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Hand lasers
This commit is contained in:
parent
b10e2020a7
commit
901e2da828
12 changed files with 247 additions and 587 deletions
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@ -1,35 +0,0 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#version 410 core
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uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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layout(location = 0) in vec3 inLineDistance;
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out vec4 FragColor;
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void main() {
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vec2 d = inLineDistance.xy;
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d.y = abs(d.y);
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d.x = abs(d.x);
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if (d.x > 1.0) {
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d.x = (d.x - 1.0) / 0.02;
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} else {
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d.x = 0.0;
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}
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float alpha = 1.0 - length(d);
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if (alpha <= 0.0) {
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discard;
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}
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alpha = pow(alpha, 10.0);
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if (alpha < 0.05) {
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discard;
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}
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FragColor = vec4(color.rgb, alpha);
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}
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@ -1,70 +0,0 @@
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#version 410 core
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#extension GL_EXT_geometry_shader4 : enable
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layout(location = 0) out vec3 outLineDistance;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 24) out;
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vec3[2] getOrthogonals(in vec3 n, float scale) {
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float yDot = abs(dot(n, vec3(0, 1, 0)));
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vec3 result[2];
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if (yDot < 0.9) {
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result[0] = normalize(cross(n, vec3(0, 1, 0)));
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} else {
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result[0] = normalize(cross(n, vec3(1, 0, 0)));
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}
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// The cross of result[0] and n is orthogonal to both, which are orthogonal to each other
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result[1] = cross(result[0], n);
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result[0] *= scale;
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result[1] *= scale;
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return result;
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}
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vec2 orthogonal(vec2 v) {
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vec2 result = v.yx;
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result.y *= -1.0;
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return result;
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}
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void main() {
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vec2 endpoints[2];
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for (int i = 0; i < 2; ++i) {
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endpoints[i] = gl_PositionIn[i].xy / gl_PositionIn[i].w;
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}
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vec2 lineNormal = normalize(endpoints[1] - endpoints[0]);
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vec2 lineOrthogonal = orthogonal(lineNormal);
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lineNormal *= 0.02;
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lineOrthogonal *= 0.02;
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gl_Position = gl_PositionIn[0];
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gl_Position.xy -= lineOrthogonal;
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outLineDistance = vec3(-1.02, -1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[0];
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gl_Position.xy += lineOrthogonal;
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outLineDistance = vec3(-1.02, 1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[1];
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gl_Position.xy -= lineOrthogonal;
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outLineDistance = vec3(1.02, -1, gl_Position.z);
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EmitVertex();
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gl_Position = gl_PositionIn[1];
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gl_Position.xy += lineOrthogonal;
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outLineDistance = vec3(1.02, 1, gl_Position.z);
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EmitVertex();
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EndPrimitive();
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}
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//
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// Created by Bradley Austin Davis on 2016/07/11
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#version 410 core
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uniform mat4 mvp = mat4(1);
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in vec3 Position;
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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}
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@ -325,6 +325,17 @@ void OpenGLDisplayPlugin::customizeContext() {
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}
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if (!_presentPipeline) {
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{
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::StandardShaderLib::getDrawTexturePS();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::makeProgram(*program);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setScissorEnable(true);
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_simplePipeline = gpu::Pipeline::create(program, state);
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}
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{
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(SRGB_TO_LINEAR_FRAG));
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@ -460,7 +471,7 @@ void OpenGLDisplayPlugin::updateFrameData() {
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void OpenGLDisplayPlugin::compositeOverlay() {
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render([&](gpu::Batch& batch){
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batch.enableStereo(false);
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batch.setFramebuffer(_currentFrame->framebuffer);
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setPipeline(_overlayPipeline);
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batch.setResourceTexture(0, _currentFrame->overlay);
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if (isStereo()) {
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setProjectionTransform(mat4());
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batch.setFramebuffer(_currentFrame->framebuffer);
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setPipeline(_cursorPipeline);
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batch.setResourceTexture(0, cursorData.texture);
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batch.clearViewTransform();
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}
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void OpenGLDisplayPlugin::compositeScene() {
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render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setFramebuffer(_compositeFramebuffer);
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batch.setViewportTransform(ivec4(uvec2(), _compositeFramebuffer->getSize()));
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batch.setStateScissorRect(ivec4(uvec2(), _compositeFramebuffer->getSize()));
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batch.clearViewTransform();
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batch.setProjectionTransform(mat4());
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batch.setPipeline(_simplePipeline);
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batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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}
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void OpenGLDisplayPlugin::compositeLayers() {
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batch.clearViewTransform();
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batch.setFramebuffer(gpu::FramebufferPointer());
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batch.setViewportTransform(ivec4(uvec2(0), getSurfacePixels()));
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batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
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batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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batch.setPipeline(_presentPipeline);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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gpu::FramebufferPointer _compositeFramebuffer;
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gpu::TexturePointer _compositeTexture;
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gpu::PipelinePointer _overlayPipeline;
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gpu::PipelinePointer _simplePipeline;
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gpu::PipelinePointer _presentPipeline;
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gpu::PipelinePointer _cursorPipeline;
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float _compositeOverlayAlpha { 1.0f };
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@ -35,6 +35,14 @@ bool DebugHmdDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
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withNonPresentThreadLock([&] {
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_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
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_frameInfos[frameIndex] = _currentRenderFrameInfo;
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_handPoses[0] = glm::translate(mat4(), vec3(-0.3f, 0.0f, 0.0f));
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_handLasers[0].color = vec4(1, 0, 0, 1);
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_handLasers[0].mode = HandLaserMode::Overlay;
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_handPoses[1] = glm::translate(mat4(), vec3(0.3f, 0.0f, 0.0f));
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_handLasers[1].color = vec4(0, 1, 1, 1);
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_handLasers[1].mode = HandLaserMode::Overlay;
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});
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return Parent::beginFrameRender(frameIndex);
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}
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}
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void DebugHmdDisplayPlugin::updatePresentPose() {
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// if (usecTimestampNow() % 4000000 > 2000000) {
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_currentPresentFrameInfo.presentPose = glm::mat4_cast(glm::angleAxis(0.5f, Vectors::UP));
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// }
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// Simulates head pose latency correction
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_currentPresentFrameInfo.presentPose = glm::mat4_cast(glm::angleAxis(sin(secTimestampNow()) * 0.25f, Vectors::UP)) * glm::mat4_cast(glm::angleAxis(cos(secTimestampNow()) * 0.25f, Vectors::RIGHT));
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}
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#include <CursorManager.h>
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#include <gl/GLWidget.h>
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#include <shared/NsightHelpers.h>
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#include <GeometryCache.h>
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#include <gpu/Context.h>
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#include <gpu/StandardShaderLib.h>
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#include <gpu/gl/GLBackend.h>
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enableVsync(false);
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#endif
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_enablePreview = !isVsyncEnabled();
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_overlay.build();
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#if 0
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updateReprojectionProgram();
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updateLaserProgram();
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_laserGeometry = loadLaser(_laserProgram);
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#endif
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_overlayRenderer.build();
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}
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void HmdDisplayPlugin::uncustomizeContext() {
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_overlay = OverlayRenderer();
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#if 0
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_previewProgram.reset();
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_laserProgram.reset();
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_laserGeometry.reset();
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#endif
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_overlayRenderer = OverlayRenderer();
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getGLBackend()->setCameraCorrection(mat4());
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Parent::uncustomizeContext();
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}
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void HmdDisplayPlugin::internalPresent() {
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PROFILE_RANGE_EX(__FUNCTION__, 0xff00ff00, (uint64_t)presentCount())
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// Composite together the scene, overlay and mouse cursor
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hmdPresent();
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if (_enablePreview) {
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// screen preview mirroring
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auto window = _container->getPrimaryWidget();
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auto devicePixelRatio = window->devicePixelRatio();
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auto windowSize = toGlm(window->size());
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windowSize *= devicePixelRatio;
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float windowAspect = aspect(windowSize);
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float sceneAspect = _enablePreview ? aspect(_renderTargetSize) : _previewAspect;
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if (_enablePreview && _monoPreview) {
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sceneAspect /= 2.0f;
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}
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float aspectRatio = sceneAspect / windowAspect;
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uvec2 targetViewportSize = windowSize;
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if (aspectRatio < 1.0f) {
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targetViewportSize.x *= aspectRatio;
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} else {
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targetViewportSize.y /= aspectRatio;
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}
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uvec2 targetViewportPosition;
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if (targetViewportSize.x < windowSize.x) {
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targetViewportPosition.x = (windowSize.x - targetViewportSize.x) / 2;
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} else if (targetViewportSize.y < windowSize.y) {
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targetViewportPosition.y = (windowSize.y - targetViewportSize.y) / 2;
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}
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gpu::Batch presentBatch;
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presentBatch.enableStereo(false);
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presentBatch.clearViewTransform();
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presentBatch.setFramebuffer(gpu::FramebufferPointer());
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presentBatch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
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presentBatch.setViewportTransform(ivec4(uvec2(0), windowSize));
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if (_monoPreview) {
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presentBatch.setStateScissorRect(ivec4(targetViewportPosition, targetViewportSize));
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targetViewportSize.x *= 2;
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presentBatch.setViewportTransform(ivec4(targetViewportPosition, targetViewportSize));
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} else {
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presentBatch.setStateScissorRect(ivec4(targetViewportPosition, targetViewportSize));
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presentBatch.setViewportTransform(ivec4(targetViewportPosition, targetViewportSize));
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}
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presentBatch.setResourceTexture(0, _compositeTexture);
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presentBatch.setPipeline(_presentPipeline);
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presentBatch.draw(gpu::TRIANGLE_STRIP, 4);
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_backend->render(presentBatch);
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swapBuffers();
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}
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postPreview();
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}
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// HMD specific stuff
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glm::mat4 HmdDisplayPlugin::getHeadPose() const {
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return _currentRenderFrameInfo.renderPose;
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}
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void HmdDisplayPlugin::updatePresentPose() {
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// By default assume we'll present with the same pose as the render
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_currentPresentFrameInfo.presentPose = _currentPresentFrameInfo.renderPose;
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}
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void HmdDisplayPlugin::updateFrameData() {
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// Check if we have old frame data to discard
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static const uint32_t INVALID_FRAME = (uint32_t)(~0);
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uint32_t oldFrameIndex = _currentFrame ? _currentFrame->frameIndex : INVALID_FRAME;
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Parent::updateFrameData();
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uint32_t newFrameIndex = _currentFrame ? _currentFrame->frameIndex : INVALID_FRAME;
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if (oldFrameIndex != newFrameIndex) {
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withPresentThreadLock([&] {
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if (oldFrameIndex != INVALID_FRAME) {
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auto itr = _frameInfos.find(oldFrameIndex);
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if (itr != _frameInfos.end()) {
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_frameInfos.erase(itr);
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}
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}
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if (newFrameIndex != INVALID_FRAME) {
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_currentPresentFrameInfo = _frameInfos[newFrameIndex];
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}
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});
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}
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updatePresentPose();
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if (_currentFrame) {
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auto batchPose = _currentFrame->pose;
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auto currentPose = _currentPresentFrameInfo.presentPose;
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auto correction = glm::inverse(batchPose) * currentPose;
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getGLBackend()->setCameraCorrection(correction);
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}
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withPresentThreadLock([&] {
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_presentHandLasers = _handLasers;
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_presentHandPoses = _handPoses;
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_presentUiModelTransform = _uiModelTransform;
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});
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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glm::mat4 modelMat = compositorHelper->getModelTransform().getMatrix();
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std::array<vec2, NUMBER_OF_HANDS> handGlowPoints{ { vec2(-1), vec2(-1) } };
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// compute the glow point interesections
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for (size_t i = 0; i < NUMBER_OF_HANDS; ++i) {
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if (_presentHandPoses[i] == IDENTITY_MATRIX) {
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continue;
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}
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const auto& handLaser = _presentHandLasers[i];
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if (!handLaser.valid()) {
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continue;
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}
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const auto& laserDirection = handLaser.direction;
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auto model = _presentHandPoses[i];
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auto castDirection = glm::quat_cast(model) * laserDirection;
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if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
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castDirection = glm::normalize(castDirection);
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castDirection = glm::inverse(_presentUiModelTransform.getRotation()) * castDirection;
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}
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// FIXME fetch the actual UI radius from... somewhere?
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float uiRadius = 1.0f;
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// Find the intersection of the laser with he UI and use it to scale the model matrix
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float distance;
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if (!glm::intersectRaySphere(vec3(_presentHandPoses[i][3]), castDirection, _presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
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continue;
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}
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_presentHandLaserPoints[i].first = vec3(_presentHandPoses[i][3]);
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vec3 intersectionPosition = vec3(_presentHandPoses[i][3]) + (castDirection * distance) - _presentUiModelTransform.getTranslation();
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intersectionPosition = glm::inverse(_presentUiModelTransform.getRotation()) * intersectionPosition;
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_presentHandLaserPoints[i].second = intersectionPosition;
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// Take the interesection normal and convert it to a texture coordinate
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vec2 yawPitch;
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{
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vec2 xdir = glm::normalize(vec2(intersectionPosition.x, -intersectionPosition.z));
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yawPitch.x = glm::atan(xdir.x, xdir.y);
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yawPitch.y = (acosf(intersectionPosition.y) * -1.0f) + M_PI_2;
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}
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vec2 halfFov = CompositorHelper::VIRTUAL_UI_TARGET_FOV / 2.0f;
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// Are we out of range
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if (glm::any(glm::greaterThan(glm::abs(yawPitch), halfFov))) {
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continue;
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}
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yawPitch /= CompositorHelper::VIRTUAL_UI_TARGET_FOV;
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yawPitch += 0.5f;
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handGlowPoints[i] = yawPitch;
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}
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for_each_eye([&](Eye eye) {
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auto modelView = glm::inverse(_currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye)) * modelMat;
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_overlayRenderer.mvps[eye] = _eyeProjections[eye] * modelView;
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});
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// Setup the uniforms
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{
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auto& uniforms = _overlayRenderer.uniforms;
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uniforms.alpha = _compositeOverlayAlpha;
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uniforms.glowPoints = vec4(handGlowPoints[0], handGlowPoints[1]);
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uniforms.glowColors[0] = _presentHandLasers[0].color;
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uniforms.glowColors[1] = _presentHandLasers[1].color;
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}
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}
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void HmdDisplayPlugin::OverlayRenderer::build() {
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vertices = std::make_shared<gpu::Buffer>();
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indices = std::make_shared<gpu::Buffer>();
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@ -199,7 +365,7 @@ void HmdDisplayPlugin::OverlayRenderer::updatePipeline() {
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static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.vert";
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static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_ui_glow.frag";
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|
||||
#if LIVE_SHADER_RELOAD
|
||||
#if 1
|
||||
static qint64 vsBuiltAge = 0;
|
||||
static qint64 fsBuiltAge = 0;
|
||||
QFileInfo vsInfo(vsFile);
|
||||
|
@ -256,76 +422,6 @@ void HmdDisplayPlugin::OverlayRenderer::render(HmdDisplayPlugin& plugin) {
|
|||
});
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::updateLaserProgram() {
|
||||
#if 0
|
||||
static const QString vsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.vert";
|
||||
static const QString gsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.geom";
|
||||
static const QString fsFile = PathUtils::resourcesPath() + "/shaders/hmd_hand_lasers.frag";
|
||||
|
||||
#if LIVE_SHADER_RELOAD
|
||||
static qint64 vsBuiltAge = 0;
|
||||
static qint64 gsBuiltAge = 0;
|
||||
static qint64 fsBuiltAge = 0;
|
||||
QFileInfo vsInfo(vsFile);
|
||||
QFileInfo fsInfo(fsFile);
|
||||
QFileInfo gsInfo(fsFile);
|
||||
auto vsAge = vsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto fsAge = fsInfo.lastModified().toMSecsSinceEpoch();
|
||||
auto gsAge = gsInfo.lastModified().toMSecsSinceEpoch();
|
||||
if (!_laserProgram || vsAge > vsBuiltAge || fsAge > fsBuiltAge || gsAge > gsBuiltAge) {
|
||||
vsBuiltAge = vsAge;
|
||||
gsBuiltAge = gsAge;
|
||||
fsBuiltAge = fsAge;
|
||||
#else
|
||||
if (!_laserProgram) {
|
||||
#endif
|
||||
|
||||
QString vsSource = readFile(vsFile);
|
||||
QString fsSource = readFile(fsFile);
|
||||
QString gsSource = readFile(gsFile);
|
||||
ProgramPtr program;
|
||||
try {
|
||||
compileProgram(program, vsSource.toLocal8Bit().toStdString(), gsSource.toLocal8Bit().toStdString(), fsSource.toLocal8Bit().toStdString());
|
||||
if (program) {
|
||||
using namespace oglplus;
|
||||
_laserUniforms.color = Uniform<glm::vec4>(*program, "color").Location();
|
||||
_laserUniforms.mvp = Uniform<glm::mat4>(*program, "mvp").Location();
|
||||
_laserProgram = program;
|
||||
}
|
||||
} catch (std::runtime_error& error) {
|
||||
qWarning() << "Error building hand laser composite shader " << error.what();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// By default assume we'll present with the same pose as the render
|
||||
void HmdDisplayPlugin::updatePresentPose() {
|
||||
_currentPresentFrameInfo.presentPose = _currentPresentFrameInfo.renderPose;
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositeScene() {
|
||||
render([&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
batch.setFramebuffer(_compositeFramebuffer);
|
||||
batch.setViewportTransform(ivec4(uvec2(), _renderTargetSize));
|
||||
batch.setStateScissorRect(ivec4(uvec2(), _renderTargetSize));
|
||||
batch.clearViewTransform();
|
||||
batch.setProjectionTransform(mat4());
|
||||
batch.setPipeline(_presentPipeline);
|
||||
batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
});
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositeOverlay() {
|
||||
if (!_currentFrame || !_currentFrame->overlay) {
|
||||
return;
|
||||
}
|
||||
|
||||
_overlay.render(*this);
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::compositePointer() {
|
||||
auto& cursorManager = Cursor::Manager::instance();
|
||||
const auto& cursorData = _cursorsData[cursorManager.getCursor()->getIcon()];
|
||||
|
@ -351,171 +447,12 @@ void HmdDisplayPlugin::compositePointer() {
|
|||
});
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::internalPresent() {
|
||||
PROFILE_RANGE_EX(__FUNCTION__, 0xff00ff00, (uint64_t)presentCount())
|
||||
|
||||
// Composite together the scene, overlay and mouse cursor
|
||||
hmdPresent();
|
||||
|
||||
if (_enablePreview) {
|
||||
// screen preview mirroring
|
||||
auto window = _container->getPrimaryWidget();
|
||||
auto devicePixelRatio = window->devicePixelRatio();
|
||||
auto windowSize = toGlm(window->size());
|
||||
windowSize *= devicePixelRatio;
|
||||
float windowAspect = aspect(windowSize);
|
||||
float sceneAspect = _enablePreview ? aspect(_renderTargetSize) : _previewAspect;
|
||||
if (_enablePreview && _monoPreview) {
|
||||
sceneAspect /= 2.0f;
|
||||
}
|
||||
float aspectRatio = sceneAspect / windowAspect;
|
||||
|
||||
uvec2 targetViewportSize = windowSize;
|
||||
if (aspectRatio < 1.0f) {
|
||||
targetViewportSize.x *= aspectRatio;
|
||||
} else {
|
||||
targetViewportSize.y /= aspectRatio;
|
||||
}
|
||||
|
||||
uvec2 targetViewportPosition;
|
||||
if (targetViewportSize.x < windowSize.x) {
|
||||
targetViewportPosition.x = (windowSize.x - targetViewportSize.x) / 2;
|
||||
} else if (targetViewportSize.y < windowSize.y) {
|
||||
targetViewportPosition.y = (windowSize.y - targetViewportSize.y) / 2;
|
||||
}
|
||||
|
||||
gpu::Batch presentBatch;
|
||||
presentBatch.enableStereo(false);
|
||||
presentBatch.clearViewTransform();
|
||||
presentBatch.setFramebuffer(gpu::FramebufferPointer());
|
||||
presentBatch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, vec4(0));
|
||||
presentBatch.setViewportTransform(ivec4(uvec2(0), windowSize));
|
||||
if (_monoPreview) {
|
||||
presentBatch.setStateScissorRect(ivec4(targetViewportPosition, targetViewportSize));
|
||||
targetViewportSize.x *= 2;
|
||||
presentBatch.setViewportTransform(ivec4(targetViewportPosition, targetViewportSize));
|
||||
} else {
|
||||
presentBatch.setStateScissorRect(ivec4(targetViewportPosition, targetViewportSize));
|
||||
presentBatch.setViewportTransform(ivec4(targetViewportPosition, targetViewportSize));
|
||||
}
|
||||
presentBatch.setResourceTexture(0, _compositeTexture);
|
||||
presentBatch.setPipeline(_presentPipeline);
|
||||
presentBatch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
_backend->render(presentBatch);
|
||||
swapBuffers();
|
||||
}
|
||||
|
||||
postPreview();
|
||||
}
|
||||
|
||||
void HmdDisplayPlugin::updateFrameData() {
|
||||
// Check if we have old frame data to discard
|
||||
static const uint32_t INVALID_FRAME = (uint32_t)(~0);
|
||||
uint32_t oldFrameIndex = _currentFrame ? _currentFrame->frameIndex : INVALID_FRAME;
|
||||
|
||||
Parent::updateFrameData();
|
||||
uint32_t newFrameIndex = _currentFrame ? _currentFrame->frameIndex : INVALID_FRAME;
|
||||
|
||||
if (oldFrameIndex != newFrameIndex) {
|
||||
withPresentThreadLock([&] {
|
||||
if (oldFrameIndex != INVALID_FRAME) {
|
||||
auto itr = _frameInfos.find(oldFrameIndex);
|
||||
if (itr != _frameInfos.end()) {
|
||||
_frameInfos.erase(itr);
|
||||
}
|
||||
}
|
||||
if (newFrameIndex != INVALID_FRAME) {
|
||||
_currentPresentFrameInfo = _frameInfos[newFrameIndex];
|
||||
}
|
||||
});
|
||||
void HmdDisplayPlugin::compositeOverlay() {
|
||||
if (!_currentFrame || !_currentFrame->overlay) {
|
||||
return;
|
||||
}
|
||||
|
||||
updatePresentPose();
|
||||
|
||||
if (_currentFrame) {
|
||||
auto batchPose = _currentFrame->pose;
|
||||
auto currentPose = _currentPresentFrameInfo.presentPose;
|
||||
auto correction = glm::inverse(batchPose) * currentPose;
|
||||
getGLBackend()->setCameraCorrection(correction);
|
||||
}
|
||||
|
||||
withPresentThreadLock([&] {
|
||||
_presentHandLasers = _handLasers;
|
||||
_presentHandPoses = _handPoses;
|
||||
_presentUiModelTransform = _uiModelTransform;
|
||||
});
|
||||
|
||||
auto compositorHelper = DependencyManager::get<CompositorHelper>();
|
||||
glm::mat4 modelMat = compositorHelper->getModelTransform().getMatrix();
|
||||
|
||||
std::array<vec2, NUMBER_OF_HANDS> handGlowPoints{ { vec2(-1), vec2(-1) } };
|
||||
// compute the glow point interesections
|
||||
for (size_t i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (_presentHandPoses[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
const auto& handLaser = _presentHandLasers[i];
|
||||
if (!handLaser.valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto& laserDirection = handLaser.direction;
|
||||
auto model = _presentHandPoses[i];
|
||||
auto castDirection = glm::quat_cast(model) * laserDirection;
|
||||
if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
|
||||
castDirection = glm::normalize(castDirection);
|
||||
castDirection = glm::inverse(_presentUiModelTransform.getRotation()) * castDirection;
|
||||
}
|
||||
|
||||
// FIXME fetch the actual UI radius from... somewhere?
|
||||
float uiRadius = 1.0f;
|
||||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (!glm::intersectRaySphere(vec3(_presentHandPoses[i][3]), castDirection, _presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 intersectionPosition = vec3(_presentHandPoses[i][3]) + (castDirection * distance) - _presentUiModelTransform.getTranslation();
|
||||
intersectionPosition = glm::inverse(_presentUiModelTransform.getRotation()) * intersectionPosition;
|
||||
|
||||
// Take the interesection normal and convert it to a texture coordinate
|
||||
vec2 yawPitch;
|
||||
{
|
||||
vec2 xdir = glm::normalize(vec2(intersectionPosition.x, -intersectionPosition.z));
|
||||
yawPitch.x = glm::atan(xdir.x, xdir.y);
|
||||
yawPitch.y = (acosf(intersectionPosition.y) * -1.0f) + M_PI_2;
|
||||
}
|
||||
vec2 halfFov = CompositorHelper::VIRTUAL_UI_TARGET_FOV / 2.0f;
|
||||
|
||||
// Are we out of range
|
||||
if (glm::any(glm::greaterThan(glm::abs(yawPitch), halfFov))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
yawPitch /= CompositorHelper::VIRTUAL_UI_TARGET_FOV;
|
||||
yawPitch += 0.5f;
|
||||
handGlowPoints[i] = yawPitch;
|
||||
}
|
||||
|
||||
|
||||
for_each_eye([&](Eye eye) {
|
||||
auto modelView = glm::inverse(_currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye)) * modelMat;
|
||||
_overlay.mvps[eye] = _eyeProjections[eye] * modelView;
|
||||
});
|
||||
|
||||
// Setup the uniforms
|
||||
{
|
||||
auto& uniforms = _overlay.uniforms;
|
||||
uniforms.alpha = _compositeOverlayAlpha;
|
||||
uniforms.glowPoints = vec4(handGlowPoints[0], handGlowPoints[1]);
|
||||
uniforms.glowColors[0] = _presentHandLasers[0].color;
|
||||
uniforms.glowColors[1] = _presentHandLasers[1].color;
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 HmdDisplayPlugin::getHeadPose() const {
|
||||
return _currentRenderFrameInfo.renderPose;
|
||||
_overlayRenderer.render(*this);
|
||||
}
|
||||
|
||||
bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) {
|
||||
|
@ -537,7 +474,6 @@ bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const ve
|
|||
}
|
||||
|
||||
void HmdDisplayPlugin::compositeExtra() {
|
||||
#if 0
|
||||
// If neither hand laser is activated, exit
|
||||
if (!_presentHandLasers[0].valid() && !_presentHandLasers[1].valid()) {
|
||||
return;
|
||||
|
@ -547,66 +483,20 @@ void HmdDisplayPlugin::compositeExtra() {
|
|||
return;
|
||||
}
|
||||
|
||||
updateLaserProgram();
|
||||
|
||||
// Render hand lasers
|
||||
using namespace oglplus;
|
||||
useProgram(_laserProgram);
|
||||
_laserGeometry->Use();
|
||||
std::array<mat4, NUMBER_OF_HANDS> handLaserModelMatrices;
|
||||
|
||||
for (int i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (_presentHandPoses[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
}
|
||||
const auto& handLaser = _presentHandLasers[i];
|
||||
if (!handLaser.valid()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto& laserDirection = handLaser.direction;
|
||||
auto model = _presentHandPoses[i];
|
||||
auto castDirection = glm::quat_cast(model) * laserDirection;
|
||||
if (glm::abs(glm::length2(castDirection) - 1.0f) > EPSILON) {
|
||||
castDirection = glm::normalize(castDirection);
|
||||
}
|
||||
|
||||
// FIXME fetch the actual UI radius from... somewhere?
|
||||
float uiRadius = 1.0f;
|
||||
|
||||
// Find the intersection of the laser with he UI and use it to scale the model matrix
|
||||
float distance;
|
||||
if (!glm::intersectRaySphere(vec3(_presentHandPoses[i][3]), castDirection, _presentUiModelTransform.getTranslation(), uiRadius * uiRadius, distance)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Make sure we rotate to match the desired laser direction
|
||||
if (laserDirection != Vectors::UNIT_NEG_Z) {
|
||||
auto rotation = glm::rotation(Vectors::UNIT_NEG_Z, laserDirection);
|
||||
model = model * glm::mat4_cast(rotation);
|
||||
}
|
||||
|
||||
model = glm::scale(model, vec3(distance));
|
||||
handLaserModelMatrices[i] = model;
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
for_each_eye([&](Eye eye) {
|
||||
eyeViewport(eye);
|
||||
auto eyePose = _currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye);
|
||||
auto view = glm::inverse(eyePose);
|
||||
const auto& projection = _eyeProjections[eye];
|
||||
for (int i = 0; i < NUMBER_OF_HANDS; ++i) {
|
||||
if (handLaserModelMatrices[i] == IDENTITY_MATRIX) {
|
||||
continue;
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
render([&](gpu::Batch& batch) {
|
||||
batch.setFramebuffer(_compositeFramebuffer);
|
||||
batch.setViewportTransform(ivec4(uvec2(0), _renderTargetSize));
|
||||
batch.setViewTransform(_currentPresentFrameInfo.presentPose, false);
|
||||
bilateral::for_each_side([&](bilateral::Side side){
|
||||
auto index = bilateral::index(side);
|
||||
if (_presentHandPoses[index] == IDENTITY_MATRIX) {
|
||||
return;
|
||||
}
|
||||
Uniform<glm::mat4>(*_laserProgram, "mvp").Set(projection * view * handLaserModelMatrices[i]);
|
||||
Uniform<glm::vec4>(*_laserProgram, "color").Set(_presentHandLasers[i].color);
|
||||
_laserGeometry->Draw();
|
||||
}
|
||||
const auto& points = _presentHandLaserPoints[index];
|
||||
const auto& lasers = _presentHandLasers[index];
|
||||
geometryCache->renderGlowLine(batch, points.first, points.second, lasers.color);
|
||||
});
|
||||
});
|
||||
glDisable(GL_BLEND);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -46,7 +46,6 @@ protected:
|
|||
|
||||
bool internalActivate() override;
|
||||
void internalDeactivate() override;
|
||||
void compositeScene() override;
|
||||
void compositeOverlay() override;
|
||||
void compositePointer() override;
|
||||
void internalPresent() override;
|
||||
|
@ -68,26 +67,27 @@ protected:
|
|||
|
||||
Transform _uiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _handLasers;
|
||||
std::array<glm::mat4, 2> _handPoses;
|
||||
std::array<mat4, 2> _handPoses;
|
||||
|
||||
Transform _presentUiModelTransform;
|
||||
std::array<HandLaserInfo, 2> _presentHandLasers;
|
||||
std::array<mat4, 2> _presentHandPoses;
|
||||
std::array<std::pair<vec3, vec3>, 2> _presentHandLaserPoints;
|
||||
|
||||
std::array<glm::mat4, 2> _eyeOffsets;
|
||||
std::array<glm::mat4, 2> _eyeProjections;
|
||||
std::array<glm::mat4, 2> _eyeInverseProjections;
|
||||
std::array<mat4, 2> _eyeOffsets;
|
||||
std::array<mat4, 2> _eyeProjections;
|
||||
std::array<mat4, 2> _eyeInverseProjections;
|
||||
|
||||
glm::mat4 _cullingProjection;
|
||||
glm::uvec2 _renderTargetSize;
|
||||
mat4 _cullingProjection;
|
||||
uvec2 _renderTargetSize;
|
||||
float _ipd { 0.064f };
|
||||
|
||||
struct FrameInfo {
|
||||
glm::mat4 renderPose;
|
||||
glm::mat4 presentPose;
|
||||
mat4 renderPose;
|
||||
mat4 presentPose;
|
||||
double sensorSampleTime { 0 };
|
||||
double predictedDisplayTime { 0 };
|
||||
glm::mat3 presentReprojection;
|
||||
mat3 presentReprojection;
|
||||
};
|
||||
|
||||
QMap<uint32_t, FrameInfo> _frameInfos;
|
||||
|
@ -95,9 +95,6 @@ protected:
|
|||
FrameInfo _currentRenderFrameInfo;
|
||||
|
||||
private:
|
||||
void updateLaserProgram();
|
||||
void updateReprojectionProgram();
|
||||
|
||||
bool _enablePreview { false };
|
||||
bool _monoPreview { true };
|
||||
bool _enableReprojection { true };
|
||||
|
@ -140,26 +137,5 @@ private:
|
|||
void build();
|
||||
void updatePipeline();
|
||||
void render(HmdDisplayPlugin& plugin);
|
||||
} _overlay;
|
||||
|
||||
#if 0
|
||||
ProgramPtr _previewProgram;
|
||||
struct PreviewUniforms {
|
||||
int32_t previewTexture { -1 };
|
||||
} _previewUniforms;
|
||||
|
||||
ProgramPtr _reprojectionProgram;
|
||||
struct ReprojectionUniforms {
|
||||
int32_t reprojectionMatrix { -1 };
|
||||
int32_t inverseProjectionMatrix { -1 };
|
||||
int32_t projectionMatrix { -1 };
|
||||
} _reprojectionUniforms;
|
||||
|
||||
ProgramPtr _laserProgram;
|
||||
struct LaserUniforms {
|
||||
int32_t mvp { -1 };
|
||||
int32_t color { -1 };
|
||||
} _laserUniforms;
|
||||
ShapeWrapperPtr _laserGeometry;
|
||||
#endif
|
||||
} _overlayRenderer;
|
||||
};
|
||||
|
|
|
@ -1,35 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/11
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
|
||||
#version 410 core
|
||||
|
||||
uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
layout(location = 0) in vec3 inLineDistance;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
vec2 d = inLineDistance.xy;
|
||||
d.y = abs(d.y);
|
||||
d.x = abs(d.x);
|
||||
if (d.x > 1.0) {
|
||||
d.x = (d.x - 1.0) / 0.02;
|
||||
} else {
|
||||
d.x = 0.0;
|
||||
}
|
||||
float alpha = 1.0 - length(d);
|
||||
if (alpha <= 0.0) {
|
||||
discard;
|
||||
}
|
||||
alpha = pow(alpha, 10.0);
|
||||
if (alpha < 0.05) {
|
||||
discard;
|
||||
}
|
||||
FragColor = vec4(color.rgb, alpha);
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/11
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
#version 410 core
|
||||
#extension GL_EXT_geometry_shader4 : enable
|
||||
|
||||
layout(location = 0) out vec3 outLineDistance;
|
||||
|
||||
layout(lines) in;
|
||||
layout(triangle_strip, max_vertices = 24) out;
|
||||
|
||||
vec3[2] getOrthogonals(in vec3 n, float scale) {
|
||||
float yDot = abs(dot(n, vec3(0, 1, 0)));
|
||||
|
||||
vec3 result[2];
|
||||
if (yDot < 0.9) {
|
||||
result[0] = normalize(cross(n, vec3(0, 1, 0)));
|
||||
} else {
|
||||
result[0] = normalize(cross(n, vec3(1, 0, 0)));
|
||||
}
|
||||
// The cross of result[0] and n is orthogonal to both, which are orthogonal to each other
|
||||
result[1] = cross(result[0], n);
|
||||
result[0] *= scale;
|
||||
result[1] *= scale;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
vec2 orthogonal(vec2 v) {
|
||||
vec2 result = v.yx;
|
||||
result.y *= -1.0;
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 endpoints[2];
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
endpoints[i] = gl_PositionIn[i].xy / gl_PositionIn[i].w;
|
||||
}
|
||||
vec2 lineNormal = normalize(endpoints[1] - endpoints[0]);
|
||||
vec2 lineOrthogonal = orthogonal(lineNormal);
|
||||
lineNormal *= 0.02;
|
||||
lineOrthogonal *= 0.02;
|
||||
|
||||
gl_Position = gl_PositionIn[0];
|
||||
gl_Position.xy -= lineOrthogonal;
|
||||
outLineDistance = vec3(-1.02, -1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[0];
|
||||
gl_Position.xy += lineOrthogonal;
|
||||
outLineDistance = vec3(-1.02, 1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[1];
|
||||
gl_Position.xy -= lineOrthogonal;
|
||||
outLineDistance = vec3(1.02, -1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
gl_Position = gl_PositionIn[1];
|
||||
gl_Position.xy += lineOrthogonal;
|
||||
outLineDistance = vec3(1.02, 1, gl_Position.z);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/11
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
|
||||
in vec3 Position;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(Position, 1);
|
||||
}
|
|
@ -13,7 +13,9 @@ if (WIN32)
|
|||
|
||||
set(TARGET_NAME oculus)
|
||||
setup_hifi_plugin(Multimedia)
|
||||
link_hifi_libraries(shared gl gpu gpu-gl controllers ui plugins ui-plugins display-plugins input-plugins audio-client networking)
|
||||
link_hifi_libraries(shared gl gpu gpu-gl controllers ui
|
||||
plugins ui-plugins display-plugins input-plugins
|
||||
audio-client networking render-utils)
|
||||
|
||||
include_hifi_library_headers(octree)
|
||||
|
||||
|
|
Loading…
Reference in a new issue