diff --git a/assignment-client/src/AssignmentAction.cpp b/assignment-client/src/AssignmentAction.cpp index 6cb3c06312..8b5650ee42 100644 --- a/assignment-client/src/AssignmentAction.cpp +++ b/assignment-client/src/AssignmentAction.cpp @@ -13,9 +13,8 @@ #include "AssignmentAction.h" -AssignmentAction::AssignmentAction(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : - _id(id), - _type(type), +AssignmentAction::AssignmentAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) : + EntityActionInterface(type, id), _data(QByteArray()), _active(false), _ownerEntity(ownerEntity) { @@ -28,7 +27,7 @@ void AssignmentAction::removeFromSimulation(EntitySimulation* simulation) const simulation->removeAction(_id); } -QByteArray AssignmentAction::serialize() { +QByteArray AssignmentAction::serialize() const { return _data; } diff --git a/assignment-client/src/AssignmentAction.h b/assignment-client/src/AssignmentAction.h index cd72c1f277..23720bd465 100644 --- a/assignment-client/src/AssignmentAction.h +++ b/assignment-client/src/AssignmentAction.h @@ -21,23 +21,19 @@ class AssignmentAction : public EntityActionInterface { public: - AssignmentAction(EntityActionType type, QUuid id, EntityItemPointer ownerEntity); + AssignmentAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity); virtual ~AssignmentAction(); - const QUuid& getID() const { return _id; } - virtual EntityActionType getType() { return _type; } virtual void removeFromSimulation(EntitySimulation* simulation) const; virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; } virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; } virtual bool updateArguments(QVariantMap arguments); virtual QVariantMap getArguments(); - virtual QByteArray serialize(); + virtual QByteArray serialize() const; virtual void deserialize(QByteArray serializedArguments); private: - QUuid _id; - EntityActionType _type; QByteArray _data; protected: diff --git a/assignment-client/src/AssignmentActionFactory.cpp b/assignment-client/src/AssignmentActionFactory.cpp index ba2692c611..7c404cbd97 100644 --- a/assignment-client/src/AssignmentActionFactory.cpp +++ b/assignment-client/src/AssignmentActionFactory.cpp @@ -12,14 +12,13 @@ #include "AssignmentActionFactory.h" -EntityActionPointer assignmentActionFactory(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) { +EntityActionPointer assignmentActionFactory(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) { return (EntityActionPointer) new AssignmentAction(type, id, ownerEntity); } -EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulation, - EntityActionType type, - QUuid id, +EntityActionPointer AssignmentActionFactory::factory(EntityActionType type, + const QUuid& id, EntityItemPointer ownerEntity, QVariantMap arguments) { EntityActionPointer action = assignmentActionFactory(type, id, ownerEntity); @@ -33,9 +32,7 @@ EntityActionPointer AssignmentActionFactory::factory(EntitySimulation* simulatio } -EntityActionPointer AssignmentActionFactory::factoryBA(EntitySimulation* simulation, - EntityItemPointer ownerEntity, - QByteArray data) { +EntityActionPointer AssignmentActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) { QDataStream serializedActionDataStream(data); EntityActionType type; QUuid id; diff --git a/assignment-client/src/AssignmentActionFactory.h b/assignment-client/src/AssignmentActionFactory.h index f71d22c0dd..e2d58f3e6a 100644 --- a/assignment-client/src/AssignmentActionFactory.h +++ b/assignment-client/src/AssignmentActionFactory.h @@ -19,14 +19,11 @@ class AssignmentActionFactory : public EntityActionFactoryInterface { public: AssignmentActionFactory() : EntityActionFactoryInterface() { } virtual ~AssignmentActionFactory() { } - virtual EntityActionPointer factory(EntitySimulation* simulation, - EntityActionType type, - QUuid id, + virtual EntityActionPointer factory(EntityActionType type, + const QUuid& id, EntityItemPointer ownerEntity, QVariantMap arguments); - virtual EntityActionPointer factoryBA(EntitySimulation* simulation, - EntityItemPointer ownerEntity, - QByteArray data); + virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data); }; #endif // hifi_AssignmentActionFactory_h diff --git a/cmake/externals/oglplus/CMakeLists.txt b/cmake/externals/oglplus/CMakeLists.txt index a0b91739f6..43730129a0 100644 --- a/cmake/externals/oglplus/CMakeLists.txt +++ b/cmake/externals/oglplus/CMakeLists.txt @@ -4,8 +4,8 @@ string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER) include(ExternalProject) ExternalProject_Add( ${EXTERNAL_NAME} - GIT_REPOSITORY https://github.com/matus-chochlik/oglplus.git - GIT_TAG a2681383928b1166f176512cbe0f95e96fe68d08 + URL http://iweb.dl.sourceforge.net/project/oglplus/oglplus-0.63.x/oglplus-0.63.0.zip + URL_MD5 de984ab245b185b45c87415c0e052135 CONFIGURE_COMMAND "" BUILD_COMMAND "" INSTALL_COMMAND "" diff --git a/examples/animationPerfTest.js b/examples/animationPerfTest.js index 6bf310db23..b832d2e61f 100644 --- a/examples/animationPerfTest.js +++ b/examples/animationPerfTest.js @@ -9,9 +9,7 @@ var NUM_MOONS = 20; // 1 = 60Hz, 2 = 30Hz, 3 = 20Hz, etc var UPDATE_FREQUENCY_DIVISOR = 2; - var MAX_RANGE = 75.0; -var LIFETIME = 600; var SCALE = 0.1; var center = Vec3.sum(MyAvatar.position, @@ -22,44 +20,47 @@ var PARTICLE_MIN_SIZE = 2.50; var PARTICLE_MAX_SIZE = 2.50; -var planet = Entities.addEntity({ - type: "Sphere", - position: center, - dimensions: { x: 10 * SCALE, y: 10 * SCALE, z: 10 * SCALE }, - color: { red: 0, green: 0, blue: 255 }, - ignoreCollisions: true, - collisionsWillMove: false, - lifetime: LIFETIME -}); +function deleteAnimationTestEntitites() { + var ids = Entities.findEntities(MyAvatar.position, 50); + for (var i = 0; i < ids.length; i++) { + var id = ids[i]; + var properties = Entities.getEntityProperties(id); + if (properties.name == "AnimationTest") { + Entities.deleteEntity(id); + } + } +} + +deleteAnimationTestEntitites(); var moons = []; // Create initial test particles that will move according to gravity from the planets for (var i = 0; i < NUM_MOONS; i++) { - var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE; - radius *= SCALE; - var gray = Math.random() * 155; - var position = { x: 10 , y: i * 3, z: 0 }; - var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray }; - if (i == 0) { - color = { red: 255, green: 0, blue: 0 }; - radius = 6 * SCALE - } - moons.push(Entities.addEntity({ - type: "Sphere", - position: Vec3.sum(center, position), - dimensions: { x: radius, y: radius, z: radius }, - color: color, - ignoreCollisions: true, - lifetime: LIFETIME, - collisionsWillMove: false - })); + var radius = PARTICLE_MIN_SIZE + Math.random() * PARTICLE_MAX_SIZE; + radius *= SCALE; + var gray = Math.random() * 155; + var position = { x: 10 , y: i * 3, z: 0 }; + var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray }; + if (i == 0) { + color = { red: 255, green: 0, blue: 0 }; + radius = 6 * SCALE + } + moons.push(Entities.addEntity({ + type: "Sphere", + name: "AnimationTest", + position: Vec3.sum(center, position), + dimensions: { x: radius, y: radius, z: radius }, + color: color, + ignoreCollisions: true, + collisionsWillMove: false + + })); } Script.update.connect(update); function scriptEnding() { - Entities.deleteEntity(planet); for (var i = 0; i < moons.length; i++) { Entities.deleteEntity(moons[i]); } @@ -70,22 +71,20 @@ var updateCount = 0; function update(deltaTime) { // Apply gravitational force from planets totalTime += deltaTime; - updateCount++; - if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) { - return; - } - - var planetProperties = Entities.getEntityProperties(planet); - var center = planetProperties.position; + updateCount++; + if (0 != updateCount % UPDATE_FREQUENCY_DIVISOR) { + return; + } + var particlePos = Entities.getEntityProperties(moons[0]).position; var relativePos = Vec3.subtract(particlePos.position, center); for (var t = 0; t < moons.length; t++) { - var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t; - var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE; - var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE; + var thetaDelta = (Math.PI * 2.0 / NUM_MOONS) * t; + var y = Math.sin(totalTime + thetaDelta) * 10.0 * SCALE; + var x = Math.cos(totalTime + thetaDelta) * 10.0 * SCALE; var newBasePos = Vec3.sum({ x: 0, y: y, z: x }, center); Entities.editEntity(moons[t], { position: newBasePos}); } } -Script.scriptEnding.connect(scriptEnding); +Script.scriptEnding.connect(deleteAnimationTestEntitites); diff --git a/examples/cubePerfTest.js b/examples/cubePerfTest.js new file mode 100644 index 0000000000..e349b7add7 --- /dev/null +++ b/examples/cubePerfTest.js @@ -0,0 +1,58 @@ +// +// Created by Bradley Austin Davis on 2015/07/01 +// Copyright 2015 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 +// + +var SIDE_SIZE = 10; + +var center = { x: 0, y: 0, z: 0 }; + +var DEGREES_TO_RADIANS = Math.PI / 180.0; +var PARTICLE_MIN_SIZE = 2.50; +var PARTICLE_MAX_SIZE = 2.50; +var LIFETIME = 600; +var boxes = []; + +var ids = Entities.findEntities({ x: 512, y: 512, z: 512 }, 50); +for (var i = 0; i < ids.length; i++) { + var id = ids[i]; + var properties = Entities.getEntityProperties(id); + if (properties.name == "PerfTest") { + Entities.deleteEntity(id); + } +} + + +// Create initial test particles that will move according to gravity from the planets +for (var x = 0; x < SIDE_SIZE; x++) { + for (var y = 0; y < SIDE_SIZE; y++) { + for (var z = 0; z < SIDE_SIZE; z++) { + var gray = Math.random() * 155; + var cube = Math.random() > 0.5; + var color = { red: 100 + gray, green: 100 + gray, blue: 100 + gray }; + var position = { x: 512 + x * 0.2, y: 512 + y * 0.2, z: 512 + z * 0.2}; + var radius = Math.random() * 0.1; + boxes.push(Entities.addEntity({ + type: cube ? "Box" : "Sphere", + name: "PerfTest", + position: position, + dimensions: { x: radius, y: radius, z: radius }, + color: color, + ignoreCollisions: true, + collisionsWillMove: false, + lifetime: LIFETIME + })); + } + } +} + + +function scriptEnding() { + for (var i = 0; i < boxes.length; i++) { + //Entities.deleteEntity(boxes[i]); + } +} +Script.scriptEnding.connect(scriptEnding); diff --git a/examples/defaultScripts.js b/examples/defaultScripts.js index fb76b62dbe..922047b90c 100644 --- a/examples/defaultScripts.js +++ b/examples/defaultScripts.js @@ -12,7 +12,6 @@ Script.load("progress.js"); Script.load("edit.js"); Script.load("selectAudioDevice.js"); Script.load("inspect.js"); -Script.load("lobby.js"); Script.load("notifications.js"); Script.load("users.js"); Script.load("grab.js"); diff --git a/examples/example/games/airHockey.js b/examples/example/games/airHockey.js old mode 100644 new mode 100755 index a703f379bc..ca7f007df6 --- a/examples/example/games/airHockey.js +++ b/examples/example/games/airHockey.js @@ -83,6 +83,30 @@ var puck_name_index = 2; var light_name_index = 3; var floor_name_index = 4; +//Create Spawn and Del. Button Vars. + +function updateButtonPosition() { + Overlays.editOverlay(spawnButton, { + x: screenSize.x / 2 + PADDING, + y: screenSize.y - (BUTTON_SIZE * 2 + PADDING), + }); + Overlays.editOverlay(deleteButton, { + x: screenSize.x / 2 - BUTTON_SIZE, + y: screenSize.y - (BUTTON_SIZE * 2 + PADDING), + }); +} + +function onScriptUpdate() { + var oldScreenSize = screenSize; + + screenSize = Controller.getViewportDimensions(); + + if (screenSize.x !== oldScreenSize.x || screenSize.y !== oldScreenSize.y) { + updateButtonPosition(); + } +} + +screenSize = Controller.getViewportDimensions(); var deleteButton = Overlays.addOverlay("image", { x: screenSize.x / 2 - BUTTON_SIZE, @@ -112,6 +136,7 @@ var spawnButton = Overlays.addOverlay("image", { alpha: 1 }); +Script.update.connect(onScriptUpdate); var floor, edge1, edge2, edge3a, edge3b, edge4a, edge4b, light; diff --git a/examples/example/games/make-dummy.js b/examples/example/games/make-dummy.js new file mode 100644 index 0000000000..068a8b7f9a --- /dev/null +++ b/examples/example/games/make-dummy.js @@ -0,0 +1,70 @@ +// +// make-dummy.js +// examples +// +// Created by Seth Alves on 2015-6-10 +// Copyright 2015 High Fidelity, Inc. +// +// Makes a boxing-dummy that responds to collisions. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +// +"use strict"; +/*jslint vars: true*/ +var Overlays, Entities, Controller, Script, MyAvatar, Vec3; // Referenced globals provided by High Fidelity. + +var HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/"; + +var rezButton = Overlays.addOverlay("image", { + x: 100, + y: 350, + width: 32, + height: 32, + imageURL: HIFI_PUBLIC_BUCKET + "images/close.png", + color: { + red: 255, + green: 255, + blue: 255 + }, + alpha: 1 +}); + + +function mousePressEvent(event) { + var clickedOverlay = Overlays.getOverlayAtPoint({ + x: event.x, + y: event.y + }); + + if (clickedOverlay === rezButton) { + var boxId; + + var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0}); + boxId = Entities.addEntity({ + type: "Box", + name: "dummy", + position: position, + dimensions: {x: 0.3, y: 0.7, z: 0.3}, + gravity: {x: 0.0, y: -3.0, z: 0.0}, + damping: 0.2, + collisionsWillMove: true + }); + + var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0}); + Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom, + linearDistance: 2.0, + // linearTimeScale: 0.005 + linearTimeScale: 0.1 + }); + } +} + + +function scriptEnding() { + Overlays.deleteOverlay(rezButton); +} + +Controller.mousePressEvent.connect(mousePressEvent); +Script.scriptEnding.connect(scriptEnding); diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js new file mode 100644 index 0000000000..18d6911f0b --- /dev/null +++ b/examples/example/games/sword.js @@ -0,0 +1,322 @@ +// stick.js +// examples +// +// Created by Seth Alves on 2015-6-10 +// Copyright 2015 High Fidelity, Inc. +// +// Allow avatar to hold a stick +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +"use strict"; +/*jslint vars: true*/ +var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity. +Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js"); + +var hand = Settings.getValue("highfidelity.sword.hand", "right"); +var nullActionID = "00000000-0000-0000-0000-000000000000"; +var controllerID; +var controllerActive; +var stickID = null; +var actionID = nullActionID; +var targetIDs = []; +var dimensions = { x: 0.3, y: 0.15, z: 2.0 }; +var BUTTON_SIZE = 32; + +var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx"; +var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; +var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; +var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav"; +var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav"; +var whichModel = "sword"; +var originalAvatarCollisionSound; + +var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () { + return {x: 100, y: 380}; +}); + +var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary) +var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy +var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f +var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings. +var swordButton = toolBar.addOverlay("image", { + width: BUTTON_SIZE, + height: BUTTON_SIZE, + imageURL: SWORD_IMAGE, + alpha: 1 +}); +var targetButton = toolBar.addOverlay("image", { + width: BUTTON_SIZE, + height: BUTTON_SIZE, + imageURL: TARGET_IMAGE, + alpha: 1 +}); +var switchHandsButton = toolBar.addOverlay("image", { + width: BUTTON_SIZE, + height: BUTTON_SIZE, + imageURL: SWITCH_HANDS_IMAGE, + alpha: 1 +}); +var cleanupButton = toolBar.addOverlay("image", { + width: BUTTON_SIZE, + height: BUTTON_SIZE, + imageURL: CLEANUP_IMAGE, + alpha: 1 +}); + +var flasher; +function clearFlash() { + if (!flasher) { + return; + } + Script.clearTimeout(flasher.timer); + Overlays.deleteOverlay(flasher.overlay); + flasher = null; +} +function flash(color) { + clearFlash(); + flasher = {}; + flasher.overlay = Overlays.addOverlay("text", { + backgroundColor: color, + backgroundAlpha: 0.7, + width: Window.innerWidth, + height: Window.innerHeight + }); + flasher.timer = Script.setTimeout(clearFlash, 500); +} + +var health = 100; +var display2d, display3d; +function trackAvatarWithText() { + Entities.editEntity(display3d, { + position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}), + rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0)) + }); +} +function updateDisplay() { + var text = health.toString(); + if (!display2d) { + health = 100; + display2d = Overlays.addOverlay("text", { + text: text, + font: { size: 20 }, + color: {red: 0, green: 255, blue: 0}, + backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work? + backgroundAlpha: 0.9, + x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons). + y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top. + }); + display3d = Entities.addEntity({ + name: MyAvatar.displayName + " score", + textColor: {red: 255, green: 255, blue: 255}, + type: "Text", + text: text, + lineHeight: 0.14, + backgroundColor: {red: 64, green: 64, blue: 64}, + dimensions: {x: 0.3, y: 0.2, z: 0.01}, + }); + Script.update.connect(trackAvatarWithText); + } else { + Overlays.editOverlay(display2d, {text: text}); + Entities.editEntity(display3d, {text: text}); + } +} +function removeDisplay() { + if (display2d) { + Overlays.deleteOverlay(display2d); + display2d = null; + Script.update.disconnect(trackAvatarWithText); + Entities.deleteEntity(display3d); + display3d = null; + } +} +function computeEnergy(collision, entityID) { + var id = entityID || collision.idA || collision.idB; + var entity = id && Entities.getEntityProperties(id); + var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1; + var linearVelocityChange = Vec3.length(collision.velocityChange); + var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange; + return Math.min(Math.max(1.0, Math.round(energy)), 20); +} +function gotHit(collision) { + var energy = computeEnergy(collision); + print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB); + health -= energy; + flash({red: 255, green: 0, blue: 0}); + updateDisplay(); +} +function scoreHit(idA, idB, collision) { + var energy = computeEnergy(collision, idA); + print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB)); + health += energy; + flash({red: 0, green: 255, blue: 0}); + updateDisplay(); +} + +function isFighting() { + return stickID && (actionID !== nullActionID); +} + +function initControls() { + print("Sword hand is " + hand); + if (hand === "right") { + controllerID = 3; // right handed + } else { + controllerID = 4; // left handed + } +} +var inHand = false; +function positionStick(stickOrientation) { + var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); + var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; + var offset = Vec3.multiplyQbyV(reorient, baseOffset); + stickOrientation = Quat.multiply(reorient, stickOrientation); + inHand = false; + Entities.updateAction(stickID, actionID, { + relativePosition: offset, + relativeRotation: stickOrientation + }); +} +function resetToHand() { // Maybe coordinate with positionStick? + if (inHand) { // Optimization: bail if we're already inHand. + return; + } + print('Reset to hand'); + Entities.updateAction(stickID, actionID, { + relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, + relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), + hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that + timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. + }); + inHand = true; +} +function mouseMoveEvent(event) { + if (event.deviceID) { // Not a MOUSE mouse event, but a (e.g., hydra) mouse event, with x/y that is not meaningful for us. + resetToHand(); // Can only happen when controller is uncradled, so let's drive with that, resetting our attachement. + return; + } + controllerActive = (Vec3.length(Controller.getSpatialControlPosition(controllerID)) > 0); + //print("Mouse move with hand controller " + (controllerActive ? "active" : "inactive") + JSON.stringify(event)); + if (controllerActive || !isFighting()) { + print('Attempting attachment reset'); + resetToHand(); + return; + } + var windowCenterX = Window.innerWidth / 2; + var windowCenterY = Window.innerHeight / 2; + var mouseXCenterOffset = event.x - windowCenterX; + var mouseYCenterOffset = event.y - windowCenterY; + var mouseXRatio = mouseXCenterOffset / windowCenterX; + var mouseYRatio = mouseYCenterOffset / windowCenterY; + + var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); + positionStick(stickOrientation); +} + +function removeSword() { + if (stickID) { + print('deleting action ' + actionID + ' and entity ' + stickID); + Entities.deleteAction(stickID, actionID); + Entities.deleteEntity(stickID); + stickID = null; + actionID = nullActionID; + Controller.mouseMoveEvent.disconnect(mouseMoveEvent); + MyAvatar.collisionWithEntity.disconnect(gotHit); + // removeEventhHandler happens automatically when the entity is deleted. + } + inHand = false; + if (originalAvatarCollisionSound !== undefined) { + MyAvatar.collisionSoundURL = originalAvatarCollisionSound; + } + removeDisplay(); +} +function cleanUp(leaveButtons) { + removeSword(); + targetIDs.forEach(function (id) { + Entities.deleteAction(id.entity, id.action); + Entities.deleteEntity(id.entity); + }); + targetIDs = []; + if (!leaveButtons) { + toolBar.cleanup(); + } +} +function makeSword() { + initControls(); + stickID = Entities.addEntity({ + type: "Model", + modelURL: swordModel, + compoundShapeURL: swordCollisionShape, + dimensions: dimensions, + position: (hand === 'right') ? MyAvatar.getRightPalmPosition() : MyAvatar.getLeftPalmPosition(), // initial position doesn't matter, as long as it's close + rotation: MyAvatar.orientation, + damping: 0.1, + collisionSoundURL: swordCollisionSoundURL, + restitution: 0.01, + collisionsWillMove: true + }); + actionID = Entities.addAction("hold", stickID, { + relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, + relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), + hand: hand, + timeScale: 0.05 + }); + if (actionID === nullActionID) { + print('*** FAILED TO MAKE SWORD ACTION ***'); + cleanUp(); + } + if (originalAvatarCollisionSound === undefined) { + originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) + SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) + } + MyAvatar.collisionSoundURL = avatarCollisionSoundURL; + Controller.mouseMoveEvent.connect(mouseMoveEvent); + MyAvatar.collisionWithEntity.connect(gotHit); + Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit); + updateDisplay(); +} + +function onClick(event) { + switch (Overlays.getOverlayAtPoint(event)) { + case swordButton: + if (!stickID) { + makeSword(); + } else { + removeSword(); + } + break; + case targetButton: + var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0}); + var boxId = Entities.addEntity({ + type: "Box", + name: "dummy", + position: position, + dimensions: {x: 0.3, y: 0.7, z: 0.3}, + gravity: {x: 0.0, y: -3.0, z: 0.0}, + damping: 0.2, + collisionsWillMove: true + }); + + var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0}); + var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom, + linearDistance: 2.0, + // linearTimeScale: 0.005 + linearTimeScale: 0.1 + }); + targetIDs.push({entity: boxId, action: action}); + break; + case switchHandsButton: + cleanUp('leaveButtons'); + hand = hand === "right" ? "left" : "right"; + Settings.setValue("highfidelity.sword.hand", hand); + makeSword(); + break; + case cleanupButton: + cleanUp('leaveButtons'); + break; + } +} + +Script.scriptEnding.connect(cleanUp); +Controller.mousePressEvent.connect(onClick); diff --git a/examples/stick-hydra.js b/examples/stick-hydra.js new file mode 100644 index 0000000000..a74f7954bb --- /dev/null +++ b/examples/stick-hydra.js @@ -0,0 +1,73 @@ +// stick-hydra.js +// examples +// +// Created by Seth Alves on 2015-7-9 +// Copyright 2015 High Fidelity, Inc. +// +// Allow avatar to hold a stick and control it with a hand-tracker +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +var hand = "left"; +var nullActionID = "00000000-0000-0000-0000-000000000000"; +var controllerID; +var controllerActive; +var stickID = null; +var actionID = nullActionID; +var makingNewStick = false; + +function makeNewStick() { + if (makingNewStick) { + return; + } + makingNewStick = true; + cleanUp(); + // sometimes if this is run immediately the stick doesn't get created? use a timer. + Script.setTimeout(function() { + stickID = Entities.addEntity({ + type: "Model", + name: "stick", + modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx", + compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj", + dimensions: {x: .11, y: .11, z: 1.0}, + position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close + rotation: MyAvatar.orientation, + damping: .1, + collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/67LCollision07.wav", + restitution: 0.01, + collisionsWillMove: true + }); + actionID = Entities.addAction("hold", stickID, + {relativePosition: {x: 0.0, y: 0.0, z: -0.5}, + relativeRotation: Quat.fromVec3Degrees({x: 0.0, y: 90.0, z: 0.0}), + hand: hand, + timeScale: 0.15}); + if (actionID == nullActionID) { + cleanUp(); + } + makingNewStick = false; + }, 3000); +} + + +function cleanUp() { + if (stickID) { + Entities.deleteEntity(stickID); + stickID = null; + } +} + + +function initControls(){ + if (hand == "right") { + controllerID = 3; // right handed + } else { + controllerID = 4; // left handed + } +} + + +Script.scriptEnding.connect(cleanUp); +makeNewStick(); diff --git a/examples/voxels.js b/examples/voxels.js index 799af04bef..e110f15260 100644 --- a/examples/voxels.js +++ b/examples/voxels.js @@ -2,6 +2,32 @@ var controlHeld = false; var shiftHeld = false; +function attemptVoxelChange(intersection) { + var ids = Entities.findEntities(intersection.intersection, 10); + var success = false; + for (var i = 0; i < ids.length; i++) { + var id = ids[i]; + if (controlHeld) { + // hold control to erase a sphere + if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0)) { + success = true; + } + } else if (shiftHeld) { + // hold shift to set all voxels to 255 + if (Entities.setAllVoxels(id, 255)) { + success = true; + } + } else { + // no modifier key means to add a sphere + if (Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255)) { + success = true; + } + } + } + return success; +} + + function mousePressEvent(event) { if (!event.isLeftButton) { return; @@ -9,20 +35,21 @@ function mousePressEvent(event) { var pickRay = Camera.computePickRay(event.x, event.y); var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking - // var props = Entities.getEntityProperties(intersection.entityID); + + // we've used a picking ray to decide where to add the new sphere of voxels. If we pick nothing + // or if we pick a non-PolyVox entity, we fall through to the next picking attempt. if (intersection.intersects) { - var ids = Entities.findEntities(intersection.intersection, 10); - for (var i = 0; i < ids.length; i++) { - var id = ids[i]; - if (controlHeld) { - Entities.setVoxelSphere(id, intersection.intersection, 1.0, 0); - } else if (shiftHeld) { - Entities.setAllVoxels(id, 255); - } else { - Entities.setVoxelSphere(id, intersection.intersection, 1.0, 255); - } + if (attemptVoxelChange(intersection)) { + return; } } + + // if the PolyVox entity is empty, we can't pick against its voxel. try picking against its + // bounding box, instead. + intersection = Entities.findRayIntersection(pickRay, false); // bounding box picking + if (intersection.intersects) { + attemptVoxelChange(intersection); + } } diff --git a/interface/src/AbstractLoggerInterface.h b/interface/src/AbstractLoggerInterface.h index fe45346e4c..3823060b13 100644 --- a/interface/src/AbstractLoggerInterface.h +++ b/interface/src/AbstractLoggerInterface.h @@ -24,7 +24,7 @@ public: inline bool extraDebugging() { return _extraDebugging; } inline void setExtraDebugging(bool debugging) { _extraDebugging = debugging; } - virtual void addMessage(QString) = 0; + virtual void addMessage(const QString&) = 0; virtual QString getLogData() = 0; virtual void locateLog() = 0; @@ -32,7 +32,7 @@ signals: void logReceived(QString message); private: - bool _extraDebugging; + bool _extraDebugging{ false }; }; #endif // hifi_AbstractLoggerInterface_h diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index ad063cd928..5ed8b3df42 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -410,6 +410,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : static_cast(dependency)->deleteLater(); }); + // setup a timer for domain-server check ins + QTimer* domainCheckInTimer = new QTimer(nodeList.data()); + connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn); + domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS); + // put the NodeList and datagram processing on the node thread nodeList->moveToThread(nodeThread); @@ -918,10 +923,6 @@ void Application::paintGL() { { PerformanceTimer perfTimer("renderOverlay"); - gpu::Context context(new gpu::GLBackend()); - RenderArgs renderArgs(&context, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(), - lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE, - RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE); _applicationOverlay.renderOverlay(&renderArgs); } @@ -998,6 +999,7 @@ void Application::paintGL() { // Primary scene rendering { + PROFILE_RANGE(__FUNCTION__ "/mainRender"); if (displayPlugin->isStereo()) { QRect r(QPoint(0, 0), QSize(size.width() / 2, size.height())); glEnable(GL_SCISSOR_TEST); @@ -1059,11 +1061,12 @@ void Application::paintGL() { #if 0 renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE; if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) { - renderRearViewMirror(&renderArgs, _mirrorViewRect); + renderRearViewMirror(&renderArgs, _mirrorViewRect); } renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE; #endif +<<<<<<< HEAD // deliver final composited scene to the display plugin { GLuint finalTexture = gpu::GLBackend::getTextureID(finalFbo->getRenderBuffer(0)); @@ -1078,8 +1081,17 @@ void Application::paintGL() { // FIXME? make the sync a parameter to preDisplay and let the plugin manage this glWaitSync(sync, 0, GL_TIMEOUT_IGNORED); glDeleteSync(sync); - displayPlugin->display(finalTexture, finalSize); - displayPlugin->finishFrame(); + + { + PROFILE_RANGE(__FUNCTION__ "/pluginDisplay"); + displayPlugin->display(finalTexture, finalSize); + } + + { + PROFILE_RANGE(__FUNCTION__ "/bufferSwap"); + displayPlugin->finishFrame(); + } + Q_ASSERT(!QOpenGLContext::currentContext()); _offscreenContext->makeCurrent(); _frameCount++; @@ -1089,6 +1101,7 @@ void Application::paintGL() { void Application::runTests() { runTimingTests(); + runUnitTests(); } void Application::audioMuteToggled() { @@ -1119,8 +1132,8 @@ void Application::resizeEvent(QResizeEvent * event) { } void Application::resizeGL() { + PROFILE_RANGE(__FUNCTION__); auto displayPlugin = getActiveDisplayPlugin(); - // Set the desired FBO texture size. If it hasn't changed, this does nothing. // Otherwise, it must rebuild the FBOs uvec2 framebufferSize = getActiveDisplayPlugin()->getRecommendedRenderSize(); @@ -1616,6 +1629,7 @@ void Application::focusOutEvent(QFocusEvent* event) { } void Application::mouseMoveEvent(QMouseEvent* event, unsigned int deviceID) { + PROFILE_RANGE(__FUNCTION__); // Used by application overlay to determine how to draw cursor(s) _lastMouseMoveWasSimulated = deviceID > 0; if (!_lastMouseMoveWasSimulated) { @@ -1872,12 +1886,10 @@ void Application::checkFPS() { _frameCount = 0; _datagramProcessor->resetCounters(); _timerStart.start(); - - // ask the node list to check in with the domain server - DependencyManager::get()->sendDomainServerCheckIn(); } void Application::idle() { + PROFILE_RANGE(__FUNCTION__); static SimpleAverage interIdleDurations; static uint64_t lastIdleEnd{ 0 }; @@ -1919,6 +1931,7 @@ void Application::idle() { PerformanceTimer perfTimer("update"); PerformanceWarning warn(showWarnings, "Application::idle()... update()"); const float BIGGEST_DELTA_TIME_SECS = 0.25f; + PROFILE_RANGE(__FUNCTION__ "/idleUpdate"); update(glm::clamp((float)timeSinceLastUpdate / 1000.0f, 0.0f, BIGGEST_DELTA_TIME_SECS)); } { @@ -2397,36 +2410,41 @@ void Application::updateMyAvatarLookAtPosition() { lookAtSpot = _myCamera.getPosition(); #if 0 // FIXME is this really necessary? + // When I am in mirror mode, just look right at the camera (myself); don't switch gaze points because when physically + // looking in a mirror one's eyes appear steady. if (isHMDMode()) { - if (_myAvatar->isLookingAtLeftEye()) { - lookAtSpot = OculusManager::getLeftEyePosition(); - } else { - lookAtSpot = OculusManager::getRightEyePosition(); - } + lookAtSpot = _myCamera.getPosition() + OculusManager::getMidEyePosition(); } #endif - } else { AvatarSharedPointer lookingAt = _myAvatar->getLookAtTargetAvatar().lock(); if (lookingAt && _myAvatar != lookingAt.get()) { - isLookingAtSomeone = true; // If I am looking at someone else, look directly at one of their eyes - if (tracker && !tracker->isMuted()) { - // If a face tracker is active, look at the eye for the side my gaze is biased toward - if (tracker->getEstimatedEyeYaw() > _myAvatar->getHead()->getFinalYaw()) { - // Look at their right eye - lookAtSpot = static_cast(lookingAt.get())->getHead()->getRightEyePosition(); - } else { - // Look at their left eye - lookAtSpot = static_cast(lookingAt.get())->getHead()->getLeftEyePosition(); + isLookingAtSomeone = true; + Head* lookingAtHead = static_cast(lookingAt.get())->getHead(); + + const float MAXIMUM_FACE_ANGLE = 65.0f * RADIANS_PER_DEGREE; + glm::vec3 lookingAtFaceOrientation = lookingAtHead->getFinalOrientationInWorldFrame() * IDENTITY_FRONT; + glm::vec3 fromLookingAtToMe = glm::normalize(_myAvatar->getHead()->getEyePosition() + - lookingAtHead->getEyePosition()); + float faceAngle = glm::angle(lookingAtFaceOrientation, fromLookingAtToMe); + + if (faceAngle < MAXIMUM_FACE_ANGLE) { + // Randomly look back and forth between look targets + switch (_myAvatar->getEyeContactTarget()) { + case LEFT_EYE: + lookAtSpot = lookingAtHead->getLeftEyePosition(); + break; + case RIGHT_EYE: + lookAtSpot = lookingAtHead->getRightEyePosition(); + break; + case MOUTH: + lookAtSpot = lookingAtHead->getMouthPosition(); + break; } } else { - // Need to add randomly looking back and forth between left and right eye for case with no tracker - if (_myAvatar->isLookingAtLeftEye()) { - lookAtSpot = static_cast(lookingAt.get())->getHead()->getLeftEyePosition(); - } else { - lookAtSpot = static_cast(lookingAt.get())->getHead()->getRightEyePosition(); - } + // Just look at their head (mid point between eyes) + lookAtSpot = lookingAtHead->getEyePosition(); } } else { // I am not looking at anyone else, so just look forward @@ -2434,14 +2452,13 @@ void Application::updateMyAvatarLookAtPosition() { (_myAvatar->getHead()->getFinalOrientationInWorldFrame() * glm::vec3(0.0f, 0.0f, -TREE_SCALE)); } } - // - // Deflect the eyes a bit to match the detected Gaze from 3D camera if active - // - if (tracker && !tracker->isMuted()) { + + // Deflect the eyes a bit to match the detected gaze from Faceshift if active. + // DDE doesn't track eyes. + if (tracker && typeid(*tracker) == typeid(Faceshift) && !tracker->isMuted()) { float eyePitch = tracker->getEstimatedEyePitch(); float eyeYaw = tracker->getEstimatedEyeYaw(); const float GAZE_DEFLECTION_REDUCTION_DURING_EYE_CONTACT = 0.1f; - // deflect using Faceshift gaze data glm::vec3 origin = _myAvatar->getHead()->getEyePosition(); float pitchSign = (_myCamera.getMode() == CAMERA_MODE_MIRROR) ? -1.0f : 1.0f; float deflection = DependencyManager::get()->getEyeDeflection(); @@ -3032,6 +3049,25 @@ QRect Application::getDesirableApplicationGeometry() { return applicationGeometry; } +///////////////////////////////////////////////////////////////////////////////////// +// loadViewFrustum() +// +// Description: this will load the view frustum bounds for EITHER the head +// or the "myCamera". +// +void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) { + PROFILE_RANGE(__FUNCTION__); + // We will use these below, from either the camera or head vectors calculated above + viewFrustum.setProjection(camera.getProjection()); + + // Set the viewFrustum up with the correct position and orientation of the camera + viewFrustum.setPosition(camera.getPosition()); + viewFrustum.setOrientation(camera.getRotation()); + + // Ask the ViewFrustum class to calculate our corners + viewFrustum.calculate(); +} + glm::vec3 Application::getSunDirection() { // Sun direction is in fact just the location of the sun relative to the origin auto skyStage = DependencyManager::get()->getSkyStage(); @@ -3368,7 +3404,7 @@ namespace render { const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f; const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f; - glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) + glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) / closestData.getAtmosphereOuterRadius(); float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter()); if (height < closestData.getAtmosphereInnerRadius()) { @@ -3376,8 +3412,8 @@ namespace render { alpha = 0.0f; if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3388,8 +3424,8 @@ namespace render { (closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius()); if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3442,23 +3478,9 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se // load the view frustum theCamera.loadViewFrustum(_displayViewFrustum); - // Load the legacy GL stacks, used by entities (for now) - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadMatrixf(glm::value_ptr(theCamera.getProjection())); - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadMatrixf(glm::value_ptr(glm::inverse(theCamera.getTransform()))); - - // FIXME just flip the texture coordinates - // flip x if in mirror mode (also requires reversing winding order for backface culling) - if (theCamera.getMode() == CAMERA_MODE_MIRROR) { - glScalef(-1.0f, 1.0f, 1.0f); - glFrontFace(GL_CW); - } else { - glFrontFace(GL_CCW); - } + // transform view according to theCamera + // could be myCamera (if in normal mode) + // or could be viewFrustumOffsetCamera if in offset mode glm::quat rotation = theCamera.getRotation(); // Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation @@ -3467,8 +3489,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se Transform viewTransform; viewTransform.setTranslation(theCamera.getPosition()); viewTransform.setRotation(rotation); - if (theCamera.getMode() == CAMERA_MODE_MIRROR) { - viewTransform.setScale(Transform::Vec3(-1.0f, 1.0f, 1.0f)); + if (renderArgs->_renderSide != RenderArgs::MONO) { + glm::mat4 invView = glm::inverse(_untranslatedViewMatrix); + + viewTransform.evalFromRawMatrix(invView); + viewTransform.preTranslate(_viewMatrixTranslation); } setViewTransform(viewTransform); @@ -3516,9 +3541,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se // Assuming nothing get's rendered through that if (!selfAvatarOnly) { - - // render models... if (DependencyManager::get()->shouldRenderEntities()) { + // render models... PerformanceTimer perfTimer("entities"); PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide() ... entities..."); @@ -3526,11 +3550,11 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE; if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls)) { - renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_HULLS); + renderDebugFlags = (RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_HULLS); } if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned)) { renderDebugFlags = - (RenderArgs::DebugFlags) (renderDebugFlags | (int) RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP); + (RenderArgs::DebugFlags) (renderDebugFlags | (int)RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP); } renderArgs->_debugFlags = renderDebugFlags; _entities.render(renderArgs); @@ -3555,8 +3579,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload); } else { - pendingChanges.updateItem(WorldBoxRenderData::_item, - [](WorldBoxRenderData& payload) { + pendingChanges.updateItem(WorldBoxRenderData::_item, + [](WorldBoxRenderData& payload) { payload._val++; }); } @@ -3576,7 +3600,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se } { - PerformanceTimer perfTimer("SceneProcessPendingChanges"); + PerformanceTimer perfTimer("SceneProcessPendingChanges"); _main3DScene->enqueuePendingChanges(pendingChanges); _main3DScene->processPendingChangesQueue(); diff --git a/interface/src/DatagramProcessor.cpp b/interface/src/DatagramProcessor.cpp index f691527186..99308a922f 100644 --- a/interface/src/DatagramProcessor.cpp +++ b/interface/src/DatagramProcessor.cpp @@ -29,12 +29,13 @@ DatagramProcessor::DatagramProcessor(QObject* parent) : } void DatagramProcessor::processDatagrams() { - PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), - "DatagramProcessor::processDatagrams()"); if (_isShuttingDown) { return; // bail early... we're shutting down. } + PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), + "DatagramProcessor::processDatagrams()"); + HifiSockAddr senderSockAddr; diff --git a/interface/src/FileLogger.cpp b/interface/src/FileLogger.cpp index 4808842036..00da80814b 100644 --- a/interface/src/FileLogger.cpp +++ b/interface/src/FileLogger.cpp @@ -21,11 +21,34 @@ const QString FILENAME_FORMAT = "hifi-log_%1_%2.txt"; const QString DATETIME_FORMAT = "yyyy-MM-dd_hh.mm.ss"; const QString LOGS_DIRECTORY = "Logs"; +class FilePersistThread : public GenericQueueThread < QString > { +public: + FilePersistThread(const FileLogger& logger) : _logger(logger) { + setObjectName("LogFileWriter"); + } + +protected: + virtual bool processQueueItems(const Queue& messages) { + QFile file(_logger._fileName); + if (file.open(QIODevice::WriteOnly | QIODevice::Append | QIODevice::Text)) { + QTextStream out(&file); + foreach(const QString& message, messages) { + out << message; + } + } + return true; + } +private: + const FileLogger& _logger; +}; + +static FilePersistThread* _persistThreadInstance; + FileLogger::FileLogger(QObject* parent) : - AbstractLoggerInterface(parent), - _logData("") + AbstractLoggerInterface(parent) { - setExtraDebugging(false); + _persistThreadInstance = new FilePersistThread(*this); + _persistThreadInstance->initialize(true, QThread::LowestPriority); _fileName = FileUtils::standardPath(LOGS_DIRECTORY); QHostAddress clientAddress = getLocalAddress(); @@ -33,18 +56,24 @@ FileLogger::FileLogger(QObject* parent) : _fileName.append(QString(FILENAME_FORMAT).arg(clientAddress.toString(), now.toString(DATETIME_FORMAT))); } -void FileLogger::addMessage(QString message) { - QMutexLocker locker(&_mutex); - emit logReceived(message); - _logData += message; +FileLogger::~FileLogger() { + _persistThreadInstance->terminate(); +} - QFile file(_fileName); - if (file.open(QIODevice::WriteOnly | QIODevice::Append | QIODevice::Text)) { - QTextStream out(&file); - out << message; - } +void FileLogger::addMessage(const QString& message) { + _persistThreadInstance->queueItem(message); + emit logReceived(message); } void FileLogger::locateLog() { FileUtils::locateFile(_fileName); } + +QString FileLogger::getLogData() { + QString result; + QFile f(_fileName); + if (f.open(QFile::ReadOnly | QFile::Text)) { + result = QTextStream(&f).readAll(); + } + return result; +} diff --git a/interface/src/FileLogger.h b/interface/src/FileLogger.h index 3dbbfd26cd..549654ca5c 100644 --- a/interface/src/FileLogger.h +++ b/interface/src/FileLogger.h @@ -13,23 +13,24 @@ #define hifi_FileLogger_h #include "AbstractLoggerInterface.h" -#include +#include class FileLogger : public AbstractLoggerInterface { Q_OBJECT public: FileLogger(QObject* parent = NULL); + virtual ~FileLogger(); - virtual void addMessage(QString); - virtual QString getLogData() { return _logData; } - virtual void locateLog(); + virtual void addMessage(const QString&) override; + virtual QString getLogData() override; + virtual void locateLog() override; private: - QString _logData; QString _fileName; - QMutex _mutex; - + friend class FilePersistThread; }; + + #endif // hifi_FileLogger_h diff --git a/interface/src/InterfaceActionFactory.cpp b/interface/src/InterfaceActionFactory.cpp index ccff5b4dc6..dca1015ecc 100644 --- a/interface/src/InterfaceActionFactory.cpp +++ b/interface/src/InterfaceActionFactory.cpp @@ -18,16 +18,16 @@ #include "InterfaceActionFactory.h" -EntityActionPointer interfaceActionFactory(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) { +EntityActionPointer interfaceActionFactory(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) { switch (type) { case ACTION_TYPE_NONE: return nullptr; case ACTION_TYPE_OFFSET: - return (EntityActionPointer) new ObjectActionOffset(type, id, ownerEntity); + return (EntityActionPointer) new ObjectActionOffset(id, ownerEntity); case ACTION_TYPE_SPRING: - return (EntityActionPointer) new ObjectActionSpring(type, id, ownerEntity); + return (EntityActionPointer) new ObjectActionSpring(id, ownerEntity); case ACTION_TYPE_HOLD: - return (EntityActionPointer) new AvatarActionHold(type, id, ownerEntity); + return (EntityActionPointer) new AvatarActionHold(id, ownerEntity); } assert(false); @@ -35,9 +35,8 @@ EntityActionPointer interfaceActionFactory(EntityActionType type, QUuid id, Enti } -EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation, - EntityActionType type, - QUuid id, +EntityActionPointer InterfaceActionFactory::factory(EntityActionType type, + const QUuid& id, EntityItemPointer ownerEntity, QVariantMap arguments) { EntityActionPointer action = interfaceActionFactory(type, id, ownerEntity); @@ -51,9 +50,7 @@ EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation } -EntityActionPointer InterfaceActionFactory::factoryBA(EntitySimulation* simulation, - EntityItemPointer ownerEntity, - QByteArray data) { +EntityActionPointer InterfaceActionFactory::factoryBA(EntityItemPointer ownerEntity, QByteArray data) { QDataStream serializedArgumentStream(data); EntityActionType type; QUuid id; diff --git a/interface/src/InterfaceActionFactory.h b/interface/src/InterfaceActionFactory.h index 944e2fb753..2031f5c57a 100644 --- a/interface/src/InterfaceActionFactory.h +++ b/interface/src/InterfaceActionFactory.h @@ -18,13 +18,11 @@ class InterfaceActionFactory : public EntityActionFactoryInterface { public: InterfaceActionFactory() : EntityActionFactoryInterface() { } virtual ~InterfaceActionFactory() { } - virtual EntityActionPointer factory(EntitySimulation* simulation, - EntityActionType type, - QUuid id, + virtual EntityActionPointer factory(EntityActionType type, + const QUuid& id, EntityItemPointer ownerEntity, QVariantMap arguments); - virtual EntityActionPointer factoryBA(EntitySimulation* simulation, - EntityItemPointer ownerEntity, + virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data); }; diff --git a/interface/src/Util.cpp b/interface/src/Util.cpp index bf4df3f3d2..82f7d55b5d 100644 --- a/interface/src/Util.cpp +++ b/interface/src/Util.cpp @@ -21,6 +21,7 @@ #include +#include #include #include @@ -229,6 +230,43 @@ void runTimingTests() { elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC; qCDebug(interfaceapp, "vec3 assign and dot() usecs: %f, last result:%f", (double)(elapsedUsecs / numTests), (double)result); + + + quint64 BYTE_CODE_MAX_TEST_VALUE = 99999999; + quint64 BYTE_CODE_TESTS_SKIP = 999; + + QByteArray extraJunk; + const int EXTRA_JUNK_SIZE = 200; + extraJunk.append((unsigned char)255); + for (int i = 0; i < EXTRA_JUNK_SIZE; i++) { + extraJunk.append(QString("junk")); + } + + { + startTime.start(); + quint64 tests = 0; + quint64 failed = 0; + for (quint64 value = 0; value < BYTE_CODE_MAX_TEST_VALUE; value += BYTE_CODE_TESTS_SKIP) { + quint64 valueA = value; // usecTimestampNow(); + ByteCountCoded codedValueA = valueA; + QByteArray codedValueABuffer = codedValueA; + codedValueABuffer.append(extraJunk); + ByteCountCoded decodedValueA; + decodedValueA.decode(codedValueABuffer); + quint64 valueADecoded = decodedValueA; + tests++; + if (valueA != valueADecoded) { + qDebug() << "FAILED! value:" << valueA << "decoded:" << valueADecoded; + failed++; + } + + } + elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC; + qCDebug(interfaceapp) << "ByteCountCoded usecs: " << elapsedUsecs + << "per test:" << (double) (elapsedUsecs / tests) + << "tests:" << tests + << "failed:" << failed; + } } bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection, @@ -271,3 +309,39 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu } return false; } + +void runUnitTests() { + + quint64 LAST_TEST = 10; + quint64 SKIP_BY = 1; + + for (quint64 value = 0; value <= LAST_TEST; value += SKIP_BY) { + qDebug() << "value:" << value; + + ByteCountCoded codedValue = value; + + QByteArray codedValueBuffer = codedValue; + + codedValueBuffer.append((unsigned char)255); + codedValueBuffer.append(QString("junk")); + + qDebug() << "codedValueBuffer:"; + outputBufferBits((const unsigned char*)codedValueBuffer.constData(), codedValueBuffer.size()); + + ByteCountCoded valueDecoder; + size_t bytesConsumed = valueDecoder.decode(codedValueBuffer); + quint64 valueDecoded = valueDecoder; + qDebug() << "valueDecoded:" << valueDecoded; + qDebug() << "bytesConsumed:" << bytesConsumed; + + + if (value == valueDecoded) { + qDebug() << "SUCCESS!"; + } else { + qDebug() << "FAILED!"; + } + + } +} + + diff --git a/interface/src/Util.h b/interface/src/Util.h index ed05209747..d252c26bef 100644 --- a/interface/src/Util.h +++ b/interface/src/Util.h @@ -30,6 +30,7 @@ void drawText(int x, int y, float scale, float radians, int mono, void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0); void runTimingTests(); +void runUnitTests(); bool rayIntersectsSphere(const glm::vec3& rayStarting, const glm::vec3& rayNormalizedDirection, const glm::vec3& sphereCenter, float sphereRadius, float& distance); diff --git a/interface/src/audio/AudioScope.cpp b/interface/src/audio/AudioScope.cpp index 8cc27341d6..4b4e86e7f4 100644 --- a/interface/src/audio/AudioScope.cpp +++ b/interface/src/audio/AudioScope.cpp @@ -16,6 +16,9 @@ #include #include #include +#include +#include +#include #include "AudioScope.h" @@ -104,7 +107,7 @@ void AudioScope::freeScope() { } } -void AudioScope::render(int width, int height) { +void AudioScope::render(RenderArgs* renderArgs, int width, int height) { if (!_isEnabled) { return; @@ -122,24 +125,26 @@ void AudioScope::render(int width, int height) { int y = (height - (int)SCOPE_HEIGHT) / 2; int w = (int)SCOPE_WIDTH; int h = (int)SCOPE_HEIGHT; - - renderBackground(backgroundColor, x, y, w, h); - renderGrid(gridColor, x, y, w, h, gridRows, gridCols); - - renderLineStrip(_inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput); - renderLineStrip(_outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft); - renderLineStrip(_outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight); + + gpu::Batch batch; + auto geometryCache = DependencyManager::get(); + geometryCache->useSimpleDrawPipeline(batch); + auto textureCache = DependencyManager::get(); + batch.setResourceTexture(0, textureCache->getWhiteTexture()); + mat4 legacyProjection = glm::ortho(0, width, height, 0, -1000, 1000); + batch.setProjectionTransform(legacyProjection); + batch.setModelTransform(Transform()); + batch.setViewTransform(Transform()); + geometryCache->renderQuad(batch, x, y, w, h, backgroundColor); + geometryCache->renderGrid(batch, x, y, w, h, gridRows, gridCols, gridColor, _audioScopeGrid); + renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput); + renderLineStrip(batch, _outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft); + renderLineStrip(batch, _outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight); + renderArgs->_context->syncCache(); + renderArgs->_context->render(batch); } -void AudioScope::renderBackground(const glm::vec4& color, int x, int y, int width, int height) { - DependencyManager::get()->renderQuad(x, y, width, height, color); -} - -void AudioScope::renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols) { - DependencyManager::get()->renderGrid(x, y, width, height, rows, cols, color, _audioScopeGrid); -} - -void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) { +void AudioScope::renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) { int16_t sample; int16_t* samples = ((int16_t*) byteArray->data()) + offset; @@ -194,7 +199,7 @@ void AudioScope::renderLineStrip(int id, const glm::vec4& color, int x, int y, i geometryCache->updateVertices(id, points, color); - geometryCache->renderVertices(gpu::LINE_STRIP, id); + geometryCache->renderVertices(batch, gpu::LINE_STRIP, id); } int AudioScope::addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamplesPerChannel, diff --git a/interface/src/audio/AudioScope.h b/interface/src/audio/AudioScope.h index cc9367e2d5..4ff4b55c29 100644 --- a/interface/src/audio/AudioScope.h +++ b/interface/src/audio/AudioScope.h @@ -14,11 +14,14 @@ #include -#include - #include #include +#include +#include +#include + + class AudioScope : public QObject, public Dependency { Q_OBJECT SINGLETON_DEPENDENCY @@ -28,7 +31,7 @@ public: void freeScope(); void reallocateScope(int frames); - void render(int width, int height); + void render(RenderArgs* renderArgs, int width, int height); public slots: void toggle(); @@ -48,9 +51,7 @@ private slots: private: // Audio scope methods for rendering - static void renderBackground(const glm::vec4& color, int x, int y, int width, int height); - void renderGrid(const glm::vec4& color, int x, int y, int width, int height, int rows, int cols); - void renderLineStrip(int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray); + void renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray); // Audio scope methods for data acquisition int addBufferToScope(QByteArray* byteArray, int frameOffset, const int16_t* source, int sourceSamples, diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 3d4c158a0b..0dde96c7ce 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -644,7 +644,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) { glm::vec2 texCoordBottomRight(1.0f, 1.0f); gpu::Batch& batch = *renderArgs->_batch; - batch.setUniformTexture(0, _billboardTexture->getGPUTexture()); + batch.setResourceTexture(0, _billboardTexture->getGPUTexture()); DependencyManager::get()->bindSimpleProgram(batch, true); DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); diff --git a/interface/src/avatar/AvatarActionHold.cpp b/interface/src/avatar/AvatarActionHold.cpp index 918521c0da..0c5145b596 100644 --- a/interface/src/avatar/AvatarActionHold.cpp +++ b/interface/src/avatar/AvatarActionHold.cpp @@ -17,13 +17,14 @@ const uint16_t AvatarActionHold::holdVersion = 1; -AvatarActionHold::AvatarActionHold(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : - ObjectActionSpring(type, id, ownerEntity), +AvatarActionHold::AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity) : + ObjectActionSpring(id, ownerEntity), _relativePosition(glm::vec3(0.0f)), _relativeRotation(glm::quat()), _hand("right"), _mine(false) { + _type = ACTION_TYPE_HOLD; #if WANT_DEBUG qDebug() << "AvatarActionHold::AvatarActionHold"; #endif @@ -51,39 +52,32 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) { } glm::vec3 palmPosition; + glm::quat palmRotation; if (_hand == "right") { palmPosition = myAvatar->getRightPalmPosition(); + palmRotation = myAvatar->getRightPalmRotation(); } else { palmPosition = myAvatar->getLeftPalmPosition(); + palmRotation = myAvatar->getLeftPalmRotation(); } - auto rotation = myAvatar->getWorldAlignedOrientation(); + auto rotation = palmRotation * _relativeRotation; auto offset = rotation * _relativePosition; auto position = palmPosition + offset; - rotation *= _relativeRotation; unlock(); if (!tryLockForWrite()) { return; } - // check for NaNs - if (position.x != position.x || - position.y != position.y || - position.z != position.z) { - qDebug() << "AvatarActionHold::updateActionWorker -- target position includes NaN"; - return; + if (_positionalTarget != position || _rotationalTarget != rotation) { + auto ownerEntity = _ownerEntity.lock(); + if (ownerEntity) { + ownerEntity->setActionDataDirty(true); + } + _positionalTarget = position; + _rotationalTarget = rotation; } - if (rotation.x != rotation.x || - rotation.y != rotation.y || - rotation.z != rotation.z || - rotation.w != rotation.w) { - qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN"; - return; - } - - _positionalTarget = position; - _rotationalTarget = rotation; unlock(); ObjectActionSpring::updateActionWorker(deltaTimeStep); @@ -91,59 +85,51 @@ void AvatarActionHold::updateActionWorker(float deltaTimeStep) { bool AvatarActionHold::updateArguments(QVariantMap arguments) { - bool rPOk = true; + bool ok = true; glm::vec3 relativePosition = - EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", rPOk, false); - bool rROk = true; + EntityActionInterface::extractVec3Argument("hold", arguments, "relativePosition", ok, false); + if (!ok) { + relativePosition = _relativePosition; + } + + ok = true; glm::quat relativeRotation = - EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", rROk, false); - bool tSOk = true; + EntityActionInterface::extractQuatArgument("hold", arguments, "relativeRotation", ok, false); + if (!ok) { + relativeRotation = _relativeRotation; + } + + ok = true; float timeScale = - EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", tSOk, false); - bool hOk = true; + EntityActionInterface::extractFloatArgument("hold", arguments, "timeScale", ok, false); + if (!ok) { + timeScale = _linearTimeScale; + } + + ok = true; QString hand = - EntityActionInterface::extractStringArgument("hold", arguments, "hand", hOk, false); + EntityActionInterface::extractStringArgument("hold", arguments, "hand", ok, false); + if (!ok || !(hand == "left" || hand == "right")) { + hand = _hand; + } - lockForWrite(); - if (rPOk) { + if (relativePosition != _relativePosition + || relativeRotation != _relativeRotation + || timeScale != _linearTimeScale + || hand != _hand) { + lockForWrite(); _relativePosition = relativePosition; - } else { - _relativePosition = glm::vec3(0.0f, 0.0f, 1.0f); - } - - if (rROk) { _relativeRotation = relativeRotation; - } else { - _relativeRotation = glm::quat(0.0f, 0.0f, 0.0f, 1.0f); - } + const float MIN_TIMESCALE = 0.1f; + _linearTimeScale = glm::min(MIN_TIMESCALE, timeScale); + _angularTimeScale = _linearTimeScale; + _hand = hand; - if (tSOk) { - _linearTimeScale = timeScale; - _angularTimeScale = timeScale; - } else { - _linearTimeScale = 0.2f; - _angularTimeScale = 0.2f; + _mine = true; + _active = true; + activateBody(); + unlock(); } - - if (hOk) { - hand = hand.toLower(); - if (hand == "left") { - _hand = "left"; - } else if (hand == "right") { - _hand = "right"; - } else { - qDebug() << "hold action -- invalid hand argument:" << hand; - _hand = "right"; - } - } else { - _hand = "right"; - } - - _mine = true; - _positionalTargetSet = true; - _rotationalTargetSet = true; - _active = true; - unlock(); return true; } @@ -166,8 +152,7 @@ QVariantMap AvatarActionHold::getArguments() { void AvatarActionHold::deserialize(QByteArray serializedArguments) { - if (_mine) { - return; + if (!_mine) { + ObjectActionSpring::deserialize(serializedArguments); } - ObjectActionSpring::deserialize(serializedArguments); } diff --git a/interface/src/avatar/AvatarActionHold.h b/interface/src/avatar/AvatarActionHold.h index a47f1ce05d..3500b5dfa1 100644 --- a/interface/src/avatar/AvatarActionHold.h +++ b/interface/src/avatar/AvatarActionHold.h @@ -19,11 +19,9 @@ class AvatarActionHold : public ObjectActionSpring { public: - AvatarActionHold(EntityActionType type, QUuid id, EntityItemPointer ownerEntity); + AvatarActionHold(const QUuid& id, EntityItemPointer ownerEntity); virtual ~AvatarActionHold(); - virtual EntityActionType getType() { return ACTION_TYPE_HOLD; } - virtual bool updateArguments(QVariantMap arguments); virtual QVariantMap getArguments(); diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index dbd46cbfbd..944f16fd34 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -256,7 +256,6 @@ void AvatarManager::handleOutgoingChanges(VectorOfMotionStates& motionStates) { } void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) { - // TODO: expose avatar collision events to JS for (Collision collision : collisionEvents) { // TODO: Current physics uses null idA or idB for non-entities. The plan is to handle MOTIONSTATE_TYPE_AVATAR, // and then MOTIONSTATE_TYPE_MYAVATAR. As it is, this code only covers the case of my avatar (in which case one @@ -285,6 +284,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) { const float AVATAR_STRETCH_FACTOR = 1.0f; AudioInjector::playSound(collisionSoundURL, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getPosition()); + myAvatar->collisionWithEntity(collision); } } } diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index ed7d84dd24..98126c3a22 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -296,7 +296,7 @@ void Head::relaxLean(float deltaTime) { void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) { if (_renderLookatVectors) { - renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition()); + renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition()); } } @@ -324,7 +324,7 @@ glm::vec3 Head::getCorrectedLookAtPosition() { } void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) { - _isLookingAtMe = true; + _isLookingAtMe = true; _correctedLookAtPosition = correctedLookAtPosition; } diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index a208574c26..3f839d53bc 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -22,11 +22,6 @@ #include "InterfaceConfig.h" #include "world.h" -enum eyeContactTargets { - LEFT_EYE, - RIGHT_EYE, - MOUTH -}; const float EYE_EAR_GAP = 0.08f; @@ -77,6 +72,7 @@ public: const glm::vec3& getLeftEyePosition() const { return _leftEyePosition; } glm::vec3 getRightEarPosition() const { return _rightEyePosition + (getRightDirection() * EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); } glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); } + glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); } FaceModel& getFaceModel() { return _faceModel; } const FaceModel& getFaceModel() const { return _faceModel; } @@ -148,7 +144,7 @@ private: FaceModel _faceModel; glm::vec3 _correctedLookAtPosition; - + int _leftEyeLookAtID; int _rightEyeLookAtID; diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 594a8c198e..79c600b7ec 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -34,6 +34,9 @@ #include #include +#include "devices/Faceshift.h" +#include "devices/OculusManager.h" + #include "Application.h" #include "AvatarManager.h" #include "Environment.h" @@ -42,7 +45,6 @@ #include "MyAvatar.h" #include "Physics.h" #include "Recorder.h" -#include "devices/Faceshift.h" #include "Util.h" #include "InterfaceLogging.h" @@ -97,7 +99,7 @@ MyAvatar::MyAvatar() : _shouldRender(true), _billboardValid(false), _feetTouchFloor(true), - _isLookingAtLeftEye(true), + _eyeContactTarget(LEFT_EYE), _realWorldFieldOfView("realWorldFieldOfView", DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES), _firstPersonSkeletonModel(this), @@ -369,6 +371,12 @@ glm::vec3 MyAvatar::getLeftPalmPosition() { return leftHandPosition; } +glm::quat MyAvatar::getLeftPalmRotation() { + glm::quat leftRotation; + getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftRotation); + return leftRotation; +} + glm::vec3 MyAvatar::getRightPalmPosition() { glm::vec3 rightHandPosition; getSkeletonModel().getRightHandPosition(rightHandPosition); @@ -378,6 +386,12 @@ glm::vec3 MyAvatar::getRightPalmPosition() { return rightHandPosition; } +glm::quat MyAvatar::getRightPalmRotation() { + glm::quat rightRotation; + getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightRotation); + return rightRotation; +} + void MyAvatar::clearReferential() { changeReferential(NULL); } @@ -884,7 +898,6 @@ void MyAvatar::updateLookAtTargetAvatar() { const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f; const float GREATEST_LOOKING_AT_DISTANCE = 10.0f; - int howManyLookingAtMe = 0; foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get()->getAvatarHash()) { Avatar* avatar = static_cast(avatarPointer.get()); bool isCurrentTarget = avatar->getIsLookAtTarget(); @@ -897,17 +910,22 @@ void MyAvatar::updateLookAtTargetAvatar() { _targetAvatarPosition = avatarPointer->getPosition(); smallestAngleTo = angleTo; } - // Check if this avatar is looking at me, and fix their gaze on my camera if so if (Application::getInstance()->isLookingAtMyAvatar(avatar)) { - howManyLookingAtMe++; - // Have that avatar look directly at my camera - // Philip TODO: correct to look at left/right eye - if (qApp->isHMDMode()) { - avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()); - // FIXME what is the point of this? - // avatar->getHead()->setCorrectedLookAtPosition(OculusManager::getLeftEyePosition()); + // Alter their gaze to look directly at my camera; this looks more natural than looking at my avatar's face. + // Offset their gaze according to whether they're looking at one of my eyes or my mouth. + glm::vec3 gazeOffset = avatar->getHead()->getLookAtPosition() - getHead()->getEyePosition(); + const float HUMAN_EYE_SEPARATION = 0.065f; + float myEyeSeparation = glm::length(getHead()->getLeftEyePosition() - getHead()->getRightEyePosition()); + gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation; + + if (Application::getInstance()->isHMDMode()) { + //avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getCamera()->getPosition() + // + OculusManager::getMidEyePosition() + gazeOffset); + avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition() + + OculusManager::getMidEyePosition() + gazeOffset); } else { - avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()); + avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition() + + gazeOffset); } } else { avatar->getHead()->clearCorrectedLookAtPosition(); @@ -924,12 +942,24 @@ void MyAvatar::clearLookAtTargetAvatar() { _lookAtTargetAvatar.reset(); } -bool MyAvatar::isLookingAtLeftEye() { - float const CHANCE_OF_CHANGING_EYE = 0.01f; - if (randFloat() < CHANCE_OF_CHANGING_EYE) { - _isLookingAtLeftEye = !_isLookingAtLeftEye; +eyeContactTarget MyAvatar::getEyeContactTarget() { + float const CHANCE_OF_CHANGING_TARGET = 0.01f; + if (randFloat() < CHANCE_OF_CHANGING_TARGET) { + float const FIFTY_FIFTY_CHANCE = 0.5f; + switch (_eyeContactTarget) { + case LEFT_EYE: + _eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? MOUTH : RIGHT_EYE; + break; + case RIGHT_EYE: + _eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? LEFT_EYE : MOUTH; + break; + case MOUTH: + _eyeContactTarget = (randFloat() < FIFTY_FIFTY_CHANCE) ? RIGHT_EYE : LEFT_EYE; + break; + } } - return _isLookingAtLeftEye; + + return _eyeContactTarget; } glm::vec3 MyAvatar::getDefaultEyePosition() const { diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 8410665ed5..34dfcad2ad 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -19,6 +19,12 @@ class ModelItemID; +enum eyeContactTarget { + LEFT_EYE, + RIGHT_EYE, + MOUTH +}; + class MyAvatar : public Avatar { Q_OBJECT Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally) @@ -94,7 +100,7 @@ public: bool isMyAvatar() const { return true; } - bool isLookingAtLeftEye(); + eyeContactTarget getEyeContactTarget(); virtual int parseDataAtOffset(const QByteArray& packet, int offset); @@ -189,10 +195,12 @@ public slots: void setThrust(glm::vec3 newThrust) { _thrust = newThrust; } void updateMotionBehavior(); - + glm::vec3 getLeftPalmPosition(); + glm::quat getLeftPalmRotation(); glm::vec3 getRightPalmPosition(); - + glm::quat getRightPalmRotation(); + void clearReferential(); bool setModelReferential(const QUuid& id); bool setJointReferential(const QUuid& id, int jointIndex); @@ -209,6 +217,7 @@ public slots: signals: void transformChanged(); void newCollisionSoundURL(const QUrl& url); + void collisionWithEntity(const Collision& collision); private: @@ -251,7 +260,7 @@ private: QList _animationHandles; bool _feetTouchFloor; - bool _isLookingAtLeftEye; + eyeContactTarget _eyeContactTarget; RecorderPointer _recorder; diff --git a/interface/src/ui/ApplicationCompositor.cpp b/interface/src/ui/ApplicationCompositor.cpp index 7221c9b693..46aaea013d 100644 --- a/interface/src/ui/ApplicationCompositor.cpp +++ b/interface/src/ui/ApplicationCompositor.cpp @@ -179,11 +179,12 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI _cursors[iconId] = DependencyManager::get()-> getImageTexture(iconPath); } - batch.setUniformTexture(0, _cursors[iconId]); + batch.setResourceTexture(0, _cursors[iconId]); } // Draws the FBO texture for the screen void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); if (_alpha == 0.0f) { return; } @@ -253,6 +254,7 @@ vec2 getPolarCoordinates(const PalmData& palm) { // Draws the FBO texture for Oculus rift. void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int eye) { + PROFILE_RANGE(__FUNCTION__); if (_alpha == 0.0f) { return; } diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index e7d220893f..9f742093ee 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -74,6 +74,7 @@ ApplicationOverlay::~ApplicationOverlay() { // Renders the overlays either to a texture or to the screen void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); CHECK_GL_ERROR(); PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()"); @@ -98,6 +99,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) { } void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); if (_uiTexture) { gpu::Batch batch; auto geometryCache = DependencyManager::get(); @@ -112,6 +114,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) { } void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); glm::vec2 size = qApp->getCanvasSize(); mat4 legacyProjection = glm::ortho(0, size.x, size.y, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP); @@ -129,11 +132,12 @@ void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) { emit qApp->renderingOverlay(); qApp->getOverlays().renderHUD(renderArgs); + DependencyManager::get()->render(renderArgs, _overlayFramebuffer->size().width(), _overlayFramebuffer->size().height()); + glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); - renderArgs->_context->syncCache(); fboViewport(_overlayFramebuffer); } @@ -196,7 +200,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr geometryCache->useSimpleDrawPipeline(batch); batch.setProjectionTransform(mat4()); batch.setModelTransform(mat4()); - batch.setUniformTexture(0, DependencyManager::get()->getWhiteTexture()); + batch.setResourceTexture(0, DependencyManager::get()->getWhiteTexture()); batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH); // TODO animate the disconnect border for some excitement while not connected? @@ -219,6 +223,7 @@ GLuint ApplicationOverlay::getOverlayTexture() { } void ApplicationOverlay::buildFramebufferObject() { + PROFILE_RANGE(__FUNCTION__); QSize fboSize = qApp->getDeviceSize(); if (_overlayFramebuffer && fboSize == _overlayFramebuffer->size()) { // Already built diff --git a/interface/src/ui/overlays/BillboardOverlay.cpp b/interface/src/ui/overlays/BillboardOverlay.cpp index 988223765a..1bf4f2a9c7 100644 --- a/interface/src/ui/overlays/BillboardOverlay.cpp +++ b/interface/src/ui/overlays/BillboardOverlay.cpp @@ -87,12 +87,12 @@ void BillboardOverlay::render(RenderArgs* args) { transform.postScale(glm::vec3(getDimensions(), 1.0f)); batch->setModelTransform(transform); - batch->setUniformTexture(0, _texture->getGPUTexture()); + batch->setResourceTexture(0, _texture->getGPUTexture()); DependencyManager::get()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha)); - batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me + batch->setResourceTexture(0, args->_whiteTexture); // restore default white color after me } } diff --git a/interface/src/ui/overlays/ImageOverlay.cpp b/interface/src/ui/overlays/ImageOverlay.cpp index 399e8a459a..7a0c3c00c3 100644 --- a/interface/src/ui/overlays/ImageOverlay.cpp +++ b/interface/src/ui/overlays/ImageOverlay.cpp @@ -75,44 +75,44 @@ void ImageOverlay::render(RenderArgs* args) { glm::vec2 topLeft(left, top); glm::vec2 bottomRight(right, bottom); - float imageWidth = _texture->getWidth(); - float imageHeight = _texture->getHeight(); - // if for some reason our image is not over 0 width or height, don't attempt to render the image - if (_renderImage && imageWidth > 0 && imageHeight > 0) { + if (_renderImage) { + float imageWidth = _texture->getWidth(); + float imageHeight = _texture->getHeight(); + if (imageWidth > 0 && imageHeight > 0) { + QRect fromImage; + if (_wantClipFromImage) { + float scaleX = imageWidth / _texture->getOriginalWidth(); + float scaleY = imageHeight / _texture->getOriginalHeight(); - QRect fromImage; - if (_wantClipFromImage) { - float scaleX = imageWidth / _texture->getOriginalWidth(); - float scaleY = imageHeight / _texture->getOriginalHeight(); + fromImage.setX(scaleX * _fromImage.x()); + fromImage.setY(scaleY * _fromImage.y()); + fromImage.setWidth(scaleX * _fromImage.width()); + fromImage.setHeight(scaleY * _fromImage.height()); + } + else { + fromImage.setX(0); + fromImage.setY(0); + fromImage.setWidth(imageWidth); + fromImage.setHeight(imageHeight); + } - fromImage.setX(scaleX * _fromImage.x()); - fromImage.setY(scaleY * _fromImage.y()); - fromImage.setWidth(scaleX * _fromImage.width()); - fromImage.setHeight(scaleY * _fromImage.height()); + float x = fromImage.x() / imageWidth; + float y = fromImage.y() / imageHeight; + float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure + float h = fromImage.height() / imageHeight; + + glm::vec2 texCoordTopLeft(x, y); + glm::vec2 texCoordBottomRight(x + w, y + h); + + DependencyManager::get()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor); } else { - fromImage.setX(0); - fromImage.setY(0); - fromImage.setWidth(imageWidth); - fromImage.setHeight(imageHeight); + DependencyManager::get()->renderQuad(topLeft, bottomRight, quadColor); } - - float x = fromImage.x() / imageWidth; - float y = fromImage.y() / imageHeight; - float w = fromImage.width() / imageWidth; // ?? is this what we want? not sure - float h = fromImage.height() / imageHeight; - - glm::vec2 texCoordTopLeft(x, y); - glm::vec2 texCoordBottomRight(x + w, y + h); - - DependencyManager::get()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, quadColor); + glDisable(GL_TEXTURE_2D); } else { DependencyManager::get()->renderQuad(topLeft, bottomRight, quadColor); } - - if (_renderImage) { - glDisable(GL_TEXTURE_2D); - } } void ImageOverlay::setProperties(const QScriptValue& properties) { diff --git a/interface/src/ui/overlays/Overlays.cpp b/interface/src/ui/overlays/Overlays.cpp index fb0a095e13..db1bc2185a 100644 --- a/interface/src/ui/overlays/Overlays.cpp +++ b/interface/src/ui/overlays/Overlays.cpp @@ -96,6 +96,7 @@ void Overlays::cleanupOverlaysToDelete() { } void Overlays::renderHUD(RenderArgs* renderArgs) { + PROFILE_RANGE(__FUNCTION__); QReadLocker lock(&_lock); gpu::Batch batch; renderArgs->_batch = &batch; diff --git a/libraries/animation/src/AnimationLoop.cpp b/libraries/animation/src/AnimationLoop.cpp index e60df1eaf9..43e049f851 100644 --- a/libraries/animation/src/AnimationLoop.cpp +++ b/libraries/animation/src/AnimationLoop.cpp @@ -84,14 +84,14 @@ void AnimationLoop::setStartAutomatically(bool startAutomatically) { } void AnimationLoop::setRunning(bool running) { - if (_running == running) { + // don't do anything if the new value is the same as the value we already have + if (_running != running) { + _running = running; + + // If we just set running to true, then also reset the frame to the first frame if (running) { // move back to the beginning _frameIndex = _firstFrame; } - return; - } - if ((_running = running)) { - _frameIndex = _firstFrame; } } diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.cpp b/libraries/entities-renderer/src/EntityTreeRenderer.cpp index 03d88200c5..11d24c6d9d 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.cpp +++ b/libraries/entities-renderer/src/EntityTreeRenderer.cpp @@ -802,6 +802,8 @@ void EntityTreeRenderer::connectSignalsToSlots(EntityScriptingInterface* entityS connect(this, &EntityTreeRenderer::enterEntity, entityScriptingInterface, &EntityScriptingInterface::enterEntity); connect(this, &EntityTreeRenderer::leaveEntity, entityScriptingInterface, &EntityScriptingInterface::leaveEntity); connect(this, &EntityTreeRenderer::collisionWithEntity, entityScriptingInterface, &EntityScriptingInterface::collisionWithEntity); + + connect(&(*DependencyManager::get()), &SceneScriptingInterface::shouldRenderEntitiesChanged, this, &EntityTreeRenderer::updateEntityRenderStatus, Qt::QueuedConnection); } QScriptValueList EntityTreeRenderer::createMouseEventArgs(const EntityItemID& entityID, QMouseEvent* event, unsigned int deviceID) { @@ -1152,3 +1154,17 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons entityScriptB.property("collisionWithEntity").call(entityScriptA, args); } } + +void EntityTreeRenderer::updateEntityRenderStatus(bool shouldRenderEntities) { + if (DependencyManager::get()->shouldRenderEntities()) { + for (auto entityID : _entityIDsLastInScene) { + addingEntity(entityID); + } + _entityIDsLastInScene.clear(); + } else { + _entityIDsLastInScene = _entitiesInScene.keys(); + for (auto entityID : _entityIDsLastInScene) { + deletingEntity(entityID); + } + } +} diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.h b/libraries/entities-renderer/src/EntityTreeRenderer.h index bd6044516f..28a6a3172c 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.h +++ b/libraries/entities-renderer/src/EntityTreeRenderer.h @@ -90,6 +90,9 @@ public: virtual void scriptContentsAvailable(const QUrl& url, const QString& scriptContents); virtual void errorInLoadingScript(const QUrl& url); + // For Scene.shouldRenderEntities + QList& getEntitiesLastInScene() { return _entityIDsLastInScene; } + signals: void mousePressOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId); void mouseMoveOnEntity(const RayToEntityIntersectionResult& entityItemID, const QMouseEvent* event, unsigned int deviceId); @@ -112,6 +115,7 @@ public slots: void deletingEntity(const EntityItemID& entityID); void entitySciptChanging(const EntityItemID& entityID, const bool reload); void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision); + void updateEntityRenderStatus(bool shouldRenderEntities); // optional slots that can be wired to menu items void setDisplayElementChildProxies(bool value) { _displayElementChildProxies = value; } @@ -188,6 +192,8 @@ private: int _previousStageDay; QHash _entitiesInScene; + // For Scene.shouldRenderEntities + QList _entityIDsLastInScene; }; diff --git a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp index ae1c97f07f..85b7bafc78 100644 --- a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp @@ -161,6 +161,7 @@ namespace render { template <> void payloadRender(const RenderableModelEntityItemMeta::Pointer& payload, RenderArgs* args) { if (args) { if (payload && payload->entity) { + PROFILE_RANGE("MetaModelRender"); payload->entity->render(args); } } diff --git a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp index d00728a9eb..2eb95d1bef 100644 --- a/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp @@ -50,7 +50,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) { Q_ASSERT(args->_batch); gpu::Batch& batch = *args->_batch; if (textured) { - batch.setUniformTexture(0, _texture->getGPUTexture()); + batch.setResourceTexture(0, _texture->getGPUTexture()); } batch.setModelTransform(getTransformToCenter()); DependencyManager::get()->bindSimpleProgram(batch, textured); diff --git a/libraries/entities/src/EntityActionFactoryInterface.h b/libraries/entities/src/EntityActionFactoryInterface.h index 5269405d55..adff1a53ba 100644 --- a/libraries/entities/src/EntityActionFactoryInterface.h +++ b/libraries/entities/src/EntityActionFactoryInterface.h @@ -23,13 +23,11 @@ class EntityActionFactoryInterface : public QObject, public Dependency { public: EntityActionFactoryInterface() { } virtual ~EntityActionFactoryInterface() { } - virtual EntityActionPointer factory(EntitySimulation* simulation, - EntityActionType type, - QUuid id, + virtual EntityActionPointer factory(EntityActionType type, + const QUuid& id, EntityItemPointer ownerEntity, QVariantMap arguments) { assert(false); return nullptr; } - virtual EntityActionPointer factoryBA(EntitySimulation* simulation, - EntityItemPointer ownerEntity, + virtual EntityActionPointer factoryBA(EntityItemPointer ownerEntity, QByteArray data) { assert(false); return nullptr; } }; diff --git a/libraries/entities/src/EntityActionInterface.cpp b/libraries/entities/src/EntityActionInterface.cpp index 2b723d4e15..ba7f3afea4 100644 --- a/libraries/entities/src/EntityActionInterface.cpp +++ b/libraries/entities/src/EntityActionInterface.cpp @@ -127,21 +127,21 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian qDebug() << objectName << "requires argument:" << argumentName; } ok = false; - return glm::vec3(); + return glm::vec3(0.0f); } QVariant resultV = arguments[argumentName]; if (resultV.type() != (QVariant::Type) QMetaType::QVariantMap) { qDebug() << objectName << "argument" << argumentName << "must be a map"; ok = false; - return glm::vec3(); + return glm::vec3(0.0f); } QVariantMap resultVM = resultV.toMap(); if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) { - qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z"; + qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z"; ok = false; - return glm::vec3(); + return glm::vec3(0.0f); } QVariant xV = resultVM["x"]; @@ -155,9 +155,15 @@ glm::vec3 EntityActionInterface::extractVec3Argument(QString objectName, QVarian float y = yV.toFloat(&yOk); float z = zV.toFloat(&zOk); if (!xOk || !yOk || !zOk) { - qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z and values of type float."; + qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, and z of type float."; ok = false; - return glm::vec3(); + return glm::vec3(0.0f); + } + + if (x != x || y != y || z != z) { + // at least one of the values is NaN + ok = false; + return glm::vec3(0.0f); } return glm::vec3(x, y, z); @@ -181,8 +187,8 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian } QVariantMap resultVM = resultV.toMap(); - if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z")) { - qDebug() << objectName << "argument" << argumentName << "must be a map with keys of x, y, z"; + if (!resultVM.contains("x") || !resultVM.contains("y") || !resultVM.contains("z") || !resultVM.contains("w")) { + qDebug() << objectName << "argument" << argumentName << "must be a map with keys: x, y, z, and w"; ok = false; return glm::quat(); } @@ -202,12 +208,18 @@ glm::quat EntityActionInterface::extractQuatArgument(QString objectName, QVarian float w = wV.toFloat(&wOk); if (!xOk || !yOk || !zOk || !wOk) { qDebug() << objectName << "argument" << argumentName - << "must be a map with keys of x, y, z, w and values of type float."; + << "must be a map with keys: x, y, z, and w of type float."; ok = false; return glm::quat(); } - return glm::quat(w, x, y, z); + if (x != x || y != y || z != z || w != w) { + // at least one of the components is NaN! + ok = false; + return glm::quat(); + } + + return glm::normalize(glm::quat(w, x, y, z)); } float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMap arguments, @@ -224,7 +236,7 @@ float EntityActionInterface::extractFloatArgument(QString objectName, QVariantMa bool vOk = true; float v = vV.toFloat(&vOk); - if (!vOk) { + if (!vOk || v != v) { ok = false; return 0.0f; } diff --git a/libraries/entities/src/EntityActionInterface.h b/libraries/entities/src/EntityActionInterface.h index 5693e1fb6f..a4f1c8ea15 100644 --- a/libraries/entities/src/EntityActionInterface.h +++ b/libraries/entities/src/EntityActionInterface.h @@ -29,10 +29,10 @@ enum EntityActionType { class EntityActionInterface { public: - EntityActionInterface() { } + EntityActionInterface(EntityActionType type, const QUuid& id) : _id(id), _type(type) { } virtual ~EntityActionInterface() { } - virtual const QUuid& getID() const = 0; - virtual EntityActionType getType() { assert(false); return ACTION_TYPE_NONE; } + const QUuid& getID() const { return _id; } + EntityActionType getType() const { return _type; } virtual void removeFromSimulation(EntitySimulation* simulation) const = 0; virtual EntityItemWeakPointer getOwnerEntity() const = 0; @@ -40,7 +40,7 @@ public: virtual bool updateArguments(QVariantMap arguments) = 0; virtual QVariantMap getArguments() = 0; - virtual QByteArray serialize() = 0; + virtual QByteArray serialize() const = 0; virtual void deserialize(QByteArray serializedArguments) = 0; static EntityActionType actionTypeFromString(QString actionTypeString); @@ -68,6 +68,8 @@ protected: static QString extractStringArgument(QString objectName, QVariantMap arguments, QString argumentName, bool& ok, bool required = true); + QUuid _id; + EntityActionType _type; }; diff --git a/libraries/entities/src/EntityItem.cpp b/libraries/entities/src/EntityItem.cpp index 6c27152a97..024e54dbaa 100644 --- a/libraries/entities/src/EntityItem.cpp +++ b/libraries/entities/src/EntityItem.cpp @@ -12,9 +12,11 @@ #include "EntityItem.h" #include +#include #include +#include #include #include #include @@ -354,50 +356,78 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef // ~27-35 bytes... const int MINIMUM_HEADER_BYTES = 27; - int bytesRead = 0; if (bytesLeftToRead < MINIMUM_HEADER_BYTES) { return 0; } + int clockSkew = args.sourceNode ? args.sourceNode->getClockSkewUsec() : 0; + + BufferParser parser(data, bytesLeftToRead); + +#ifdef DEBUG +#define VALIDATE_ENTITY_ITEM_PARSER 1 +#endif + +#ifdef VALIDATE_ENTITY_ITEM_PARSER + int bytesRead = 0; int originalLength = bytesLeftToRead; // TODO: figure out a way to avoid the big deep copy below. QByteArray originalDataBuffer((const char*)data, originalLength); // big deep copy! - - int clockSkew = args.sourceNode ? args.sourceNode->getClockSkewUsec() : 0; - const unsigned char* dataAt = data; +#endif // id - QByteArray encodedID = originalDataBuffer.mid(bytesRead, NUM_BYTES_RFC4122_UUID); // maximum possible size - _id = QUuid::fromRfc4122(encodedID); - dataAt += encodedID.size(); - bytesRead += encodedID.size(); - + parser.readUuid(_id); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + QByteArray encodedID = originalDataBuffer.mid(bytesRead, NUM_BYTES_RFC4122_UUID); // maximum possible size + QUuid id = QUuid::fromRfc4122(encodedID); + dataAt += encodedID.size(); + bytesRead += encodedID.size(); + Q_ASSERT(id == _id); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + // type + parser.readCompressedCount((quint32&)_type); +#ifdef VALIDATE_ENTITY_ITEM_PARSER QByteArray encodedType = originalDataBuffer.mid(bytesRead); // maximum possible size ByteCountCoded typeCoder = encodedType; encodedType = typeCoder; // determine true length dataAt += encodedType.size(); bytesRead += encodedType.size(); quint32 type = typeCoder; - _type = (EntityTypes::EntityType)type; + EntityTypes::EntityType oldType = (EntityTypes::EntityType)type; + Q_ASSERT(oldType == _type); + Q_ASSERT(parser.offset() == bytesRead); +#endif bool overwriteLocalData = true; // assume the new content overwrites our local data + quint64 now = usecTimestampNow(); // _created - quint64 createdFromBuffer = 0; - memcpy(&createdFromBuffer, dataAt, sizeof(createdFromBuffer)); - dataAt += sizeof(createdFromBuffer); - bytesRead += sizeof(createdFromBuffer); - - quint64 now = usecTimestampNow(); - if (_created == UNKNOWN_CREATED_TIME) { - // we don't yet have a _created timestamp, so we accept this one - createdFromBuffer -= clockSkew; - if (createdFromBuffer > now || createdFromBuffer == UNKNOWN_CREATED_TIME) { - createdFromBuffer = now; + { + quint64 createdFromBuffer = 0; + parser.readValue(createdFromBuffer); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + quint64 createdFromBuffer2 = 0; + memcpy(&createdFromBuffer2, dataAt, sizeof(createdFromBuffer2)); + dataAt += sizeof(createdFromBuffer2); + bytesRead += sizeof(createdFromBuffer2); + Q_ASSERT(createdFromBuffer2 == createdFromBuffer); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + if (_created == UNKNOWN_CREATED_TIME) { + // we don't yet have a _created timestamp, so we accept this one + createdFromBuffer -= clockSkew; + if (createdFromBuffer > now || createdFromBuffer == UNKNOWN_CREATED_TIME) { + createdFromBuffer = now; + } + _created = createdFromBuffer; } - _created = createdFromBuffer; } #ifdef WANT_DEBUG @@ -417,15 +447,21 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef #endif quint64 lastEditedFromBuffer = 0; - quint64 lastEditedFromBufferAdjusted = 0; // TODO: we could make this encoded as a delta from _created // _lastEdited - memcpy(&lastEditedFromBuffer, dataAt, sizeof(lastEditedFromBuffer)); - dataAt += sizeof(lastEditedFromBuffer); - bytesRead += sizeof(lastEditedFromBuffer); - lastEditedFromBufferAdjusted = lastEditedFromBuffer - clockSkew; - + parser.readValue(lastEditedFromBuffer); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + quint64 lastEditedFromBuffer2 = 0; + memcpy(&lastEditedFromBuffer2, dataAt, sizeof(lastEditedFromBuffer2)); + dataAt += sizeof(lastEditedFromBuffer2); + bytesRead += sizeof(lastEditedFromBuffer2); + Q_ASSERT(lastEditedFromBuffer2 == lastEditedFromBuffer); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + quint64 lastEditedFromBufferAdjusted = lastEditedFromBuffer - clockSkew; if (lastEditedFromBufferAdjusted > now) { lastEditedFromBufferAdjusted = now; } @@ -487,9 +523,21 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef } // last updated is stored as ByteCountCoded delta from lastEdited - QByteArray encodedUpdateDelta = originalDataBuffer.mid(bytesRead); // maximum possible size - ByteCountCoded updateDeltaCoder = encodedUpdateDelta; - quint64 updateDelta = updateDeltaCoder; + quint64 updateDelta; + parser.readCompressedCount(updateDelta); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + QByteArray encodedUpdateDelta = originalDataBuffer.mid(bytesRead); // maximum possible size + ByteCountCoded updateDeltaCoder = encodedUpdateDelta; + quint64 updateDelta2 = updateDeltaCoder; + Q_ASSERT(updateDelta == updateDelta2); + encodedUpdateDelta = updateDeltaCoder; // determine true length + dataAt += encodedUpdateDelta.size(); + bytesRead += encodedUpdateDelta.size(); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + if (overwriteLocalData) { _lastUpdated = lastEditedFromBufferAdjusted + updateDelta; // don't adjust for clock skew since we already did that #ifdef WANT_DEBUG @@ -499,17 +547,25 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef #endif } - encodedUpdateDelta = updateDeltaCoder; // determine true length - dataAt += encodedUpdateDelta.size(); - bytesRead += encodedUpdateDelta.size(); - // Newer bitstreams will have a last simulated and a last updated value quint64 lastSimulatedFromBufferAdjusted = now; if (args.bitstreamVersion >= VERSION_ENTITIES_HAS_LAST_SIMULATED_TIME) { // last simulated is stored as ByteCountCoded delta from lastEdited - QByteArray encodedSimulatedDelta = originalDataBuffer.mid(bytesRead); // maximum possible size - ByteCountCoded simulatedDeltaCoder = encodedSimulatedDelta; - quint64 simulatedDelta = simulatedDeltaCoder; + quint64 simulatedDelta; + parser.readCompressedCount(simulatedDelta); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + QByteArray encodedSimulatedDelta = originalDataBuffer.mid(bytesRead); // maximum possible size + ByteCountCoded simulatedDeltaCoder = encodedSimulatedDelta; + quint64 simulatedDelta2 = simulatedDeltaCoder; + Q_ASSERT(simulatedDelta2 == simulatedDelta); + encodedSimulatedDelta = simulatedDeltaCoder; // determine true length + dataAt += encodedSimulatedDelta.size(); + bytesRead += encodedSimulatedDelta.size(); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + if (overwriteLocalData) { lastSimulatedFromBufferAdjusted = lastEditedFromBufferAdjusted + simulatedDelta; // don't adjust for clock skew since we already did that if (lastSimulatedFromBufferAdjusted > now) { @@ -521,9 +577,6 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef qCDebug(entities) << " lastSimulatedFromBufferAdjusted:" << debugTime(lastSimulatedFromBufferAdjusted, now); #endif } - encodedSimulatedDelta = simulatedDeltaCoder; // determine true length - dataAt += encodedSimulatedDelta.size(); - bytesRead += encodedSimulatedDelta.size(); } #ifdef WANT_DEBUG @@ -537,10 +590,26 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef // Property Flags - QByteArray encodedPropertyFlags = originalDataBuffer.mid(bytesRead); // maximum possible size - EntityPropertyFlags propertyFlags = encodedPropertyFlags; - dataAt += propertyFlags.getEncodedLength(); - bytesRead += propertyFlags.getEncodedLength(); + EntityPropertyFlags propertyFlags; + parser.readFlags(propertyFlags); +#ifdef VALIDATE_ENTITY_ITEM_PARSER + { + QByteArray encodedPropertyFlags = originalDataBuffer.mid(bytesRead); // maximum possible size + EntityPropertyFlags propertyFlags2 = encodedPropertyFlags; + dataAt += propertyFlags.getEncodedLength(); + bytesRead += propertyFlags.getEncodedLength(); + Q_ASSERT(propertyFlags2 == propertyFlags); + Q_ASSERT(parser.offset() == bytesRead); + } +#endif + +#ifdef VALIDATE_ENTITY_ITEM_PARSER + Q_ASSERT(parser.data() + parser.offset() == dataAt); +#else + const unsigned char* dataAt = parser.data() + parser.offset(); + int bytesRead = parser.offset(); +#endif + if (args.bitstreamVersion >= VERSION_ENTITIES_HAVE_SIMULATION_OWNER_AND_ACTIONS_OVER_WIRE) { // pack SimulationOwner and terse update properties near each other @@ -549,6 +618,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef // even when we would otherwise ignore the rest of the packet. if (propertyFlags.getHasProperty(PROP_SIMULATION_OWNER)) { + QByteArray simOwnerData; int bytes = OctreePacketData::unpackDataFromBytes(dataAt, simOwnerData); SimulationOwner newSimOwner; @@ -1419,20 +1489,22 @@ void EntityItem::clearSimulationOwnership() { } + bool EntityItem::addAction(EntitySimulation* simulation, EntityActionPointer action) { + lockForWrite(); checkWaitingToRemove(simulation); - if (!checkWaitingActionData(simulation)) { - return false; - } bool result = addActionInternal(simulation, action); if (!result) { - removeAction(simulation, action->getID()); + removeActionInternal(action->getID()); } + + unlock(); return result; } bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPointer action) { + assertLocked(); assert(action); assert(simulation); auto actionOwnerEntity = action->getOwnerEntity().lock(); @@ -1448,41 +1520,44 @@ bool EntityItem::addActionInternal(EntitySimulation* simulation, EntityActionPoi QByteArray newDataCache = serializeActions(success); if (success) { _allActionsDataCache = newDataCache; + _dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION; } return success; } bool EntityItem::updateAction(EntitySimulation* simulation, const QUuid& actionID, const QVariantMap& arguments) { + lockForWrite(); checkWaitingToRemove(simulation); - if (!checkWaitingActionData(simulation)) { - return false; - } if (!_objectActions.contains(actionID)) { + unlock(); return false; } EntityActionPointer action = _objectActions[actionID]; - bool success = action->updateArguments(arguments); + bool success = action->updateArguments(arguments); if (success) { _allActionsDataCache = serializeActions(success); + _dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION; } else { qDebug() << "EntityItem::updateAction failed"; } + unlock(); return success; } bool EntityItem::removeAction(EntitySimulation* simulation, const QUuid& actionID) { + lockForWrite(); checkWaitingToRemove(simulation); - if (!checkWaitingActionData(simulation)) { - return false;; - } - return removeActionInternal(actionID); + bool success = removeActionInternal(actionID); + unlock(); + return success; } bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* simulation) { + assertWriteLocked(); if (_objectActions.contains(actionID)) { if (!simulation) { EntityTree* entityTree = _element ? _element->getTree() : nullptr; @@ -1499,13 +1574,14 @@ bool EntityItem::removeActionInternal(const QUuid& actionID, EntitySimulation* s bool success = true; _allActionsDataCache = serializeActions(success); + _dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION; return success; } return false; } bool EntityItem::clearActions(EntitySimulation* simulation) { - _waitingActionData.clear(); + lockForWrite(); QHash::iterator i = _objectActions.begin(); while (i != _objectActions.end()) { const QUuid id = i.key(); @@ -1514,85 +1590,85 @@ bool EntityItem::clearActions(EntitySimulation* simulation) { action->setOwnerEntity(nullptr); action->removeFromSimulation(simulation); } + // empty _serializedActions means no actions for the EntityItem _actionsToRemove.clear(); _allActionsDataCache.clear(); + _dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION; + unlock(); return true; } -bool EntityItem::deserializeActions(QByteArray allActionsData, EntitySimulation* simulation) const { - bool success = true; - QVector serializedActions; - if (allActionsData.size() > 0) { - QDataStream serializedActionsStream(allActionsData); - serializedActionsStream >> serializedActions; + +void EntityItem::deserializeActions() { + assertUnlocked(); + lockForWrite(); + deserializeActionsInternal(); + unlock(); +} + + +void EntityItem::deserializeActionsInternal() { + assertWriteLocked(); + + if (!_element) { + return; } // Keep track of which actions got added or updated by the new actionData - QSet updated; EntityTree* entityTree = _element ? _element->getTree() : nullptr; - if (!simulation) { - simulation = entityTree ? entityTree->getSimulation() : nullptr; + assert(entityTree); + EntitySimulation* simulation = entityTree ? entityTree->getSimulation() : nullptr; + assert(simulation); + + QVector serializedActions; + if (_allActionsDataCache.size() > 0) { + QDataStream serializedActionsStream(_allActionsDataCache); + serializedActionsStream >> serializedActions; } - if (simulation && entityTree) { - foreach(QByteArray serializedAction, serializedActions) { - QDataStream serializedActionStream(serializedAction); - EntityActionType actionType; - QUuid actionID; - serializedActionStream >> actionType; - serializedActionStream >> actionID; - updated << actionID; + QSet updated; - if (_objectActions.contains(actionID)) { - EntityActionPointer action = _objectActions[actionID]; - // TODO: make sure types match? there isn't currently a way to - // change the type of an existing action. - action->deserialize(serializedAction); - } else { - auto actionFactory = DependencyManager::get(); - if (simulation) { - EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id); - EntityActionPointer action = actionFactory->factoryBA(simulation, entity, serializedAction); - if (action) { - entity->addActionInternal(simulation, action); - } - } else { - // we can't yet add the action. This method will be called later. - success = false; - } + foreach(QByteArray serializedAction, serializedActions) { + QDataStream serializedActionStream(serializedAction); + EntityActionType actionType; + QUuid actionID; + serializedActionStream >> actionType; + serializedActionStream >> actionID; + updated << actionID; + + if (_objectActions.contains(actionID)) { + EntityActionPointer action = _objectActions[actionID]; + // TODO: make sure types match? there isn't currently a way to + // change the type of an existing action. + action->deserialize(serializedAction); + } else { + auto actionFactory = DependencyManager::get(); + + // EntityItemPointer entity = entityTree->findEntityByEntityItemID(_id, false); + EntityItemPointer entity = shared_from_this(); + EntityActionPointer action = actionFactory->factoryBA(entity, serializedAction); + if (action) { + entity->addActionInternal(simulation, action); } } + } - // remove any actions that weren't included in the new data. - QHash::const_iterator i = _objectActions.begin(); - while (i != _objectActions.end()) { - const QUuid id = i.key(); - if (!updated.contains(id)) { - _actionsToRemove << id; - } - i++; + // remove any actions that weren't included in the new data. + QHash::const_iterator i = _objectActions.begin(); + while (i != _objectActions.end()) { + QUuid id = i.key(); + if (!updated.contains(id)) { + _actionsToRemove << id; } - } else { - // no simulation - success = false; + i++; } - return success; -} - -bool EntityItem::checkWaitingActionData(EntitySimulation* simulation) const { - if (_waitingActionData.size() == 0) { - return true; - } - bool success = deserializeActions(_waitingActionData, simulation); - if (success) { - _waitingActionData.clear(); - } - return success; + return; } void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) { + assertLocked(); foreach(QUuid actionID, _actionsToRemove) { removeActionInternal(actionID, simulation); } @@ -1600,21 +1676,22 @@ void EntityItem::checkWaitingToRemove(EntitySimulation* simulation) { } void EntityItem::setActionData(QByteArray actionData) { + assertUnlocked(); + lockForWrite(); + setActionDataInternal(actionData); + unlock(); +} + +void EntityItem::setActionDataInternal(QByteArray actionData) { + assertWriteLocked(); checkWaitingToRemove(); - bool success = deserializeActions(actionData); _allActionsDataCache = actionData; - if (success) { - _waitingActionData.clear(); - } else { - _waitingActionData = actionData; - } + deserializeActionsInternal(); } QByteArray EntityItem::serializeActions(bool& success) const { + assertLocked(); QByteArray result; - if (!checkWaitingActionData()) { - return _waitingActionData; - } if (_objectActions.size() == 0) { success = true; @@ -1643,21 +1720,132 @@ QByteArray EntityItem::serializeActions(bool& success) const { return result; } -const QByteArray EntityItem::getActionData() const { +const QByteArray EntityItem::getActionDataInternal() const { + if (_actionDataDirty) { + bool success; + QByteArray newDataCache = serializeActions(success); + if (success) { + _allActionsDataCache = newDataCache; + } + _actionDataDirty = false; + } return _allActionsDataCache; } +const QByteArray EntityItem::getActionData() const { + assertUnlocked(); + lockForRead(); + auto result = getActionDataInternal(); + unlock(); + return result; +} + QVariantMap EntityItem::getActionArguments(const QUuid& actionID) const { QVariantMap result; - - if (!checkWaitingActionData()) { - return result; - } + lockForRead(); if (_objectActions.contains(actionID)) { EntityActionPointer action = _objectActions[actionID]; result = action->getArguments(); result["type"] = EntityActionInterface::actionTypeToString(action->getType()); } + unlock(); return result; } + + + +#define ENABLE_LOCKING 1 + +#ifdef ENABLE_LOCKING +void EntityItem::lockForRead() const { + _lock.lockForRead(); +} + +bool EntityItem::tryLockForRead() const { + return _lock.tryLockForRead(); +} + +void EntityItem::lockForWrite() const { + _lock.lockForWrite(); +} + +bool EntityItem::tryLockForWrite() const { + return _lock.tryLockForWrite(); +} + +void EntityItem::unlock() const { + _lock.unlock(); +} + +bool EntityItem::isLocked() const { + bool readSuccess = tryLockForRead(); + if (readSuccess) { + unlock(); + } + bool writeSuccess = tryLockForWrite(); + if (writeSuccess) { + unlock(); + } + if (readSuccess && writeSuccess) { + return false; // if we can take both kinds of lock, there was no previous lock + } + return true; // either read or write failed, so there is some lock in place. +} + + +bool EntityItem::isWriteLocked() const { + bool readSuccess = tryLockForRead(); + if (readSuccess) { + unlock(); + return false; + } + bool writeSuccess = tryLockForWrite(); + if (writeSuccess) { + unlock(); + return false; + } + return true; // either read or write failed, so there is some lock in place. +} + + +bool EntityItem::isUnlocked() const { + // this can't be sure -- this may get unlucky and hit locks from other threads. what we're actually trying + // to discover is if *this* thread hasn't locked the EntityItem. Try repeatedly to take both kinds of lock. + bool readSuccess = false; + for (int i=0; i<80; i++) { + readSuccess = tryLockForRead(); + if (readSuccess) { + unlock(); + break; + } + QThread::usleep(200); + } + + bool writeSuccess = false; + if (readSuccess) { + for (int i=0; i<80; i++) { + writeSuccess = tryLockForWrite(); + if (writeSuccess) { + unlock(); + break; + } + QThread::usleep(300); + } + } + + if (readSuccess && writeSuccess) { + return true; // if we can take both kinds of lock, there was no previous lock + } + return false; +} +#else +void EntityItem::lockForRead() const { } +bool EntityItem::tryLockForRead() const { return true; } +void EntityItem::lockForWrite() const { } +bool EntityItem::tryLockForWrite() const { return true; } +void EntityItem::unlock() const { } +bool EntityItem::isLocked() const { return true; } +bool EntityItem::isWriteLocked() const { return true; } +bool EntityItem::isUnlocked() const { return true; } +#endif diff --git a/libraries/entities/src/EntityItem.h b/libraries/entities/src/EntityItem.h index bc8901c6b1..de431446e8 100644 --- a/libraries/entities/src/EntityItem.h +++ b/libraries/entities/src/EntityItem.h @@ -68,10 +68,28 @@ const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.03f; #define debugTimeOnly(T) qPrintable(QString("%1").arg(T, 16, 10)) #define debugTreeVector(V) V << "[" << V << " in meters ]" +#if DEBUG + #define assertLocked() assert(isLocked()) +#else + #define assertLocked() +#endif + +#if DEBUG + #define assertWriteLocked() assert(isWriteLocked()) +#else + #define assertWriteLocked() +#endif + +#if DEBUG + #define assertUnlocked() assert(isUnlocked()) +#else + #define assertUnlocked() +#endif + /// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available /// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate /// one directly, instead you must only construct one of it's derived classes with additional features. -class EntityItem { +class EntityItem : public std::enable_shared_from_this { // These two classes manage lists of EntityItem pointers and must be able to cleanup pointers when an EntityItem is deleted. // To make the cleanup robust each EntityItem has backpointers to its manager classes (which are only ever set/cleared by // the managers themselves, hence they are fiends) whose NULL status can be used to determine which managers still need to @@ -395,9 +413,14 @@ public: bool hasActions() { return !_objectActions.empty(); } QList getActionIDs() { return _objectActions.keys(); } QVariantMap getActionArguments(const QUuid& actionID) const; + void deserializeActions(); + void setActionDataDirty(bool value) const { _actionDataDirty = value; } protected: + const QByteArray getActionDataInternal() const; + void setActionDataInternal(QByteArray actionData); + static bool _sendPhysicsUpdates; EntityTypes::EntityType _type; QUuid _id; @@ -470,18 +493,28 @@ protected: bool addActionInternal(EntitySimulation* simulation, EntityActionPointer action); bool removeActionInternal(const QUuid& actionID, EntitySimulation* simulation = nullptr); - bool deserializeActions(QByteArray allActionsData, EntitySimulation* simulation = nullptr) const; + void deserializeActionsInternal(); QByteArray serializeActions(bool& success) const; QHash _objectActions; + static int _maxActionsDataSize; mutable QByteArray _allActionsDataCache; // when an entity-server starts up, EntityItem::setActionData is called before the entity-tree is // ready. This means we can't find our EntityItemPointer or add the action to the simulation. These // are used to keep track of and work around this situation. - bool checkWaitingActionData(EntitySimulation* simulation = nullptr) const; void checkWaitingToRemove(EntitySimulation* simulation = nullptr); - mutable QByteArray _waitingActionData; mutable QSet _actionsToRemove; + mutable bool _actionDataDirty = false; + + mutable QReadWriteLock _lock; + void lockForRead() const; + bool tryLockForRead() const; + void lockForWrite() const; + bool tryLockForWrite() const; + void unlock() const; + bool isLocked() const; + bool isWriteLocked() const; + bool isUnlocked() const; }; #endif // hifi_EntityItem_h diff --git a/libraries/entities/src/EntityItemID.cpp b/libraries/entities/src/EntityItemID.cpp index 4e66f5d156..d882559ee3 100644 --- a/libraries/entities/src/EntityItemID.cpp +++ b/libraries/entities/src/EntityItemID.cpp @@ -11,7 +11,7 @@ #include #include - +#include #include #include "RegisteredMetaTypes.h" @@ -33,11 +33,8 @@ EntityItemID::EntityItemID(const QUuid& id) : QUuid(id) EntityItemID EntityItemID::readEntityItemIDFromBuffer(const unsigned char* data, int bytesLeftToRead) { EntityItemID result; - if (bytesLeftToRead >= NUM_BYTES_RFC4122_UUID) { - // id - QByteArray encodedID((const char*)data, NUM_BYTES_RFC4122_UUID); - result = QUuid::fromRfc4122(encodedID); + BufferParser(data, bytesLeftToRead).readUuid(result); } return result; } diff --git a/libraries/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp index 9a1a5494b7..106e0a6b8b 100644 --- a/libraries/entities/src/EntityItemProperties.cpp +++ b/libraries/entities/src/EntityItemProperties.cpp @@ -128,6 +128,10 @@ void EntityItemProperties::setSittingPoints(const QVector& sitting } } +bool EntityItemProperties::animationSettingsChanged() const { + return _animationSettingsChanged; +} + void EntityItemProperties::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 diff --git a/libraries/entities/src/EntityScriptingInterface.cpp b/libraries/entities/src/EntityScriptingInterface.cpp index 7cc2c03dfc..18175da1f6 100644 --- a/libraries/entities/src/EntityScriptingInterface.cpp +++ b/libraries/entities/src/EntityScriptingInterface.cpp @@ -543,6 +543,9 @@ bool EntityScriptingInterface::actionWorker(const QUuid& entityID, } bool success = actor(simulation, entity); + if (success) { + _entityTree->entityChanged(entity); + } _entityTree->unlock(); // transmit the change @@ -574,7 +577,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, if (actionType == ACTION_TYPE_NONE) { return false; } - EntityActionPointer action = actionFactory->factory(simulation, actionType, actionID, entity, arguments); + EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments); if (action) { entity->addAction(simulation, action); auto nodeList = DependencyManager::get(); diff --git a/libraries/entities/src/EntitySimulation.cpp b/libraries/entities/src/EntitySimulation.cpp index a2d20fe5d5..f2bd1e873e 100644 --- a/libraries/entities/src/EntitySimulation.cpp +++ b/libraries/entities/src/EntitySimulation.cpp @@ -146,6 +146,7 @@ void EntitySimulation::sortEntitiesThatMoved() { void EntitySimulation::addEntity(EntityItemPointer entity) { assert(entity); + entity->deserializeActions(); if (entity->isMortal()) { _mortalEntities.insert(entity); quint64 expiry = entity->getExpiry(); diff --git a/libraries/entities/src/EntityTree.cpp b/libraries/entities/src/EntityTree.cpp index 3d7fcd8ce5..a951b2bf4f 100644 --- a/libraries/entities/src/EntityTree.cpp +++ b/libraries/entities/src/EntityTree.cpp @@ -92,13 +92,11 @@ void EntityTree::postAddEntity(EntityItemPointer entity) { bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, const SharedNodePointer& senderNode) { EntityTreeElement* containingElement = getContainingElement(entityID); if (!containingElement) { - qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID; return false; } EntityItemPointer existingEntity = containingElement->getEntityWithEntityItemID(entityID); if (!existingEntity) { - qCDebug(entities) << "UNEXPECTED!!!! don't call updateEntity() on entity items that don't exist. entityID=" << entityID; return false; } @@ -108,8 +106,6 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp bool EntityTree::updateEntity(EntityItemPointer entity, const EntityItemProperties& properties, const SharedNodePointer& senderNode) { EntityTreeElement* containingElement = getContainingElement(entity->getEntityItemID()); if (!containingElement) { - qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entity-->element lookup failed!!! entityID=" - << entity->getEntityItemID(); return false; } return updateEntityWithElement(entity, properties, containingElement, senderNode); diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index ee028e79e6..5fbac3bc6c 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -12,6 +12,17 @@ #include +#if defined(NSIGHT_FOUND) +#include "nvToolsExt.h" + +ProfileRange::ProfileRange(const char *name) { + nvtxRangePush(name); +} +ProfileRange::~ProfileRange() { + nvtxRangePop(); +} +#endif + #define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size()); using namespace gpu; @@ -103,6 +114,23 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa _params.push_back(targets); } +void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) { + clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0); +} + +void Batch::clearDepthFramebuffer(float depth) { + clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0); +} + +void Batch::clearStencilFramebuffer(int stencil) { + clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil); +} + +void Batch::clearDepthStencilFramebuffer(float depth, int stencil) { + clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil); +} + + void Batch::setInputFormat(const Stream::FormatPointer& format) { ADD_COMMAND(setInputFormat); @@ -141,6 +169,10 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset _params.push_back(type); } +void Batch::setIndexBuffer(const BufferView& buffer) { + setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset); +} + void Batch::setModelTransform(const Transform& model) { ADD_COMMAND(setModelTransform); @@ -159,10 +191,10 @@ void Batch::setProjectionTransform(const Mat4& proj) { _params.push_back(cacheData(sizeof(Mat4), &proj)); } -void Batch::setViewportTransform(const Vec4i& viewport) { - ADD_COMMAND(setViewportTransform); - - _params.push_back(cacheData(sizeof(Vec4i), &viewport)); +void Batch::setViewportTransform(const Vec4i& viewport) { + ADD_COMMAND(setViewportTransform); + + _params.push_back(cacheData(sizeof(Vec4i), &viewport)); } void Batch::setPipeline(const PipelinePointer& pipeline) { @@ -195,21 +227,38 @@ void Batch::setUniformBuffer(uint32 slot, const BufferView& view) { } -void Batch::setUniformTexture(uint32 slot, const TexturePointer& texture) { - ADD_COMMAND(setUniformTexture); +void Batch::setResourceTexture(uint32 slot, const TexturePointer& texture) { + ADD_COMMAND(setResourceTexture); _params.push_back(_textures.cache(texture)); _params.push_back(slot); } -void Batch::setUniformTexture(uint32 slot, const TextureView& view) { - setUniformTexture(slot, view._texture); +void Batch::setResourceTexture(uint32 slot, const TextureView& view) { + setResourceTexture(slot, view._texture); } void Batch::setFramebuffer(const FramebufferPointer& framebuffer) { - ADD_COMMAND(setUniformTexture); + ADD_COMMAND(setFramebuffer); _params.push_back(_framebuffers.cache(framebuffer)); } +void Batch::beginQuery(const QueryPointer& query) { + ADD_COMMAND(beginQuery); + + _params.push_back(_queries.cache(query)); +} + +void Batch::endQuery(const QueryPointer& query) { + ADD_COMMAND(endQuery); + + _params.push_back(_queries.cache(query)); +} + +void Batch::getQuery(const QueryPointer& query) { + ADD_COMMAND(getQuery); + + _params.push_back(_queries.cache(query)); +} diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index 835e872b4a..abd9982cd0 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -18,6 +18,7 @@ #include +#include "Query.h" #include "Stream.h" #include "Texture.h" @@ -26,17 +27,11 @@ #include "Framebuffer.h" #if defined(NSIGHT_FOUND) - #include "nvToolsExt.h" class ProfileRange { public: - ProfileRange(const char *name) { - nvtxRangePush(name); - } - ~ProfileRange() { - nvtxRangePop(); - } + ProfileRange(const char *name); + ~ProfileRange(); }; - #define PROFILE_RANGE(name) ProfileRange profileRangeThis(name); #else #define PROFILE_RANGE(name) @@ -44,19 +39,6 @@ namespace gpu { -enum Primitive { - POINTS = 0, - LINES, - LINE_STRIP, - TRIANGLES, - TRIANGLE_STRIP, - TRIANGLE_FAN, - QUADS, - QUAD_STRIP, - - NUM_PRIMITIVES, -}; - enum ReservedSlot { /* TRANSFORM_OBJECT_SLOT = 6, TRANSFORM_CAMERA_SLOT = 7, @@ -82,7 +64,12 @@ public: void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0); // Clear framebuffer layers + // Targets can be any of the render buffers contained in the Framebuffer void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil); + void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets + void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target + void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target + void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target // Input Stage // InputFormat @@ -95,6 +82,7 @@ public: 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); + void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView // Transform Stage // Vertex position is transformed by ModelTransform from object space to world space @@ -115,12 +103,17 @@ public: 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 - void setUniformTexture(uint32 slot, const TexturePointer& view); - void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView + void setResourceTexture(uint32 slot, const TexturePointer& view); + void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView // Framebuffer Stage void setFramebuffer(const FramebufferPointer& framebuffer); + // Query Section + void beginQuery(const QueryPointer& query); + void endQuery(const QueryPointer& query); + void getQuery(const QueryPointer& query); + // 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 @@ -185,10 +178,14 @@ public: COMMAND_setStateBlendFactor, COMMAND_setUniformBuffer, - COMMAND_setUniformTexture, + COMMAND_setResourceTexture, COMMAND_setFramebuffer, + COMMAND_beginQuery, + COMMAND_endQuery, + COMMAND_getQuery, + // 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 @@ -292,6 +289,7 @@ public: typedef Cache::Vector TransformCaches; typedef Cache::Vector PipelineCaches; typedef Cache::Vector FramebufferCaches; + typedef Cache::Vector QueryCaches; // Cache Data in a byte array if too big to fit in Param // FOr example Mat4s are going there @@ -316,6 +314,7 @@ public: TransformCaches _transforms; PipelineCaches _pipelines; FramebufferCaches _framebuffers; + QueryCaches _queries; protected: }; diff --git a/libraries/gpu/src/gpu/Context.cpp b/libraries/gpu/src/gpu/Context.cpp index 9cc6bb3cd7..51335f78df 100644 --- a/libraries/gpu/src/gpu/Context.cpp +++ b/libraries/gpu/src/gpu/Context.cpp @@ -33,9 +33,11 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) { } void Context::render(Batch& batch) { + PROFILE_RANGE(__FUNCTION__); _backend->render(batch); } void Context::syncCache() { + PROFILE_RANGE(__FUNCTION__); _backend->syncCache(); } \ No newline at end of file diff --git a/libraries/gpu/src/gpu/Context.h b/libraries/gpu/src/gpu/Context.h index 98ddc7fb64..4eb0976e3c 100644 --- a/libraries/gpu/src/gpu/Context.h +++ b/libraries/gpu/src/gpu/Context.h @@ -42,7 +42,7 @@ public: Mat4 _projectionViewUntranslated; Mat4 _projection; Mat4 _projectionInverse; - Vec4 _viewport; + Vec4 _viewport; // Public value is int but float in the shader to stay in floats for all the transform computations. }; template< typename T > @@ -99,6 +99,15 @@ public: return reinterpret_cast(framebuffer.getGPUObject()); } + template< typename T > + static void setGPUObject(const Query& query, T* object) { + query.setGPUObject(object); + } + template< typename T > + static T* getGPUObject(const Query& query) { + return reinterpret_cast(query.getGPUObject()); + } + protected: }; diff --git a/libraries/gpu/src/gpu/DrawTexture.slf b/libraries/gpu/src/gpu/DrawTexture.slf new file mode 100755 index 0000000000..e456c49649 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawTexture.slf @@ -0,0 +1,21 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw texture 0 fetched at texcoord.xy +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + + +uniform sampler2D colorMap; + +varying vec2 varTexcoord; + +void main(void) { + gl_FragColor = texture2D(colorMap, varTexcoord); +} diff --git a/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv b/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv new file mode 100755 index 0000000000..2d1e4584a7 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawTransformUnitQuad.slv @@ -0,0 +1,36 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw and transform the unit quad [-1,-1 -> 1,1] +// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +varying vec2 varTexcoord; + +void main(void) { + const vec4 UNIT_QUAD[4] = vec4[4]( + vec4(-1.0, -1.0, 0.0, 1.0), + vec4(1.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), + vec4(1.0, 1.0, 0.0, 1.0) + ); + vec4 pos = UNIT_QUAD[gl_VertexID]; + + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, pos, gl_Position)$> + + varTexcoord = (pos.xy + 1) * 0.5; +} diff --git a/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv new file mode 100755 index 0000000000..e91b8a7644 --- /dev/null +++ b/libraries/gpu/src/gpu/DrawViewportQuadTransformTexcoord.slv @@ -0,0 +1,38 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// Draw the unit quad [-1,-1 -> 1,1] filling in +// Simply draw a Triangle_strip of 2 triangles, no input buffers or index buffer needed +// +// Created by Sam Gateau on 6/22/2015 +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +varying vec2 varTexcoord; + +void main(void) { + const vec4 UNIT_QUAD[4] = vec4[4]( + vec4(-1.0, -1.0, 0.0, 1.0), + vec4(1.0, -1.0, 0.0, 1.0), + vec4(-1.0, 1.0, 0.0, 1.0), + vec4(1.0, 1.0, 0.0, 1.0) + ); + vec4 pos = UNIT_QUAD[gl_VertexID]; + + // standard transform but applied to the Texcoord + vec4 tc = vec4((pos.xy + 1) * 0.5, pos.zw); + + TransformObject obj = getTransformObject(); + <$transformModelToWorldPos(obj, tc, tc)$> + + gl_Position = pos; + varTexcoord = tc.xy; +} diff --git a/libraries/gpu/src/gpu/Format.h b/libraries/gpu/src/gpu/Format.h index ac71cc7940..981a560965 100644 --- a/libraries/gpu/src/gpu/Format.h +++ b/libraries/gpu/src/gpu/Format.h @@ -182,6 +182,9 @@ public: } static const Element COLOR_RGBA_32; + static const Element VEC3F_XYZ; + static const Element INDEX_UINT16; + static const Element PART_DRAWCALL; protected: uint8 _semantic; @@ -203,6 +206,19 @@ enum ComparisonFunction { NUM_COMPARISON_FUNCS, }; +enum Primitive { + POINTS = 0, + LINES, + LINE_STRIP, + TRIANGLES, + TRIANGLE_STRIP, + TRIANGLE_FAN, + QUADS, + QUAD_STRIP, + + NUM_PRIMITIVES, +}; + }; diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index 302dc0e8be..1168b119a3 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -35,10 +35,13 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_setStateBlendFactor), (&::gpu::GLBackend::do_setUniformBuffer), - (&::gpu::GLBackend::do_setUniformTexture), + (&::gpu::GLBackend::do_setResourceTexture), (&::gpu::GLBackend::do_setFramebuffer), + (&::gpu::GLBackend::do_beginQuery), + (&::gpu::GLBackend::do_endQuery), + (&::gpu::GLBackend::do_getQuery), (&::gpu::GLBackend::do_glEnable), (&::gpu::GLBackend::do_glDisable), @@ -233,17 +236,34 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { glmask |= GL_DEPTH_BUFFER_BIT; } + std::vector drawBuffers; if (masks & Framebuffer::BUFFER_COLORS) { - glClearColor(color.x, color.y, color.z, color.w); - glmask |= GL_COLOR_BUFFER_BIT; + for (int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) { + if (masks & (1 << i)) { + drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i); + } + } + + if (!drawBuffers.empty()) { + glDrawBuffers(drawBuffers.size(), drawBuffers.data()); + glClearColor(color.x, color.y, color.z, color.w); + glmask |= GL_COLOR_BUFFER_BIT; + } } glClear(glmask); + // Restore the color draw buffers only if a frmaebuffer is bound + if (_output._framebuffer && !drawBuffers.empty()) { + auto glFramebuffer = syncGPUObject(*_output._framebuffer); + if (glFramebuffer) { + glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data()); + } + } + (void) 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 @@ -598,10 +618,11 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) { return; } updatePipeline(); - glUniform4fv( - batch._params[paramOffset + 2]._int, - batch._params[paramOffset + 1]._uint, - (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint)); + + GLint location = batch._params[paramOffset + 2]._int; + GLsizei count = batch._params[paramOffset + 1]._uint; + const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint); + glUniform4fv(location, count, value); (void) CHECK_GL_ERROR(); } diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index d798e9aaac..8df55a7f67 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -181,6 +181,7 @@ public: class GLFramebuffer : public GPUObject { public: GLuint _fbo = 0; + std::vector _colorBuffers; GLFramebuffer(); ~GLFramebuffer(); @@ -188,6 +189,18 @@ public: static GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer); static GLuint getFramebufferID(const FramebufferPointer& framebuffer); + class GLQuery : public GPUObject { + public: + GLuint _qo = 0; + GLuint64 _result = 0; + + GLQuery(); + ~GLQuery(); + }; + static GLQuery* syncGPUObject(const Query& query); + static GLuint getQueryID(const QueryPointer& query); + + static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS; static const int MAX_NUM_INPUT_BUFFERS = 16; @@ -198,7 +211,7 @@ public: void do_setStateFillMode(int32 mode); void do_setStateCullMode(int32 mode); void do_setStateFrontFaceClockwise(bool isClockwise); - void do_setStateDepthClipEnable(bool enable); + void do_setStateDepthClampEnable(bool enable); void do_setStateScissorEnable(bool enable); void do_setStateMultisampleEnable(bool enable); void do_setStateAntialiasedLineEnable(bool enable); @@ -298,6 +311,7 @@ protected: _model(), _view(), _projection(), + _viewport(0,0,1,1), _invalidModel(true), _invalidView(true), _invalidProj(false), @@ -307,7 +321,7 @@ protected: // Uniform Stage void do_setUniformBuffer(Batch& batch, uint32 paramOffset); - void do_setUniformTexture(Batch& batch, uint32 paramOffset); + void do_setResourceTexture(Batch& batch, uint32 paramOffset); struct UniformStageState { @@ -367,6 +381,11 @@ protected: OutputStageState() {} } _output; + // Query section + void do_beginQuery(Batch& batch, uint32 paramOffset); + void do_endQuery(Batch& batch, uint32 paramOffset); + void do_getQuery(Batch& batch, uint32 paramOffset); + // 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 diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index 903c97f45b..1a7c5d2281 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -40,8 +40,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe glBindFramebuffer(GL_FRAMEBUFFER, fbo); - unsigned int nbColorBuffers = 0; - GLenum colorBuffers[16]; + std::vector colorBuffers; if (framebuffer.hasColor()) { static const GLenum colorAttachments[] = { GL_COLOR_ATTACHMENT0, @@ -69,8 +68,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe if (gltexture) { glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[unit], GL_TEXTURE_2D, gltexture->_texture, 0); } - colorBuffers[nbColorBuffers] = colorAttachments[unit]; - nbColorBuffers++; + colorBuffers.push_back(colorAttachments[unit]); unit++; } } @@ -100,8 +98,8 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe } // Last but not least, define where we draw - if (nbColorBuffers > 0) { - glDrawBuffers(nbColorBuffers, colorBuffers); + if (!colorBuffers.empty()) { + glDrawBuffers(colorBuffers.size(), colorBuffers.data()); } else { glDrawBuffer( GL_NONE ); } @@ -139,6 +137,7 @@ GLBackend::GLFramebuffer* GLBackend::syncGPUObject(const Framebuffer& framebuffe // All is green, assign the gpuobject to the Framebuffer object = new GLFramebuffer(); object->_fbo = fbo; + object->_colorBuffers = colorBuffers; Backend::setGPUObject(framebuffer, object); } @@ -167,4 +166,3 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) { _output._framebuffer = framebuffer; } } - diff --git a/libraries/gpu/src/gpu/GLBackendPipeline.cpp b/libraries/gpu/src/gpu/GLBackendPipeline.cpp index a770cf89b3..51a3a24e9b 100755 --- a/libraries/gpu/src/gpu/GLBackendPipeline.cpp +++ b/libraries/gpu/src/gpu/GLBackendPipeline.cpp @@ -147,9 +147,9 @@ void GLBackend::updatePipeline() { #if (GPU_TRANSFORM_PROFILE == GPU_CORE) #else - // If shader program needs the model we need to provide it - if (_pipeline._program_transformObject_model >= 0) { - glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model); + // If shader program needs the model we need to provide it + if (_pipeline._program_transformObject_model >= 0) { + glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model); } // If shader program needs the inverseView we need to provide it @@ -188,7 +188,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); } -void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) { +void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) { GLuint slot = batch._params[paramOffset + 1]._uint; TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint); diff --git a/libraries/gpu/src/gpu/GLBackendQuery.cpp b/libraries/gpu/src/gpu/GLBackendQuery.cpp new file mode 100644 index 0000000000..39db19dafd --- /dev/null +++ b/libraries/gpu/src/gpu/GLBackendQuery.cpp @@ -0,0 +1,106 @@ +// +// GLBackendQuery.cpp +// libraries/gpu/src/gpu +// +// Created by Sam Gateau on 7/7/2015. +// Copyright 2015 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 "GPULogging.h" +#include "GLBackendShared.h" + + +using namespace gpu; + +GLBackend::GLQuery::GLQuery() {} + +GLBackend::GLQuery::~GLQuery() { + if (_qo != 0) { + glDeleteQueries(1, &_qo); + } +} + +GLBackend::GLQuery* GLBackend::syncGPUObject(const Query& query) { + GLQuery* object = Backend::getGPUObject(query); + + // If GPU object already created and in sync + if (object) { + return object; + } + + // need to have a gpu object? + if (!object) { + GLuint qo; + glGenQueries(1, &qo); + (void) CHECK_GL_ERROR(); + GLuint64 result = -1; + + // All is green, assign the gpuobject to the Query + object = new GLQuery(); + object->_qo = qo; + object->_result = result; + Backend::setGPUObject(query, object); + } + + return object; +} + + + +GLuint GLBackend::getQueryID(const QueryPointer& query) { + if (!query) { + return 0; + } + GLQuery* object = GLBackend::syncGPUObject(*query); + if (object) { + return object->_qo; + } else { + return 0; + } +} + +void GLBackend::do_beginQuery(Batch& batch, uint32 paramOffset) { + auto query = batch._queries.get(batch._params[paramOffset]._uint); + GLQuery* glquery = syncGPUObject(*query); + if (glquery) { + #if (GPU_FEATURE_PROFILE == GPU_LEGACY) + // (EXT_TIMER_QUERY) + glBeginQuery(GL_TIME_ELAPSED_EXT, glquery->_qo); + #else + glBeginQuery(GL_TIME_ELAPSED, glquery->_qo); + #endif + (void)CHECK_GL_ERROR(); + } +} + +void GLBackend::do_endQuery(Batch& batch, uint32 paramOffset) { + auto query = batch._queries.get(batch._params[paramOffset]._uint); + GLQuery* glquery = syncGPUObject(*query); + if (glquery) { + #if (GPU_FEATURE_PROFILE == GPU_LEGACY) + // (EXT_TIMER_QUERY) + glEndQuery(GL_TIME_ELAPSED_EXT); + #else + glEndQuery(GL_TIME_ELAPSED); + #endif + (void)CHECK_GL_ERROR(); + } +} + +void GLBackend::do_getQuery(Batch& batch, uint32 paramOffset) { + auto query = batch._queries.get(batch._params[paramOffset]._uint); + GLQuery* glquery = syncGPUObject(*query); + if (glquery) { + #if (GPU_FEATURE_PROFILE == GPU_LEGACY) + // (EXT_TIMER_QUERY) + #if !defined(Q_OS_LINUX) + glGetQueryObjectui64vEXT(glquery->_qo, GL_QUERY_RESULT, &glquery->_result); + #endif + #else + glGetQueryObjectui64v(glquery->_qo, GL_QUERY_RESULT, &glquery->_result); + #endif + (void)CHECK_GL_ERROR(); + } +} diff --git a/libraries/gpu/src/gpu/GLBackendShader.cpp b/libraries/gpu/src/gpu/GLBackendShader.cpp index ec02c1333b..7902275c27 100755 --- a/libraries/gpu/src/gpu/GLBackendShader.cpp +++ b/libraries/gpu/src/gpu/GLBackendShader.cpp @@ -111,10 +111,10 @@ void makeBindings(GLBackend::GLShader* shader) { shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT; } #else - loc = glGetUniformLocation(glprogram, "transformObject_model"); - if (loc >= 0) { - shader->_transformObject_model = loc; - } + loc = glGetUniformLocation(glprogram, "transformObject_model"); + if (loc >= 0) { + shader->_transformObject_model = loc; + } loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse"); if (loc >= 0) { diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index 274e33a049..e898a29245 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -51,7 +51,7 @@ const GLBackend::GLState::Commands makeResetStateCommands() { CommandPointer(new Command1I(&GLBackend::do_setStateFillMode, DEFAULT.fillMode)), CommandPointer(new Command1I(&GLBackend::do_setStateCullMode, DEFAULT.cullMode)), CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, DEFAULT.frontFaceClockwise)), - CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, DEFAULT.depthClipEnable)), + CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, DEFAULT.depthClampEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateScissorEnable, DEFAULT.scissorEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateMultisampleEnable, DEFAULT.multisampleEnable)), CommandPointer(new Command1B(&GLBackend::do_setStateAntialiasedLineEnable, DEFAULT.antialisedLineEnable)), @@ -89,8 +89,8 @@ void generateFrontFaceClockwise(GLBackend::GLState::Commands& commands, bool isC commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateFrontFaceClockwise, isClockwise))); } -void generateDepthClipEnable(GLBackend::GLState::Commands& commands, bool enable) { - commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClipEnable, enable))); +void generateDepthClampEnable(GLBackend::GLState::Commands& commands, bool enable) { + commands.push_back(CommandPointer(new Command1B(&GLBackend::do_setStateDepthClampEnable, enable))); } void generateScissorEnable(GLBackend::GLState::Commands& commands, bool enable) { @@ -176,8 +176,8 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) { generateFrontFaceClockwise(object->_commands, state.isFrontFaceClockwise()); break; } - case State::DEPTH_CLIP_ENABLE: { - generateDepthClipEnable(object->_commands, state.isDepthClipEnable()); + case State::DEPTH_CLAMP_ENABLE: { + generateDepthClampEnable(object->_commands, state.isDepthClampEnable()); break; } case State::SCISSOR_ENABLE: { @@ -373,7 +373,7 @@ void GLBackend::getCurrentGLState(State::Data& state) { GLint winding; glGetIntegerv(GL_FRONT_FACE, &winding); state.frontFaceClockwise = (winding == GL_CW); - state.depthClipEnable = glIsEnabled(GL_DEPTH_CLAMP); + state.depthClampEnable = glIsEnabled(GL_DEPTH_CLAMP); state.scissorEnable = glIsEnabled(GL_SCISSOR_TEST); state.multisampleEnable = glIsEnabled(GL_MULTISAMPLE); state.antialisedLineEnable = glIsEnabled(GL_LINE_SMOOTH); @@ -533,8 +533,8 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) { } } -void GLBackend::do_setStateDepthClipEnable(bool enable) { - if (_pipeline._stateCache.depthClipEnable != enable) { +void GLBackend::do_setStateDepthClampEnable(bool enable) { + if (_pipeline._stateCache.depthClampEnable != enable) { if (enable) { glEnable(GL_DEPTH_CLAMP); } else { @@ -542,7 +542,7 @@ void GLBackend::do_setStateDepthClipEnable(bool enable) { } (void) CHECK_GL_ERROR(); - _pipeline._stateCache.depthClipEnable = enable; + _pipeline._stateCache.depthClampEnable = enable; } } diff --git a/libraries/gpu/src/gpu/GLBackendTransform.cpp b/libraries/gpu/src/gpu/GLBackendTransform.cpp index 21a2d57271..48a42fe5f1 100755 --- a/libraries/gpu/src/gpu/GLBackendTransform.cpp +++ b/libraries/gpu/src/gpu/GLBackendTransform.cpp @@ -15,7 +15,6 @@ using namespace gpu; // Transform Stage - void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) { _transform._model = batch._transforms.get(batch._params[paramOffset]._uint); _transform._invalidModel = true; @@ -31,11 +30,10 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) { _transform._invalidProj = true; } -void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) { - memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i)); - _transform._invalidViewport = true; -} - +void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) { + memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i)); + _transform._invalidViewport = true; +} void GLBackend::initTransform() { #if (GPU_TRANSFORM_PROFILE == GPU_CORE) @@ -68,7 +66,7 @@ void GLBackend::syncTransformStateCache() { _transform._invalidView = true; _transform._invalidModel = true; - glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport); + glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport); GLint currentMode; glGetIntegerv(GL_MATRIX_MODE, ¤tMode); @@ -87,11 +85,11 @@ void GLBackend::updateTransform() { GLint originalMatrixMode; glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode); // Check all the dirty flags and update the state accordingly - if (_transform._invalidViewport) { - _transform._transformCamera._viewport = glm::vec4(_transform._viewport); - - // Where we assign the GL viewport - glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w); + if (_transform._invalidViewport) { + _transform._transformCamera._viewport = glm::vec4(_transform._viewport); + + // Where we assign the GL viewport + glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w); } if (_transform._invalidProj) { @@ -116,18 +114,18 @@ void GLBackend::updateTransform() { } #if (GPU_TRANSFORM_PROFILE == GPU_CORE) - if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) { + if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) { glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0); glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformCamera), (const void*)&_transform._transformCamera); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR(); - } + } if (_transform._invalidModel) { glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0); glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(_transform._transformObject), (const void*) &_transform._transformObject); glBindBuffer(GL_ARRAY_BUFFER, 0); CHECK_GL_ERROR(); } diff --git a/libraries/gpu/src/gpu/Query.cpp b/libraries/gpu/src/gpu/Query.cpp new file mode 100644 index 0000000000..b8ed729c99 --- /dev/null +++ b/libraries/gpu/src/gpu/Query.cpp @@ -0,0 +1,27 @@ +// +// Query.cpp +// interface/src/gpu +// +// Created by Niraj Venkat on 7/7/2015. +// Copyright 2015 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 "Query.h" + +#include + +using namespace gpu; + +Query::Query() +{ +} + +Query::~Query() +{ +} + +double Query::getElapsedTime() { + return 0.0; +} diff --git a/libraries/gpu/src/gpu/Query.h b/libraries/gpu/src/gpu/Query.h new file mode 100644 index 0000000000..0a4d554e77 --- /dev/null +++ b/libraries/gpu/src/gpu/Query.h @@ -0,0 +1,45 @@ +// +// Query.h +// interface/src/gpu +// +// Created by Niraj Venkat on 7/7/2015. +// Copyright 2015 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_gpu_Query_h +#define hifi_gpu_Query_h + +#include +#include +#include +#include "GPUConfig.h" + +#include "Format.h" + +namespace gpu { + + class Query { + public: + Query(); + ~Query(); + + uint32 queryResult; + + double getElapsedTime(); + + protected: + + // This shouldn't be used by anything else than the Backend class with the proper casting. + mutable GPUObject* _gpuObject = NULL; + void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; } + GPUObject* getGPUObject() const { return _gpuObject; } + friend class Backend; + }; + + typedef std::shared_ptr QueryPointer; + typedef std::vector< QueryPointer > Queries; +}; + +#endif diff --git a/libraries/gpu/src/gpu/Resource.cpp b/libraries/gpu/src/gpu/Resource.cpp index 046cf9fe40..5498e24189 100644 --- a/libraries/gpu/src/gpu/Resource.cpp +++ b/libraries/gpu/src/gpu/Resource.cpp @@ -15,6 +15,9 @@ using namespace gpu; const Element Element::COLOR_RGBA_32 = Element(VEC4, UINT8, RGBA); +const Element Element::VEC3F_XYZ = Element(VEC3, FLOAT, XYZ); +const Element Element::INDEX_UINT16 = Element(SCALAR, UINT16, INDEX); +const Element Element::PART_DRAWCALL = Element(VEC4, UINT32, PART); Resource::Size Resource::Sysmem::allocateMemory(Byte** dataAllocated, Size size) { if ( !dataAllocated ) { diff --git a/libraries/gpu/src/gpu/StandardShaderLib.cpp b/libraries/gpu/src/gpu/StandardShaderLib.cpp new file mode 100755 index 0000000000..581ce47cde --- /dev/null +++ b/libraries/gpu/src/gpu/StandardShaderLib.cpp @@ -0,0 +1,44 @@ +// +// StandardShaderLib.cpp +// libraries/gpu/src/gpu +// +// Collection of standard shaders that can be used all over the place +// +// Created by Sam Gateau on 6/22/2015. +// Copyright 2015 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 "StandardShaderLib.h" + +#include "DrawTransformUnitQuad_vert.h" +#include "DrawViewportQuadTransformTexcoord_vert.h" +#include "DrawTexture_frag.h" + +using namespace gpu; + +ShaderPointer StandardShaderLib::_drawTransformUnitQuadVS; +ShaderPointer StandardShaderLib::_drawViewportQuadTransformTexcoordVS; +ShaderPointer StandardShaderLib::_drawTexturePS; + +ShaderPointer StandardShaderLib::getDrawTransformUnitQuadVS() { + if (!_drawTransformUnitQuadVS) { + _drawTransformUnitQuadVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawTransformUnitQuad_vert))); + } + return _drawTransformUnitQuadVS; +} + +ShaderPointer StandardShaderLib::getDrawViewportQuadTransformTexcoordVS() { + if (!_drawViewportQuadTransformTexcoordVS) { + _drawViewportQuadTransformTexcoordVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(DrawViewportQuadTransformTexcoord_vert))); + } + return _drawViewportQuadTransformTexcoordVS; +} + +ShaderPointer StandardShaderLib::getDrawTexturePS() { + if (!_drawTexturePS) { + _drawTexturePS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(DrawTexture_frag))); + } + return _drawTexturePS; +} diff --git a/libraries/gpu/src/gpu/StandardShaderLib.h b/libraries/gpu/src/gpu/StandardShaderLib.h new file mode 100755 index 0000000000..a8fc5126f8 --- /dev/null +++ b/libraries/gpu/src/gpu/StandardShaderLib.h @@ -0,0 +1,44 @@ +// +// StandardShaderLib.h +// libraries/gpu/src/gpu +// +// Collection of standard shaders that can be used all over the place +// +// Created by Sam Gateau on 6/22/2015. +// Copyright 2015 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_gpu_StandardShaderLib_h +#define hifi_gpu_StandardShaderLib_h + +#include + +#include "Shader.h" + +namespace gpu { + +class StandardShaderLib { +public: + + // Shader draw the unit quad objectPos = ([(-1,-1),(1,1)]) and transform it by the full model transform stack (Model, View, Proj). + // A texcoord attribute is also generated texcoord = [(0,0),(1,1)] + static ShaderPointer getDrawTransformUnitQuadVS(); + + // Shader draws the unit quad in the full viewport clipPos = ([(-1,-1),(1,1)]) and transform the texcoord = [(0,0),(1,1)] by the model transform. + static ShaderPointer getDrawViewportQuadTransformTexcoordVS(); + + static ShaderPointer getDrawTexturePS(); + +protected: + + static ShaderPointer _drawTransformUnitQuadVS; + static ShaderPointer _drawViewportQuadTransformTexcoordVS; + static ShaderPointer _drawTexturePS; +}; + + +}; + +#endif diff --git a/libraries/gpu/src/gpu/State.cpp b/libraries/gpu/src/gpu/State.cpp index ca254626e9..da3ab20c7b 100755 --- a/libraries/gpu/src/gpu/State.cpp +++ b/libraries/gpu/src/gpu/State.cpp @@ -24,20 +24,20 @@ State::~State() { // Please make sure to go check makeResetStateCommands() before modifying this value const State::Data State::DEFAULT = State::Data(); -State::Signature State::evalSignature(const Data& state) { +State::Signature State::evalSignature(const Data& state) { Signature signature(0); if (state.fillMode != State::DEFAULT.fillMode) { signature.set(State::FILL_MODE); - } + } if (state.cullMode != State::DEFAULT.cullMode) { signature.set(State::CULL_MODE); } if (state.frontFaceClockwise != State::DEFAULT.frontFaceClockwise) { signature.set(State::FRONT_FACE_CLOCKWISE); } - if (state.depthClipEnable != State::DEFAULT.depthClipEnable) { - signature.set(State::DEPTH_CLIP_ENABLE); + if (state.depthClampEnable != State::DEFAULT.depthClampEnable) { + signature.set(State::DEPTH_CLAMP_ENABLE); } if (state.scissorEnable != State::DEFAULT.scissorEnable) { signature.set(State::SCISSOR_ENABLE); @@ -47,16 +47,16 @@ State::Signature State::evalSignature(const Data& state) { } if (state.antialisedLineEnable != State::DEFAULT.antialisedLineEnable) { signature.set(State::ANTIALISED_LINE_ENABLE); - } + } if (state.depthBias != State::DEFAULT.depthBias) { signature.set(State::DEPTH_BIAS); } if (state.depthBiasSlopeScale != State::DEFAULT.depthBiasSlopeScale) { signature.set(State::DEPTH_BIAS_SLOPE_SCALE); - } + } if (state.depthTest != State::DEFAULT.depthTest) { signature.set(State::DEPTH_TEST); - } + } if (state.stencilActivation != State::DEFAULT.stencilActivation) { signature.set(State::STENCIL_ACTIVATION); } @@ -68,21 +68,21 @@ State::Signature State::evalSignature(const Data& state) { } if (state.sampleMask != State::DEFAULT.sampleMask) { signature.set(State::SAMPLE_MASK); - } - if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) { - signature.set(State::ALPHA_TO_COVERAGE_ENABLE); - } - if (state.blendFunction != State::DEFAULT.blendFunction) { - signature.set(State::BLEND_FUNCTION); - } - if (state.colorWriteMask != State::DEFAULT.colorWriteMask) { - signature.set(State::COLOR_WRITE_MASK); - } - - return signature; -} - -State::State(const Data& values) : - _values(values) { - _signature = evalSignature(_values); -} + } + if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) { + signature.set(State::ALPHA_TO_COVERAGE_ENABLE); + } + if (state.blendFunction != State::DEFAULT.blendFunction) { + signature.set(State::BLEND_FUNCTION); + } + if (state.colorWriteMask != State::DEFAULT.colorWriteMask) { + signature.set(State::COLOR_WRITE_MASK); + } + + return signature; +} + +State::State(const Data& values) : + _values(values) { + _signature = evalSignature(_values); +} diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index dce9e50488..39cad1445f 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -249,7 +249,7 @@ public: uint8 colorWriteMask = WRITE_ALL; bool frontFaceClockwise : 1; - bool depthClipEnable : 1; + bool depthClampEnable : 1; bool scissorEnable : 1; bool multisampleEnable : 1; bool antialisedLineEnable : 1; @@ -257,7 +257,7 @@ public: Data() : frontFaceClockwise(false), - depthClipEnable(false), + depthClampEnable(false), scissorEnable(false), multisampleEnable(false), antialisedLineEnable(false), @@ -276,8 +276,8 @@ public: void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); } bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; } - void setDepthClipEnable(bool enable) { SET_FIELD(DEPTH_CLIP_ENABLE, DEFAULT.depthClipEnable, enable, _values.depthClipEnable); } - bool isDepthClipEnable() const { return _values.depthClipEnable; } + void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); } + bool isDepthClampEnable() const { return _values.depthClampEnable; } void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); } bool isScissorEnable() const { return _values.scissorEnable; } @@ -341,6 +341,7 @@ public: // Color write mask void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); } + void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); } uint8 getColorWriteMask() const { return _values.colorWriteMask; } // All the possible fields @@ -348,7 +349,7 @@ public: FILL_MODE, CULL_MODE, FRONT_FACE_CLOCKWISE, - DEPTH_CLIP_ENABLE, + DEPTH_CLAMP_ENABLE, SCISSOR_ENABLE, MULTISAMPLE_ENABLE, ANTIALISED_LINE_ENABLE, diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index 274032a642..a3299ae599 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -86,6 +86,7 @@ TransformCamera getTransformCamera() { return camera; } +uniform mat4 transformObject_model; uniform mat4 transformCamera_viewInverse; uniform vec4 transformCamera_viewport; @@ -130,6 +131,16 @@ uniform vec4 transformCamera_viewport; <@endif@> <@endfunc@> +<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@> +<@if GPU_TRANSFORM_PROFILE == GPU_CORE@> + { // transformModelToWorldPos + <$worldPos$> = (<$objectTransform$>._model * <$modelPos$>); + } +<@else@> + <$worldPos$> = (transformObject_model * <$modelPos$>); +<@endif@> +<@endfunc@> + <@func transformModelToEyeDir(cameraTransform, objectTransform, modelDir, eyeDir)@> <@if GPU_TRANSFORM_PROFILE == GPU_CORE@> { // transformModelToEyeDir diff --git a/libraries/model/src/model/Geometry.h b/libraries/model/src/model/Geometry.h index ddefaf4e96..16ebb60b72 100755 --- a/libraries/model/src/model/Geometry.h +++ b/libraries/model/src/model/Geometry.h @@ -113,6 +113,8 @@ public: // Generate a BufferStream on the mesh vertices and attributes const gpu::BufferStream makeBufferStream() const; + static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast(topo); } + protected: gpu::Stream::FormatPointer _vertexFormat; diff --git a/libraries/model/src/model/Light.cpp b/libraries/model/src/model/Light.cpp index 60c6f6b3af..b7635b4af3 100755 --- a/libraries/model/src/model/Light.cpp +++ b/libraries/model/src/model/Light.cpp @@ -77,18 +77,27 @@ void Light::setMaximumRadius(float radius) { editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius); } +#include + void Light::setSpotAngle(float angle) { - if (angle <= 0.f) { - angle = 0.0f; + double dangle = angle; + if (dangle <= 0.0) { + dangle = 0.0; } - editSchema()._spot.x = cos(angle); - editSchema()._spot.y = sin(angle); - editSchema()._spot.z = angle; + if (dangle > glm::half_pi()) { + dangle = glm::half_pi(); + } + + auto cosAngle = cos(dangle); + auto sinAngle = sin(dangle); + editSchema()._spot.x = (float) std::abs(cosAngle); + editSchema()._spot.y = (float) std::abs(sinAngle); + editSchema()._spot.z = (float) angle; } void Light::setSpotExponent(float exponent) { if (exponent <= 0.f) { - exponent = 1.0f; + exponent = 0.0f; } editSchema()._spot.w = exponent; } diff --git a/libraries/model/src/model/Light.h b/libraries/model/src/model/Light.h index 920549d0f9..1ed07a942c 100755 --- a/libraries/model/src/model/Light.h +++ b/libraries/model/src/model/Light.h @@ -81,6 +81,7 @@ public: bool isSpot() const { return getType() == SPOT; } void setSpotAngle(float angle); float getSpotAngle() const { return getSchema()._spot.z; } + glm::vec2 getSpotAngleCosSin() const { return glm::vec2(getSchema()._spot.x, getSchema()._spot.y); } void setSpotExponent(float exponent); float getSpotExponent() const { return getSchema()._spot.w; } @@ -107,7 +108,7 @@ public: Color _color{1.0f}; float _intensity{1.0f}; Vec4 _attenuation{1.0f}; - Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f}; + Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f}; Vec4 _shadow{0.0f}; Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f}; diff --git a/libraries/model/src/model/Skybox.cpp b/libraries/model/src/model/Skybox.cpp index 10199adda3..0fb2458f01 100755 --- a/libraries/model/src/model/Skybox.cpp +++ b/libraries/model/src/model/Skybox.cpp @@ -51,7 +51,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky static gpu::BufferPointer theBuffer; static gpu::Stream::FormatPointer theFormat; static gpu::BufferPointer theConstants; - int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader + static int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader if (!thePipeline) { auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert))); auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag))); @@ -103,7 +103,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8); batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize()); batch.setInputFormat(theFormat); - batch.setUniformTexture(0, skybox.getCubemap()); + batch.setResourceTexture(0, skybox.getCubemap()); batch.draw(gpu::TRIANGLE_STRIP, 4); } diff --git a/libraries/physics/src/EntityMotionState.cpp b/libraries/physics/src/EntityMotionState.cpp index a975d21c4d..b06c6f264b 100644 --- a/libraries/physics/src/EntityMotionState.cpp +++ b/libraries/physics/src/EntityMotionState.cpp @@ -248,7 +248,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) { btTransform xform = _body->getWorldTransform(); _serverPosition = bulletToGLM(xform.getOrigin()); _serverRotation = bulletToGLM(xform.getRotation()); - _serverVelocity = bulletToGLM(_body->getLinearVelocity()); + _serverVelocity = getBodyLinearVelocity(); _serverAngularVelocity = bulletToGLM(_body->getAngularVelocity()); _lastStep = simulationStep; _serverActionData = _entity->getActionData(); @@ -287,6 +287,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) { } if (_serverActionData != _entity->getActionData()) { + setOutgoingPriority(SCRIPT_EDIT_SIMULATION_PRIORITY); return true; } @@ -536,7 +537,7 @@ void EntityMotionState::bump(quint8 priority) { void EntityMotionState::resetMeasuredBodyAcceleration() { _lastMeasureStep = ObjectMotionState::getWorldSimulationStep(); if (_body) { - _lastVelocity = bulletToGLM(_body->getLinearVelocity()); + _lastVelocity = getBodyLinearVelocity(); } else { _lastVelocity = glm::vec3(0.0f); } @@ -555,7 +556,7 @@ void EntityMotionState::measureBodyAcceleration() { // Note: the integration equation for velocity uses damping: v1 = (v0 + a * dt) * (1 - D)^dt // hence the equation for acceleration is: a = (v1 / (1 - D)^dt - v0) / dt - glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity()); + glm::vec3 velocity = getBodyLinearVelocity(); _measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt; _lastVelocity = velocity; if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS) { diff --git a/libraries/physics/src/ObjectAction.cpp b/libraries/physics/src/ObjectAction.cpp index ae29fe79d3..5205e08c62 100644 --- a/libraries/physics/src/ObjectAction.cpp +++ b/libraries/physics/src/ObjectAction.cpp @@ -13,9 +13,9 @@ #include "ObjectAction.h" -ObjectAction::ObjectAction(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : +ObjectAction::ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity) : btActionInterface(), - _id(id), + EntityActionInterface(type, id), _active(false), _ownerEntity(ownerEntity) { } @@ -24,15 +24,15 @@ ObjectAction::~ObjectAction() { } void ObjectAction::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) { - if (!_active) { - return; - } if (_ownerEntity.expired()) { qDebug() << "warning -- action with no entity removing self from btCollisionWorld."; btDynamicsWorld* dynamicsWorld = static_cast(collisionWorld); dynamicsWorld->removeAction(this); return; } + if (!_active) { + return; + } updateActionWorker(deltaTimeStep); } @@ -129,11 +129,10 @@ void ObjectAction::setAngularVelocity(glm::vec3 angularVelocity) { rigidBody->activate(); } -QByteArray ObjectAction::serialize() { - assert(false); - return QByteArray(); +void ObjectAction::activateBody() { + auto rigidBody = getRigidBody(); + if (rigidBody) { + rigidBody->activate(); + } } -void ObjectAction::deserialize(QByteArray serializedArguments) { - assert(false); -} diff --git a/libraries/physics/src/ObjectAction.h b/libraries/physics/src/ObjectAction.h index 0e982aaacf..f27ed9ab07 100644 --- a/libraries/physics/src/ObjectAction.h +++ b/libraries/physics/src/ObjectAction.h @@ -17,8 +17,6 @@ #include -#include - #include "ObjectMotionState.h" #include "BulletUtil.h" #include "EntityActionInterface.h" @@ -26,31 +24,25 @@ class ObjectAction : public btActionInterface, public EntityActionInterface { public: - ObjectAction(EntityActionType type, QUuid id, EntityItemPointer ownerEntity); + ObjectAction(EntityActionType type, const QUuid& id, EntityItemPointer ownerEntity); virtual ~ObjectAction(); - const QUuid& getID() const { return _id; } - virtual EntityActionType getType() { assert(false); return ACTION_TYPE_NONE; } virtual void removeFromSimulation(EntitySimulation* simulation) const; virtual EntityItemWeakPointer getOwnerEntity() const { return _ownerEntity; } virtual void setOwnerEntity(const EntityItemPointer ownerEntity) { _ownerEntity = ownerEntity; } - virtual bool updateArguments(QVariantMap arguments) { return false; } - virtual QVariantMap getArguments() { return QVariantMap(); } + virtual bool updateArguments(QVariantMap arguments) = 0; + virtual QVariantMap getArguments() = 0; // this is called from updateAction and should be overridden by subclasses - virtual void updateActionWorker(float deltaTimeStep) {} + virtual void updateActionWorker(float deltaTimeStep) = 0; // these are from btActionInterface virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep); virtual void debugDraw(btIDebugDraw* debugDrawer); - virtual QByteArray serialize(); - virtual void deserialize(QByteArray serializedArguments); - -private: - QUuid _id; - QReadWriteLock _lock; + virtual QByteArray serialize() const = 0; + virtual void deserialize(QByteArray serializedArguments) = 0; protected: @@ -63,6 +55,7 @@ protected: virtual void setLinearVelocity(glm::vec3 linearVelocity); virtual glm::vec3 getAngularVelocity(); virtual void setAngularVelocity(glm::vec3 angularVelocity); + virtual void activateBody(); void lockForRead() { _lock.lockForRead(); } bool tryLockForRead() { return _lock.tryLockForRead(); } @@ -70,6 +63,10 @@ protected: bool tryLockForWrite() { return _lock.tryLockForWrite(); } void unlock() { _lock.unlock(); } +private: + QReadWriteLock _lock; + +protected: bool _active; EntityItemWeakPointer _ownerEntity; }; diff --git a/libraries/physics/src/ObjectActionOffset.cpp b/libraries/physics/src/ObjectActionOffset.cpp index 22c6b7e0d3..a00bbbd418 100644 --- a/libraries/physics/src/ObjectActionOffset.cpp +++ b/libraries/physics/src/ObjectActionOffset.cpp @@ -15,8 +15,12 @@ const uint16_t ObjectActionOffset::offsetVersion = 1; -ObjectActionOffset::ObjectActionOffset(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : - ObjectAction(type, id, ownerEntity) { +ObjectActionOffset::ObjectActionOffset(const QUuid& id, EntityItemPointer ownerEntity) : + ObjectAction(ACTION_TYPE_OFFSET, id, ownerEntity), + _pointToOffsetFrom(0.0f), + _linearDistance(0.0f), + _linearTimeScale(FLT_MAX), + _positionalTargetSet(false) { #if WANT_DEBUG qDebug() << "ObjectActionOffset::ObjectActionOffset"; #endif @@ -44,6 +48,7 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) { unlock(); return; } + ObjectMotionState* motionState = static_cast(physicsInfo); btRigidBody* rigidBody = motionState->getRigidBody(); if (!rigidBody) { @@ -52,21 +57,28 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) { return; } - if (_positionalTargetSet) { - glm::vec3 offset = _pointToOffsetFrom - bulletToGLM(rigidBody->getCenterOfMassPosition()); - float offsetLength = glm::length(offset); - float offsetError = _linearDistance - offsetLength; + const float MAX_LINEAR_TIMESCALE = 600.0f; // 10 minutes is a long time + if (_positionalTargetSet && _linearTimeScale < MAX_LINEAR_TIMESCALE) { + glm::vec3 objectPosition = bulletToGLM(rigidBody->getCenterOfMassPosition()); + glm::vec3 springAxis = objectPosition - _pointToOffsetFrom; // from anchor to object + float distance = glm::length(springAxis); + if (distance > FLT_EPSILON) { + springAxis /= distance; // normalize springAxis - // if (glm::abs(offsetError) > IGNORE_POSITION_DELTA) { - if (glm::abs(offsetError) > 0.0f) { - float offsetErrorAbs = glm::abs(offsetError); - float offsetErrorDirection = - offsetError / offsetErrorAbs; - glm::vec3 previousVelocity = bulletToGLM(rigidBody->getLinearVelocity()); + // compute (critically damped) target velocity of spring relaxation + glm::vec3 offset = (distance - _linearDistance) * springAxis; + glm::vec3 targetVelocity = (-1.0f / _linearTimeScale) * offset; - glm::vec3 velocityAdjustment = glm::normalize(offset) * offsetErrorDirection * offsetErrorAbs / _linearTimeScale; - rigidBody->setLinearVelocity(glmToBullet(previousVelocity + velocityAdjustment)); - // rigidBody->setLinearVelocity(glmToBullet(velocityAdjustment)); - rigidBody->activate(); + // compute current velocity and its parallel component + glm::vec3 currentVelocity = bulletToGLM(rigidBody->getLinearVelocity()); + glm::vec3 parallelVelocity = glm::dot(currentVelocity, springAxis) * springAxis; + + // we blend the parallel component with the spring's target velocity to get the new velocity + float blend = deltaTimeStep / _linearTimeScale; + if (blend > 1.0f) { + blend = 1.0f; + } + rigidBody->setLinearVelocity(glmToBullet(currentVelocity + blend * (targetVelocity - parallelVelocity))); } } @@ -75,45 +87,40 @@ void ObjectActionOffset::updateActionWorker(btScalar deltaTimeStep) { bool ObjectActionOffset::updateArguments(QVariantMap arguments) { - bool pOk0 = true; + bool ok = true; glm::vec3 pointToOffsetFrom = - EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", pOk0, true); + EntityActionInterface::extractVec3Argument("offset action", arguments, "pointToOffsetFrom", ok, true); + if (!ok) { + pointToOffsetFrom = _pointToOffsetFrom; + } - bool pOk1 = true; + ok = true; float linearTimeScale = - EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", pOk1, false); + EntityActionInterface::extractFloatArgument("offset action", arguments, "linearTimeScale", ok, false); + if (!ok) { + linearTimeScale = _linearTimeScale; + } - bool pOk2 = true; + ok = true; float linearDistance = - EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", pOk2, false); - - if (!pOk0) { - return false; - } - if (pOk1 && linearTimeScale <= 0.0f) { - qDebug() << "offset action -- linearTimeScale must be greater than zero."; - return false; + EntityActionInterface::extractFloatArgument("offset action", arguments, "linearDistance", ok, false); + if (!ok) { + linearDistance = _linearDistance; } - lockForWrite(); - - _pointToOffsetFrom = pointToOffsetFrom; - _positionalTargetSet = true; - - if (pOk1) { + // only change stuff if something actually changed + if (_pointToOffsetFrom != pointToOffsetFrom + || _linearTimeScale != linearTimeScale + || _linearDistance != linearDistance) { + lockForWrite(); + _pointToOffsetFrom = pointToOffsetFrom; _linearTimeScale = linearTimeScale; - } else { - _linearTimeScale = 0.1f; - } - - if (pOk2) { _linearDistance = linearDistance; - } else { - _linearDistance = 1.0f; + _positionalTargetSet = true; + _active = true; + activateBody(); + unlock(); } - - _active = true; - unlock(); return true; } @@ -127,7 +134,7 @@ QVariantMap ObjectActionOffset::getArguments() { return arguments; } -QByteArray ObjectActionOffset::serialize() { +QByteArray ObjectActionOffset::serialize() const { QByteArray ba; QDataStream dataStream(&ba, QIODevice::WriteOnly); dataStream << getType(); @@ -146,13 +153,14 @@ void ObjectActionOffset::deserialize(QByteArray serializedArguments) { QDataStream dataStream(serializedArguments); EntityActionType type; - QUuid id; - uint16_t serializationVersion; - dataStream >> type; assert(type == getType()); + + QUuid id; dataStream >> id; assert(id == getID()); + + uint16_t serializationVersion; dataStream >> serializationVersion; if (serializationVersion != ObjectActionOffset::offsetVersion) { return; diff --git a/libraries/physics/src/ObjectActionOffset.h b/libraries/physics/src/ObjectActionOffset.h index 28a08c2efe..1918da6996 100644 --- a/libraries/physics/src/ObjectActionOffset.h +++ b/libraries/physics/src/ObjectActionOffset.h @@ -19,17 +19,15 @@ class ObjectActionOffset : public ObjectAction { public: - ObjectActionOffset(EntityActionType type, QUuid id, EntityItemPointer ownerEntity); + ObjectActionOffset(const QUuid& id, EntityItemPointer ownerEntity); virtual ~ObjectActionOffset(); - virtual EntityActionType getType() { return ACTION_TYPE_OFFSET; } - virtual bool updateArguments(QVariantMap arguments); virtual QVariantMap getArguments(); virtual void updateActionWorker(float deltaTimeStep); - virtual QByteArray serialize(); + virtual QByteArray serialize() const; virtual void deserialize(QByteArray serializedArguments); private: diff --git a/libraries/physics/src/ObjectActionSpring.cpp b/libraries/physics/src/ObjectActionSpring.cpp index fae593f3eb..196cc8d3ea 100644 --- a/libraries/physics/src/ObjectActionSpring.cpp +++ b/libraries/physics/src/ObjectActionSpring.cpp @@ -17,14 +17,15 @@ const float SPRING_MAX_SPEED = 10.0f; const uint16_t ObjectActionSpring::springVersion = 1; -ObjectActionSpring::ObjectActionSpring(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) : - ObjectAction(type, id, ownerEntity), + +ObjectActionSpring::ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity) : + ObjectAction(ACTION_TYPE_SPRING, id, ownerEntity), _positionalTarget(glm::vec3(0.0f)), - _linearTimeScale(0.2f), - _positionalTargetSet(false), + _linearTimeScale(FLT_MAX), + _positionalTargetSet(true), _rotationalTarget(glm::quat()), - _angularTimeScale(0.2f), - _rotationalTargetSet(false) { + _angularTimeScale(FLT_MAX), + _rotationalTargetSet(true) { #if WANT_DEBUG qDebug() << "ObjectActionSpring::ObjectActionSpring"; #endif @@ -61,130 +62,92 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) { return; } - // handle the linear part - if (_positionalTargetSet) { - // check for NaN - if (_positionalTarget.x != _positionalTarget.x || - _positionalTarget.y != _positionalTarget.y || - _positionalTarget.z != _positionalTarget.z) { - qDebug() << "ObjectActionSpring::updateActionWorker -- target position includes NaN"; - unlock(); - lockForWrite(); - _active = false; - unlock(); - return; - } - glm::vec3 offset = _positionalTarget - bulletToGLM(rigidBody->getCenterOfMassPosition()); - float offsetLength = glm::length(offset); - float speed = offsetLength / _linearTimeScale; + const float MAX_TIMESCALE = 600.0f; // 10 min is a long time + if (_linearTimeScale < MAX_TIMESCALE) { + btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget); + float offsetLength = offset.length(); + float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f; - // cap speed - if (speed > SPRING_MAX_SPEED) { - speed = SPRING_MAX_SPEED; - } - - if (offsetLength > IGNORE_POSITION_DELTA) { - glm::vec3 newVelocity = glm::normalize(offset) * speed; - rigidBody->setLinearVelocity(glmToBullet(newVelocity)); - rigidBody->activate(); - } else { - rigidBody->setLinearVelocity(glmToBullet(glm::vec3(0.0f))); - } + // this action is aggresively critically damped and defeats the current velocity + rigidBody->setLinearVelocity((- speed / offsetLength) * offset); } - // handle rotation - if (_rotationalTargetSet) { - if (_rotationalTarget.x != _rotationalTarget.x || - _rotationalTarget.y != _rotationalTarget.y || - _rotationalTarget.z != _rotationalTarget.z || - _rotationalTarget.w != _rotationalTarget.w) { - qDebug() << "AvatarActionHold::updateActionWorker -- target rotation includes NaN"; - unlock(); - lockForWrite(); - _active = false; - unlock(); - return; - } + if (_angularTimeScale < MAX_TIMESCALE) { + btVector3 targetVelocity(0.0f, 0.0f, 0.0f); - glm::quat bodyRotation = bulletToGLM(rigidBody->getOrientation()); - // if qZero and qOne are too close to each other, we can get NaN for angle. - auto alignmentDot = glm::dot(bodyRotation, _rotationalTarget); - const float almostOne = 0.99999f; - if (glm::abs(alignmentDot) < almostOne) { - glm::quat target = _rotationalTarget; - if (alignmentDot < 0) { + btQuaternion bodyRotation = rigidBody->getOrientation(); + auto alignmentDot = bodyRotation.dot(glmToBullet(_rotationalTarget)); + const float ALMOST_ONE = 0.99999f; + if (glm::abs(alignmentDot) < ALMOST_ONE) { + btQuaternion target = glmToBullet(_rotationalTarget); + if (alignmentDot < 0.0f) { target = -target; } - glm::quat qZeroInverse = glm::inverse(bodyRotation); - glm::quat deltaQ = target * qZeroInverse; - glm::vec3 axis = glm::axis(deltaQ); - float angle = glm::angle(deltaQ); - assert(!isNaN(angle)); - glm::vec3 newAngularVelocity = (angle / _angularTimeScale) * glm::normalize(axis); - rigidBody->setAngularVelocity(glmToBullet(newAngularVelocity)); - rigidBody->activate(); - } else { - rigidBody->setAngularVelocity(glmToBullet(glm::vec3(0.0f))); + // if dQ is the incremental rotation that gets an object from Q0 to Q1 then: + // + // Q1 = dQ * Q0 + // + // solving for dQ gives: + // + // dQ = Q1 * Q0^ + btQuaternion deltaQ = target * bodyRotation.inverse(); + float angle = deltaQ.getAngle(); + const float MIN_ANGLE = 1.0e-4; + if (angle > MIN_ANGLE) { + targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis(); + } } + // this action is aggresively critically damped and defeats the current velocity + rigidBody->setAngularVelocity(targetVelocity); } - unlock(); } +const float MIN_TIMESCALE = 0.1f; bool ObjectActionSpring::updateArguments(QVariantMap arguments) { // targets are required, spring-constants are optional - bool ptOk = true; + bool ok = true; glm::vec3 positionalTarget = - EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ptOk, false); - bool pscOk = true; + EntityActionInterface::extractVec3Argument("spring action", arguments, "targetPosition", ok, false); + if (!ok) { + positionalTarget = _positionalTarget; + } + ok = true; float linearTimeScale = - EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", pscOk, false); - if (ptOk && pscOk && linearTimeScale <= 0.0f) { - qDebug() << "spring action -- linearTimeScale must be greater than zero."; - return false; + EntityActionInterface::extractFloatArgument("spring action", arguments, "linearTimeScale", ok, false); + if (!ok || linearTimeScale <= 0.0f) { + linearTimeScale = _linearTimeScale; } - bool rtOk = true; + ok = true; glm::quat rotationalTarget = - EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", rtOk, false); - bool rscOk = true; + EntityActionInterface::extractQuatArgument("spring action", arguments, "targetRotation", ok, false); + if (!ok) { + rotationalTarget = _rotationalTarget; + } + + ok = true; float angularTimeScale = - EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", rscOk, false); - - if (!ptOk && !rtOk) { - qDebug() << "spring action requires at least one of targetPosition or targetRotation argument"; - return false; + EntityActionInterface::extractFloatArgument("spring action", arguments, "angularTimeScale", ok, false); + if (!ok) { + angularTimeScale = _angularTimeScale; } - lockForWrite(); - - _positionalTargetSet = _rotationalTargetSet = false; - - if (ptOk) { + if (positionalTarget != _positionalTarget + || linearTimeScale != _linearTimeScale + || rotationalTarget != _rotationalTarget + || angularTimeScale != _angularTimeScale) { + // something changed + lockForWrite(); _positionalTarget = positionalTarget; - _positionalTargetSet = true; - - if (pscOk) { - _linearTimeScale = linearTimeScale; - } else { - _linearTimeScale = 0.1f; - } - } - - if (rtOk) { + _linearTimeScale = glm::max(MIN_TIMESCALE, glm::abs(linearTimeScale)); _rotationalTarget = rotationalTarget; - _rotationalTargetSet = true; - - if (rscOk) { - _angularTimeScale = angularTimeScale; - } else { - _angularTimeScale = 0.1f; - } + _angularTimeScale = glm::max(MIN_TIMESCALE, glm::abs(angularTimeScale)); + _active = true; + activateBody(); + unlock(); } - - _active = true; - unlock(); return true; } @@ -192,25 +155,21 @@ QVariantMap ObjectActionSpring::getArguments() { QVariantMap arguments; lockForRead(); - if (_positionalTargetSet) { - arguments["linearTimeScale"] = _linearTimeScale; - arguments["targetPosition"] = glmToQMap(_positionalTarget); - } + arguments["linearTimeScale"] = _linearTimeScale; + arguments["targetPosition"] = glmToQMap(_positionalTarget); - if (_rotationalTargetSet) { - arguments["targetRotation"] = glmToQMap(_rotationalTarget); - arguments["angularTimeScale"] = _angularTimeScale; - } + arguments["targetRotation"] = glmToQMap(_rotationalTarget); + arguments["angularTimeScale"] = _angularTimeScale; unlock(); return arguments; } -QByteArray ObjectActionSpring::serialize() { +QByteArray ObjectActionSpring::serialize() const { QByteArray serializedActionArguments; QDataStream dataStream(&serializedActionArguments, QIODevice::WriteOnly); - dataStream << getType(); + dataStream << ACTION_TYPE_SPRING; dataStream << getID(); dataStream << ObjectActionSpring::springVersion; @@ -229,13 +188,14 @@ void ObjectActionSpring::deserialize(QByteArray serializedArguments) { QDataStream dataStream(serializedArguments); EntityActionType type; - QUuid id; - uint16_t serializationVersion; - dataStream >> type; assert(type == getType()); + + QUuid id; dataStream >> id; assert(id == getID()); + + uint16_t serializationVersion; dataStream >> serializationVersion; if (serializationVersion != ObjectActionSpring::springVersion) { return; diff --git a/libraries/physics/src/ObjectActionSpring.h b/libraries/physics/src/ObjectActionSpring.h index c887a046bb..caa64c3d3a 100644 --- a/libraries/physics/src/ObjectActionSpring.h +++ b/libraries/physics/src/ObjectActionSpring.h @@ -12,24 +12,19 @@ #ifndef hifi_ObjectActionSpring_h #define hifi_ObjectActionSpring_h -#include - -#include #include "ObjectAction.h" class ObjectActionSpring : public ObjectAction { public: - ObjectActionSpring(EntityActionType type, QUuid id, EntityItemPointer ownerEntity); + ObjectActionSpring(const QUuid& id, EntityItemPointer ownerEntity); virtual ~ObjectActionSpring(); - virtual EntityActionType getType() { return ACTION_TYPE_SPRING; } - virtual bool updateArguments(QVariantMap arguments); virtual QVariantMap getArguments(); virtual void updateActionWorker(float deltaTimeStep); - virtual QByteArray serialize(); + virtual QByteArray serialize() const; virtual void deserialize(QByteArray serializedArguments); protected: diff --git a/libraries/physics/src/ObjectMotionState.cpp b/libraries/physics/src/ObjectMotionState.cpp index 7ff119fb79..aeec85f7ea 100644 --- a/libraries/physics/src/ObjectMotionState.cpp +++ b/libraries/physics/src/ObjectMotionState.cpp @@ -80,8 +80,19 @@ void ObjectMotionState::setBodyGravity(const glm::vec3& gravity) const { } glm::vec3 ObjectMotionState::getBodyLinearVelocity() const { - return bulletToGLM(_body->getLinearVelocity()); + // returns the body's velocity unless it is moving too slow in which case returns zero + btVector3 velocity = _body->getLinearVelocity(); + + // NOTE: the threshold to use here relates to the linear displacement threshold (dX) for sending updates + // to objects that are tracked server-side (e.g. entities which use dX = 2mm). Hence an object moving + // just under this velocity threshold would trigger an update about V/dX times per second. + const float MIN_LINEAR_SPEED_SQUARED = 0.0036f; // 6 mm/sec + if (velocity.length2() < MIN_LINEAR_SPEED_SQUARED) { + velocity *= 0.0f; + } + return bulletToGLM(velocity); } + glm::vec3 ObjectMotionState::getObjectLinearVelocityChange() const { return glm::vec3(0.0f); // Subclasses override where meaningful. } diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index ba9e75bc74..6ea4d37c06 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -9,7 +9,6 @@ // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // -// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL #include #include @@ -24,7 +23,8 @@ #include "TextureCache.h" #include "gpu/Batch.h" -#include "gpu/GLBackend.h" +#include "gpu/Context.h" +#include "gpu/StandardShaderLib.h" #include "simple_vert.h" #include "simple_textured_frag.h" @@ -32,6 +32,7 @@ #include "deferred_light_vert.h" #include "deferred_light_limited_vert.h" +#include "deferred_light_spot_vert.h" #include "directional_light_frag.h" #include "directional_light_shadow_map_frag.h" @@ -90,26 +91,40 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) { gpu::Shader::makeProgram(*_emissiveShader, slotBindings); _viewState = viewState; - loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations); - loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap, + loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations); + loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap, _directionalLightShadowMapLocations); - loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap, _directionalLightCascadedShadowMapLocations); - loadLightProgram(directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations); - loadLightProgram(directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap, + loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations); + loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap, _directionalAmbientSphereLightShadowMapLocations); - loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap, _directionalAmbientSphereLightCascadedShadowMapLocations); - loadLightProgram(directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations); - loadLightProgram(directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap, + loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations); + loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap, _directionalSkyboxLightShadowMapLocations); - loadLightProgram(directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap, + loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap, _directionalSkyboxLightCascadedShadowMapLocations); - loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations); - loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations); + + loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations); + loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations); + + { + auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS(); + auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS(); + auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(VSFS, PSBlit)); + gpu::Shader::makeProgram(*blitProgram); + gpu::StatePointer blitState = gpu::StatePointer(new gpu::State()); + blitState->setBlendFunction(true, + gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, + gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); + blitState->setColorWriteMask(true, true, true, false); + _blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState)); + } // Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light _globalLights.push_back(0); @@ -131,7 +146,7 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured, if (!config.isTextured()) { // If it is not textured, bind white texture and keep using textured pipeline - batch.setUniformTexture(0, DependencyManager::get()->getWhiteTexture()); + batch.setResourceTexture(0, DependencyManager::get()->getWhiteTexture()); } } @@ -201,51 +216,40 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu } void DeferredLightingEffect::prepare(RenderArgs* args) { - // clear the normal and specular buffers + auto textureCache = DependencyManager::get(); - textureCache->setPrimaryDrawBuffers(false, true, false); - glClear(GL_COLOR_BUFFER_BIT); - textureCache->setPrimaryDrawBuffers(false, false, true); - // clearing to zero alpha for specular causes problems on my Nvidia card; clear to lowest non-zero value instead + gpu::Batch batch; + + // clear the normal and specular buffers + batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR1, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f)); const float MAX_SPECULAR_EXPONENT = 128.0f; - glClearColor(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT); - glClear(GL_COLOR_BUFFER_BIT); - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - textureCache->setPrimaryDrawBuffers(true, false, false); + batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR2, glm::vec4(0.0f, 0.0f, 0.0f, 1.0f / MAX_SPECULAR_EXPONENT)); + + args->_context->syncCache(); + args->_context->render(batch); } void DeferredLightingEffect::render(RenderArgs* args) { - // perform deferred lighting, rendering to free fbo - glDisable(GL_BLEND); - glDisable(GL_LIGHTING); - glDisable(GL_DEPTH_TEST); - glDisable(GL_COLOR_MATERIAL); - glDepthMask(false); + gpu::Batch batch; + // perform deferred lighting, rendering to free fbo auto textureCache = DependencyManager::get(); - glBindFramebuffer(GL_FRAMEBUFFER, 0 ); - QSize framebufferSize = textureCache->getFrameBufferSize(); // binding the first framebuffer auto freeFBO = DependencyManager::get()->getFreeFramebuffer(); - glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(freeFBO)); + batch.setFramebuffer(freeFBO); - glClear(GL_COLOR_BUFFER_BIT); - // glEnable(GL_FRAMEBUFFER_SRGB); + batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f)); + + batch.setResourceTexture(0, textureCache->getPrimaryColorTexture()); - // glBindTexture(GL_TEXTURE_2D, primaryFBO->texture()); - glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID()); + batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture()); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryNormalTextureID()); + batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture()); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, textureCache->getPrimarySpecularTextureID()); - - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryDepthTextureID()); + batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture()); // get the viewport side (left, right, both) int viewport[4]; @@ -264,55 +268,53 @@ void DeferredLightingEffect::render(RenderArgs* args) { // Fetch the ViewMatrix; glm::mat4 invViewMat; - _viewState->getViewTransform().getMatrix(invViewMat); + invViewMat = args->_viewFrustum->getView(); - ProgramObject* program = &_directionalLight; + auto& program = _directionalLight; const LightLocations* locations = &_directionalLightLocations; bool shadowsEnabled = _viewState->getShadowsEnabled(); if (shadowsEnabled) { - glActiveTexture(GL_TEXTURE4); - glBindTexture(GL_TEXTURE_2D, textureCache->getShadowDepthTextureID()); + batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer()); - program = &_directionalLightShadowMap; + program = _directionalLightShadowMap; locations = &_directionalLightShadowMapLocations; if (_viewState->getCascadeShadowsEnabled()) { - program = &_directionalLightCascadedShadowMap; + program = _directionalLightCascadedShadowMap; locations = &_directionalLightCascadedShadowMapLocations; if (useSkyboxCubemap) { - program = &_directionalSkyboxLightCascadedShadowMap; + program = _directionalSkyboxLightCascadedShadowMap; locations = &_directionalSkyboxLightCascadedShadowMapLocations; } else if (_ambientLightMode > -1) { - program = &_directionalAmbientSphereLightCascadedShadowMap; + program = _directionalAmbientSphereLightCascadedShadowMap; locations = &_directionalAmbientSphereLightCascadedShadowMapLocations; } - program->bind(); - program->setUniform(locations->shadowDistances, _viewState->getShadowDistances()); + batch.setPipeline(program); + batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances()); } else { if (useSkyboxCubemap) { - program = &_directionalSkyboxLightShadowMap; + program = _directionalSkyboxLightShadowMap; locations = &_directionalSkyboxLightShadowMapLocations; } else if (_ambientLightMode > -1) { - program = &_directionalAmbientSphereLightShadowMap; + program = _directionalAmbientSphereLightShadowMap; locations = &_directionalAmbientSphereLightShadowMapLocations; } - program->bind(); + batch.setPipeline(program); } - program->setUniformValue(locations->shadowScale, - 1.0f / textureCache->getShadowFramebuffer()->getWidth()); + batch._glUniform1f(locations->shadowScale, 1.0f / textureCache->getShadowFramebuffer()->getWidth()); } else { if (useSkyboxCubemap) { - program = &_directionalSkyboxLight; + program = _directionalSkyboxLight; locations = &_directionalSkyboxLightLocations; } else if (_ambientLightMode > -1) { - program = &_directionalAmbientSphereLight; + program = _directionalAmbientSphereLight; locations = &_directionalAmbientSphereLightLocations; } - program->bind(); + batch.setPipeline(program); } - { + { // Setup the global lighting auto globalLight = _allocatedLights[_globalLights.front()]; if (locations->ambientSphere >= 0) { @@ -321,221 +323,238 @@ void DeferredLightingEffect::render(RenderArgs* args) { sh = (*_skybox->getCubemap()->getIrradiance()); } for (int i =0; i setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i)); + batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4); } } if (useSkyboxCubemap) { - glActiveTexture(GL_TEXTURE5); - glBindTexture(GL_TEXTURE_CUBE_MAP, gpu::GLBackend::getTextureID(_skybox->getCubemap())); + batch.setResourceTexture(5, _skybox->getCubemap()); } if (locations->lightBufferUnit >= 0) { - gpu::Batch batch; batch.setUniformBuffer(locations->lightBufferUnit, globalLight->getSchemaBuffer()); - gpu::GLBackend::renderBatch(batch); } if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) { - gpu::Batch batch; batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer()); - gpu::GLBackend::renderBatch(batch); } - glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); + batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); } - auto viewFrustum = _viewState->getCurrentViewFrustum(); + auto& viewFrustum = args->_viewFrustum; float left, right, bottom, top, nearVal, farVal; glm::vec4 nearClipPlane, farClipPlane; viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); - program->setUniformValue(locations->nearLocation, nearVal); + batch._glUniform1f(locations->nearLocation, nearVal); float depthScale = (farVal - nearVal) / farVal; - program->setUniformValue(locations->depthScale, depthScale); + batch._glUniform1f(locations->depthScale, depthScale); + float nearScale = -1.0f / nearVal; float depthTexCoordScaleS = (right - left) * nearScale / sWidth; float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight; float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS; float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT; - program->setUniformValue(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); - program->setUniformValue(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); + batch._glUniform2f(locations->depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); + batch._glUniform2f(locations->depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); - renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); - - program->release(); + { + Transform model; + model.setTranslation(glm::vec3(sMin, tMin, 0.0)); + model.setScale(glm::vec3(sWidth, tHeight, 1.0)); + batch.setModelTransform(model); + + batch.setProjectionTransform(glm::mat4()); + batch.setViewTransform(Transform()); + + glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); + glm::vec2 topLeft(-1.0f, -1.0f); + glm::vec2 bottomRight(1.0f, 1.0f); + glm::vec2 texCoordTopLeft(sMin, tMin); + glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight); + + DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); + } if (useSkyboxCubemap) { - glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - if (!shadowsEnabled) { - glActiveTexture(GL_TEXTURE3); - } + batch.setResourceTexture(5, nullptr); } if (shadowsEnabled) { - glBindTexture(GL_TEXTURE_2D, 0); - glActiveTexture(GL_TEXTURE3); + batch.setResourceTexture(4, nullptr); } - - // additive blending - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE); - - glEnable(GL_CULL_FACE); - + glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f); glm::vec4 tCoefficients(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f); - glTexGenfv(GL_S, GL_OBJECT_PLANE, (const GLfloat*)&sCoefficients); - glTexGenfv(GL_T, GL_OBJECT_PLANE, (const GLfloat*)&tCoefficients); - + auto texcoordMat = glm::mat4(); + texcoordMat[0] = glm::vec4(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f); + texcoordMat[1] = glm::vec4(0.0f, tHeight / 2.0f, 0.0f, tMin + tHeight / 2.0f); + texcoordMat[2] = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f); + texcoordMat[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + // enlarge the scales slightly to account for tesselation const float SCALE_EXPANSION = 0.05f; - + const glm::vec3& eyePoint = viewFrustum->getPosition(); float nearRadius = glm::distance(eyePoint, viewFrustum->getNearTopLeft()); auto geometryCache = DependencyManager::get(); + glm::mat4 projMat; + Transform viewMat; + args->_viewFrustum->evalProjectionMatrix(projMat); + args->_viewFrustum->evalViewTransform(viewMat); + if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { + viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f)); + } + batch.setProjectionTransform(projMat); + batch.setViewTransform(viewMat); + if (!_pointLights.empty()) { - _pointLight.bind(); - _pointLight.setUniformValue(_pointLightLocations.nearLocation, nearVal); - _pointLight.setUniformValue(_pointLightLocations.depthScale, depthScale); - _pointLight.setUniformValue(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); - _pointLight.setUniformValue(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); + batch.setPipeline(_pointLight); + batch._glUniform1f(_pointLightLocations.nearLocation, nearVal); + batch._glUniform1f(_pointLightLocations.depthScale, depthScale); + batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); + batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); + + batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); + + batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat)); for (auto lightID : _pointLights) { - auto light = _allocatedLights[lightID]; - + auto& light = _allocatedLights[lightID]; + // IN DEBUG: light->setShowContour(true); if (_pointLightLocations.lightBufferUnit >= 0) { - gpu::Batch batch; batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer()); - gpu::GLBackend::renderBatch(batch); } - glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); - glPushMatrix(); - float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); + // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, + // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working... if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) { - glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -1.0f); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - renderFullscreenQuad(); - - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + Transform model; + model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); + batch.setModelTransform(model); + batch.setViewTransform(Transform()); + batch.setProjectionTransform(glm::mat4()); + + glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); + glm::vec2 topLeft(-1.0f, -1.0f); + glm::vec2 bottomRight(1.0f, 1.0f); + glm::vec2 texCoordTopLeft(sMin, tMin); + glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight); + + DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); + batch.setProjectionTransform(projMat); + batch.setViewTransform(viewMat); } else { - glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z); - geometryCache->renderSphere(expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); + Transform model; + model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z)); + batch.setModelTransform(model); + geometryCache->renderSphere(batch, expandedRadius, 32, 32, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); } - - glPopMatrix(); } _pointLights.clear(); - - _pointLight.release(); } if (!_spotLights.empty()) { - _spotLight.bind(); - _spotLight.setUniformValue(_spotLightLocations.nearLocation, nearVal); - _spotLight.setUniformValue(_spotLightLocations.depthScale, depthScale); - _spotLight.setUniformValue(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); - _spotLight.setUniformValue(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); + batch.setPipeline(_spotLight); + batch._glUniform1f(_spotLightLocations.nearLocation, nearVal); + batch._glUniform1f(_spotLightLocations.depthScale, depthScale); + batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT); + batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT); + batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); + + batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat)); + for (auto lightID : _spotLights) { auto light = _allocatedLights[lightID]; + // IN DEBUG: light->setShowContour(true); - if (_spotLightLocations.lightBufferUnit >= 0) { - gpu::Batch batch; - batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer()); - gpu::GLBackend::renderBatch(batch); - } - glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat)); - - glPushMatrix(); + batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer()); + auto eyeLightPos = eyePoint - light->getPosition(); + auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection()); + + const float TANGENT_LENGTH_SCALE = 0.666f; + glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f); + float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION); - float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle()); - if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) { - glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -1.0f); + // TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume, + // we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working... + if ((eyeHalfPlaneDistance > -nearRadius) && (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) { + coneParam.w = 0.0f; + batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam)); + + Transform model; + model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f)); + batch.setModelTransform(model); + batch.setViewTransform(Transform()); + batch.setProjectionTransform(glm::mat4()); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - renderFullscreenQuad(); - - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); + glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f); + glm::vec2 topLeft(-1.0f, -1.0f); + glm::vec2 bottomRight(1.0f, 1.0f); + glm::vec2 texCoordTopLeft(sMin, tMin); + glm::vec2 texCoordBottomRight(sMin + sWidth, tMin + tHeight); + + DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color); + batch.setProjectionTransform(projMat); + batch.setViewTransform(viewMat); } else { - glTranslatef(light->getPosition().x, light->getPosition().y, light->getPosition().z); - glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection()); - glm::vec3 axis = glm::axis(spotRotation); - glRotatef(glm::degrees(glm::angle(spotRotation)), axis.x, axis.y, axis.z); - glTranslatef(0.0f, 0.0f, -light->getMaximumRadius() * (1.0f + SCALE_EXPANSION * 0.5f)); - geometryCache->renderCone(expandedRadius * glm::tan(light->getSpotAngle()), - expandedRadius, 32, 1); + coneParam.w = 1.0f; + batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam)); + + Transform model; + model.setTranslation(light->getPosition()); + model.postRotate(light->getOrientation()); + model.postScale(glm::vec3(expandedRadius, expandedRadius, expandedRadius)); + + batch.setModelTransform(model); + auto mesh = getSpotLightMesh(); + + + batch.setIndexBuffer(mesh->getIndexBuffer()); + batch.setInputBuffer(0, mesh->getVertexBuffer()); + batch.setInputFormat(mesh->getVertexFormat()); + + auto& part = mesh->getPartBuffer().get(); + + batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex); } - - glPopMatrix(); } _spotLights.clear(); - - _spotLight.release(); } - glBindTexture(GL_TEXTURE_2D, 0); - - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, 0); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, 0); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, 0); - // glDisable(GL_FRAMEBUFFER_SRGB); - + // Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target + batch.setResourceTexture(0, nullptr); + batch.setResourceTexture(1, nullptr); + batch.setResourceTexture(2, nullptr); + batch.setResourceTexture(3, nullptr); + + args->_context->syncCache(); + args->_context->render(batch); + // End of the Lighting pass } void DeferredLightingEffect::copyBack(RenderArgs* args) { + gpu::Batch batch; auto textureCache = DependencyManager::get(); QSize framebufferSize = textureCache->getFrameBufferSize(); auto freeFBO = DependencyManager::get()->getFreeFramebuffer(); - //freeFBO->release(); - glBindFramebuffer(GL_FRAMEBUFFER, 0); + batch.setFramebuffer(textureCache->getPrimaryFramebuffer()); + batch.setPipeline(_blitLightBuffer); + + batch.setResourceTexture(0, freeFBO->getRenderBuffer(0)); - - glDisable(GL_CULL_FACE); - - // now transfer the lit region to the primary fbo - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); - glColorMask(true, true, true, false); - - auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer()); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO); + batch.setProjectionTransform(glm::mat4()); + batch.setViewTransform(Transform()); - //primaryFBO->bind(); - - glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0))); - glEnable(GL_TEXTURE_2D); - - glPushMatrix(); - glLoadIdentity(); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); const int VIEWPORT_X_INDEX = 0; @@ -548,21 +567,19 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) { float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height(); float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height(); - renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight); - - glBindTexture(GL_TEXTURE_2D, 0); - glDisable(GL_TEXTURE_2D); - - glColorMask(true, true, true, true); - glEnable(GL_LIGHTING); - glEnable(GL_COLOR_MATERIAL); - glEnable(GL_DEPTH_TEST); - glDepthMask(true); - - glPopMatrix(); - - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + Transform model; + model.setTranslation(glm::vec3(sMin, tMin, 0.0)); + model.setScale(glm::vec3(sWidth, tHeight, 1.0)); + batch.setModelTransform(model); + + + batch.setViewportTransform(glm::ivec4(viewport[0], viewport[1], viewport[2], viewport[3])); + + batch.draw(gpu::TRIANGLE_STRIP, 4); + + + args->_context->syncCache(); + args->_context->render(batch); } void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) { @@ -570,67 +587,62 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer()); } -void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations) { - program.addShaderFromSourceCode(QGLShader::Vertex, (limited ? deferred_light_limited_vert : deferred_light_vert)); - program.addShaderFromSourceCode(QGLShader::Fragment, fragSource); - program.link(); +void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) { + auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource))); + auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource))); - program.bind(); - program.setUniformValue("diffuseMap", 0); - program.setUniformValue("normalMap", 1); - program.setUniformValue("specularMap", 2); - program.setUniformValue("depthMap", 3); - program.setUniformValue("shadowMap", 4); - program.setUniformValue("skyboxMap", 5); - locations.shadowDistances = program.uniformLocation("shadowDistances"); - locations.shadowScale = program.uniformLocation("shadowScale"); - locations.nearLocation = program.uniformLocation("near"); - locations.depthScale = program.uniformLocation("depthScale"); - locations.depthTexCoordOffset = program.uniformLocation("depthTexCoordOffset"); - locations.depthTexCoordScale = program.uniformLocation("depthTexCoordScale"); - locations.radius = program.uniformLocation("radius"); - locations.ambientSphere = program.uniformLocation("ambientSphere.L00"); - locations.invViewMat = program.uniformLocation("invViewMat"); + gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS)); - GLint loc = -1; - -#if (GPU_FEATURE_PROFILE == GPU_CORE) + gpu::Shader::BindingSet slotBindings; + slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0)); + slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1)); + slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2)); + slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3)); + slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4)); + slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5)); const GLint LIGHT_GPU_SLOT = 3; - loc = glGetUniformBlockIndex(program.programId(), "lightBuffer"); - if (loc >= 0) { - glUniformBlockBinding(program.programId(), loc, LIGHT_GPU_SLOT); - locations.lightBufferUnit = LIGHT_GPU_SLOT; - } else { - locations.lightBufferUnit = -1; - } -#else - loc = program.uniformLocation("lightBuffer"); - if (loc >= 0) { - locations.lightBufferUnit = loc; - } else { - locations.lightBufferUnit = -1; - } -#endif + slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT)); + const GLint ATMOSPHERE_GPU_SLOT = 4; + slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT)); + + gpu::Shader::makeProgram(*program, slotBindings); + + locations.shadowDistances = program->getUniforms().findLocation("shadowDistances"); + locations.shadowScale = program->getUniforms().findLocation("shadowScale"); + locations.nearLocation = program->getUniforms().findLocation("near"); + locations.depthScale = program->getUniforms().findLocation("depthScale"); + locations.depthTexCoordOffset = program->getUniforms().findLocation("depthTexCoordOffset"); + locations.depthTexCoordScale = program->getUniforms().findLocation("depthTexCoordScale"); + locations.radius = program->getUniforms().findLocation("radius"); + locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00"); + locations.invViewMat = program->getUniforms().findLocation("invViewMat"); + locations.texcoordMat = program->getUniforms().findLocation("texcoordMat"); + locations.coneParam = program->getUniforms().findLocation("coneParam"); #if (GPU_FEATURE_PROFILE == GPU_CORE) - const GLint ATMOSPHERE_GPU_SLOT = 4; - loc = glGetUniformBlockIndex(program.programId(), "atmosphereBufferUnit"); - if (loc >= 0) { - glUniformBlockBinding(program.programId(), loc, ATMOSPHERE_GPU_SLOT); - locations.atmosphereBufferUnit = ATMOSPHERE_GPU_SLOT; - } else { - locations.atmosphereBufferUnit = -1; - } + locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); + locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit"); #else - loc = program.uniformLocation("atmosphereBufferUnit"); - if (loc >= 0) { - locations.atmosphereBufferUnit = loc; - } else { - locations.atmosphereBufferUnit = -1; - } + locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer"); + locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit"); #endif - program.release(); + gpu::StatePointer state = gpu::StatePointer(new gpu::State()); + if (lightVolume) { + state->setCullMode(gpu::State::CULL_BACK); + + // No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL); + // TODO: We should bind the true depth buffer both as RT and texture for the depth test + // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases + state->setDepthClampEnable(true); + + // additive blending + state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); + } else { + state->setCullMode(gpu::State::CULL_BACK); + } + pipeline.reset(gpu::Pipeline::create(program, state)); + } void DeferredLightingEffect::setAmbientLightMode(int preset) { @@ -655,3 +667,100 @@ void DeferredLightingEffect::setGlobalLight(const glm::vec3& direction, const gl void DeferredLightingEffect::setGlobalSkybox(const model::SkyboxPointer& skybox) { _skybox = skybox; } + +model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { + if (!_spotLightMesh) { + _spotLightMesh.reset(new model::Mesh()); + + int slices = 32; + int rings = 3; + int vertices = 2 + rings * slices; + int originVertex = vertices - 2; + int capVertex = vertices - 1; + int verticesSize = vertices * 3 * sizeof(float); + int indices = 3 * slices * (1 + 1 + 2 * (rings -1)); + int ringFloatOffset = slices * 3; + + + GLfloat* vertexData = new GLfloat[verticesSize]; + GLfloat* vertexRing0 = vertexData; + GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset; + GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset; + + for (int i = 0; i < slices; i++) { + float theta = TWO_PI * i / slices; + auto cosin = glm::vec2(cosf(theta), sinf(theta)); + + *(vertexRing0++) = cosin.x; + *(vertexRing0++) = cosin.y; + *(vertexRing0++) = 0.0f; + + *(vertexRing1++) = cosin.x; + *(vertexRing1++) = cosin.y; + *(vertexRing1++) = 0.33f; + + *(vertexRing2++) = cosin.x; + *(vertexRing2++) = cosin.y; + *(vertexRing2++) = 0.66f; + } + + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = -1.0f; + + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 0.0f; + *(vertexRing2++) = 1.0f; + + _spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ)); + delete[] vertexData; + + gpu::uint16* indexData = new gpu::uint16[indices]; + gpu::uint16* index = indexData; + for (int i = 0; i < slices; i++) { + *(index++) = originVertex; + + int s0 = i; + int s1 = ((i + 1) % slices); + *(index++) = s0; + *(index++) = s1; + + int s2 = s0 + slices; + int s3 = s1 + slices; + *(index++) = s1; + *(index++) = s0; + *(index++) = s2; + + *(index++) = s1; + *(index++) = s2; + *(index++) = s3; + + int s4 = s2 + slices; + int s5 = s3 + slices; + *(index++) = s3; + *(index++) = s2; + *(index++) = s4; + + *(index++) = s3; + *(index++) = s4; + *(index++) = s5; + + + *(index++) = s5; + *(index++) = s4; + *(index++) = capVertex; + } + + _spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16)); + delete[] indexData; + + model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES); + //DEBUG: model::Mesh::Part part(0, indices, 0, model::Mesh::LINE_STRIP); + + _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL)); + + _spotLightMesh->makeBufferStream(); + } + return _spotLightMesh; +} + diff --git a/libraries/render-utils/src/DeferredLightingEffect.h b/libraries/render-utils/src/DeferredLightingEffect.h index 53aac7ee93..2c5ef6bb83 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.h +++ b/libraries/render-utils/src/DeferredLightingEffect.h @@ -21,6 +21,7 @@ #include "model/Light.h" #include "model/Stage.h" +#include "model/Geometry.h" class AbstractViewStateInterface; class RenderArgs; @@ -94,41 +95,49 @@ private: int lightBufferUnit; int atmosphereBufferUnit; int invViewMat; + int texcoordMat; + int coneParam; }; - - static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations); + + model::MeshPointer _spotLightMesh; + model::MeshPointer getSpotLightMesh(); + + static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations); + gpu::PipelinePointer getPipeline(SimpleProgramKey config); gpu::ShaderPointer _simpleShader; gpu::ShaderPointer _emissiveShader; QHash _simplePrograms; - ProgramObject _directionalSkyboxLight; + gpu::PipelinePointer _blitLightBuffer; + + gpu::PipelinePointer _directionalSkyboxLight; LightLocations _directionalSkyboxLightLocations; - ProgramObject _directionalSkyboxLightShadowMap; + gpu::PipelinePointer _directionalSkyboxLightShadowMap; LightLocations _directionalSkyboxLightShadowMapLocations; - ProgramObject _directionalSkyboxLightCascadedShadowMap; + gpu::PipelinePointer _directionalSkyboxLightCascadedShadowMap; LightLocations _directionalSkyboxLightCascadedShadowMapLocations; - ProgramObject _directionalAmbientSphereLight; + gpu::PipelinePointer _directionalAmbientSphereLight; LightLocations _directionalAmbientSphereLightLocations; - ProgramObject _directionalAmbientSphereLightShadowMap; + gpu::PipelinePointer _directionalAmbientSphereLightShadowMap; LightLocations _directionalAmbientSphereLightShadowMapLocations; - ProgramObject _directionalAmbientSphereLightCascadedShadowMap; + gpu::PipelinePointer _directionalAmbientSphereLightCascadedShadowMap; LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations; - ProgramObject _directionalLight; + gpu::PipelinePointer _directionalLight; LightLocations _directionalLightLocations; - ProgramObject _directionalLightShadowMap; + gpu::PipelinePointer _directionalLightShadowMap; LightLocations _directionalLightShadowMapLocations; - ProgramObject _directionalLightCascadedShadowMap; + gpu::PipelinePointer _directionalLightCascadedShadowMap; LightLocations _directionalLightCascadedShadowMapLocations; - ProgramObject _pointLight; + gpu::PipelinePointer _pointLight; LightLocations _pointLightLocations; - ProgramObject _spotLight; + gpu::PipelinePointer _spotLight; LightLocations _spotLightLocations; - + class PointLight { public: glm::vec4 position; diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp index b0e184d224..02e59bfa3a 100644 --- a/libraries/render-utils/src/GeometryCache.cpp +++ b/libraries/render-utils/src/GeometryCache.cpp @@ -279,14 +279,21 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in const int VERTICES_SLOT = 0; const int NORMALS_SLOT = 1; const int COLOR_SLOT = 2; - gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone - streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); - streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); - streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); + static gpu::Stream::FormatPointer streamFormat; + static gpu::Element positionElement, normalElement, colorElement; + if (!streamFormat) { + streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone + streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); + streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); + streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); + positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element; + normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element; + colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element; + } - gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); - gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element); - gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); + gpu::BufferView verticesView(verticesBuffer, positionElement); + gpu::BufferView normalsView(verticesBuffer, normalElement); + gpu::BufferView colorView(colorBuffer, colorElement); batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); @@ -401,7 +408,6 @@ void GeometryCache::renderCone(float base, float height, int slices, int stacks) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } - void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) { gpu::Batch batch; renderGrid(batch, xDivisions, yDivisions, color); @@ -900,14 +906,21 @@ void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::ve const int VERTICES_SLOT = 0; const int NORMALS_SLOT = 1; const int COLOR_SLOT = 2; - gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone + static gpu::Stream::FormatPointer streamFormat; + static gpu::Element positionElement, normalElement, colorElement; + if (!streamFormat) { + streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone + streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); + streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); + streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); + positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element; + normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element; + colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element; + } - streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); - streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); - streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); - - gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); - gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element); + + gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, positionElement); + gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, normalElement); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); batch.setInputFormat(streamFormat); @@ -987,12 +1000,18 @@ void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec const int VERTICES_SLOT = 0; const int COLOR_SLOT = 1; - gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone - streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); - streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); - - gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); - gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); + static gpu::Stream::FormatPointer streamFormat; + static gpu::Element positionElement, colorElement; + if (!streamFormat) { + streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone + streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0); + streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); + positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element; + colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element; + } + + gpu::BufferView verticesView(verticesBuffer, positionElement); + gpu::BufferView colorView(colorBuffer, colorElement); batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); diff --git a/libraries/render-utils/src/GeometryCache.h b/libraries/render-utils/src/GeometryCache.h index f97ab8a773..83891bbf49 100644 --- a/libraries/render-utils/src/GeometryCache.h +++ b/libraries/render-utils/src/GeometryCache.h @@ -301,6 +301,7 @@ private: }; QHash _coneVBOs; + int _nextID; QHash _lastRegisteredQuad3DTexture; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 1b94c70e57..ce325d23cb 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -417,6 +417,7 @@ void Model::reset() { } bool Model::updateGeometry() { + PROFILE_RANGE(__FUNCTION__); bool needFullUpdate = false; bool needToRebuild = false; @@ -690,6 +691,7 @@ void Model::recalculateMeshPartOffsets() { // entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible) // and then the calls use the most recent such result. void Model::recalculateMeshBoxes(bool pickAgainstTriangles) { + PROFILE_RANGE(__FUNCTION__); bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid; if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded || (!_calculatedMeshPartBoxesValid && pickAgainstTriangles) ) { @@ -1281,6 +1283,7 @@ Blender::Blender(Model* model, int blendNumber, const QWeakPointer vertices, normals; if (!_model.isNull()) { int offset = 0; @@ -1392,6 +1395,7 @@ void Model::snapToRegistrationPoint() { } void Model::simulate(float deltaTime, bool fullUpdate) { + PROFILE_RANGE(__FUNCTION__); fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit) || (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint); @@ -1829,6 +1833,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) { } AABox Model::getPartBounds(int meshIndex, int partIndex) { + if (meshIndex < _meshStates.size()) { const MeshState& state = _meshStates.at(meshIndex); bool isSkinned = state.clusterMatrices.size() > 1; @@ -1859,6 +1864,7 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) { } void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) { + // PROFILE_RANGE(__FUNCTION__); PerformanceTimer perfTimer("Model::renderPart"); if (!_readyWhenAdded) { return; // bail asap @@ -1933,7 +1939,9 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe, args, locations); - updateVisibleJointStates(); + { + updateVisibleJointStates(); + } // if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown // to false to rebuild out mesh groups. @@ -2023,10 +2031,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran } static bool showDiffuse = true; if (showDiffuse && diffuseMap) { - batch.setUniformTexture(0, diffuseMap->getGPUTexture()); + batch.setResourceTexture(0, diffuseMap->getGPUTexture()); } else { - batch.setUniformTexture(0, textureCache->getWhiteTexture()); + batch.setResourceTexture(0, textureCache->getWhiteTexture()); } if (locations->texcoordMatrices >= 0) { @@ -2042,14 +2050,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran if (!mesh.tangents.isEmpty()) { Texture* normalMap = networkPart.normalTexture.data(); - batch.setUniformTexture(1, !normalMap ? + batch.setResourceTexture(1, !normalMap ? textureCache->getBlueTexture() : normalMap->getGPUTexture()); } if (locations->specularTextureUnit >= 0) { Texture* specularMap = networkPart.specularTexture.data(); - batch.setUniformTexture(locations->specularTextureUnit, !specularMap ? + batch.setResourceTexture(locations->specularTextureUnit, !specularMap ? textureCache->getWhiteTexture() : specularMap->getGPUTexture()); } @@ -2066,7 +2074,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale); Texture* emissiveMap = networkPart.emissiveTexture.data(); - batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ? + batch.setResourceTexture(locations->emissiveTextureUnit, !emissiveMap ? textureCache->getWhiteTexture() : emissiveMap->getGPUTexture()); } @@ -2076,9 +2084,13 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran } } - _mutex.lock(); - qint64 offset = _calculatedMeshPartOffset[QPair(meshIndex, partIndex)]; - _mutex.unlock(); + qint64 offset; + { + // FIXME_STUTTER: We should n't have any lock here + _mutex.lock(); + offset = _calculatedMeshPartOffset[QPair(meshIndex, partIndex)]; + _mutex.unlock(); + } if (part.quadIndices.size() > 0) { batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset); diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 12a6d32ae5..dc0de80e42 100755 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -40,8 +40,9 @@ void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderC } RenderDeferredTask::RenderDeferredTask() : Task() { - _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred"))); _jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground"))); + + _jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred"))); _jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque", FetchItems( [] (const RenderContextPointer& context, int count) { @@ -75,6 +76,12 @@ RenderDeferredTask::RenderDeferredTask() : Task() { _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D"))); _jobs.push_back(Job(new ResetGLState::JobModel())); + + // Give ourselves 3 frmaes of timer queries + _timerQueries.push_back(gpu::QueryPointer(new gpu::Query())); + _timerQueries.push_back(gpu::QueryPointer(new gpu::Query())); + _timerQueries.push_back(gpu::QueryPointer(new gpu::Query())); + _currentTimerQueryIndex = 0; } RenderDeferredTask::~RenderDeferredTask() { @@ -101,6 +108,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend for (auto job : _jobs) { job.run(sceneContext, renderContext); } + }; void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) { @@ -118,7 +126,7 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend args->_viewFrustum->evalProjectionMatrix(projMat); args->_viewFrustum->evalViewTransform(viewMat); if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { - viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f)); + viewMat.preScale(glm::vec3(-1.0f, 1.0f, 1.0f)); } batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); @@ -235,7 +243,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon batch.setViewTransform(viewMat); batch.setPipeline(getOpaquePipeline()); - batch.setUniformTexture(0, args->_whiteTexture); + batch.setResourceTexture(0, args->_whiteTexture); if (!inItems.empty()) { batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0); diff --git a/libraries/render-utils/src/RenderDeferredTask.h b/libraries/render-utils/src/RenderDeferredTask.h index 3d11e97634..4040606c62 100755 --- a/libraries/render-utils/src/RenderDeferredTask.h +++ b/libraries/render-utils/src/RenderDeferredTask.h @@ -77,6 +77,9 @@ public: virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext); + + gpu::Queries _timerQueries; + int _currentTimerQueryIndex = 0; }; diff --git a/libraries/render-utils/src/TextRenderer3D.cpp b/libraries/render-utils/src/TextRenderer3D.cpp index d202d89aba..973cddc4d7 100644 --- a/libraries/render-utils/src/TextRenderer3D.cpp +++ b/libraries/render-utils/src/TextRenderer3D.cpp @@ -343,7 +343,7 @@ void Font3D::setupGPU() { gpu::StatePointer state = gpu::StatePointer(new gpu::State()); state->setCullMode(gpu::State::CULL_BACK); state->setDepthTest(true, true, gpu::LESS_EQUAL); - state->setBlendFunction(false, + state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); _pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state)); @@ -423,7 +423,7 @@ void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str, setupGPU(); batch.setPipeline(_pipeline); - batch.setUniformTexture(_fontLoc, _texture); + batch.setResourceTexture(_fontLoc, _texture); batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT)); batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color); diff --git a/libraries/render-utils/src/deferred_light_limited.slv b/libraries/render-utils/src/deferred_light_limited.slv index e3051d43f7..d57b987b68 100644 --- a/libraries/render-utils/src/deferred_light_limited.slv +++ b/libraries/render-utils/src/deferred_light_limited.slv @@ -12,9 +12,19 @@ // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +uniform mat4 texcoordMat; + void main(void) { - gl_Position = ftransform(); + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>; + vec4 projected = gl_Position / gl_Position.w; - gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w, - dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w); + gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w, + dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w); } diff --git a/libraries/render-utils/src/deferred_light_spot.slv b/libraries/render-utils/src/deferred_light_spot.slv new file mode 100755 index 0000000000..d3ef18fd53 --- /dev/null +++ b/libraries/render-utils/src/deferred_light_spot.slv @@ -0,0 +1,47 @@ +<@include gpu/Config.slh@> +<$VERSION_HEADER$> +// Generated on <$_SCRIBE_DATE$> +// +// deferred_light_spot.vert +// vertex shader +// +// Created by Sam Gateau on 7/8/15. +// Copyright 2015 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> + +uniform mat4 texcoordMat; +uniform vec4 coneParam; + +void main(void) { + vec4 coneVertex = gl_Vertex; + if (coneParam.w != 0.0) { + if(coneVertex.z >= 0.0) { + // Evaluate the true position of the spot volume + vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy + + vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f)) + + float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0) + + vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f)); + + coneVertex.xy *= dir.y; + coneVertex.z = -dir.x; + } else { + coneVertex.z = 0.0; + } + } + + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>; + + vec4 projected = gl_Position / gl_Position.w; + gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w, + dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w); +} diff --git a/libraries/render-utils/src/sdf_text3D.slf b/libraries/render-utils/src/sdf_text3D.slf index d9972417ba..425d6f9b08 100644 --- a/libraries/render-utils/src/sdf_text3D.slf +++ b/libraries/render-utils/src/sdf_text3D.slf @@ -18,7 +18,7 @@ uniform vec4 Color; varying vec4 interpolatedNormal; const float gamma = 2.2; -const float smoothing = 64.0; +const float smoothing = 256.0; const float interiorCutoff = 0.8; const float outlineExpansion = 0.2; diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index e6c3938b71..cfb2a6da4b 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -28,7 +28,7 @@ void main(void) { // Grab the fragment data from the uv vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q; DeferredFragment frag = unpackDeferredFragment(texCoord); - + // Kill if in front of the light volume float depth = frag.depthVal; if (depth < gl_FragCoord.z) { diff --git a/libraries/render/CMakeLists.txt b/libraries/render/CMakeLists.txt index ee99eb00b9..4d2be949e6 100644 --- a/libraries/render/CMakeLists.txt +++ b/libraries/render/CMakeLists.txt @@ -9,4 +9,16 @@ add_dependency_external_projects(glm) find_package(GLM REQUIRED) target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS}) -link_hifi_libraries(shared gpu model) \ No newline at end of file +link_hifi_libraries(shared gpu model) + +if (WIN32) + if (USE_NSIGHT) + # try to find the Nsight package and add it to the build if we find it + find_package(NSIGHT) + if (NSIGHT_FOUND) + include_directories(${NSIGHT_INCLUDE_DIRS}) + add_definitions(-DNSIGHT_FOUND) + target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}") + endif () + endif() +endif (WIN32) \ No newline at end of file diff --git a/libraries/render/src/render/Scene.cpp b/libraries/render/src/render/Scene.cpp index a7145af4b5..268f2b6841 100644 --- a/libraries/render/src/render/Scene.cpp +++ b/libraries/render/src/render/Scene.cpp @@ -11,6 +11,7 @@ #include "Scene.h" #include +#include "gpu/Batch.h" using namespace render; @@ -167,6 +168,7 @@ void consolidateChangeQueue(PendingChangesQueue& queue, PendingChanges& singleBa } void Scene::processPendingChangesQueue() { + PROFILE_RANGE(__FUNCTION__); _changeQueueMutex.lock(); PendingChanges consolidatedPendingChanges; consolidateChangeQueue(_changeQueue, consolidatedPendingChanges); diff --git a/libraries/render/src/render/drawItemStatus.slv b/libraries/render/src/render/drawItemStatus.slv index 9e2b4919ff..106a5684bb 100644 --- a/libraries/render/src/render/drawItemStatus.slv +++ b/libraries/render/src/render/drawItemStatus.slv @@ -22,10 +22,10 @@ uniform vec3 inBoundPos; uniform vec3 inBoundDim; uniform ivec4 inStatus; -vec3 paintRainbow(float nv) { - float v = nv * 5.f; +vec3 paintRainbow(float normalizedHue) { + float v = normalizedHue * 6.f; if (v < 0.f) { - return vec3(0.f, 0.f, 0.f); + return vec3(1.f, 0.f, 0.f); } else if (v < 1.f) { return vec3(1.f, v, 0.f); } else if (v < 2.f) { @@ -36,8 +36,10 @@ vec3 paintRainbow(float nv) { return vec3(0.f, 1.f - (v-3.f), 1.f ); } else if (v < 5.f) { return vec3((v-4.f), 0.f, 1.f ); + } else if (v < 6.f) { + return vec3(1.f, 0.f, 1.f - (v-5.f)); } else { - return vec3(1.f, 1.f, 1.f); + return vec3(1.f, 0.f, 0.f); } } diff --git a/libraries/script-engine/src/ScriptEngine.cpp b/libraries/script-engine/src/ScriptEngine.cpp index 55cf9e9890..863cc28a94 100644 --- a/libraries/script-engine/src/ScriptEngine.cpp +++ b/libraries/script-engine/src/ScriptEngine.cpp @@ -493,7 +493,7 @@ void ScriptEngine::evaluate() { QScriptValue result = evaluate(_scriptContents); - // TODO: why do we check this twice? It seems like the call to clearExcpetions() in the lower level evaluate call + // TODO: why do we check this twice? It seems like the call to clearExceptions() in the lower level evaluate call // will cause this code to never actually run... if (hasUncaughtException()) { int line = uncaughtExceptionLineNumber(); @@ -710,7 +710,13 @@ void ScriptEngine::run() { // since we're in non-threaded mode, call process so that the packets are sent if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) { - entityScriptingInterface->getEntityPacketSender()->process(); + // wait here till the edit packet sender is completely done sending + while (entityScriptingInterface->getEntityPacketSender()->hasPacketsToSend()) { + entityScriptingInterface->getEntityPacketSender()->process(); + QCoreApplication::processEvents(); + } + } else { + // FIXME - do we need to have a similar "wait here" loop for non-threaded packet senders? } } diff --git a/libraries/shared/src/BufferParser.h b/libraries/shared/src/BufferParser.h new file mode 100644 index 0000000000..d60e7127cd --- /dev/null +++ b/libraries/shared/src/BufferParser.h @@ -0,0 +1,119 @@ +// +// Created by Bradley Austin Davis on 2015/07/08 +// Copyright 2013-2015 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 +// + +#pragma once +#ifndef hifi_BufferParser_h +#define hifi_BufferParser_h + +#include + +#include +#include + +#include "GLMHelpers.h" +#include "ByteCountCoding.h" +#include "PropertyFlags.h" + +class BufferParser { +public: + BufferParser(const uint8_t* data, size_t size, size_t offset = 0) : + _offset(offset), _data(data), _size(size) { + } + + template + inline void readValue(T& result) { + Q_ASSERT(remaining() >= sizeof(T)); + memcpy(&result, _data + _offset, sizeof(T)); + _offset += sizeof(T); + } + + inline void readUuid(QUuid& result) { + readValue(result.data1); + readValue(result.data2); + readValue(result.data3); + readValue(result.data4); + result.data1 = qFromBigEndian(result.data1); + result.data2 = qFromBigEndian(result.data2); + result.data3 = qFromBigEndian(result.data3); + } + + template + inline void readFlags(PropertyFlags& result) { + _offset += result.decode(_data + _offset, remaining()); + } + + template + inline void readCompressedCount(T& result) { + // FIXME switch to a heapless implementation as soon as Brad provides it. + ByteCountCoded codec; + _offset += codec.decode(reinterpret_cast(_data + _offset), remaining()); + result = codec.data; + } + + inline size_t remaining() const { + return _size - _offset; + } + + inline size_t offset() const { + return _offset; + } + + inline const uint8_t* data() const { + return _data; + } + +private: + + size_t _offset{ 0 }; + const uint8_t* const _data; + const size_t _size; +}; + + +template<> +inline void BufferParser::readValue(quat& result) { + size_t advance = unpackOrientationQuatFromBytes(_data + _offset, result); + _offset += advance; +} + +template<> +inline void BufferParser::readValue(QString& result) { + uint16_t length; readValue(length); + result = QString((const char*)_data + _offset); +} + +template<> +inline void BufferParser::readValue(QUuid& result) { + uint16_t length; readValue(length); + Q_ASSERT(16 == length); + readUuid(result); +} + +template<> +inline void BufferParser::readValue(xColor& result) { + readValue(result.red); + readValue(result.blue); + readValue(result.green); +} + +template<> +inline void BufferParser::readValue(QVector& result) { + uint16_t length; readValue(length); + result.resize(length); + memcpy(result.data(), _data + _offset, sizeof(glm::vec3) * length); + _offset += sizeof(glm::vec3) * length; +} + +template<> +inline void BufferParser::readValue(QByteArray& result) { + uint16_t length; readValue(length); + result = QByteArray((char*)_data + _offset, (int)length); + _offset += length; +} + +#endif diff --git a/libraries/shared/src/ByteCountCoding.h b/libraries/shared/src/ByteCountCoding.h index 2a39ee7a8c..ce6f121ddb 100644 --- a/libraries/shared/src/ByteCountCoding.h +++ b/libraries/shared/src/ByteCountCoding.h @@ -21,9 +21,13 @@ #include #include +#include + #include #include +#include "SharedUtil.h" + #include "NumericalConstants.h" template class ByteCountCoded { @@ -37,7 +41,8 @@ public: ByteCountCoded(const QByteArray& fromEncoded) : data(0) { decode(fromEncoded); } QByteArray encode() const; - void decode(const QByteArray& fromEncoded); + size_t decode(const QByteArray& fromEncoded); + size_t decode(const char* encodedBuffer, int encodedSize); bool operator==(const ByteCountCoded& other) const { return data == other.data; } bool operator!=(const ByteCountCoded& other) const { return data != other.data; } @@ -110,52 +115,63 @@ template inline QByteArray ByteCountCoded::encode() const { return output; } -template inline void ByteCountCoded::decode(const QByteArray& fromEncodedBytes) { +template inline size_t ByteCountCoded::decode(const QByteArray& fromEncodedBytes) { + return decode(fromEncodedBytes.constData(), fromEncodedBytes.size()); +} - // first convert the ByteArray into a BitArray... - QBitArray encodedBits; - int bitCount = BITS_IN_BYTE * fromEncodedBytes.count(); - encodedBits.resize(bitCount); +template inline size_t ByteCountCoded::decode(const char* encodedBuffer, int encodedSize) { + data = 0; // reset data + size_t bytesConsumed = 0; + int bitCount = BITS_IN_BYTE * encodedSize; + + int encodedByteCount = 1; // there is at least 1 byte (after the leadBits) + int leadBits = 1; // there is always at least 1 lead bit + bool inLeadBits = true; + int bitAt = 0; + int expectedBitCount; // unknown at this point + int lastValueBit; + T bitValue = 1; - for(int byte = 0; byte < fromEncodedBytes.count(); byte++) { - char originalByte = fromEncodedBytes.at(byte); + for(int byte = 0; byte < encodedSize; byte++) { + char originalByte = encodedBuffer[byte]; + bytesConsumed++; + unsigned char maskBit = 128; // LEFT MOST BIT set for(int bit = 0; bit < BITS_IN_BYTE; bit++) { - int shiftBy = BITS_IN_BYTE - (bit + 1); - char maskBit = ( 1 << shiftBy); - bool bitValue = originalByte & maskBit; - encodedBits.setBit(byte * BITS_IN_BYTE + bit, bitValue); + bool bitIsSet = originalByte & maskBit; + + // Processing of the lead bits + if (inLeadBits) { + if (bitIsSet) { + encodedByteCount++; + leadBits++; + } else { + inLeadBits = false; // once we hit our first 0, we know we're out of the lead bits + expectedBitCount = (encodedByteCount * BITS_IN_BYTE) - leadBits; + lastValueBit = expectedBitCount + bitAt; + + // check to see if the remainder of our buffer is sufficient + if (expectedBitCount > (bitCount - leadBits)) { + break; + } + } + } else { + if (bitAt > lastValueBit) { + break; + } + + if(bitIsSet) { + data += bitValue; + } + bitValue *= 2; + } + bitAt++; + maskBit = maskBit >> 1; } - } - - // next, read the leading bits to determine the correct number of bytes to decode (may not match the QByteArray) - int encodedByteCount = 0; - int leadBits = 1; - int bitAt; - for (bitAt = 0; bitAt < bitCount; bitAt++) { - if (encodedBits.at(bitAt)) { - encodedByteCount++; - leadBits++; - } else { + if (!inLeadBits && bitAt > lastValueBit) { break; } } - encodedByteCount++; // always at least one byte - int expectedBitCount = encodedByteCount * BITS_IN_BYTE; - - T value = 0; - - if (expectedBitCount <= (encodedBits.size() - leadBits)) { - // Now, keep reading... - int valueStartsAt = bitAt + 1; - T bitValue = 1; - for (bitAt = valueStartsAt; bitAt < expectedBitCount; bitAt++) { - if(encodedBits.at(bitAt)) { - value += bitValue; - } - bitValue *= 2; - } - } - data = value; + return bytesConsumed; } #endif // hifi_ByteCountCoding_h diff --git a/libraries/shared/src/GenericQueueThread.h b/libraries/shared/src/GenericQueueThread.h new file mode 100644 index 0000000000..2a48ff7418 --- /dev/null +++ b/libraries/shared/src/GenericQueueThread.h @@ -0,0 +1,72 @@ +// +// Created by Bradley Austin Davis 2015/07/08. +// Copyright 2015 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 +// + +#pragma once +#ifndef hifi_GenericQueueThread_h +#define hifi_GenericQueueThread_h + +#include + +#include +#include +#include + +#include "GenericThread.h" +#include "NumericalConstants.h" + +template +class GenericQueueThread : public GenericThread { +public: + using Queue = QQueue; + GenericQueueThread(QObject* parent = nullptr) + : GenericThread(parent) {} + + virtual ~GenericQueueThread() {} + + void queueItem(const T& t) { + lock(); + queueItemInternal(t); + unlock(); + _hasItems.wakeAll(); + } + +protected: + virtual void queueItemInternal(const T& t) { + _items.push_back(t); + } + + virtual uint32_t getMaxWait() { + return MSECS_PER_SECOND; + } + + virtual bool process() { + if (!_items.size()) { + _hasItemsMutex.lock(); + _hasItems.wait(&_hasItemsMutex, getMaxWait()); + _hasItemsMutex.unlock(); + } + + if (!_items.size()) { + return isStillRunning(); + } + + Queue processItems; + lock(); + processItems.swap(_items); + unlock(); + return processQueueItems(processItems); + } + + virtual bool processQueueItems(const Queue& items) = 0; + + Queue _items; + QWaitCondition _hasItems; + QMutex _hasItemsMutex; +}; + +#endif // hifi_GenericQueueThread_h diff --git a/libraries/shared/src/GenericThread.cpp b/libraries/shared/src/GenericThread.cpp index 3068ca2ab6..9c1c7c590c 100644 --- a/libraries/shared/src/GenericThread.cpp +++ b/libraries/shared/src/GenericThread.cpp @@ -14,7 +14,8 @@ #include "GenericThread.h" -GenericThread::GenericThread() : +GenericThread::GenericThread(QObject* parent) : + QObject(parent), _stopThread(false), _isThreaded(false) // assume non-threaded, must call initialize() { @@ -27,13 +28,14 @@ GenericThread::~GenericThread() { } } -void GenericThread::initialize(bool isThreaded) { +void GenericThread::initialize(bool isThreaded, QThread::Priority priority) { _isThreaded = isThreaded; if (_isThreaded) { _thread = new QThread(this); // match the thread name to our object name _thread->setObjectName(objectName()); + _thread->setPriority(priority); // when the worker thread is started, call our engine's run.. connect(_thread, SIGNAL(started()), this, SLOT(threadRoutine())); diff --git a/libraries/shared/src/GenericThread.h b/libraries/shared/src/GenericThread.h index b2c0eb13db..f261dc5b37 100644 --- a/libraries/shared/src/GenericThread.h +++ b/libraries/shared/src/GenericThread.h @@ -23,12 +23,12 @@ class GenericThread : public QObject { Q_OBJECT public: - GenericThread(); + GenericThread(QObject* parent = nullptr); virtual ~GenericThread(); /// Call to start the thread. /// \param bool isThreaded true by default. false for non-threaded mode and caller must call threadRoutine() regularly. - void initialize(bool isThreaded = true); + void initialize(bool isThreaded = true, QThread::Priority priority = QThread::NormalPriority); /// Call to stop the thread void terminate(); diff --git a/libraries/shared/src/PropertyFlags.h b/libraries/shared/src/PropertyFlags.h index de05edc076..b0ac9e76d8 100644 --- a/libraries/shared/src/PropertyFlags.h +++ b/libraries/shared/src/PropertyFlags.h @@ -25,6 +25,7 @@ #include #include +#include "ByteCountCoding.h" #include templateclass PropertyFlags { @@ -51,7 +52,8 @@ public: void setHasProperty(Enum flag, bool value = true); bool getHasProperty(Enum flag) const; QByteArray encode(); - void decode(const QByteArray& fromEncoded); + size_t decode(const uint8_t* data, size_t length); + size_t decode(const QByteArray& fromEncoded); operator QByteArray() { return encode(); }; @@ -193,51 +195,62 @@ template inline QByteArray PropertyFlags::encode() { return output; } -template inline void PropertyFlags::decode(const QByteArray& fromEncodedBytes) { - +template +inline size_t PropertyFlags::decode(const uint8_t* data, size_t size) { clear(); // we are cleared out! - // first convert the ByteArray into a BitArray... - QBitArray encodedBits; - int bitCount = BITS_PER_BYTE * fromEncodedBytes.count(); - encodedBits.resize(bitCount); - - for(int byte = 0; byte < fromEncodedBytes.count(); byte++) { - char originalByte = fromEncodedBytes.at(byte); - for(int bit = 0; bit < BITS_PER_BYTE; bit++) { - int shiftBy = BITS_PER_BYTE - (bit + 1); - char maskBit = ( 1 << shiftBy); - bool bitValue = originalByte & maskBit; - encodedBits.setBit(byte * BITS_PER_BYTE + bit, bitValue); + size_t bytesConsumed = 0; + int bitCount = BITS_IN_BYTE * size; + + int encodedByteCount = 1; // there is at least 1 byte (after the leadBits) + int leadBits = 1; // there is always at least 1 lead bit + bool inLeadBits = true; + int bitAt = 0; + int expectedBitCount; // unknown at this point + int lastValueBit; + for (int byte = 0; byte < size; byte++) { + char originalByte = data[byte]; + bytesConsumed++; + unsigned char maskBit = 0x80; // LEFT MOST BIT set + for (int bit = 0; bit < BITS_IN_BYTE; bit++) { + bool bitIsSet = originalByte & maskBit; + // Processing of the lead bits + if (inLeadBits) { + if (bitIsSet) { + encodedByteCount++; + leadBits++; + } else { + inLeadBits = false; // once we hit our first 0, we know we're out of the lead bits + expectedBitCount = (encodedByteCount * BITS_IN_BYTE) - leadBits; + lastValueBit = expectedBitCount + bitAt; + + // check to see if the remainder of our buffer is sufficient + if (expectedBitCount > (bitCount - leadBits)) { + break; + } + } + } else { + if (bitAt > lastValueBit) { + break; + } + + if (bitIsSet) { + setHasProperty(static_cast(bitAt - leadBits), true); + } + } + bitAt++; + maskBit >>= 1; } - } - - // next, read the leading bits to determine the correct number of bytes to decode (may not match the QByteArray) - int encodedByteCount = 0; - int leadBits = 1; - int bitAt; - for (bitAt = 0; bitAt < bitCount; bitAt++) { - if (encodedBits.at(bitAt)) { - encodedByteCount++; - leadBits++; - } else { + if (!inLeadBits && bitAt > lastValueBit) { break; } } - encodedByteCount++; // always at least one byte - _encodedLength = encodedByteCount; + _encodedLength = bytesConsumed; + return bytesConsumed; +} - int expectedBitCount = encodedByteCount * BITS_PER_BYTE; - - // Now, keep reading... - if (expectedBitCount <= (encodedBits.size() - leadBits)) { - int flagsStartAt = bitAt + 1; - for (bitAt = flagsStartAt; bitAt < expectedBitCount; bitAt++) { - if (encodedBits.at(bitAt)) { - setHasProperty((Enum)(bitAt - flagsStartAt)); - } - } - } +template inline size_t PropertyFlags::decode(const QByteArray& fromEncodedBytes) { + return decode(reinterpret_cast(fromEncodedBytes.data()), fromEncodedBytes.size()); } template inline void PropertyFlags::debugDumpBits() { diff --git a/libraries/shared/src/QVariantGLM.cpp b/libraries/shared/src/QVariantGLM.cpp index 7cebacee8e..7a3ab92cca 100644 --- a/libraries/shared/src/QVariantGLM.cpp +++ b/libraries/shared/src/QVariantGLM.cpp @@ -20,7 +20,7 @@ QVariantList glmToQList(const glm::quat& g) { return QVariantList() << g.x << g.y << g.z << g.w; } -QVariantList rgbColorToQList(rgbColor& v) { +QVariantList rgbColorToQList(const rgbColor& v) { return QVariantList() << (int)(v[0]) << (int)(v[1]) << (int)(v[2]); } @@ -42,12 +42,12 @@ QVariantMap glmToQMap(const glm::quat& glmQuat) { } -glm::vec3 qListToGlmVec3(const QVariant q) { +glm::vec3 qListToGlmVec3(const QVariant& q) { QVariantList qList = q.toList(); return glm::vec3(qList[RED_INDEX].toFloat(), qList[GREEN_INDEX].toFloat(), qList[BLUE_INDEX].toFloat()); } -glm::quat qListToGlmQuat(const QVariant q) { +glm::quat qListToGlmQuat(const QVariant& q) { QVariantList qList = q.toList(); float x = qList[0].toFloat(); float y = qList[1].toFloat(); @@ -56,7 +56,7 @@ glm::quat qListToGlmQuat(const QVariant q) { return glm::quat(w, x, y, z); } -void qListtoRgbColor(const QVariant q, rgbColor returnValue) { +void qListtoRgbColor(const QVariant& q, rgbColor& returnValue) { QVariantList qList = q.toList(); returnValue[RED_INDEX] = qList[RED_INDEX].toInt(); returnValue[GREEN_INDEX] = qList[GREEN_INDEX].toInt(); diff --git a/libraries/shared/src/QVariantGLM.h b/libraries/shared/src/QVariantGLM.h index 922aa7c4aa..3a91110250 100644 --- a/libraries/shared/src/QVariantGLM.h +++ b/libraries/shared/src/QVariantGLM.h @@ -19,11 +19,11 @@ QVariantList glmToQList(const glm::vec3& g); QVariantList glmToQList(const glm::quat& g); -QVariantList rgbColorToQList(rgbColor& v); +QVariantList rgbColorToQList(const rgbColor& v); QVariantMap glmToQMap(const glm::vec3& glmVector); QVariantMap glmToQMap(const glm::quat& glmQuat); -glm::vec3 qListToGlmVec3(const QVariant q); -glm::quat qListToGlmQuat(const QVariant q); -void qListtoRgbColor(const QVariant q, rgbColor returnValue); +glm::vec3 qListToGlmVec3(const QVariant& q); +glm::quat qListToGlmQuat(const QVariant& q); +void qListtoRgbColor(const QVariant& q, rgbColor& returnValue); diff --git a/libraries/shared/src/RegisteredMetaTypes.cpp b/libraries/shared/src/RegisteredMetaTypes.cpp index 62f2be0512..dce31b2971 100644 --- a/libraries/shared/src/RegisteredMetaTypes.cpp +++ b/libraries/shared/src/RegisteredMetaTypes.cpp @@ -229,6 +229,7 @@ QScriptValue collisionToScriptValue(QScriptEngine* engine, const Collision& coll obj.setProperty("idB", quuidToScriptValue(engine, collision.idB)); obj.setProperty("penetration", vec3toScriptValue(engine, collision.penetration)); obj.setProperty("contactPoint", vec3toScriptValue(engine, collision.contactPoint)); + obj.setProperty("velocityChange", vec3toScriptValue(engine, collision.velocityChange)); return obj; } diff --git a/libraries/shared/src/Transform.h b/libraries/shared/src/Transform.h index e961f379c8..6f841151c4 100644 --- a/libraries/shared/src/Transform.h +++ b/libraries/shared/src/Transform.h @@ -97,6 +97,8 @@ public: const Vec3& getScale() const; void setScale(float scale); void setScale(const Vec3& scale); // [new this] = [this.translation] * [this.rotation] * [scale] + void preScale(float scale); + void preScale(const Vec3& scale); void postScale(float scale); // [new this] = [this] * [scale] equivalent to glScale void postScale(const Vec3& scale); // [new this] = [this] * [scale] equivalent to glScale @@ -322,6 +324,14 @@ inline void Transform::setScale(const Vec3& scale) { } } +inline void Transform::preScale(float scale) { + setScale(getScale() * scale); +} + +inline void Transform::preScale(const Vec3& scale) { + setScale(getScale() * scale); +} + inline void Transform::postScale(float scale) { if (!isValidScale(scale) || scale == 1.0f) { return; diff --git a/tests/entities/CMakeLists.txt b/tests/entities/CMakeLists.txt new file mode 100644 index 0000000000..0077549100 --- /dev/null +++ b/tests/entities/CMakeLists.txt @@ -0,0 +1,12 @@ + +set(TARGET_NAME "entities-test") + +# This is not a testcase -- just set it up as a regular hifi project +setup_hifi_project(Network Script) + +set_target_properties(${TARGET_NAME} PROPERTIES FOLDER "Tests/manual-tests/") + +# link in the shared libraries +link_hifi_libraries(entities avatars shared octree gpu model fbx networking animation environment) + +copy_dlls_beside_windows_executable() \ No newline at end of file diff --git a/tests/entities/packet.bin b/tests/entities/packet.bin new file mode 100644 index 0000000000..295117172d Binary files /dev/null and b/tests/entities/packet.bin differ diff --git a/tests/entities/src/main.cpp b/tests/entities/src/main.cpp new file mode 100644 index 0000000000..8d16d98103 --- /dev/null +++ b/tests/entities/src/main.cpp @@ -0,0 +1,165 @@ +// +// main.cpp +// tests/render-utils/src +// +// 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 +#include +#include +#include +#include +#include +#include + +#include +#include +#include + +const QString& getTestResourceDir() { + static QString dir; + if (dir.isEmpty()) { + QDir path(__FILE__); + path.cdUp(); + dir = path.cleanPath(path.absoluteFilePath("../")) + "/"; + qDebug() << "Qml Test Path: " << dir; + } + return dir; +} + +class StopWatch { +public: + void start() { + Q_ASSERT(_start == 0); + _start = usecTimestampNow(); + } + + void stop() { + Q_ASSERT(_start != 0); + _last = usecTimestampNow() - _start; + _start = 0; + _total += _last; + _count++; + } + + quint64 getLast() { + return _last; + } + + quint64 getTotal() { + return _total; + } + + float getAverage() { + return (float)_total / (float)_count; + } + + void reset() { + _last = _start = _total = _count = 0; + } + +private: + size_t _count{ 0 }; + quint64 _total{ 0 }; + quint64 _start{ 0 }; + quint64 _last{ 0 }; +}; + +template +void testByteCountCodedStable(const T& value) { + ByteCountCoded coder((T)value); + auto encoded = coder.encode(); + auto originalEncodedSize = encoded.size(); + for (int i = 0; i < 10; ++i) { + encoded.append(qrand()); + } + ByteCountCoded decoder; + decoder.decode(encoded); + Q_ASSERT(decoder.data == coder.data); + auto consumed = decoder.decode(encoded.data(), encoded.size()); + Q_ASSERT(consumed == originalEncodedSize); + +} + +template +void testByteCountCoded() { + testByteCountCodedStable(0); + testByteCountCodedStable(1); + testByteCountCodedStable(1 << 16); + testByteCountCodedStable(std::numeric_limits::max() >> 16); + testByteCountCodedStable(std::numeric_limits::max() >> 8); + testByteCountCodedStable(std::numeric_limits::max() >> 1); + testByteCountCodedStable(std::numeric_limits::max()); +} + +void testPropertyFlags(uint32_t value) { + EntityPropertyFlags original; + original.clear(); + auto enumSize = sizeof(EntityPropertyList); + for (size_t i = 0; i < sizeof(EntityPropertyList) * 8; ++i) { + original.setHasProperty((EntityPropertyList)i); + } + QByteArray encoded = original.encode(); + auto originalSize = encoded.size(); + for (size_t i = 0; i < sizeof(EntityPropertyList); ++i) { + encoded.append(qrand()); + } + + EntityPropertyFlags decodeOld, decodeNew; + { + decodeOld.decode(encoded); + Q_ASSERT(decodeOld == original); + } + + { + auto decodeSize = decodeNew.decode((const uint8_t*)encoded.data(), encoded.size()); + Q_ASSERT(originalSize == decodeSize); + Q_ASSERT(decodeNew == original); + } +} + +void testPropertyFlags() { + testPropertyFlags(0); + testPropertyFlags(1); + testPropertyFlags(1 << 16); + testPropertyFlags(0xFFFF); +} + +int main(int argc, char** argv) { + QCoreApplication app(argc, argv); + { + auto start = usecTimestampNow(); + for (int i = 0; i < 1000; ++i) { + testPropertyFlags(); + testByteCountCoded(); + testByteCountCoded(); + testByteCountCoded(); + testByteCountCoded(); + } + auto duration = usecTimestampNow() - start; + qDebug() << duration; + + } + DependencyManager::set(NodeType::Unassigned); + + QFile file(getTestResourceDir() + "packet.bin"); + if (!file.open(QIODevice::ReadOnly)) return -1; + QByteArray packet = file.readAll(); + EntityItemPointer item = BoxEntityItem::factory(EntityItemID(), EntityItemProperties()); + ReadBitstreamToTreeParams params; + params.bitstreamVersion = 33; + + auto start = usecTimestampNow(); + for (int i = 0; i < 1000; ++i) { + item->readEntityDataFromBuffer(reinterpret_cast(packet.constData()), packet.size(), params); + } + float duration = (usecTimestampNow() - start); + qDebug() << (duration / 1000.0f); + return 0; +} + +#include "main.moc" diff --git a/tests/shared/src/TransformTests.cpp b/tests/shared/src/TransformTests.cpp new file mode 100644 index 0000000000..93b0583aa6 --- /dev/null +++ b/tests/shared/src/TransformTests.cpp @@ -0,0 +1,84 @@ +// +// TransformTests.cpp +// tests/shared/src +// +// Copyright 2013-2015 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 + +#include "TransformTests.h" +#include "SharedLogging.h" + +using namespace glm; + +const vec3 xAxis(1.0f, 0.0f, 0.0f); +const vec3 yAxis(0.0f, 1.0f, 0.0f); +const vec3 zAxis(0.0f, 0.0f, 1.0f); +const quat rot90 = angleAxis((float)M_PI / 2.0f, yAxis); + +QTEST_MAIN(TransformTests) + +const float EPSILON = 0.001f; + +void TransformTests::getMatrix() { + + const vec3 t(0.0f, 0.0f, 10.0f); + + // create a matrix that is composed of a PI/2 rotation followed by a small z translation + const mat4 m(vec4(rot90 * xAxis, 0.0f), + vec4(rot90 * yAxis, 0.0f), + vec4(rot90 * zAxis, 0.0f), + vec4(vec4(t, 1.0f))); + + // postScale by a mirror about the x axis. + const mat4 mirrorX(vec4(-1.0f, 0.0f, 0.0f, 0.0f), + vec4( 0.0f, 1.0f, 0.0f, 0.0f), + vec4( 0.0f, 0.0f, 1.0f, 0.0f), + vec4( 0.0f, 0.0f, 0.0f, 1.0f)); + const mat4 result_a = m * mirrorX; + + Transform xform; + xform.setRotation(rot90); + xform.setTranslation(t); + xform.postScale(vec3(-1.0f, 1.0f, 1.0f)); + mat4 result_b; + xform.getMatrix(result_b); + + QCOMPARE_WITH_ABS_ERROR(result_a, result_b, EPSILON); +} + +void TransformTests::getInverseMatrix() { + + const vec3 t(0.0f, 0.0f, 10.0f); + + // create a matrix that is composed of a PI/2 rotation followed by a small z translation + const mat4 m(vec4(rot90 * xAxis, 0.0f), + vec4(rot90 * yAxis, 0.0f), + vec4(rot90 * zAxis, 0.0f), + vec4(vec4(t, 1.0f))); + + // mirror about the x axis. + const mat4 mirrorX(vec4(-1.0f, 0.0f, 0.0f, 0.0f), + vec4( 0.0f, 1.0f, 0.0f, 0.0f), + vec4( 0.0f, 0.0f, 1.0f, 0.0f), + vec4( 0.0f, 0.0f, 0.0f, 1.0f)); + const mat4 result_a = inverse(m * mirrorX); + + Transform xform; + xform.setTranslation(t); + xform.setRotation(rot90); + + // + // change postScale to preScale and the test will pass... + // + + xform.postScale(vec3(-1.0f, 1.0f, 1.0f)); + mat4 result_b; + xform.getInverseMatrix(result_b); + + QCOMPARE_WITH_ABS_ERROR(result_a, result_b, EPSILON); +} diff --git a/tests/shared/src/TransformTests.h b/tests/shared/src/TransformTests.h new file mode 100644 index 0000000000..ab5c8cf144 --- /dev/null +++ b/tests/shared/src/TransformTests.h @@ -0,0 +1,52 @@ +// +// TransformTests.h +// tests/shared/src +// +// Copyright 2013-2015 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_TransformTests_h +#define hifi_TransformTests_h + +#include +#include +#include + +inline float getErrorDifference(const glm::mat4& a, const glm::mat4& b) { + float maxDiff = 0; + for (int i = 0; i < 4; ++i) { + for (int j = 0; j < 4; ++j) { + float diff = fabs(a[i][j] - b[i][j]); + maxDiff = std::max(diff, maxDiff); + } + } + return maxDiff; +} + +inline QTextStream& operator<< (QTextStream& stream, const glm::mat4& matrix) { + stream << "[\n\t\t"; + stream.setFieldWidth(15); + for (int r = 0; r < 4; ++r) { + for (int c = 0; c < 4; ++c) { + stream << matrix[c][r]; + } + stream << "\n\t\t"; + } + stream.setFieldWidth(0); + stream << "]\n\t"; // hacky as hell, but this should work... + return stream; +} + +#include <../QTestExtensions.h> + +class TransformTests : public QObject { + Q_OBJECT +private slots: + void getMatrix(); + void getInverseMatrix(); +}; + +#endif // hifi_TransformTests_h