessageBox::warning(NULL,
QString("ModelUploader::zip()"),
QString("Model too big, over %1 Bytes.").arg(MAX_SIZE),
QString("Model too big, over %1 MB.").arg(MAX_SIZE / BYTES_PER_MEGABYTES),
QMessageBox::Ok);
qDebug() << "[Warning] " << QString("Model too big, over %1 Bytes.").arg(MAX_SIZE);
qDebug() << "[Warning] " << QString("Model too big, over %1 MB.").arg(MAX_SIZE / BYTES_PER_MEGABYTES);
return false;
}
qDebug() << "Current model size: " << _totalSize;
@ -613,8 +644,8 @@ ModelPropertiesDialog::ModelPropertiesDialog(ModelType modelType, const QVariant
_modelType(modelType),
_originalMapping(originalMapping),
_basePath(basePath),
_geometry(geometry) {
_geometry(geometry)
{
setWindowTitle("Set Model Properties");
QFormLayout* form = new QFormLayout();
@ -629,33 +660,35 @@ ModelPropertiesDialog::ModelPropertiesDialog(ModelType modelType, const QVariant
_scale->setMaximum(FLT_MAX);
_scale->setSingleStep(0.01);
if (_modelType == ATTACHMENT_MODEL) {
QHBoxLayout* translation = new QHBoxLayout();
form->addRow("Translation:", translation);
translation->addWidget(_translationX = createTranslationBox());
translation->addWidget(_translationY = createTranslationBox());
translation->addWidget(_translationZ = createTranslationBox());
form->addRow("Pivot About Center:", _pivotAboutCenter = new QCheckBox());
form->addRow("Pivot Joint:", _pivotJoint = createJointBox());
connect(_pivotAboutCenter, SIGNAL(toggled(bool)), SLOT(updatePivotJoint()));
_pivotAboutCenter->setChecked(true);
} else {
form->addRow("Left Eye Joint:", _leftEyeJoint = createJointBox());
form->addRow("Right Eye Joint:", _rightEyeJoint = createJointBox());
form->addRow("Neck Joint:", _neckJoint = createJointBox());
}
if (_modelType == SKELETON_MODEL) {
form->addRow("Root Joint:", _rootJoint = createJointBox());
form->addRow("Lean Joint:", _leanJoint = createJointBox());
form->addRow("Head Joint:", _headJoint = createJointBox());
form->addRow("Left Hand Joint:", _leftHandJoint = createJointBox());
form->addRow("Right Hand Joint:", _rightHandJoint = createJointBox());
form->addRow("Free Joints:", _freeJoints = new QVBoxLayout());
QPushButton* newFreeJoint = new QPushButton("New Free Joint");
_freeJoints->addWidget(newFreeJoint);
connect(newFreeJoint, SIGNAL(clicked(bool)), SLOT(createNewFreeJoint()));
if (_modelType != ENTITY_MODEL) {
if (_modelType == ATTACHMENT_MODEL) {
QHBoxLayout* translation = new QHBoxLayout();
form->addRow("Translation:", translation);
translation->addWidget(_translationX = createTranslationBox());
translation->addWidget(_translationY = createTranslationBox());
translation->addWidget(_translationZ = createTranslationBox());
form->addRow("Pivot About Center:", _pivotAboutCenter = new QCheckBox());
form->addRow("Pivot Joint:", _pivotJoint = createJointBox());
connect(_pivotAboutCenter, SIGNAL(toggled(bool)), SLOT(updatePivotJoint()));
_pivotAboutCenter->setChecked(true);
} else {
form->addRow("Left Eye Joint:", _leftEyeJoint = createJointBox());
form->addRow("Right Eye Joint:", _rightEyeJoint = createJointBox());
form->addRow("Neck Joint:", _neckJoint = createJointBox());
}
if (_modelType == SKELETON_MODEL) {
form->addRow("Root Joint:", _rootJoint = createJointBox());
form->addRow("Lean Joint:", _leanJoint = createJointBox());
form->addRow("Head Joint:", _headJoint = createJointBox());
form->addRow("Left Hand Joint:", _leftHandJoint = createJointBox());
form->addRow("Right Hand Joint:", _rightHandJoint = createJointBox());
form->addRow("Free Joints:", _freeJoints = new QVBoxLayout());
QPushButton* newFreeJoint = new QPushButton("New Free Joint");
_freeJoints->addWidget(newFreeJoint);
connect(newFreeJoint, SIGNAL(clicked(bool)), SLOT(createNewFreeJoint()));
}
}
QDialogButtonBox* buttons = new QDialogButtonBox(QDialogButtonBox::Ok |
@ -683,38 +716,40 @@ QVariantHash ModelPropertiesDialog::getMapping() const {
}
mapping.insert(JOINT_INDEX_FIELD, jointIndices);
QVariantHash joints = mapping.value(JOINT_FIELD).toHash();
if (_modelType == ATTACHMENT_MODEL) {
glm::vec3 pivot;
if (_pivotAboutCenter->isChecked()) {
pivot = (_geometry.meshExtents.minimum + _geometry.meshExtents.maximum) * 0.5f;
} else if (_pivotJoint->currentIndex() != 0) {
pivot = extractTranslation(_geometry.joints.at(_pivotJoint->currentIndex() - 1).transform);
if (_modelType != ENTITY_MODEL) {
QVariantHash joints = mapping.value(JOINT_FIELD).toHash();
if (_modelType == ATTACHMENT_MODEL) {
glm::vec3 pivot;
if (_pivotAboutCenter->isChecked()) {
pivot = (_geometry.meshExtents.minimum + _geometry.meshExtents.maximum) * 0.5f;
} else if (_pivotJoint->currentIndex() != 0) {
pivot = extractTranslation(_geometry.joints.at(_pivotJoint->currentIndex() - 1).transform);
}
mapping.insert(TRANSLATION_X_FIELD, -pivot.x * _scale->value() + _translationX->value());
mapping.insert(TRANSLATION_Y_FIELD, -pivot.y * _scale->value() + _translationY->value());
mapping.insert(TRANSLATION_Z_FIELD, -pivot.z * _scale->value() + _translationZ->value());
} else {
insertJointMapping(joints, "jointEyeLeft", _leftEyeJoint->currentText());
insertJointMapping(joints, "jointEyeRight", _rightEyeJoint->currentText());
insertJointMapping(joints, "jointNeck", _neckJoint->currentText());
}
mapping.insert(TRANSLATION_X_FIELD, -pivot.x * _scale->value() + _translationX->value());
mapping.insert(TRANSLATION_Y_FIELD, -pivot.y * _scale->value() + _translationY->value());
mapping.insert(TRANSLATION_Z_FIELD, -pivot.z * _scale->value() + _translationZ->value());
} else {
insertJointMapping(joints, "jointEyeLeft", _leftEyeJoint->currentText());
insertJointMapping(joints, "jointEyeRight", _rightEyeJoint->currentText());
insertJointMapping(joints, "jointNeck", _neckJoint->currentText());
}
if (_modelType == SKELETON_MODEL) {
insertJointMapping(joints, "jointRoot", _rootJoint->currentText());
insertJointMapping(joints, "jointLean", _leanJoint->currentText());
insertJointMapping(joints, "jointHead", _headJoint->currentText());
insertJointMapping(joints, "jointLeftHand", _leftHandJoint->currentText());
insertJointMapping(joints, "jointRightHand", _rightHandJoint->currentText());
mapping.remove(FREE_JOINT_FIELD);
for (int i = 0; i < _freeJoints->count() - 1; i++) {
QComboBox* box = static_cast<QComboBox*>(_freeJoints->itemAt(i)->widget()->layout()->itemAt(0)->widget());
mapping.insertMulti(FREE_JOINT_FIELD, box->currentText());
if (_modelType == SKELETON_MODEL) {
insertJointMapping(joints, "jointRoot", _rootJoint->currentText());
insertJointMapping(joints, "jointLean", _leanJoint->currentText());
insertJointMapping(joints, "jointHead", _headJoint->currentText());
insertJointMapping(joints, "jointLeftHand", _leftHandJoint->currentText());
insertJointMapping(joints, "jointRightHand", _rightHandJoint->currentText());
mapping.remove(FREE_JOINT_FIELD);
for (int i = 0; i < _freeJoints->count() - 1; i++) {
QComboBox* box = static_cast<QComboBox*>(_freeJoints->itemAt(i)->widget()->layout()->itemAt(0)->widget());
mapping.insertMulti(FREE_JOINT_FIELD, box->currentText());
}
}
mapping.insert(JOINT_FIELD, joints);
}
mapping.insert(JOINT_FIELD, joints);
return mapping;
}
@ -729,32 +764,35 @@ void ModelPropertiesDialog::reset() {
_scale->setValue(_originalMapping.value(SCALE_FIELD).toDouble());
QVariantHash jointHash = _originalMapping.value(JOINT_FIELD).toHash();
if (_modelType == ATTACHMENT_MODEL) {
_translationX->setValue(_originalMapping.value(TRANSLATION_X_FIELD).toDouble());
_translationY->setValue(_originalMapping.value(TRANSLATION_Y_FIELD).toDouble());
_translationZ->setValue(_originalMapping.value(TRANSLATION_Z_FIELD).toDouble());
_pivotAboutCenter->setChecked(true);
_pivotJoint->setCurrentIndex(0);
} else {
setJointText(_leftEyeJoint, jointHash.value("jointEyeLeft").toString());
setJointText(_rightEyeJoint, jointHash.value("jointEyeRight").toString());
setJointText(_neckJoint, jointHash.value("jointNeck").toString());
}
if (_modelType == SKELETON_MODEL) {
setJointText(_rootJoint, jointHash.value("jointRoot").toString());
setJointText(_leanJoint, jointHash.value("jointLean").toString());
setJointText(_headJoint, jointHash.value("jointHead").toString());
setJointText(_leftHandJoint, jointHash.value("jointLeftHand").toString());
setJointText(_rightHandJoint, jointHash.value("jointRightHand").toString());
while (_freeJoints->count() > 1) {
delete _freeJoints->itemAt(0)->widget();
if (_modelType != ENTITY_MODEL) {
if (_modelType == ATTACHMENT_MODEL) {
_translationX->setValue(_originalMapping.value(TRANSLATION_X_FIELD).toDouble());
_translationY->setValue(_originalMapping.value(TRANSLATION_Y_FIELD).toDouble());
_translationZ->setValue(_originalMapping.value(TRANSLATION_Z_FIELD).toDouble());
_pivotAboutCenter->setChecked(true);
_pivotJoint->setCurrentIndex(0);
} else {
setJointText(_leftEyeJoint, jointHash.value("jointEyeLeft").toString());
setJointText(_rightEyeJoint, jointHash.value("jointEyeRight").toString());
setJointText(_neckJoint, jointHash.value("jointNeck").toString());
}
foreach (const QVariant& joint, _originalMapping.values(FREE_JOINT_FIELD)) {
QString jointName = joint.toString();
if (_geometry.jointIndices.contains(jointName)) {
createNewFreeJoint(jointName);
if (_modelType == SKELETON_MODEL) {
setJointText(_rootJoint, jointHash.value("jointRoot").toString());
setJointText(_leanJoint, jointHash.value("jointLean").toString());
setJointText(_headJoint, jointHash.value("jointHead").toString());
setJointText(_leftHandJoint, jointHash.value("jointLeftHand").toString());
setJointText(_rightHandJoint, jointHash.value("jointRightHand").toString());
while (_freeJoints->count() > 1) {
delete _freeJoints->itemAt(0)->widget();
}
foreach (const QVariant& joint, _originalMapping.values(FREE_JOINT_FIELD)) {
QString jointName = joint.toString();
if (_geometry.jointIndices.contains(jointName)) {
createNewFreeJoint(jointName);
}
}
}
}

View file

@ -33,13 +33,15 @@ class ModelUploader : public QObject {
Q_OBJECT
public:
ModelUploader(ModelType type);
~ModelUploader();
static void uploadModel(ModelType modelType);
public slots:
void send();
static void uploadHead();
static void uploadSkeleton();
static void uploadAttachment();
static void uploadEntity();
private slots:
void send();
void checkJSON(QNetworkReply& requestReply);
void uploadUpdate(qint64 bytesSent, qint64 bytesTotal);
void uploadSuccess(QNetworkReply& requestReply);
@ -48,12 +50,21 @@ private slots:
void processCheck();
private:
ModelUploader(ModelType type);
~ModelUploader();
void populateBasicMapping(QVariantHash& mapping, QString filename, FBXGeometry geometry);
bool zip();
bool addTextures(const QString& texdir, const FBXGeometry& geometry);
bool addPart(const QString& path, const QString& name, bool isTexture = false);
bool addPart(const QFile& file, const QByteArray& contents, const QString& name, bool isTexture = false);
QString _url;
QString _textureBase;
QSet<QByteArray> _textureFilenames;
int _lodCount;
int _texturesCount;
int _totalSize;
unsigned long _totalSize;
ModelType _modelType;
bool _readyToSend;
@ -64,12 +75,6 @@ private:
QDialog* _progressDialog;
QProgressBar* _progressBar;
bool zip();
bool addTextures(const QString& texdir, const FBXGeometry& geometry);
bool addPart(const QString& path, const QString& name, bool isTexture = false);
bool addPart(const QFile& file, const QByteArray& contents, const QString& name, bool isTexture = false);
};
/// A dialog that allows customization of various model properties.

View file

@ -130,38 +130,10 @@ void renderCollisionOverlay(int width, int height, float magnitude, float red, f
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();
DependencyManager::get<GeometryCache>()->renderQuad(0, 0, width, height);
}
}
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);

View file

@ -633,17 +633,14 @@ void Avatar::renderBillboard() {
glScalef(size, size, size);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
glPopMatrix();
@ -682,14 +679,16 @@ float Avatar::calculateDisplayNameScaleFactor(const glm::vec3& textPosition, boo
double textWindowHeight;
GLCanvas::SharedPointer glCanvas = DependencyManager::get<GLCanvas>();
float windowSizeX = glCanvas->getDeviceWidth();
float windowSizeY = glCanvas->getDeviceHeight();
GLint viewportMatrix[4];
glGetIntegerv(GL_VIEWPORT, viewportMatrix);
glm::dmat4 modelViewMatrix;
float windowSizeX = viewportMatrix[2] - viewportMatrix[0];
float windowSizeY = viewportMatrix[3] - viewportMatrix[1];
glm::dmat4 projectionMatrix;
Application::getInstance()->getModelViewMatrix(&modelViewMatrix);
Application::getInstance()->getProjectionMatrix(&projectionMatrix);
glm::dvec4 p0 = modelViewMatrix * glm::dvec4(testPoint0, 1.0);
p0 = projectionMatrix * p0;

View file

@ -84,10 +84,8 @@ void SixenseManager::initialize() {
#ifdef HAVE_SIXENSE
if (!_isInitialized) {
_lastMovement = 0;
_amountMoved = glm::vec3(0.0f);
_lowVelocityFilter = false;
_controllersAtBase = true;
_calibrationState = CALIBRATION_STATE_IDLE;
// By default we assume the _neckBase (in orb frame) is as high above the orb
// as the "torso" is below it.
@ -146,15 +144,11 @@ void SixenseManager::setFilter(bool filter) {
void SixenseManager::update(float deltaTime) {
#ifdef HAVE_SIXENSE
Hand* hand = Application::getInstance()->getAvatar()->getHand();
if (_isInitialized && _isEnabled) {
// if the controllers haven't been moved in a while, disable
const unsigned int MOVEMENT_DISABLE_SECONDS = 3;
if (usecTimestampNow() - _lastMovement > (MOVEMENT_DISABLE_SECONDS * USECS_PER_SECOND)) {
Hand* hand = Application::getInstance()->getAvatar()->getHand();
for (std::vector<PalmData>::iterator it = hand->getPalms().begin(); it != hand->getPalms().end(); it++) {
it->setActive(false);
}
_lastMovement = usecTimestampNow();
// Disable the hands (and return to default pose) if both controllers are at base station
for (std::vector<PalmData>::iterator it = hand->getPalms().begin(); it != hand->getPalms().end(); it++) {
it->setActive(!_controllersAtBase);
}
#ifdef __APPLE__
@ -172,8 +166,6 @@ void SixenseManager::update(float deltaTime) {
_hydrasConnected = true;
UserActivityLogger::getInstance().connectedDevice("spatial_controller", "hydra");
}
MyAvatar* avatar = Application::getInstance()->getAvatar();
Hand* hand = avatar->getHand();
#ifdef __APPLE__
SixenseBaseFunction sixenseGetMaxControllers =
@ -192,7 +184,7 @@ void SixenseManager::update(float deltaTime) {
SixenseTakeIntAndSixenseControllerData sixenseGetNewestData =
(SixenseTakeIntAndSixenseControllerData) _sixenseLibrary->resolve("sixenseGetNewestData");
#endif
int numControllersAtBase = 0;
int numActiveControllers = 0;
for (int i = 0; i < maxControllers && numActiveControllers < 2; i++) {
if (!sixenseIsControllerEnabled(i)) {
@ -221,14 +213,11 @@ void SixenseManager::update(float deltaTime) {
qDebug("Found new Sixense controller, ID %i", data->controller_index);
}
palm->setActive(true);
// Read controller buttons and joystick into the hand
palm->setControllerButtons(data->buttons);
palm->setTrigger(data->trigger);
palm->setJoystick(data->joystick_x, data->joystick_y);
// Emulate the mouse so we can use scripts
if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
emulateMouse(palm, numActiveControllers - 1);
@ -238,6 +227,12 @@ void SixenseManager::update(float deltaTime) {
glm::vec3 position(data->pos[0], data->pos[1], data->pos[2]);
position *= METERS_PER_MILLIMETER;
// Check to see if this hand/controller is on the base
const float CONTROLLER_AT_BASE_DISTANCE = 0.075f;
if (glm::length(position) < CONTROLLER_AT_BASE_DISTANCE) {
numControllersAtBase++;
}
// Transform the measured position into body frame.
glm::vec3 neck = _neckBase;
// Zeroing y component of the "neck" effectively raises the measured position a little bit.
@ -274,14 +269,6 @@ void SixenseManager::update(float deltaTime) {
palm->setRawRotation(rotation);
}
// use the velocity to determine whether there's any movement (if the hand isn't new)
const float MOVEMENT_DISTANCE_THRESHOLD = 0.003f;
_amountMoved += rawVelocity * deltaTime;
if (glm::length(_amountMoved) > MOVEMENT_DISTANCE_THRESHOLD && foundHand) {
_lastMovement = usecTimestampNow();
_amountMoved = glm::vec3(0.0f);
}
// Store the one fingertip in the palm structure so we can track velocity
const float FINGER_LENGTH = 0.3f; // meters
const glm::vec3 FINGER_VECTOR(0.0f, 0.0f, FINGER_LENGTH);
@ -298,7 +285,7 @@ void SixenseManager::update(float deltaTime) {
if (numActiveControllers == 2) {
updateCalibration(controllers);
}
_controllersAtBase = (numControllersAtBase == 2);
}
#endif // HAVE_SIXENSE
}

View file

@ -91,8 +91,6 @@ private:
bool _isInitialized;
bool _isEnabled;
bool _hydrasConnected;
quint64 _lastMovement;
glm::vec3 _amountMoved;
// for mouse emulation with the two controllers
bool _triggerPressed[2];
@ -101,6 +99,7 @@ private:
int _oldY[2];
bool _lowVelocityFilter;
bool _controllersAtBase;
};
#endif // hifi_SixenseManager_h

View file

@ -116,9 +116,8 @@ void AddressBarDialog::setupUI() {
void AddressBarDialog::showEvent(QShowEvent* event) {
_goButton->setIcon(QIcon(PathUtils::resourcesPath() + ADDRESSBAR_GO_BUTTON_ICON));
_addressLineEdit->setText(AddressManager::getInstance().currentAddress().toString());
_addressLineEdit->setText(QString());
_addressLineEdit->setFocus();
_addressLineEdit->selectAll();
FramelessDialog::showEvent(event);
}

View file

@ -106,23 +106,17 @@ bool raySphereIntersect(const glm::vec3 &dir, const glm::vec3 &origin, float r,
}
void renderReticle(glm::quat orientation, float alpha) {
glm::vec3 topLeft = getPoint(reticleSize / 2.0f, -reticleSize / 2.0f);
glm::vec3 topRight = getPoint(-reticleSize / 2.0f, -reticleSize / 2.0f);
glm::vec3 bottomLeft = getPoint(reticleSize / 2.0f, reticleSize / 2.0f);
glm::vec3 bottomRight = getPoint(-reticleSize / 2.0f, reticleSize / 2.0f);
glPushMatrix(); {
glm::vec3 axis = glm::axis(orientation);
glRotatef(glm::degrees(glm::angle(orientation)), axis.x, axis.y, axis.z);
glBegin(GL_QUADS); {
glColor4f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], alpha);
glTexCoord2f(0.0f, 0.0f); glVertex3f(topLeft.x, topLeft.y, topLeft.z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(topRight.x, topRight.y, topRight.z);
} glEnd();
glm::vec3 topLeft = getPoint(reticleSize / 2.0f, -reticleSize / 2.0f);
glm::vec3 topRight = getPoint(-reticleSize / 2.0f, -reticleSize / 2.0f);
glm::vec3 bottomLeft = getPoint(reticleSize / 2.0f, reticleSize / 2.0f);
glm::vec3 bottomRight = getPoint(-reticleSize / 2.0f, reticleSize / 2.0f);
glColor4f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], alpha);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomLeft, bottomRight, topRight,
glm::vec2(0.0f, 0.0f), glm::vec2(1.0f, 0.0f),
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f));
} glPopMatrix();
}
@ -231,13 +225,14 @@ void ApplicationOverlay::displayOverlayTexture() {
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBegin(GL_QUADS); {
glColor4f(1.0f, 1.0f, 1.0f, _alpha);
glTexCoord2f(0, 0); glVertex2i(0, glCanvas->getDeviceHeight());
glTexCoord2f(1, 0); glVertex2i(glCanvas->getDeviceWidth(), glCanvas->getDeviceHeight());
glTexCoord2f(1, 1); glVertex2i(glCanvas->getDeviceWidth(), 0);
glTexCoord2f(0, 1); glVertex2i(0, 0);
} glEnd();
glColor4f(1.0f, 1.0f, 1.0f, _alpha);
glm::vec2 topLeft(0.0f, 0.0f);
glm::vec2 bottomRight(glCanvas->getDeviceWidth(), glCanvas->getDeviceHeight());
glm::vec2 texCoordTopLeft(0.0f, 1.0f);
glm::vec2 texCoordBottomRight(1.0f, 0.0f);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
} glPopMatrix();
glDisable(GL_TEXTURE_2D);
@ -372,15 +367,13 @@ void ApplicationOverlay::displayOverlayTexture3DTV(Camera& whichCamera, float as
GLfloat x = -halfQuadWidth;
GLfloat y = -halfQuadHeight;
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + quadHeight, -distance);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + quadWidth, y + quadHeight, -distance);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + quadWidth, y, -distance);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, -distance);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(glm::vec3(x, y + quadHeight, -distance),
glm::vec3(x + quadWidth, y + quadHeight, -distance),
glm::vec3(x + quadWidth, y, -distance),
glm::vec3(x, y, -distance),
glm::vec2(0.0f, 1.0f), glm::vec2(1.0f, 1.0f),
glm::vec2(1.0f, 0.0f), glm::vec2(0.0f, 0.0f));
GLCanvas::SharedPointer glCanvas = DependencyManager::get<GLCanvas>();
if (_crosshairTexture == 0) {
@ -396,17 +389,15 @@ void ApplicationOverlay::displayOverlayTexture3DTV(Camera& whichCamera, float as
const float mouseX = (application->getMouseX() / (float)glCanvas->width()) * quadWidth;
const float mouseY = (1.0 - (application->getMouseY() / (float)glCanvas->height())) * quadHeight;
glBegin(GL_QUADS);
glColor3f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2]);
glTexCoord2d(0.0f, 0.0f); glVertex3f(x + mouseX, y + mouseY, -distance);
glTexCoord2d(1.0f, 0.0f); glVertex3f(x + mouseX + reticleSize, y + mouseY, -distance);
glTexCoord2d(1.0f, 1.0f); glVertex3f(x + mouseX + reticleSize, y + mouseY - reticleSize, -distance);
glTexCoord2d(0.0f, 1.0f); glVertex3f(x + mouseX, y + mouseY - reticleSize, -distance);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(glm::vec3(x + mouseX, y + mouseY, -distance),
glm::vec3(x + mouseX + reticleSize, y + mouseY, -distance),
glm::vec3(x + mouseX + reticleSize, y + mouseY - reticleSize, -distance),
glm::vec3(x + mouseX, y + mouseY - reticleSize, -distance),
glm::vec2(0.0f, 0.0f), glm::vec2(1.0f, 0.0f),
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f));
glEnable(GL_DEPTH_TEST);
glPopMatrix();
@ -660,16 +651,16 @@ void ApplicationOverlay::renderControllerPointers() {
mouseX -= reticleSize / 2.0f;
mouseY += reticleSize / 2.0f;
glBegin(GL_QUADS);
glColor3f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2]);
glTexCoord2d(0.0f, 0.0f); glVertex2i(mouseX, mouseY);
glTexCoord2d(1.0f, 0.0f); glVertex2i(mouseX + reticleSize, mouseY);
glTexCoord2d(1.0f, 1.0f); glVertex2i(mouseX + reticleSize, mouseY - reticleSize);
glTexCoord2d(0.0f, 1.0f); glVertex2i(mouseX, mouseY - reticleSize);
glm::vec2 topLeft(mouseX, mouseY);
glm::vec2 bottomRight(mouseX + reticleSize, mouseY - reticleSize);
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
}
}
@ -752,13 +743,13 @@ void ApplicationOverlay::renderMagnifier(glm::vec2 magPos, float sizeMult, bool
glEnable(GL_TEXTURE_2D);
}
glColor4f(1.0f, 1.0f, 1.0f, _alpha);
DependencyManager::get<GeometryCache>()->renderQuad(bottomLeft, bottomRight, topRight, topLeft,
glm::vec2(magnifyULeft, magnifyVBottom),
glm::vec2(magnifyURight, magnifyVBottom),
glm::vec2(magnifyURight, magnifyVTop),
glm::vec2(magnifyULeft, magnifyVTop));
glBegin(GL_QUADS); {
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(topRight.x, topRight.y, topRight.z);
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(topLeft.x, topLeft.y, topLeft.z);
} glEnd();
} glPopMatrix();
}
@ -837,7 +828,6 @@ void ApplicationOverlay::renderAudioMeter() {
audio->renderStats(WHITE_TEXT, glCanvas->width(), glCanvas->height());
glBegin(GL_QUADS);
if (isClipping) {
glColor3f(1, 0, 0);
} else {
@ -848,10 +838,7 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(0, 0, 0);
// Draw audio meter background Quad
glVertex2i(AUDIO_METER_X, audioMeterY);
glVertex2i(AUDIO_METER_X + AUDIO_METER_WIDTH, audioMeterY);
glVertex2i(AUDIO_METER_X + AUDIO_METER_WIDTH, audioMeterY + AUDIO_METER_HEIGHT);
glVertex2i(AUDIO_METER_X, audioMeterY + AUDIO_METER_HEIGHT);
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X, audioMeterY, AUDIO_METER_WIDTH, AUDIO_METER_HEIGHT);
if (audioLevel > AUDIO_RED_START) {
if (!isClipping) {
@ -860,12 +847,14 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Red Quad
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_RED_START, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_RED_START, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_RED_START,
audioMeterY + AUDIO_METER_INSET,
audioLevel - AUDIO_RED_START,
AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
audioLevel = AUDIO_RED_START;
}
if (audioLevel > AUDIO_GREEN_START) {
if (!isClipping) {
glColor3fv(AUDIO_METER_GREEN);
@ -873,10 +862,11 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Green Quad
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_GREEN_START, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_GREEN_START, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_GREEN_START,
audioMeterY + AUDIO_METER_INSET,
audioLevel - AUDIO_GREEN_START,
AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
audioLevel = AUDIO_GREEN_START;
}
// Draw Blue Quad
@ -886,11 +876,9 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Blue (low level) quad
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET,
audioMeterY + AUDIO_METER_INSET,
audioLevel, AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
}
void ApplicationOverlay::renderStatsAndLogs() {

View file

@ -11,6 +11,9 @@
#include <cstdio>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include "BandwidthMeter.h"
#include "InterfaceConfig.h"
@ -92,13 +95,7 @@ void BandwidthMeter::setColorRGBA(unsigned c) {
}
void BandwidthMeter::renderBox(int x, int y, int w, int h) {
glBegin(GL_QUADS);
glVertex2i(x, y);
glVertex2i(x + w, y);
glVertex2i(x + w, y + h);
glVertex2i(x, y + h);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(x, y, w, h);
}
void BandwidthMeter::renderVerticalLine(int x, int y, int h) {

View file

@ -12,16 +12,19 @@
#include <QDialog>
#include <QDialogButtonBox>
#include <QGridLayout>
#include <QFileInfo>
#include <QHeaderView>
#include <QLineEdit>
#include <QMessageBox>
#include <QNetworkReply>
#include <QNetworkRequest>
#include <QThread>
#include <QUrl>
#include <qurlquery.h>
#include <QUrlQuery>
#include <QXmlStreamReader>
#include <NetworkAccessManager.h>
#include "Application.h"
#include "ModelsBrowser.h"
const char* MODEL_TYPE_NAMES[] = { "entities", "heads", "skeletons", "attachments" };

View file

@ -140,22 +140,14 @@ void RearMirrorTools::displayIcon(QRect bounds, QRect iconBounds, GLuint texture
}
glBindTexture(GL_TEXTURE_2D, textureId);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(iconBounds.left(), iconBounds.bottom());
glTexCoord2f(0, 1);
glVertex2f(iconBounds.left(), iconBounds.top());
glTexCoord2f(1, 1);
glVertex2f(iconBounds.right(), iconBounds.top());
glTexCoord2f(1, 0);
glVertex2f(iconBounds.right(), iconBounds.bottom());
}
glEnd();
glm::vec2 topLeft(iconBounds.left(), iconBounds.top());
glm::vec2 bottomRight(iconBounds.right(), iconBounds.bottom());
glm::vec2 texCoordTopLeft(0.0f, 1.0f);
glm::vec2 texCoordBottomRight(1.0f, 0.0f);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);

View file

@ -154,16 +154,13 @@ void Stats::resetWidth(int width, int horizontalOffset) {
// translucent background box that makes stats more readable
void Stats::drawBackground(unsigned int rgba, int x, int y, int width, int height) {
glBegin(GL_QUADS);
glColor4f(((rgba >> 24) & 0xff) / 255.0f,
((rgba >> 16) & 0xff) / 255.0f,
((rgba >> 8) & 0xff) / 255.0f,
(rgba & 0xff) / 255.0f);
glVertex3f(x, y, 0);
glVertex3f(x + width, y, 0);
glVertex3f(x + width, y + height, 0);
glVertex3f(x , y + height, 0);
glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(x, y, width, height);
glColor4f(1, 1, 1, 1);
}

View file

@ -96,21 +96,16 @@ void BillboardOverlay::render(RenderArgs* args) {
xColor color = getColor();
float alpha = getAlpha();
glColor4f(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);
glBegin(GL_QUADS); {
glTexCoord2f((float)_fromImage.x() / (float)_size.width(),
(float)_fromImage.y() / (float)_size.height());
glm::vec2 topLeft(-x, -y);
glm::vec2 bottomRight(x, y);
glm::vec2 texCoordTopLeft((float)_fromImage.x() / (float)_size.width(),
(float)_fromImage.y() / (float)_size.height());
glm::vec2 texCoordBottomRight(((float)_fromImage.x() + (float)_fromImage.width()) / (float)_size.width(),
((float)_fromImage.y() + (float)_fromImage.height()) / _size.height());
glVertex2f(-x, -y);
glTexCoord2f(((float)_fromImage.x() + (float)_fromImage.width()) / (float)_size.width(),
(float)_fromImage.y() / (float)_size.height());
glVertex2f(x, -y);
glTexCoord2f(((float)_fromImage.x() + (float)_fromImage.width()) / (float)_size.width(),
((float)_fromImage.y() + (float)_fromImage.height()) / _size.height());
glVertex2f(x, y);
glTexCoord2f((float)_fromImage.x() / (float)_size.width(),
((float)_fromImage.y() + (float)_fromImage.height()) / (float)_size.height());
glVertex2f(-x, y);
} glEnd();
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
}
} glPopMatrix();

View file

@ -14,6 +14,9 @@
#include <QGLWidget>
#include <QPainter>
#include <QSvgRenderer>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <SharedUtil.h>
#include "ImageOverlay.h"
@ -100,27 +103,21 @@ void ImageOverlay::render(RenderArgs* args) {
float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure
float h = fromImage.height() / imageHeight;
glBegin(GL_QUADS);
if (_renderImage) {
glTexCoord2f(x, 1.0f - y);
}
glVertex2f(_bounds.left(), _bounds.top());
int left = _bounds.left();
int right = _bounds.right() + 1;
int top = _bounds.top();
int bottom = _bounds.bottom() + 1;
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - y);
}
glVertex2f(_bounds.right(), _bounds.top());
glm::vec2 topLeft(left, top);
glm::vec2 bottomRight(right, bottom);
glm::vec2 texCoordTopLeft(x, 1.0f - y);
glm::vec2 texCoordBottomRight(x + w, 1.0f - (y + h));
if (_renderImage) {
glTexCoord2f(x + w, 1.0f - (y + h));
}
glVertex2f(_bounds.right(), _bounds.bottom());
if (_renderImage) {
glTexCoord2f(x, 1.0f - (y + h));
}
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
if (_renderImage) {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
} else {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
}
if (_renderImage) {
glDisable(GL_TEXTURE_2D);

View file

@ -13,6 +13,7 @@
#include <QGLWidget>
#include <GeometryCache.h>
#include <GlowEffect.h>
#include <SharedUtil.h>
@ -66,14 +67,9 @@ void Rectangle3DOverlay::render(RenderArgs* args) {
// for our overlay, is solid means we draw a solid "filled" rectangle otherwise we just draw a border line...
if (getIsSolid()) {
glBegin(GL_QUADS);
glVertex3f(-halfDimensions.x, 0.0f, -halfDimensions.y);
glVertex3f(halfDimensions.x, 0.0f, -halfDimensions.y);
glVertex3f(halfDimensions.x, 0.0f, halfDimensions.y);
glVertex3f(-halfDimensions.x, 0.0f, halfDimensions.y);
glEnd();
glm::vec3 topLeft(-halfDimensions.x, 0.0f, -halfDimensions.y);
glm::vec3 bottomRight(halfDimensions.x, 0.0f, halfDimensions.y);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
} else {
if (getIsDashedLine()) {

View file

@ -100,12 +100,9 @@ void Text3DOverlay::render(RenderArgs* args) {
const float SLIGHTLY_BEHIND = -0.005f;
glBegin(GL_QUADS);
glVertex3f(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(-halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
glEnd();
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
const int FIXED_FONT_SCALING_RATIO = FIXED_FONT_POINT_SIZE * 40.0f; // this is a ratio determined through experimentation

View file

@ -12,6 +12,9 @@
#include "InterfaceConfig.h"
#include <QGLWidget>
#include <DependencyManager.h>
#include <GeometryCache.h>
#include <SharedUtil.h>
#include <TextRenderer.h>
@ -70,12 +73,14 @@ void TextOverlay::render(RenderArgs* args) {
glColor4f(backgroundColor.red / MAX_COLOR, backgroundColor.green / MAX_COLOR, backgroundColor.blue / MAX_COLOR,
getBackgroundAlpha());
glBegin(GL_QUADS);
glVertex2f(_bounds.left(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.top());
glVertex2f(_bounds.right(), _bounds.bottom());
glVertex2f(_bounds.left(), _bounds.bottom());
glEnd();
int left = _bounds.left();
int right = _bounds.right() + 1;
int top = _bounds.top();
int bottom = _bounds.bottom() + 1;
glm::vec2 topLeft(left, top);
glm::vec2 bottomRight(right, bottom);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
// Same font properties as textSize()
TextRenderer* textRenderer = TextRenderer::getInstance(SANS_FONT_FAMILY, _fontSize, DEFAULT_FONT_WEIGHT);

View file

@ -3,7 +3,7 @@ set(TARGET_NAME animation)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library(Network Script)
link_hifi_libraries(shared fbx)
link_hifi_libraries(shared gpu model fbx)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -12,16 +12,18 @@
#include "AnimationCache.h"
#include "AnimationLoop.h"
const float AnimationLoop::MAXIMUM_POSSIBLE_FRAME = 100000.0f;
AnimationLoop::AnimationLoop() :
_fps(30.0f),
_loop(false),
_hold(false),
_startAutomatically(false),
_firstFrame(0.0f),
_lastFrame(FLT_MAX),
_lastFrame(MAXIMUM_POSSIBLE_FRAME),
_running(false),
_frameIndex(0.0f),
_maxFrameIndexHint(FLT_MAX)
_maxFrameIndexHint(MAXIMUM_POSSIBLE_FRAME)
{
}
@ -53,10 +55,9 @@ AnimationLoop::AnimationLoop(float fps, bool loop, bool hold, bool startAutomati
void AnimationLoop::simulate(float deltaTime) {
_frameIndex += deltaTime * _fps;
// If we knew the number of frames from the animation, we'd consider using it here
// animationGeometry.animationFrames.size()
float maxFrame = _maxFrameIndexHint;
float maxFrame = _maxFrameIndexHint;
float endFrameIndex = qMin(_lastFrame, maxFrame - (_loop ? 0.0f : 1.0f));
float startFrameIndex = qMin(_firstFrame, endFrameIndex);
if ((!_loop && (_frameIndex < startFrameIndex || _frameIndex > endFrameIndex)) || startFrameIndex == endFrameIndex) {

View file

@ -16,6 +16,8 @@ class AnimationDetails;
class AnimationLoop {
public:
static const float MAXIMUM_POSSIBLE_FRAME;
AnimationLoop();
AnimationLoop(const AnimationDetails& animationDetails);
AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
@ -33,10 +35,10 @@ public:
void setStartAutomatically(bool startAutomatically);
bool getStartAutomatically() const { return _startAutomatically; }
void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; }
void setFirstFrame(float firstFrame) { _firstFrame = glm::clamp(firstFrame, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getFirstFrame() const { return _firstFrame; }
void setLastFrame(float lastFrame) { _lastFrame = lastFrame; }
void setLastFrame(float lastFrame) { _lastFrame = glm::clamp(lastFrame, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getLastFrame() const { return _lastFrame; }
void setRunning(bool running);
@ -45,7 +47,7 @@ public:
void setFrameIndex(float frameIndex) { _frameIndex = glm::clamp(frameIndex, _firstFrame, _lastFrame); }
float getFrameIndex() const { return _frameIndex; }
void setMaxFrameIndexHint(float value) { _maxFrameIndexHint = value; }
void setMaxFrameIndexHint(float value) { _maxFrameIndexHint = glm::clamp(value, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getMaxFrameIndexHint() const { return _maxFrameIndexHint; }
void start() { setRunning(true); }

View file

@ -7,5 +7,5 @@ include_glm()
link_hifi_libraries(networking shared)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -5,8 +5,7 @@ setup_hifi_library(Network Script)
include_glm()
link_hifi_libraries(shared octree voxels networking physics)
include_hifi_library_headers(fbx)
link_hifi_libraries(audio shared octree voxels networking physics gpu model fbx)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -3,5 +3,5 @@ set(TARGET_NAME embedded-webserver)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library(Network)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -5,7 +5,7 @@ setup_hifi_library(Widgets OpenGL Network Script)
include_glm()
link_hifi_libraries(shared gpu script-engine)
link_hifi_libraries(shared gpu script-engine render-utils)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -62,6 +62,7 @@ EntityTreeRenderer::~EntityTreeRenderer() {
}
void EntityTreeRenderer::clear() {
leaveAllEntities();
foreach (const EntityItemID& entityID, _entityScripts.keys()) {
checkAndCallUnload(entityID);
}
@ -82,8 +83,7 @@ void EntityTreeRenderer::init() {
// make sure our "last avatar position" is something other than our current position, so that on our
// first chance, we'll check for enter/leave entity events.
glm::vec3 avatarPosition = _viewState->getAvatarPosition();
_lastAvatarPosition = avatarPosition + glm::vec3(1.0f, 1.0f, 1.0f);
_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3(1.0f, 1.0f, 1.0f);
connect(entityTree, &EntityTree::deletingEntity, this, &EntityTreeRenderer::deletingEntity);
connect(entityTree, &EntityTree::addingEntity, this, &EntityTreeRenderer::checkAndCallPreload);
@ -97,13 +97,15 @@ QScriptValue EntityTreeRenderer::loadEntityScript(const EntityItemID& entityItem
}
QString EntityTreeRenderer::loadScriptContents(const QString& scriptMaybeURLorText) {
QString EntityTreeRenderer::loadScriptContents(const QString& scriptMaybeURLorText, bool& isURL) {
QUrl url(scriptMaybeURLorText);
// If the url is not valid, this must be script text...
if (!url.isValid()) {
isURL = false;
return scriptMaybeURLorText;
}
isURL = true;
QString scriptContents; // assume empty
@ -173,7 +175,8 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
return QScriptValue(); // no script
}
QString scriptContents = loadScriptContents(entityScript);
bool isURL = false; // loadScriptContents() will tell us if this is a URL or just text.
QString scriptContents = loadScriptContents(entityScript, isURL);
QScriptSyntaxCheckResult syntaxCheck = QScriptEngine::checkSyntax(scriptContents);
if (syntaxCheck.state() != QScriptSyntaxCheckResult::Valid) {
@ -184,6 +187,9 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
return QScriptValue(); // invalid script
}
if (isURL) {
_entitiesScriptEngine->setParentURL(entity->getScript());
}
QScriptValue entityScriptConstructor = _entitiesScriptEngine->evaluate(scriptContents);
if (!entityScriptConstructor.isFunction()) {
@ -197,6 +203,10 @@ QScriptValue EntityTreeRenderer::loadEntityScript(EntityItem* entity) {
EntityScriptDetails newDetails = { entityScript, entityScriptObject };
_entityScripts[entityID] = newDetails;
if (isURL) {
_entitiesScriptEngine->setParentURL("");
}
return entityScriptObject; // newly constructed
}
@ -287,6 +297,27 @@ void EntityTreeRenderer::checkEnterLeaveEntities() {
}
}
void EntityTreeRenderer::leaveAllEntities() {
if (_tree) {
_tree->lockForWrite(); // so that our scripts can do edits if they want
// for all of our previous containing entities, if they are no longer containing then send them a leave event
foreach(const EntityItemID& entityID, _currentEntitiesInside) {
emit leaveEntity(entityID);
QScriptValueList entityArgs = createEntityArgs(entityID);
QScriptValue entityScript = loadEntityScript(entityID);
if (entityScript.property("leaveEntity").isValid()) {
entityScript.property("leaveEntity").call(entityScript, entityArgs);
}
}
_currentEntitiesInside.clear();
// make sure our "last avatar position" is something other than our current position, so that on our
// first chance, we'll check for enter/leave entity events.
_lastAvatarPosition = _viewState->getAvatarPosition() + glm::vec3(1.0f, 1.0f, 1.0f);
_tree->unlock();
}
}
void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
if (_tree) {
Model::startScene(renderSide);

View file

@ -129,6 +129,7 @@ private:
QScriptValueList createEntityArgs(const EntityItemID& entityID);
void checkEnterLeaveEntities();
void leaveAllEntities();
glm::vec3 _lastAvatarPosition;
QVector<EntityItemID> _currentEntitiesInside;
@ -138,7 +139,7 @@ private:
QScriptValue loadEntityScript(EntityItem* entity);
QScriptValue loadEntityScript(const EntityItemID& entityItemID);
QScriptValue getPreviouslyLoadedEntityScript(const EntityItemID& entityItemID);
QString loadScriptContents(const QString& scriptMaybeURLorText);
QString loadScriptContents(const QString& scriptMaybeURLorText, bool& isURL);
QScriptValueList createMouseEventArgs(const EntityItemID& entityID, QMouseEvent* event, unsigned int deviceID);
QScriptValueList createMouseEventArgs(const EntityItemID& entityID, const MouseEvent& mouseEvent);

View file

@ -12,6 +12,8 @@
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include <TextRenderer.h>
@ -51,12 +53,9 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
const float SLIGHTLY_BEHIND = -0.005f;
glBegin(GL_QUADS);
glVertex3f(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
glVertex3f(-halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
glEnd();
glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight);
const int FIXED_FONT_SCALING_RATIO = FIXED_FONT_POINT_SIZE * 40.0f; // this is a ratio determined through experimentation

View file

@ -5,7 +5,7 @@ setup_hifi_library(Network Script)
include_glm()
link_hifi_libraries(shared octree fbx networking animation physics)
link_hifi_libraries(avatars shared octree gpu model fbx networking animation physics)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -144,6 +144,13 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
penetration = collision->_penetration;
entityB = static_cast<EntityItem*>(collision->_extraData);
// The collision _extraData should be a valid entity, but if for some reason
// it's NULL then continue with a warning.
if (!entityB) {
qDebug() << "UNEXPECTED - we have a collision with missing _extraData. Something went wrong down below!";
continue; // skip this loop pass if the entity is NULL
}
// don't collide entities with unknown IDs,
if (!entityB->isKnownID()) {
continue; // skip this loop pass if the entity has an unknown ID

View file

@ -585,8 +585,12 @@ bool EntityTreeElement::findShapeCollisions(const Shape* shape, CollisionList& c
if (shape != otherCollisionShape && !ignoreForCollisions) {
if (ShapeCollider::collideShapes(shape, otherCollisionShape, collisions)) {
CollisionInfo* lastCollision = collisions.getLastCollision();
lastCollision->_extraData = entity;
atLeastOneCollision = true;
if (lastCollision) {
lastCollision->_extraData = entity;
atLeastOneCollision = true;
} else {
qDebug() << "UNEXPECTED - ShapeCollider::collideShapes() returned true, but no lastCollision.";
}
}
}
++entityItr;

View file

@ -401,6 +401,19 @@ void ModelEntityItem::setAnimationURL(const QString& url) {
_animationURL = url;
}
void ModelEntityItem::setAnimationFrameIndex(float value) {
#ifdef WANT_DEBUG
if (isAnimatingSomething()) {
qDebug() << "ModelEntityItem::setAnimationFrameIndex()";
qDebug() << " value:" << value;
qDebug() << " was:" << _animationLoop.getFrameIndex();
qDebug() << " model URL:" << getModelURL();
qDebug() << " animation URL:" << getAnimationURL();
}
#endif
_animationLoop.setFrameIndex(value);
}
void ModelEntityItem::setAnimationSettings(const QString& value) {
// the animations setting is a JSON string that may contain various animation settings.
// if it includes fps, frameIndex, or running, those values will be parsed out and
@ -416,6 +429,17 @@ void ModelEntityItem::setAnimationSettings(const QString& value) {
if (settingsMap.contains("frameIndex")) {
float frameIndex = settingsMap["frameIndex"].toFloat();
#ifdef WANT_DEBUG
if (isAnimatingSomething()) {
qDebug() << "ModelEntityItem::setAnimationSettings() calling setAnimationFrameIndex()...";
qDebug() << " model URL:" << getModelURL();
qDebug() << " animation URL:" << getAnimationURL();
qDebug() << " settings:" << value;
qDebug() << " settingsMap[frameIndex]:" << settingsMap["frameIndex"];
qDebug(" frameIndex: %20.5f", frameIndex);
}
#endif
setAnimationFrameIndex(frameIndex);
}

View file

@ -75,7 +75,7 @@ public:
void setModelURL(const QString& url) { _modelURL = url; }
void setAnimationURL(const QString& url);
static const float DEFAULT_ANIMATION_FRAME_INDEX;
void setAnimationFrameIndex(float value) { _animationLoop.setFrameIndex(value); }
void setAnimationFrameIndex(float value);
void setAnimationSettings(const QString& value);
static const bool DEFAULT_ANIMATION_IS_PLAYING;

View file

@ -5,11 +5,11 @@ setup_hifi_library()
include_glm()
link_hifi_libraries(shared networking octree voxels)
link_hifi_libraries(shared gpu model networking octree voxels)
find_package(ZLIB REQUIRED)
include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}")
target_link_libraries(${TARGET_NAME} ${ZLIB_LIBRARIES})
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -24,8 +24,10 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class QIODevice;
#include <model/Geometry.h>
#include <model/Material.h>
class QIODevice;
class FBXNode;
typedef QList<FBXNode> FBXNodeList;
@ -131,6 +133,7 @@ public:
FBXTexture emissiveTexture;
QString materialID;
model::MaterialPointer _material;
};
/// A single mesh (with optional blendshapes) extracted from an FBX document.
@ -159,6 +162,8 @@ public:
bool hasSpecularTexture() const;
bool hasEmissiveTexture() const;
model::Mesh _mesh;
};
/// A single animation frame extracted from an FBX document.

View file

@ -19,7 +19,7 @@ elseif (WIN32)
# we're using static GLEW, so define GLEW_STATIC
add_definitions(-DGLEW_STATIC)
target_link_libraries(${TARGET_NAME} opengl32.lib)
target_link_libraries(${TARGET_NAME} ${GLEW_LIBRARIES} opengl32.lib)
# need to bubble up the GLEW_INCLUDE_DIRS
list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES "${GLEW_INCLUDE_DIRS}")
@ -44,5 +44,5 @@ else ()
list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES "${OPENGL_INCLUDE_DIR}")
endif (APPLE)
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -107,6 +107,19 @@ void Batch::setInputFormat(const Stream::FormatPointer& format) {
_params.push_back(_streamFormats.cache(format));
}
void Batch::setInputBuffer(Slot channel, const BufferPointer& buffer, Offset offset, Offset stride) {
ADD_COMMAND(setInputBuffer);
_params.push_back(stride);
_params.push_back(offset);
_params.push_back(_buffers.cache(buffer));
_params.push_back(channel);
}
void Batch::setInputBuffer(Slot channel, const BufferView& view) {
setInputBuffer(channel, view._buffer, view._offset, Offset(view._stride));
}
void Batch::setInputStream(Slot startChannel, const BufferStream& stream) {
if (stream.getNumBuffers()) {
const Buffers& buffers = stream.getBuffers();
@ -118,15 +131,6 @@ void Batch::setInputStream(Slot startChannel, const BufferStream& stream) {
}
}
void Batch::setInputBuffer(Slot channel, const BufferPointer& buffer, Offset offset, Offset stride) {
ADD_COMMAND(setInputBuffer);
_params.push_back(stride);
_params.push_back(offset);
_params.push_back(_buffers.cache(buffer));
_params.push_back(channel);
}
void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset) {
ADD_COMMAND(setIndexBuffer);
@ -153,3 +157,17 @@ void Batch::setProjectionTransform(const Transform& proj) {
_params.push_back(_transforms.cache(proj));
}
void Batch::setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size) {
ADD_COMMAND(setUniformBuffer);
_params.push_back(size);
_params.push_back(offset);
_params.push_back(_buffers.cache(buffer));
_params.push_back(slot);
}
void Batch::setUniformBuffer(uint32 slot, const BufferView& view) {
setUniformBuffer(slot, view._buffer, view._offset, view._size);
}

View file

@ -72,8 +72,9 @@ public:
// IndexBuffer
void setInputFormat(const Stream::FormatPointer& format);
void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
void setInputBuffer(Slot channel, const BufferPointer& buffer, Offset offset, Offset stride);
void setInputBuffer(Slot channel, const BufferView& buffer); // not a command, just a shortcut from a BufferView
void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
@ -87,6 +88,9 @@ public:
void setViewTransform(const Transform& view);
void setProjectionTransform(const Transform& proj);
// Shader Stage
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
@ -117,6 +121,7 @@ public:
void _glUseProgram(GLuint program);
void _glUniform1f(GLint location, GLfloat v0);
void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void _glMatrixMode(GLenum mode);
@ -161,6 +166,8 @@ public:
COMMAND_setViewTransform,
COMMAND_setProjectionTransform,
COMMAND_setUniformBuffer,
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -187,6 +194,7 @@ public:
COMMAND_glUseProgram,
COMMAND_glUniform1f,
COMMAND_glUniform2f,
COMMAND_glUniform4fv,
COMMAND_glUniformMatrix4fv,
COMMAND_glMatrixMode,

View file

@ -12,7 +12,6 @@
#define hifi_gpu_Context_h
#include <assert.h>
#include "GPUConfig.h"
#include "Resource.h"

View file

@ -12,8 +12,6 @@
#define hifi_gpu_Format_h
#include <assert.h>
#include "GPUConfig.h"
namespace gpu {
@ -94,7 +92,8 @@ static const int DIMENSION_COUNT[NUM_DIMENSIONS] = {
// Semantic of an Element
// Provide information on how to use the element
enum Semantic {
RGB = 0,
RAW = 0, // used as RAW memory
RGB,
RGBA,
XYZ,
XYZW,
@ -104,6 +103,8 @@ enum Semantic {
DIR_XYZ,
UV,
R8,
INDEX, //used by index buffer of a mesh
PART, // used by part buffer of a mesh
NUM_SEMANTICS,
};
@ -119,7 +120,7 @@ public:
_type(type)
{}
Element() :
_semantic(R8),
_semantic(RAW),
_dimension(SCALAR),
_type(INT8)
{}

View file

@ -31,6 +31,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setViewTransform),
(&::gpu::GLBackend::do_setProjectionTransform),
(&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_glEnable),
(&::gpu::GLBackend::do_glDisable),
@ -54,6 +56,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glUseProgram),
(&::gpu::GLBackend::do_glUniform1f),
(&::gpu::GLBackend::do_glUniform2f),
(&::gpu::GLBackend::do_glUniform4fv),
(&::gpu::GLBackend::do_glUniformMatrix4fv),
(&::gpu::GLBackend::do_glMatrixMode),
@ -483,6 +486,25 @@ void GLBackend::updateTransform() {
}
}
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
GLuint slot = batch._params[paramOffset + 3]._uint;
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
#if defined(Q_OS_MAC)
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
#else
GLuint bo = getBufferID(*uniformBuffer);
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
// glUniformBufferEXT(_shader._program, slot, bo);
//glBindBufferBase(GL_UNIFORM_BUFFER, slot, bo);
#endif
CHECK_GL_ERROR();
}
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -672,7 +694,10 @@ void Batch::_glUseProgram(GLuint program) {
DO_IT_NOW(_glUseProgram, 1);
}
void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) {
glUseProgram(batch._params[paramOffset]._uint);
_shader._program = batch._params[paramOffset]._uint;
glUseProgram(_shader._program);
CHECK_GL_ERROR();
}
@ -708,6 +733,25 @@ void GLBackend::do_glUniform2f(Batch& batch, uint32 paramOffset) {
CHECK_GL_ERROR();
}
void Batch::_glUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
ADD_COMMAND_GL(glUniform4fv);
const int VEC4_SIZE = 4 * sizeof(float);
_params.push_back(cacheData(count * VEC4_SIZE, value));
_params.push_back(count);
_params.push_back(location);
DO_IT_NOW(_glUniform4fv, 3);
}
void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
glUniform4fv(
batch._params[paramOffset + 2]._int,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
ADD_COMMAND_GL(glUniformMatrix4fv);

View file

@ -122,6 +122,19 @@ protected:
_lastMode(GL_TEXTURE) {}
} _transform;
// Shader Stage
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
void updateShader();
struct ShaderStageState {
GLuint _program;
ShaderStageState() :
_program(0) {}
} _shader;
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -148,6 +161,7 @@ protected:
void do_glUseProgram(Batch& batch, uint32 paramOffset);
void do_glUniform1f(Batch& batch, uint32 paramOffset);
void do_glUniform2f(Batch& batch, uint32 paramOffset);
void do_glUniform4fv(Batch& batch, uint32 paramOffset);
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
void do_glMatrixMode(Batch& batch, uint32 paramOffset);

View file

@ -67,6 +67,26 @@ Resource::Sysmem::Sysmem(Size size, const Byte* bytes) :
}
}
Resource::Sysmem::Sysmem(const Sysmem& sysmem) :
_stamp(0),
_size(0),
_data(NULL)
{
if (sysmem.getSize() > 0) {
_size = allocateMemory(&_data, sysmem.getSize());
if (_size >= sysmem.getSize()) {
if (sysmem.readData()) {
memcpy(_data, sysmem.readData(), sysmem.getSize());
}
}
}
}
Resource::Sysmem& Resource::Sysmem::operator=(const Sysmem& sysmem) {
setData(sysmem.getSize(), sysmem.readData());
return (*this);
}
Resource::Sysmem::~Sysmem() {
deallocateMemory( _data, _size );
_data = NULL;
@ -75,7 +95,7 @@ Resource::Sysmem::~Sysmem() {
Resource::Size Resource::Sysmem::allocate(Size size) {
if (size != _size) {
Byte* newData = 0;
Byte* newData = NULL;
Size newSize = 0;
if (size > 0) {
Size allocated = allocateMemory(&newData, size);
@ -96,7 +116,7 @@ Resource::Size Resource::Sysmem::allocate(Size size) {
Resource::Size Resource::Sysmem::resize(Size size) {
if (size != _size) {
Byte* newData = 0;
Byte* newData = NULL;
Size newSize = 0;
if (size > 0) {
Size allocated = allocateMemory(&newData, size);
@ -152,19 +172,35 @@ Resource::Size Resource::Sysmem::append(Size size, const Byte* bytes) {
Buffer::Buffer() :
Resource(),
_sysmem(NULL),
_sysmem(new Sysmem()),
_gpuObject(NULL) {
_sysmem = new Sysmem();
}
Buffer::Buffer(Size size, const Byte* bytes) :
Resource(),
_sysmem(new Sysmem(size, bytes)),
_gpuObject(NULL) {
}
Buffer::Buffer(const Buffer& buf) :
Resource(),
_sysmem(new Sysmem(buf.getSysmem())),
_gpuObject(NULL) {
}
Buffer& Buffer::operator=(const Buffer& buf) {
(*_sysmem) = buf.getSysmem();
return (*this);
}
Buffer::~Buffer() {
if (_sysmem) {
delete _sysmem;
_sysmem = 0;
_sysmem = NULL;
}
if (_gpuObject) {
delete _gpuObject;
_gpuObject = 0;
_gpuObject = NULL;
}
}

View file

@ -12,13 +12,15 @@
#define hifi_gpu_Resource_h
#include <assert.h>
#include "GPUConfig.h"
#include "Format.h"
#include <vector>
#include <QSharedPointer>
#ifdef _DEBUG
#include <QDebug>
#endif
namespace gpu {
@ -29,7 +31,7 @@ typedef int Stamp;
class Resource {
public:
typedef unsigned char Byte;
typedef unsigned int Size;
typedef unsigned int Size;
static const Size NOT_ALLOCATED = -1;
@ -47,6 +49,8 @@ protected:
Sysmem();
Sysmem(Size size, const Byte* bytes);
Sysmem(const Sysmem& sysmem); // deep copy of the sysmem buffer
Sysmem& operator=(const Sysmem& sysmem); // deep copy of the sysmem buffer
~Sysmem();
Size getSize() const { return _size; }
@ -78,10 +82,8 @@ protected:
inline const Byte* readData() const { return _data; }
inline Byte* editData() { _stamp++; return _data; }
template< typename T >
const T* read() const { return reinterpret_cast< T* > ( _data ); }
template< typename T >
T* edit() { _stamp++; return reinterpret_cast< T* > ( _data ); }
template< typename T > const T* read() const { return reinterpret_cast< T* > ( _data ); }
template< typename T > T* edit() { _stamp++; return reinterpret_cast< T* > ( _data ); }
// Access the current version of the sysmem, used to compare if copies are in sync
inline Stamp getStamp() const { return _stamp; }
@ -90,9 +92,6 @@ protected:
static void deallocateMemory(Byte* memDeallocated, Size size);
private:
Sysmem(const Sysmem& sysmem) {}
Sysmem &operator=(const Sysmem& other) {return *this;}
Stamp _stamp;
Size _size;
Byte* _data;
@ -104,12 +103,15 @@ class Buffer : public Resource {
public:
Buffer();
Buffer(const Buffer& buf);
Buffer(Size size, const Byte* bytes);
Buffer(const Buffer& buf); // deep copy of the sysmem buffer
Buffer& operator=(const Buffer& buf); // deep copy of the sysmem buffer
~Buffer();
// The size in bytes of data stored in the buffer
Size getSize() const { return getSysmem().getSize(); }
const Byte* getData() const { return getSysmem().readData(); }
Byte* editData() { return editSysmem().editData(); }
// Resize the buffer
// Keep previous data [0 to min(pSize, mSize)]
@ -130,7 +132,7 @@ public:
// Access the sysmem object.
const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
protected:
@ -138,8 +140,6 @@ protected:
mutable GPUObject* _gpuObject;
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
// This shouldn't be used by anything else than the Backend class with the proper casting.
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
@ -149,6 +149,277 @@ protected:
typedef QSharedPointer<Buffer> BufferPointer;
typedef std::vector< BufferPointer > Buffers;
class BufferView {
public:
typedef Resource::Size Size;
typedef int Index;
BufferPointer _buffer;
Size _offset;
Size _size;
Element _element;
uint16 _stride;
BufferView() :
_buffer(NULL),
_offset(0),
_size(0),
_element(gpu::SCALAR, gpu::UINT8, gpu::RAW),
_stride(1)
{};
BufferView(const Element& element) :
_buffer(NULL),
_offset(0),
_size(0),
_element(element),
_stride(uint16(element.getSize()))
{};
// create the BufferView and own the Buffer
BufferView(Buffer* newBuffer, const Element& element = Element(gpu::SCALAR, gpu::UINT8, gpu::RAW)) :
_buffer(newBuffer),
_offset(0),
_size(newBuffer->getSize()),
_element(element),
_stride(uint16(element.getSize()))
{};
BufferView(const BufferPointer& buffer, const Element& element = Element(gpu::SCALAR, gpu::UINT8, gpu::RAW)) :
_buffer(buffer),
_offset(0),
_size(buffer->getSize()),
_element(element),
_stride(uint16(element.getSize()))
{};
BufferView(const BufferPointer& buffer, Size offset, Size size, const Element& element = Element(gpu::SCALAR, gpu::UINT8, gpu::RAW)) :
_buffer(buffer),
_offset(offset),
_size(size),
_element(element),
_stride(uint16(element.getSize()))
{};
~BufferView() {}
BufferView(const BufferView& view) = default;
BufferView& operator=(const BufferView& view) = default;
Size getNumElements() const { return _size / _element.getSize(); }
//Template iterator with random access on the buffer sysmem
template<typename T>
class Iterator : public std::iterator<std::random_access_iterator_tag, T, Index, T*, T&>
{
public:
Iterator(T* ptr = NULL) { _ptr = ptr; }
Iterator(const Iterator<T>& iterator) = default;
~Iterator() {}
Iterator<T>& operator=(const Iterator<T>& iterator) = default;
Iterator<T>& operator=(T* ptr) {
_ptr = ptr;
return (*this);
}
operator bool() const
{
if(_ptr)
return true;
else
return false;
}
bool operator==(const Iterator<T>& iterator) const { return (_ptr == iterator.getConstPtr()); }
bool operator!=(const Iterator<T>& iterator) const { return (_ptr != iterator.getConstPtr()); }
Iterator<T>& operator+=(const Index& movement) {
_ptr += movement;
return (*this);
}
Iterator<T>& operator-=(const Index& movement) {
_ptr -= movement;
return (*this);
}
Iterator<T>& operator++() {
++_ptr;
return (*this);
}
Iterator<T>& operator--() {
--_ptr;
return (*this);
}
Iterator<T> operator++(Index) {
auto temp(*this);
++_ptr;
return temp;
}
Iterator<T> operator--(Index) {
auto temp(*this);
--_ptr;
return temp;
}
Iterator<T> operator+(const Index& movement) {
auto oldPtr = _ptr;
_ptr += movement;
auto temp(*this);
_ptr = oldPtr;
return temp;
}
Iterator<T> operator-(const Index& movement) {
auto oldPtr = _ptr;
_ptr -= movement;
auto temp(*this);
_ptr = oldPtr;
return temp;
}
Index operator-(const Iterator<T>& iterator) { return (iterator.getPtr() - this->getPtr())/sizeof(T); }
T& operator*(){return *_ptr;}
const T& operator*()const{return *_ptr;}
T* operator->(){return _ptr;}
T* getPtr()const{return _ptr;}
const T* getConstPtr()const{return _ptr;}
protected:
T* _ptr;
};
template <typename T> Iterator<T> begin() { return Iterator<T>(&edit<T>(0)); }
template <typename T> Iterator<T> end() { return Iterator<T>(&edit<T>(getNum<T>())); }
template <typename T> Iterator<const T> cbegin() const { return Iterator<const T>(&get<T>(0)); }
template <typename T> Iterator<const T> cend() const { return Iterator<const T>(&get<T>(getNum<T>())); }
// the number of elements of the specified type fitting in the view size
template <typename T> Index getNum() const {
return Index(_size / sizeof(T));
}
template <typename T> const T& get() const {
#if _DEBUG
if (_buffer.isNull()) {
qDebug() << "Accessing null gpu::buffer!";
}
if (sizeof(T) > (_buffer->getSize() - _offset)) {
qDebug() << "Accessing buffer in non allocated memory, element size = " << sizeof(T) << " available space in buffer at offset is = " << (_buffer->getSize() - _offset);
}
if (sizeof(T) > _size) {
qDebug() << "Accessing buffer outside the BufferView range, element size = " << sizeof(T) << " when bufferView size = " << _size;
}
#endif
const T* t = (reinterpret_cast<const T*> (_buffer->getData() + _offset));
return *(t);
}
template <typename T> T& edit() {
#if _DEBUG
if (_buffer.isNull()) {
qDebug() << "Accessing null gpu::buffer!";
}
if (sizeof(T) > (_buffer->getSize() - _offset)) {
qDebug() << "Accessing buffer in non allocated memory, element size = " << sizeof(T) << " available space in buffer at offset is = " << (_buffer->getSize() - _offset);
}
if (sizeof(T) > _size) {
qDebug() << "Accessing buffer outside the BufferView range, element size = " << sizeof(T) << " when bufferView size = " << _size;
}
#endif
T* t = (reinterpret_cast<T*> (_buffer->editData() + _offset));
return *(t);
}
template <typename T> const T& get(const Index index) const {
Resource::Size elementOffset = index * sizeof(T) + _offset;
#if _DEBUG
if (_buffer.isNull()) {
qDebug() << "Accessing null gpu::buffer!";
}
if (sizeof(T) > (_buffer->getSize() - elementOffset)) {
qDebug() << "Accessing buffer in non allocated memory, index = " << index << ", element size = " << sizeof(T) << " available space in buffer at offset is = " << (_buffer->getSize() - elementOffset);
}
if (index > getNum<T>()) {
qDebug() << "Accessing buffer outside the BufferView range, index = " << index << " number elements = " << getNum<T>();
}
#endif
return *(reinterpret_cast<const T*> (_buffer->getData() + elementOffset));
}
template <typename T> T& edit(const Index index) const {
Resource::Size elementOffset = index * sizeof(T) + _offset;
#if _DEBUG
if (_buffer.isNull()) {
qDebug() << "Accessing null gpu::buffer!";
}
if (sizeof(T) > (_buffer->getSize() - elementOffset)) {
qDebug() << "Accessing buffer in non allocated memory, index = " << index << ", element size = " << sizeof(T) << " available space in buffer at offset is = " << (_buffer->getSize() - elementOffset);
}
if (index > getNum<T>()) {
qDebug() << "Accessing buffer outside the BufferView range, index = " << index << " number elements = " << getNum<T>();
}
#endif
return *(reinterpret_cast<T*> (_buffer->editData() + elementOffset));
}
};
// TODO: For now TextureView works with Buffer as a place holder for the Texture.
// The overall logic should be about the same except that the Texture will be a real GL Texture under the hood
class TextureView {
public:
typedef Resource::Size Size;
typedef int Index;
BufferPointer _buffer;
Size _offset;
Size _size;
Element _element;
uint16 _stride;
TextureView() :
_buffer(NULL),
_offset(0),
_size(0),
_element(gpu::VEC3, gpu::UINT8, gpu::RGB),
_stride(1)
{};
TextureView(const Element& element) :
_buffer(NULL),
_offset(0),
_size(0),
_element(element),
_stride(uint16(element.getSize()))
{};
// create the BufferView and own the Buffer
TextureView(Buffer* newBuffer, const Element& element) :
_buffer(newBuffer),
_offset(0),
_size(newBuffer->getSize()),
_element(element),
_stride(uint16(element.getSize()))
{};
TextureView(const BufferPointer& buffer, const Element& element) :
_buffer(buffer),
_offset(0),
_size(buffer->getSize()),
_element(element),
_stride(uint16(element.getSize()))
{};
TextureView(const BufferPointer& buffer, Size offset, Size size, const Element& element) :
_buffer(buffer),
_offset(offset),
_size(size),
_element(element),
_stride(uint16(element.getSize()))
{};
~TextureView() {}
TextureView(const TextureView& view) = default;
TextureView& operator=(const TextureView& view) = default;
};
};

View file

@ -18,7 +18,7 @@ void Stream::Format::evaluateCache() {
_elementTotalSize = 0;
for(AttributeMap::iterator it = _attributes.begin(); it != _attributes.end(); it++) {
Attribute& attrib = (*it).second;
Channel& channel = _channels[attrib._channel];
ChannelInfo& channel = _channels[attrib._channel];
channel._slots.push_back(attrib._slot);
channel._stride = std::max(channel._stride, attrib.getSize() + attrib._offset);
channel._netSize += attrib.getSize();
@ -41,7 +41,7 @@ BufferStream::BufferStream() :
BufferStream::~BufferStream() {
}
void BufferStream::addBuffer(BufferPointer& buffer, Offset offset, Offset stride) {
void BufferStream::addBuffer(const BufferPointer& buffer, Offset offset, Offset stride) {
_buffers.push_back(buffer);
_offsets.push_back(offset);
_strides.push_back(stride);

View file

@ -12,7 +12,6 @@
#define hifi_gpu_Stream_h
#include <assert.h>
#include "GPUConfig.h"
#include "Resource.h"
#include "Format.h"
@ -83,16 +82,16 @@ public:
public:
typedef std::map< Slot, Attribute > AttributeMap;
class Channel {
class ChannelInfo {
public:
std::vector< Slot > _slots;
std::vector< Offset > _offsets;
Offset _stride;
uint32 _netSize;
Channel() : _stride(0), _netSize(0) {}
ChannelInfo() : _stride(0), _netSize(0) {}
};
typedef std::map< Slot, Channel > ChannelMap;
typedef std::map< Slot, ChannelInfo > ChannelMap;
Format() :
_attributes(),
@ -104,6 +103,7 @@ public:
uint8 getNumChannels() const { return _channels.size(); }
const ChannelMap& getChannels() const { return _channels; }
const Offset getChannelStride(Slot channel) const { return _channels.at(channel)._stride; }
uint32 getElementTotalSize() const { return _elementTotalSize; }
@ -131,7 +131,7 @@ public:
BufferStream();
~BufferStream();
void addBuffer(BufferPointer& buffer, Offset offset, Offset stride);
void addBuffer(const BufferPointer& buffer, Offset offset, Offset stride);
const Buffers& getBuffers() const { return _buffers; }
const Offsets& getOffsets() const { return _offsets; }

View file

@ -10,5 +10,5 @@ link_hifi_libraries(shared networking)
include_glm()
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -353,7 +353,7 @@ void DatagramSequencer::sendRecordLost(const SendRecord& record) {
if (_packetDropCount == 0 || record.packetNumber == _lastPacketDropped + 1) {
_packetDropCount++;
_lastPacketDropped = record.packetNumber;
const int CONSECUTIVE_DROPS_BEFORE_REDUCTION = 3;
const int CONSECUTIVE_DROPS_BEFORE_REDUCTION = 1;
if (_packetDropCount >= CONSECUTIVE_DROPS_BEFORE_REDUCTION && record.packetNumber >= _packetRateDecreasePacketNumber) {
_packetsPerGroup = qMax(_packetsPerGroup * 0.5f, 1.0f);
_slowStartThreshold = _packetsPerGroup;

11
libraries/model/CMakeLists.txt Executable file
View file

@ -0,0 +1,11 @@
set(TARGET_NAME model)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library()
include_glm()
link_hifi_libraries(shared gpu)
# call macro to link our dependencies and bubble them up via a property on our target
include_dependency_includes()

View file

@ -0,0 +1,141 @@
//
// Geometry.cpp
// libraries/model/src/model
//
// Created by Sam Gateau on 12/5/2014.
// Copyright 2014 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 "Geometry.h"
#include <QDebug>
using namespace model;
Mesh::Mesh() :
_vertexBuffer(gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)),
_indexBuffer(gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::INDEX)),
_partBuffer(gpu::Element(gpu::VEC4, gpu::UINT32, gpu::PART)) {
}
Mesh::Mesh(const Mesh& mesh) :
_vertexFormat(mesh._vertexFormat),
_vertexBuffer(mesh._vertexBuffer),
_attributeBuffers(mesh._attributeBuffers),
_indexBuffer(mesh._indexBuffer),
_partBuffer(mesh._partBuffer) {
}
Mesh::~Mesh() {
}
void Mesh::setVertexBuffer(const BufferView& buffer) {
_vertexBuffer = buffer;
evalVertexFormat();
}
void Mesh::addAttribute(Slot slot, const BufferView& buffer) {
_attributeBuffers[slot] = buffer;
evalVertexFormat();
}
void Mesh::evalVertexFormat() {
VertexFormat vf;
int channelNum = 0;
if (hasVertexData()) {
vf.setAttribute(gpu::Stream::POSITION, channelNum, _vertexBuffer._element, 0);
channelNum++;
}
for (auto attrib : _attributeBuffers) {
vf.setAttribute(attrib.first, channelNum, attrib.second._element, 0);
channelNum++;
}
_vertexFormat = vf;
}
void Mesh::setIndexBuffer(const BufferView& buffer) {
_indexBuffer = buffer;
}
void Mesh::setPartBuffer(const BufferView& buffer) {
_partBuffer = buffer;
}
const Box Mesh::evalPartBound(int partNum) const {
Box box;
if (partNum < _partBuffer.getNum<Part>()) {
const Part& part = _partBuffer.get<Part>(partNum);
auto index = _indexBuffer.cbegin<Index>();
index += part._startIndex;
auto endIndex = index;
endIndex += part._numIndices;
auto vertices = &_vertexBuffer.get<Vec3>(part._baseVertex);
for (;index != endIndex; index++) {
// skip primitive restart indices
if ((*index) != PRIMITIVE_RESTART_INDEX) {
box += vertices[(*index)];
}
}
}
return box;
}
const Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const {
Box totalBound;
auto part = _partBuffer.cbegin<Part>() + partStart;
auto partItEnd = _partBuffer.cbegin<Part>() + partEnd;
for (;part != partItEnd; part++) {
Box partBound;
auto index = _indexBuffer.cbegin<uint>() + (*part)._startIndex;
auto endIndex = index + (*part)._numIndices;
auto vertices = &_vertexBuffer.get<Vec3>((*part)._baseVertex);
for (;index != endIndex; index++) {
// skip primitive restart indices
if ((*index) != PRIMITIVE_RESTART_INDEX) {
partBound += vertices[(*index)];
}
}
totalBound += partBound;
}
return totalBound;
}
const gpu::BufferStream Mesh::makeBufferStream() const {
gpu::BufferStream stream;
int channelNum = 0;
if (hasVertexData()) {
stream.addBuffer(_vertexBuffer._buffer, _vertexBuffer._offset, _vertexFormat.getChannelStride(channelNum));
channelNum++;
}
for (auto attrib : _attributeBuffers) {
BufferView& view = attrib.second;
stream.addBuffer(view._buffer, view._offset, _vertexFormat.getChannelStride(channelNum));
channelNum++;
}
return stream;
}
Geometry::Geometry() {
}
Geometry::Geometry(const Geometry& geometry):
_mesh(geometry._mesh),
_boxes(geometry._boxes) {
}
Geometry::~Geometry() {
}
void Geometry::setMesh(const MeshPointer& mesh) {
_mesh = mesh;
}

View file

@ -0,0 +1,150 @@
//
// Geometry.h
// libraries/model/src/model
//
// Created by Sam Gateau on 12/5/2014.
// Copyright 2014 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
//
#ifndef hifi_model_Geometry_h
#define hifi_model_Geometry_h
#include <glm/glm.hpp>
#include "AABox.h"
#include "gpu/Resource.h"
#include "gpu/Stream.h"
namespace model {
typedef gpu::BufferView::Index Index;
typedef gpu::BufferView BufferView;
typedef AABox Box;
typedef std::vector< Box > Boxes;
class Mesh {
public:
const static Index PRIMITIVE_RESTART_INDEX = -1;
typedef gpu::BufferView BufferView;
typedef std::vector< BufferView > BufferViews;
typedef gpu::Stream::Slot Slot;
typedef gpu::Stream::Format VertexFormat;
typedef std::map< Slot, BufferView > BufferViewMap;
typedef glm::vec3 Vec3;
Mesh();
Mesh(const Mesh& mesh);
Mesh& operator= (const Mesh& mesh) = default;
virtual ~Mesh();
// Vertex buffer
void setVertexBuffer(const BufferView& buffer);
const BufferView& getVertexBuffer() const { return _vertexBuffer; }
uint getNumVertices() const { return _vertexBuffer.getNumElements(); }
bool hasVertexData() const { return !_vertexBuffer._buffer.isNull(); }
// Attribute Buffers
int getNumAttributes() const { return _attributeBuffers.size(); }
void addAttribute(Slot slot, const BufferView& buffer);
// Stream format
const VertexFormat& getVertexFormat() const { return _vertexFormat; }
// Index Buffer
void setIndexBuffer(const BufferView& buffer);
const BufferView& getIndexBuffer() const { return _indexBuffer; }
uint getNumIndices() const { return _indexBuffer.getNumElements(); }
// Access vertex position value
const Vec3& getPos3(Index index) const { return _vertexBuffer.get<Vec3>(index); }
enum Topology {
POINTS = 0,
LINES,
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
QUADS,
QUAD_STRIP,
NUM_TOPOLOGIES,
};
// Subpart of a mesh, describing the toplogy of the surface
class Part {
public:
Index _startIndex;
Index _numIndices;
Index _baseVertex;
Topology _topology;
Part() :
_startIndex(0),
_numIndices(0),
_baseVertex(0),
_topology(TRIANGLES)
{}
Part(Index startIndex, Index numIndices, Index baseVertex, Topology topology) :
_startIndex(startIndex),
_numIndices(numIndices),
_baseVertex(baseVertex),
_topology(topology)
{}
};
void setPartBuffer(const BufferView& buffer);
const BufferView& getPartBuffer() const { return _partBuffer; }
uint getNumParts() const { return _partBuffer.getNumElements(); }
// evaluate the bounding box of A part
const Box evalPartBound(int partNum) const;
// evaluate the bounding boxes of the parts in the range [start, end[ and fill the bounds parameter
// the returned box is the bounding box of ALL the evaluated part bounds.
const Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
// Generate a BufferStream on the mesh vertices and attributes
const gpu::BufferStream makeBufferStream() const;
protected:
VertexFormat _vertexFormat;
BufferView _vertexBuffer;
BufferViewMap _attributeBuffers;
BufferView _indexBuffer;
BufferView _partBuffer;
void evalVertexFormat();
};
typedef QSharedPointer< Mesh > MeshPointer;
class Geometry {
public:
Geometry();
Geometry(const Geometry& geometry);
~Geometry();
void setMesh(const MeshPointer& mesh);
const MeshPointer& getMesh() const { return _mesh; }
protected:
MeshPointer _mesh;
BufferView _boxes;
};
};
#endif

View file

@ -0,0 +1,92 @@
//
// Material.cpp
// libraries/model/src/model
//
// Created by Sam Gateau on 12/10/2014.
// Copyright 2014 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 "Material.h"
using namespace model;
Material::Material() :
_flags(0),
_schemaBuffer(),
_textureMap() {
// only if created from nothing shall we create the Buffer to store the properties
Schema schema;
_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Buffer::Byte*) &schema));
}
Material::Material(const Material& material) :
_flags(material._flags),
_schemaBuffer(material._schemaBuffer),
_textureMap(material._textureMap) {
}
Material& Material::operator= (const Material& material) {
_flags = (material._flags);
_schemaBuffer = (material._schemaBuffer);
_textureMap = (material._textureMap);
return (*this);
}
Material::~Material() {
}
void Material::setDiffuse(const Color& diffuse) {
if (glm::any(glm::greaterThan(diffuse, Color(0.0f)))) {
_flags.set(DIFFUSE_BIT);
} else {
_flags.reset(DIFFUSE_BIT);
}
_schemaBuffer.edit<Schema>()._diffuse = diffuse;
}
void Material::setSpecular(const Color& specular) {
if (glm::any(glm::greaterThan(specular, Color(0.0f)))) {
_flags.set(SPECULAR_BIT);
} else {
_flags.reset(SPECULAR_BIT);
}
_schemaBuffer.edit<Schema>()._specular = specular;
}
void Material::setEmissive(const Color& emissive) {
if (glm::any(glm::greaterThan(emissive, Color(0.0f)))) {
_flags.set(EMISSIVE_BIT);
} else {
_flags.reset(EMISSIVE_BIT);
}
_schemaBuffer.edit<Schema>()._emissive = emissive;
}
void Material::setShininess(float shininess) {
if (shininess > 0.0f) {
_flags.set(SHININESS_BIT);
} else {
_flags.reset(SHININESS_BIT);
}
_schemaBuffer.edit<Schema>()._shininess = shininess;
}
void Material::setOpacity(float opacity) {
if (opacity >= 1.0f) {
_flags.reset(TRANSPARENT_BIT);
} else {
_flags.set(TRANSPARENT_BIT);
}
_schemaBuffer.edit<Schema>()._opacity = opacity;
}
void Material::setTextureView(MapChannel channel, const TextureView& view) {
_flags.set(DIFFUSE_MAP_BIT + channel);
_textureMap[channel] = view;
}

View file

@ -0,0 +1,114 @@
//
// Material.h
// libraries/model/src/model
//
// Created by Sam Gateau on 12/10/2014.
// Copyright 2014 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
//
#ifndef hifi_model_Material_h
#define hifi_model_Material_h
#include <bitset>
#include <map>
#include <glm/glm.hpp>
#include "gpu/Resource.h"
namespace model {
typedef gpu::BufferView UniformBufferView;
typedef gpu::TextureView TextureView;
class Material {
public:
typedef glm::vec3 Color;
enum MapChannel {
DIFFUSE_MAP = 0,
SPECULAR_MAP,
SHININESS_MAP,
EMISSIVE_MAP,
OPACITY_MAP,
NORMAL_MAP,
NUM_MAPS,
};
typedef std::map<MapChannel, TextureView> TextureMap;
enum FlagBit {
DIFFUSE_BIT = 0,
SPECULAR_BIT,
SHININESS_BIT,
EMISSIVE_BIT,
TRANSPARENT_BIT,
DIFFUSE_MAP_BIT,
SPECULAR_MAP_BIT,
SHININESS_MAP_BIT,
EMISSIVE_MAP_BIT,
OPACITY_MAP_BIT,
NORMAL_MAP_BIT,
NUM_FLAGS,
};
typedef std::bitset<NUM_FLAGS> Flags;
Material();
Material(const Material& material);
Material& operator= (const Material& material);
virtual ~Material();
const Color& getEmissive() const { return _schemaBuffer.get<Schema>()._emissive; }
const Color& getDiffuse() const { return _schemaBuffer.get<Schema>()._diffuse; }
const Color& getSpecular() const { return _schemaBuffer.get<Schema>()._specular; }
float getShininess() const { return _schemaBuffer.get<Schema>()._shininess; }
float getOpacity() const { return _schemaBuffer.get<Schema>()._opacity; }
void setDiffuse(const Color& diffuse);
void setSpecular(const Color& specular);
void setEmissive(const Color& emissive);
void setShininess(float shininess);
void setOpacity(float opacity);
// Schema to access the attribute values of the material
class Schema {
public:
Color _diffuse;
float _opacity;
Color _specular;
float _shininess;
Color _emissive;
float _spare0;
Schema() :
_diffuse(0.5f),
_opacity(1.0f),
_specular(0.03f),
_shininess(0.1f),
_emissive(0.0f)
{}
};
const UniformBufferView& getSchemaBuffer() const { return _schemaBuffer; }
void setTextureView(MapChannel channel, const TextureView& texture);
const TextureMap& getTextureMap() const { return _textureMap; }
const Schema* getSchema() const { return &_schemaBuffer.get<Schema>(); }
protected:
Flags _flags;
UniformBufferView _schemaBuffer;
TextureMap _textureMap;
};
typedef QSharedPointer< Material > MaterialPointer;
};
#endif

View file

@ -28,5 +28,5 @@ target_link_libraries(${TARGET_NAME} ${OPENSSL_LIBRARIES} ${TBB_LIBRARIES})
# append libcuckoo includes to our list of includes to bubble
list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES "${TBB_INCLUDE_DIRS}")
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -147,28 +147,21 @@ QUdpSocket& LimitedNodeList::getDTLSSocket() {
}
void LimitedNodeList::changeSocketBufferSizes(int numBytes) {
// change the socket send buffer size to be 1MB
int oldBufferSize = 0;
#ifdef Q_OS_WIN
int sizeOfInt = sizeof(oldBufferSize);
#else
unsigned int sizeOfInt = sizeof(oldBufferSize);
#endif
for (int i = 0; i < 2; i++) {
int bufferOpt = (i == 0) ? SO_SNDBUF : SO_RCVBUF;
getsockopt(_nodeSocket.socketDescriptor(), SOL_SOCKET, bufferOpt, reinterpret_cast<char*>(&oldBufferSize), &sizeOfInt);
setsockopt(_nodeSocket.socketDescriptor(), SOL_SOCKET, bufferOpt, reinterpret_cast<const char*>(&numBytes),
sizeof(numBytes));
QString bufferTypeString = (i == 0) ? "send" : "receive";
QAbstractSocket::SocketOption bufferOpt;
QString bufferTypeString;
if (i == 0) {
bufferOpt = QAbstractSocket::SendBufferSizeSocketOption;
bufferTypeString = "send";
} else {
bufferOpt = QAbstractSocket::ReceiveBufferSizeSocketOption;
bufferTypeString = "receive";
}
int oldBufferSize = _nodeSocket.socketOption(bufferOpt).toInt();
if (oldBufferSize < numBytes) {
int newBufferSize = 0;
getsockopt(_nodeSocket.socketDescriptor(), SOL_SOCKET, bufferOpt, reinterpret_cast<char*>(&newBufferSize), &sizeOfInt);
_nodeSocket.setSocketOption(bufferOpt, numBytes);
int newBufferSize = _nodeSocket.socketOption(bufferOpt).toInt();
qDebug() << "Changed socket" << bufferTypeString << "buffer size from" << oldBufferSize << "to"
<< newBufferSize << "bytes";

View file

@ -15,5 +15,5 @@ include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}")
# append ZLIB and OpenSSL to our list of libraries to link
target_link_libraries(${TARGET_NAME} ${ZLIB_LIBRARIES})
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -189,6 +189,9 @@ void OctreePersistThread::backup() {
quint64 intervalToBackup = _backupInterval * MSECS_TO_USECS;
if (sinceLastBackup > intervalToBackup) {
qDebug() << "Time since last backup [" << sinceLastBackup << "] exceeds backup interval ["
<< intervalToBackup << "] doing backup now...";
struct tm* localTime = localtime(&_lastPersistTime);
QString backupFileName;
@ -213,6 +216,8 @@ void OctreePersistThread::backup() {
} else {
qDebug() << "ERROR in backing up persist file...";
}
_lastBackup = now;
}
}
}

View file

@ -15,5 +15,5 @@ link_hifi_libraries(shared)
## append BULLET to our list of libraries to link
#list(APPEND ${TARGET_NAME}_LIBRARIES_TO_LINK "${BULLET_LIBRARIES}")
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -1,16 +1,13 @@
set(TARGET_NAME render-utils)
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library(Widgets OpenGL Network Script)
include_glm()
link_hifi_libraries(shared gpu)
if (WIN32)
find_package(GLUT REQUIRED)
include_directories(SYSTEM "${GLUT_INCLUDE_DIRS}")
endif ()
# call macro to link our dependencies and bubble them up via a property on our target
link_shared_dependencies()
set(TARGET_NAME render-utils)
AUTOSCRIBE_SHADER_LIB()
# use setup_hifi_library macro to setup our project and link appropriate Qt modules
setup_hifi_library(Widgets OpenGL Network Script)
include_glm()
link_hifi_libraries(animation fbx shared gpu)
# call macro to include our dependency includes and bubble them up via a property on our target
include_dependency_includes()

View file

@ -0,0 +1,22 @@
<!
// Config.slh
// interface/src
//
// Created by Sam Gateau on 12/17/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not CONFIG_SLH@>
<@def CONFIG_SLH@>
<@if GLPROFILE == PC_GL @>
<@def VERSION_HEADER #version 330 compatibility@>
<@elif GLPROFILE == MAC_GL @>
<@def VERSION_HEADER #version 120@>
<@else@>
<@def VERSION_HEADER #version 120@>
<@endif@>
<@endif@>

View file

@ -661,7 +661,290 @@ void GeometryCache::renderWireCube(float size) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight) {
Vec2Pair key(topLeft, bottomRight);
VerticesIndices& vbo = _quad2DVBOs[key];
const int FLOATS_PER_VERTEX = 2;
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a 2D quad
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
vertex[0] = topLeft.x;
vertex[1] = topLeft.y;
vertex[2] = bottomRight.x;
vertex[3] = topLeft.y;
vertex[4] = bottomRight.x;
vertex[5] = bottomRight.y;
vertex[6] = topLeft.x;
vertex[7] = bottomRight.y;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad VBO made -- _quad2DVBOs.size():" << _quad2DVBOs.size();
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(FLOATS_PER_VERTEX, GL_FLOAT, FLOATS_PER_VERTEX * sizeof(float), 0);
glDrawRangeElementsEXT(GL_QUADS, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight) {
Vec2PairPair key(Vec2Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight));
VerticesIndices& vbo = _quad2DTextureVBOs[key];
const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // text coords & vertices
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
int v = 0;
vertex[v++] = topLeft.x;
vertex[v++] = topLeft.y;
vertex[v++] = texCoordTopLeft.x;
vertex[v++] = texCoordTopLeft.y;
vertex[v++] = bottomRight.x;
vertex[v++] = topLeft.y;
vertex[v++] = texCoordBottomRight.x;
vertex[v++] = texCoordTopLeft.y;
vertex[v++] = bottomRight.x;
vertex[v++] = bottomRight.y;
vertex[v++] = texCoordBottomRight.x;
vertex[v++] = texCoordBottomRight.y;
vertex[v++] = topLeft.x;
vertex[v++] = bottomRight.y;
vertex[v++] = texCoordTopLeft.x;
vertex[v++] = texCoordBottomRight.y;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad + texture VBO made -- _quad2DTextureVBOs.size():" << _quad2DTextureVBOs.size();
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, NUM_BYTES_PER_VERTEX, 0);
glTexCoordPointer(2, GL_FLOAT, NUM_BYTES_PER_VERTEX, (const void *)(2 * sizeof(float)));
glDrawRangeElementsEXT(GL_QUADS, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight) {
Vec3Pair key(topLeft, bottomRight);
VerticesIndices& vbo = _quad3DVBOs[key];
const int FLOATS_PER_VERTEX = 3;
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
int v = 0;
vertex[v++] = topLeft.x;
vertex[v++] = topLeft.y;
vertex[v++] = topLeft.z;
vertex[v++] = bottomRight.x;
vertex[v++] = topLeft.y;
vertex[v++] = topLeft.z;
vertex[v++] = bottomRight.x;
vertex[v++] = bottomRight.y;
vertex[v++] = bottomRight.z;
vertex[v++] = topLeft.x;
vertex[v++] = bottomRight.y;
vertex[v++] = bottomRight.z;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad VBO made -- _quad3DVBOs.size():" << _quad3DVBOs.size();
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(FLOATS_PER_VERTEX, GL_FLOAT, FLOATS_PER_VERTEX * sizeof(float), 0);
glDrawRangeElementsEXT(GL_QUADS, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight) {
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec3 + texture VBO...";
qDebug() << " topLeft:" << topLeft;
qDebug() << " bottomLeft:" << bottomLeft;
qDebug() << " bottomRight:" << bottomRight;
qDebug() << " topRight:" << topRight;
qDebug() << " texCoordTopLeft:" << texCoordTopLeft;
qDebug() << " texCoordBottomRight:" << texCoordBottomRight;
#endif //def WANT_DEBUG
Vec3PairVec2Pair key(Vec3Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight));
VerticesIndices& vbo = _quad3DTextureVBOs[key];
const int FLOATS_PER_VERTEX = 5; // text coords & vertices
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // text coords & vertices
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
int v = 0;
vertex[v++] = topLeft.x;
vertex[v++] = topLeft.y;
vertex[v++] = topLeft.z;
vertex[v++] = texCoordTopLeft.x;
vertex[v++] = texCoordTopLeft.y;
vertex[v++] = bottomLeft.x;
vertex[v++] = bottomLeft.y;
vertex[v++] = bottomLeft.z;
vertex[v++] = texCoordBottomLeft.x;
vertex[v++] = texCoordBottomLeft.y;
vertex[v++] = bottomRight.x;
vertex[v++] = bottomRight.y;
vertex[v++] = bottomRight.z;
vertex[v++] = texCoordBottomRight.x;
vertex[v++] = texCoordBottomRight.y;
vertex[v++] = topRight.x;
vertex[v++] = topRight.y;
vertex[v++] = topRight.z;
vertex[v++] = texCoordTopRight.x;
vertex[v++] = texCoordTopRight.y;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << " _quad3DTextureVBOs.size():" << _quad3DTextureVBOs.size();
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, NUM_BYTES_PER_VERTEX, 0);
glTexCoordPointer(2, GL_FLOAT, NUM_BYTES_PER_VERTEX, (const void *)(3 * sizeof(float)));
glDrawRangeElementsEXT(GL_QUADS, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) {
return getResource(url, fallback, delayLoad).staticCast<NetworkGeometry>();
}

View file

@ -31,6 +31,50 @@ class NetworkGeometry;
class NetworkMesh;
class NetworkTexture;
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;
typedef QPair<glm::vec3, glm::vec3> Vec3Pair;
typedef QPair<Vec3Pair, Vec2Pair> Vec3PairVec2Pair;
inline uint qHash(const glm::vec2& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.x + 5009 * v.y, seed);
}
inline uint qHash(const Vec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.second.x + 5021 * v.second.y, seed);
}
inline uint qHash(const Vec2PairPair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y
+ 5011 * v.first.second.x + 5021 * v.first.second.y
+ 5023 * v.second.first.x + 5039 * v.second.first.y
+ 5051 * v.second.second.x + 5059 * v.second.second.y, seed);
}
inline uint qHash(const glm::vec3& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.x + 5009 * v.y + 5011 * v.z, seed);
}
inline uint qHash(const Vec3Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z
+ 5021 * v.second.x + 5023 * v.second.y + 5039 * v.second.z, seed);
}
inline uint qHash(const Vec3PairVec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z +
5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z +
5051 * v.second.first.x + 5059 * v.second.first.y +
5077 * v.second.second.x + 5081 * v.second.second.y, seed);
}
/// Stores cached geometry.
class GeometryCache : public ResourceCache {
Q_OBJECT
@ -46,6 +90,24 @@ public:
void renderSolidCube(float size);
void renderWireCube(float size);
void renderQuad(int x, int y, int width, int height) { renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height)); }
void renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight);
void renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight);
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight);
//void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight,
// const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight);
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight);
/// Loads geometry from the specified URL.
/// \param fallback a fallback URL to load if the desired one is unavailable
/// \param delayLoad if true, don't load the geometry immediately; wait until load is first requested
@ -70,6 +132,11 @@ private:
QHash<IntPair, VerticesIndices> _coneVBOs;
QHash<float, VerticesIndices> _wireCubeVBOs;
QHash<float, VerticesIndices> _solidCubeVBOs;
QHash<Vec2Pair, VerticesIndices> _quad2DVBOs;
QHash<Vec2PairPair, VerticesIndices> _quad2DTextureVBOs;
QHash<Vec3Pair, VerticesIndices> _quad3DVBOs;
QHash<Vec3PairVec2Pair, VerticesIndices> _quad3DTextureVBOs;
QHash<IntPair, QOpenGLBuffer> _gridBuffers;
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;

View file

@ -35,6 +35,26 @@
#include "GlowEffect.h"
#include "Model.h"
#include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "model_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
#define GLBATCH( call ) batch._##call
//#define GLBATCH( call ) call
@ -233,110 +253,71 @@ void Model::initJointTransforms() {
void Model::init() {
if (!_program.isLinked()) {
_program.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model.vert");
_program.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initProgram(_program, _locations);
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model_normal_map.vert");
_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model.vert");
_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model_normal_map.vert");
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model.vert");
_translucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_translucent.frag");
initProgram(_translucentProgram, _translucentLocations);
// Lightmap
_lightmapProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_lightmap.vert");
_lightmapProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model_lightmap.frag");
initProgram(_lightmapProgram, _lightmapLocations);
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
_lightmapNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.frag");
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model_lightmap.vert");
_lightmapSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_specular_map.frag");
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_map.vert");
_lightmapNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_lightmap_normal_specular_map.frag");
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
// end lightmap
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model_shadow.vert");
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_shadow.frag");
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/skin_model.vert");
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_map.frag");
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model.vert");
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_normal_specular_map.frag");
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model_shadow.vert");
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_shadow.frag");
initSkinProgram(_skinShadowProgram, _skinShadowLocations);
_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/skin_model.vert");
_skinTranslucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_translucent.frag");
_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_specularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_translucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initProgram(_translucentProgram, _translucentLocations);
// Lightmap
_lightmapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_frag);
initProgram(_lightmapProgram, _lightmapLocations);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_map_frag);
initProgram(_lightmapNormalMapProgram, _lightmapNormalMapLocations);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_vert);
_lightmapSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_specular_map_frag);
initProgram(_lightmapSpecularMapProgram, _lightmapSpecularMapLocations);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_lightmap_normal_map_vert);
_lightmapNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_lightmap_normal_specular_map_frag);
initProgram(_lightmapNormalSpecularMapProgram, _lightmapNormalSpecularMapLocations);
// end lightmap
_shadowProgram.addShaderFromSourceCode(QGLShader::Vertex, model_shadow_vert);
_shadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
_skinProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_skinSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_specular_map_frag);
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_normal_map_vert);
_skinNormalSpecularMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_specular_map_frag);
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_shadow_vert);
_skinShadowProgram.addShaderFromSourceCode(QGLShader::Fragment, model_shadow_frag);
initSkinProgram(_skinShadowProgram, _skinShadowLocations);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Vertex, skin_model_vert);
_skinTranslucentProgram.addShaderFromSourceCode(QGLShader::Fragment, model_translucent_frag);
initSkinProgram(_skinTranslucentProgram, _skinTranslucentLocations);
}
}

View file

@ -10,17 +10,16 @@
//
#include <gpu/GPUConfig.h>
#include <DependencyManager.h>
#include "GeometryCache.h"
#include "RenderUtil.h"
void renderFullscreenQuad(float sMin, float sMax, float tMin, float tMax) {
glBegin(GL_QUADS);
glTexCoord2f(sMin, tMin);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(sMax, tMin);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(sMax, tMax);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(sMin, tMax);
glVertex2f(-1.0f, 1.0f);
glEnd();
glm::vec2 topLeft(-1.0f, -1.0f);
glm::vec2 bottomRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(sMin, tMin);
glm::vec2 texCoordBottomRight(sMax, tMax);
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight);
}

View file

@ -81,9 +81,6 @@ int TextRenderer::draw(int x, int y, const char* str, float alpha) {
((int(currentColor[2] * 255.0f) & 0xFF) << 16) |
((int(currentColor[3] * 255.0f) & 0xFF) << 24);
// TODO: Remove that code once we test for performance improvments
//glEnable(GL_TEXTURE_2D);
int maxHeight = 0;
for (const char* ch = str; *ch != 0; ch++) {
const Glyph& glyph = getGlyph(*ch);
@ -111,20 +108,6 @@ int TextRenderer::draw(int x, int y, const char* str, float alpha) {
float bt = glyph.location().y() * scale;
float tt = (glyph.location().y() + glyph.bounds().height()) * scale;
// TODO: Remove that code once we test for performance improvments
/*
glBegin(GL_QUADS);
glTexCoord2f(ls, bt);
glVertex2f(left, bottom);
glTexCoord2f(rs, bt);
glVertex2f(right, bottom);
glTexCoord2f(rs, tt);
glVertex2f(right, top);
glTexCoord2f(ls, tt);
glVertex2f(left, top);
glEnd();
*/
const int NUM_COORDS_SCALARS_PER_GLYPH = 16;
float vertexBuffer[NUM_COORDS_SCALARS_PER_GLYPH] = { leftBottom.x, leftBottom.y, ls, bt,
rightTop.x, leftBottom.y, rs, bt,
@ -152,10 +135,6 @@ int TextRenderer::draw(int x, int y, const char* str, float alpha) {
drawBatch();
clearBatch();
// TODO: Remove that code once we test for performance improvments
// glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_TEXTURE_2D);
return maxHeight;
}

View file

@ -1,6 +1,6 @@
#version 120
//
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model.frag
// fragment shader
//

View file

@ -1,6 +1,6 @@
#version 120
//
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// model.vert
// vertex shader
//

View file

@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap.frag
// fragment shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap.vert
// vertex shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map.frag
// fragment shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map.vert
// vertex shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_specular_map.frag
// fragment shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_specular_map.frag
// fragment shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_map.frag
// fragment shader

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@ -1,40 +1,41 @@
#version 120
//
// model.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/14/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector
attribute vec3 tangent;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
// transform and store the normal and tangent for interpolation
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
// pass along the diffuse color
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
// use standard pipeline transform
gl_Position = ftransform();
}
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/14/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector
attribute vec3 tangent;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
// transform and store the normal and tangent for interpolation
interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
// pass along the diffuse color
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
// use standard pipeline transform
gl_Position = ftransform();
}

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_normal_specular_map.frag
// fragment shader

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_shadow.frag
// fragment shader

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@ -1,17 +1,18 @@
#version 120
//
// model_shadow.vert
// vertex shader
//
// Created by Andrzej Kapolka on 3/24/14.
// Copyright 2014 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
//
void main(void) {
// just use standard pipeline transform
gl_Position = ftransform();
}
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_shadow.vert
// vertex shader
//
// Created by Andrzej Kapolka on 3/24/14.
// Copyright 2014 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
//
void main(void) {
// just use standard pipeline transform
gl_Position = ftransform();
}

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@ -1,5 +1,6 @@
#version 120
<@include Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_specular_map.frag
// fragment shader

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