merge upstream/master into andrew/inertia

This commit is contained in:
Andrew Meadows 2014-12-19 10:25:03 -08:00
commit a141ce37e4
19 changed files with 346 additions and 311 deletions

View file

@ -1,131 +1,3 @@
// Add your JavaScript for assignment below this line
// The following is an example of Conway's Game of Life (http://en.wikipedia.org/wiki/Conway's_Game_of_Life)
var NUMBER_OF_CELLS_EACH_DIMENSION = 64;
var NUMBER_OF_CELLS = NUMBER_OF_CELLS_EACH_DIMENSION * NUMBER_OF_CELLS_EACH_DIMENSION;
var currentCells = [];
var nextCells = [];
var METER_LENGTH = 1;
var cellScale = (NUMBER_OF_CELLS_EACH_DIMENSION * METER_LENGTH) / NUMBER_OF_CELLS_EACH_DIMENSION;
// randomly populate the cell start values
for (var i = 0; i < NUMBER_OF_CELLS_EACH_DIMENSION; i++) {
// create the array to hold this row
currentCells[i] = [];
// create the array to hold this row in the nextCells array
nextCells[i] = [];
for (var j = 0; j < NUMBER_OF_CELLS_EACH_DIMENSION; j++) {
currentCells[i][j] = Math.floor(Math.random() * 2);
// put the same value in the nextCells array for first board draw
nextCells[i][j] = currentCells[i][j];
}
}
function isNeighbourAlive(i, j) {
if (i < 0 || i >= NUMBER_OF_CELLS_EACH_DIMENSION
|| i < 0 || j >= NUMBER_OF_CELLS_EACH_DIMENSION) {
return 0;
} else {
return currentCells[i][j];
}
}
function updateCells() {
var i = 0;
var j = 0;
for (i = 0; i < NUMBER_OF_CELLS_EACH_DIMENSION; i++) {
for (j = 0; j < NUMBER_OF_CELLS_EACH_DIMENSION; j++) {
// figure out the number of live neighbours for the i-j cell
var liveNeighbours =
isNeighbourAlive(i + 1, j - 1) + isNeighbourAlive(i + 1, j) + isNeighbourAlive(i + 1, j + 1) +
isNeighbourAlive(i, j - 1) + isNeighbourAlive(i, j + 1) +
isNeighbourAlive(i - 1, j - 1) + isNeighbourAlive(i - 1, j) + isNeighbourAlive(i - 1, j + 1);
if (currentCells[i][j]) {
// live cell
if (liveNeighbours < 2) {
// rule #1 - under-population - this cell will die
// mark it zero to mark the change
nextCells[i][j] = 0;
} else if (liveNeighbours < 4) {
// rule #2 - this cell lives
// mark it -1 to mark no change
nextCells[i][j] = -1;
} else {
// rule #3 - overcrowding - this cell dies
// mark it zero to mark the change
nextCells[i][j] = 0;
}
} else {
// dead cell
if (liveNeighbours == 3) {
// rule #4 - reproduction - this cell revives
// mark it one to mark the change
nextCells[i][j] = 1;
} else {
// this cell stays dead
// mark it -1 for no change
nextCells[i][j] = -1;
}
}
if (Math.random() < 0.001) {
// Random mutation to keep things interesting in there.
nextCells[i][j] = 1;
}
}
}
for (i = 0; i < NUMBER_OF_CELLS_EACH_DIMENSION; i++) {
for (j = 0; j < NUMBER_OF_CELLS_EACH_DIMENSION; j++) {
if (nextCells[i][j] != -1) {
// there has been a change to this cell, change the value in the currentCells array
currentCells[i][j] = nextCells[i][j];
}
}
}
}
function sendNextCells() {
for (var i = 0; i < NUMBER_OF_CELLS_EACH_DIMENSION; i++) {
for (var j = 0; j < NUMBER_OF_CELLS_EACH_DIMENSION; j++) {
if (nextCells[i][j] != -1) {
// there has been a change to the state of this cell, send it
// find the x and y position for this voxel, z = 0
var x = j * cellScale;
var y = i * cellScale;
// queue a packet to add a voxel for the new cell
var color = (nextCells[i][j] == 1) ? 255 : 1;
Voxels.setVoxel(x, y, 0, cellScale, color, color, color);
}
}
}
}
var sentFirstBoard = false;
function step(deltaTime) {
if (sentFirstBoard) {
// we've already sent the first full board, perform a step in time
updateCells();
} else {
// this will be our first board send
sentFirstBoard = true;
}
sendNextCells();
}
Script.update.connect(step);
Voxels.setPacketsPerSecond(200);
// Here you can put a script that will be run by an assignment-client (AC)
// For examples, please go to http://public.highfidelity.io/scripts
// The directory named acScripts contains assignment-client specific scripts you can try.

View file

@ -5,19 +5,89 @@
// Created by Clément Brisset on 7/18/14.
// Copyright 2014 High Fidelity, Inc.
//
// If using Hydra controllers, pulling the triggers makes laser pointers emanate from the respective hands.
// If using a Leap Motion or similar to control your avatar's hands and fingers, pointing with your index fingers makes
// laser pointers emanate from the respective index fingers.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var LEFT = 0;
var RIGHT = 1;
var LEFT_HAND_FLAG = 1;
var RIGHT_HAND_FLAG = 2;
var laserPointer = (function () {
function update() {
var state = ((Controller.getTriggerValue(LEFT) > 0.9) ? LEFT_HAND_FLAG : 0) +
((Controller.getTriggerValue(RIGHT) > 0.9) ? RIGHT_HAND_FLAG : 0);
MyAvatar.setHandState(state);
}
var NUM_FINGERs = 4, // Excluding thumb
fingers = [
[ "LeftHandIndex", "LeftHandMiddle", "LeftHandRing", "LeftHandPinky" ],
[ "RightHandIndex", "RightHandMiddle", "RightHandRing", "RightHandPinky" ]
];
Script.update.connect(update);
function isHandPointing(hand) {
var MINIMUM_TRIGGER_PULL = 0.9;
return Controller.getTriggerValue(hand) > MINIMUM_TRIGGER_PULL;
}
function isFingerPointing(hand) {
// Index finger is pointing if final two bones of middle, ring, and pinky fingers are > 90 degrees w.r.t. index finger
var pointing,
indexDirection,
otherDirection,
f;
pointing = true;
indexDirection = Vec3.subtract(
MyAvatar.getJointPosition(fingers[hand][0] + "4"),
MyAvatar.getJointPosition(fingers[hand][0] + "2")
);
for (f = 1; f < NUM_FINGERs; f += 1) {
otherDirection = Vec3.subtract(
MyAvatar.getJointPosition(fingers[hand][f] + "4"),
MyAvatar.getJointPosition(fingers[hand][f] + "2")
);
pointing = pointing && Vec3.dot(indexDirection, otherDirection) < 0;
}
return pointing;
}
function update() {
var LEFT_HAND = 0,
RIGHT_HAND = 1,
LEFT_HAND_POINTING_FLAG = 1,
RIGHT_HAND_POINTING_FLAG = 2,
FINGER_POINTING_FLAG = 4,
handState;
handState = 0;
if (isHandPointing(LEFT_HAND)) {
handState += LEFT_HAND_POINTING_FLAG;
}
if (isHandPointing(RIGHT_HAND)) {
handState += RIGHT_HAND_POINTING_FLAG;
}
if (handState === 0) {
if (isFingerPointing(LEFT_HAND)) {
handState += LEFT_HAND_POINTING_FLAG;
}
if (isFingerPointing(RIGHT_HAND)) {
handState += RIGHT_HAND_POINTING_FLAG;
}
if (handState !== 0) {
handState += FINGER_POINTING_FLAG;
}
}
MyAvatar.setHandState(handState);
}
return {
update: update
};
}());
Script.update.connect(laserPointer.update);

View file

@ -541,8 +541,6 @@ void Application::initializeGL() {
} else {
isInitialized = true;
}
int argc = 0;
glutInit(&argc, 0);
#endif
#ifdef WIN32
@ -3593,7 +3591,7 @@ void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
glPushMatrix();
glColor4f(1, 1, 0, 1);
glTranslatef(position.x, position.y, position.z); // where we actually want it!
glutWireSphere(keyholeRadius, 20, 20);
DependencyManager::get<GeometryCache>()->renderSphere(keyholeRadius, 20, 20, false);
glPopMatrix();
}
}

View file

@ -33,12 +33,6 @@
using namespace std;
// no clue which versions are affected...
#define WORKAROUND_BROKEN_GLUT_STROKES
// see http://www.opengl.org/resources/libraries/glut/spec3/node78.html
void renderWorldBox() {
// Show edge of world
float red[] = {1, 0, 0};

View file

@ -282,43 +282,64 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
// render pointing lasers
glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
float laserLength = 50.0f;
if (_handState == HAND_STATE_LEFT_POINTING ||
_handState == HAND_STATE_BOTH_POINTING) {
int leftIndex = _skeletonModel.getLeftHandJointIndex();
glm::vec3 leftPosition;
glm::quat leftRotation;
_skeletonModel.getJointPositionInWorldFrame(leftIndex, leftPosition);
_skeletonModel.getJointRotationInWorldFrame(leftIndex, leftRotation);
glPushMatrix(); {
glTranslatef(leftPosition.x, leftPosition.y, leftPosition.z);
float angle = glm::degrees(glm::angle(leftRotation));
glm::vec3 axis = glm::axis(leftRotation);
glRotatef(angle, axis.x, axis.y, axis.z);
glBegin(GL_LINES);
glColor3f(laserColor.x, laserColor.y, laserColor.z);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, laserLength, 0.0f);
glEnd();
} glPopMatrix();
glm::vec3 position;
glm::quat rotation;
bool havePosition, haveRotation;
if (_handState & LEFT_HAND_POINTING_FLAG) {
if (_handState & IS_FINGER_POINTING_FLAG) {
int leftIndexTip = getJointIndex("LeftHandIndex4");
int leftIndexTipJoint = getJointIndex("LeftHandIndex3");
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftIndexTip, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
} else {
int leftHand = _skeletonModel.getLeftHandJointIndex();
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftHand, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftHand, rotation);
}
if (havePosition && haveRotation) {
glPushMatrix(); {
glTranslatef(position.x, position.y, position.z);
float angle = glm::degrees(glm::angle(rotation));
glm::vec3 axis = glm::axis(rotation);
glRotatef(angle, axis.x, axis.y, axis.z);
glBegin(GL_LINES);
glColor3f(laserColor.x, laserColor.y, laserColor.z);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, laserLength, 0.0f);
glEnd();
} glPopMatrix();
}
}
if (_handState == HAND_STATE_RIGHT_POINTING ||
_handState == HAND_STATE_BOTH_POINTING) {
int rightIndex = _skeletonModel.getRightHandJointIndex();
glm::vec3 rightPosition;
glm::quat rightRotation;
_skeletonModel.getJointPositionInWorldFrame(rightIndex, rightPosition);
_skeletonModel.getJointRotationInWorldFrame(rightIndex, rightRotation);
glPushMatrix(); {
glTranslatef(rightPosition.x, rightPosition.y, rightPosition.z);
float angle = glm::degrees(glm::angle(rightRotation));
glm::vec3 axis = glm::axis(rightRotation);
glRotatef(angle, axis.x, axis.y, axis.z);
glBegin(GL_LINES);
glColor3f(laserColor.x, laserColor.y, laserColor.z);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, laserLength, 0.0f);
glEnd();
} glPopMatrix();
if (_handState & RIGHT_HAND_POINTING_FLAG) {
if (_handState & IS_FINGER_POINTING_FLAG) {
int rightIndexTip = getJointIndex("RightHandIndex4");
int rightIndexTipJoint = getJointIndex("RightHandIndex3");
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightIndexTip, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
} else {
int rightHand = _skeletonModel.getRightHandJointIndex();
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightHand, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightHand, rotation);
}
if (havePosition && haveRotation) {
glPushMatrix(); {
glTranslatef(position.x, position.y, position.z);
float angle = glm::degrees(glm::angle(rotation));
glm::vec3 axis = glm::axis(rotation);
glRotatef(angle, axis.x, axis.y, axis.z);
glBegin(GL_LINES);
glColor3f(laserColor.x, laserColor.y, laserColor.z);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, laserLength, 0.0f);
glEnd();
} glPopMatrix();
}
}
}

View file

@ -153,7 +153,7 @@ void Hand::renderHandTargets(bool isMine) {
const float collisionRadius = 0.05f;
glColor4f(0.5f,0.5f,0.5f, alpha);
glutWireSphere(collisionRadius, 10.0f, 10.0f);
DependencyManager::get<GeometryCache>()->renderSphere(collisionRadius, 10, 10, false);
glPopMatrix();
}
}

View file

@ -21,15 +21,6 @@
class ModelItemID;
enum AvatarHandState
{
HAND_STATE_NULL = 0,
HAND_STATE_LEFT_POINTING,
HAND_STATE_RIGHT_POINTING,
HAND_STATE_BOTH_POINTING,
NUM_HAND_STATES
};
class MyAvatar : public Avatar {
Q_OBJECT
Q_PROPERTY(bool shouldRenderLocally READ getShouldRenderLocally WRITE setShouldRenderLocally)

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@ -33,6 +33,7 @@
#include <QVBoxLayout>
#include <AttributeRegistry.h>
#include <GeometryCache.h>
#include <MetavoxelMessages.h>
#include <MetavoxelUtil.h>
#include <PathUtils.h>
@ -492,12 +493,11 @@ void BoxTool::render() {
glColor4f(GRID_BRIGHTNESS, GRID_BRIGHTNESS, GRID_BRIGHTNESS, BOX_ALPHA);
}
glEnable(GL_CULL_FACE);
glutSolidCube(1.0);
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f);
glDisable(GL_CULL_FACE);
}
glColor3f(GRID_BRIGHTNESS, GRID_BRIGHTNESS, GRID_BRIGHTNESS);
glutWireCube(1.0);
DependencyManager::get<GeometryCache>()->renderWireCube(1.0f);
glPopMatrix();
}

View file

@ -12,6 +12,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <GeometryCache.h>
#include "Application.h"
#include "Util.h"
@ -132,7 +134,7 @@ void NodeBounds::draw() {
getColorForNodeType(selectedNode->getType(), red, green, blue);
glColor4f(red, green, blue, 0.2f);
glutSolidCube(1.0);
DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f);
glPopMatrix();

View file

@ -62,11 +62,7 @@ void Sphere3DOverlay::render(RenderArgs* args) {
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
if (_isSolid) {
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES);
} else {
glutWireSphere(1.0f, SLICES, SLICES);
}
DependencyManager::get<GeometryCache>()->renderSphere(1.0f, SLICES, SLICES, _isSolid);
glPopMatrix();
glPopMatrix();

View file

@ -12,6 +12,7 @@
#include "InterfaceConfig.h"
#include <GlowEffect.h>
#include <GeometryCache.h>
#include <VoxelConstants.h>
#include "Application.h"
@ -47,7 +48,7 @@ void VoxelFade::render() {
voxelDetails.y + voxelDetails.s * 0.5f,
voxelDetails.z + voxelDetails.s * 0.5f);
glLineWidth(1.0f);
glutSolidCube(voxelDetails.s);
DependencyManager::get<GeometryCache>()->renderSolidCube(voxelDetails.s);
glLineWidth(1.0f);
glPopMatrix();
glEnable(GL_LIGHTING);

View file

@ -188,7 +188,11 @@ QByteArray AvatarData::toByteArray() {
// key state
setSemiNibbleAt(bitItems,KEY_STATE_START_BIT,_keyState);
// hand state
setSemiNibbleAt(bitItems,HAND_STATE_START_BIT,_handState);
bool isFingerPointing = _handState & IS_FINGER_POINTING_FLAG;
setSemiNibbleAt(bitItems, HAND_STATE_START_BIT, _handState & ~IS_FINGER_POINTING_FLAG);
if (isFingerPointing) {
setAtBit(bitItems, HAND_STATE_FINGER_POINTING_BIT);
}
// faceshift state
if (_headData->_isFaceshiftConnected) {
setAtBit(bitItems, IS_FACESHIFT_CONNECTED);
@ -439,8 +443,9 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
// key state, stored as a semi-nibble in the bitItems
_keyState = (KeyState)getSemiNibbleAt(bitItems,KEY_STATE_START_BIT);
// hand state, stored as a semi-nibble in the bitItems
_handState = getSemiNibbleAt(bitItems,HAND_STATE_START_BIT);
// hand state, stored as a semi-nibble plus a bit in the bitItems
_handState = getSemiNibbleAt(bitItems, HAND_STATE_START_BIT)
+ (oneAtBit(bitItems, HAND_STATE_FINGER_POINTING_BIT) ? IS_FINGER_POINTING_FLAG : 0);
_headData->_isFaceshiftConnected = oneAtBit(bitItems, IS_FACESHIFT_CONNECTED);
_isChatCirclingEnabled = oneAtBit(bitItems, IS_CHAT_CIRCLING_ENABLED);

View file

@ -82,6 +82,12 @@ const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
const int IS_FACESHIFT_CONNECTED = 4; // 5th bit
const int IS_CHAT_CIRCLING_ENABLED = 5; // 6th bit
const int HAS_REFERENTIAL = 6; // 7th bit
const int HAND_STATE_FINGER_POINTING_BIT = 7; // 8th bit
const char HAND_STATE_NULL = 0;
const char LEFT_HAND_POINTING_FLAG = 1;
const char RIGHT_HAND_POINTING_FLAG = 2;
const char IS_FINGER_POINTING_FLAG = 4;
static const float MAX_AVATAR_SCALE = 1000.0f;
static const float MIN_AVATAR_SCALE = .005f;

View file

@ -28,79 +28,23 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
glm::vec3 position = getPositionInMeters();
glm::vec3 center = getCenter() * (float)TREE_SCALE;
glm::vec3 dimensions = getDimensions() * (float)TREE_SCALE;
glm::vec3 halfDimensions = dimensions / 2.0f;
glm::quat rotation = getRotation();
const bool useGlutCube = true;
const float MAX_COLOR = 255.0f;
if (useGlutCube) {
glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(1.0f);
glPopMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
glScalef(dimensions.x, dimensions.y, dimensions.z);
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(1.0f);
glPopMatrix();
} else {
static GLfloat vertices[] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front)
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right)
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top)
-1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left)
-1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom)
1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back)
glPopMatrix();
// normal array
static GLfloat normals[] = { 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front)
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right)
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top)
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left)
0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom)
0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back)
// index array of vertex array for glDrawElements() & glDrawRangeElement()
static GLubyte indices[] = { 0, 1, 2, 2, 3, 0, // front
4, 5, 6, 6, 7, 4, // right
8, 9,10, 10,11, 8, // top
12,13,14, 14,15,12, // left
16,17,18, 18,19,16, // bottom
20,21,22, 22,23,20 }; // back
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColor4f(getColor()[RED_INDEX] / MAX_COLOR, getColor()[GREEN_INDEX] / MAX_COLOR,
getColor()[BLUE_INDEX] / MAX_COLOR, getLocalRenderAlpha());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram();
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glPushMatrix();
glm::vec3 positionToCenter = center - position;
glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
// we need to do half the size because the geometry in the VBOs are from -1,-1,-1 to 1,1,1
glScalef(halfDimensions.x, halfDimensions.y, halfDimensions.z);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);
glPopMatrix();
glPopMatrix();
DependencyManager::get<DeferredLightingEffect>()->releaseSimpleProgram();
glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays
glDisableClientState(GL_NORMAL_ARRAY);
}
};

View file

@ -1,25 +0,0 @@
//
// GPUConfig.h
// libraries/gpu/src/gpu
//
// Created by Brad Hefta-Gaub on 12/17/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef gpu__GLUTConfig__
#define gpu__GLUTConfig__
// TODO: remove these once we migrate away from GLUT calls
#if defined(__APPLE__)
#include <GLUT/glut.h>
#elif defined(WIN32)
#include <GL/glut.h>
#else
#include <GL/glut.h>
#endif
#endif // gpu__GLUTConfig__

View file

@ -12,8 +12,6 @@
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <gpu/GLUTConfig.h> // TODO - we need to get rid of this ASAP
#include <QOpenGLFramebufferObject>
#include <GLMHelpers.h>
@ -68,19 +66,19 @@ void DeferredLightingEffect::renderSolidSphere(float radius, int slices, int sta
void DeferredLightingEffect::renderWireSphere(float radius, int slices, int stacks) {
bindSimpleProgram();
glutWireSphere(radius, slices, stacks);
DependencyManager::get<GeometryCache>()->renderSphere(radius, slices, stacks, false);
releaseSimpleProgram();
}
void DeferredLightingEffect::renderSolidCube(float size) {
bindSimpleProgram();
glutSolidCube(size);
DependencyManager::get<GeometryCache>()->renderSolidCube(size);
releaseSimpleProgram();
}
void DeferredLightingEffect::renderWireCube(float size) {
bindSimpleProgram();
glutWireCube(size);
DependencyManager::get<GeometryCache>()->renderWireCube(size);
releaseSimpleProgram();
}

View file

@ -30,8 +30,7 @@ public:
void init(AbstractViewStateInterface* viewState);
/// Returns a reference to a simple program suitable for rendering static
/// untextured geometry (such as that generated by glutSolidSphere, etc.)
/// Returns a reference to a simple program suitable for rendering static untextured geometry
ProgramObject& getSimpleProgram() { return _simpleProgram; }
/// Sets up the state necessary to render static untextured geometry with the simple program.

View file

@ -119,7 +119,7 @@ const int NUM_COORDS_PER_VERTEX = 3;
const int NUM_BYTES_PER_VERTEX = NUM_COORDS_PER_VERTEX * sizeof(GLfloat);
const int NUM_BYTES_PER_INDEX = sizeof(GLushort);
void GeometryCache::renderSphere(float radius, int slices, int stacks) {
void GeometryCache::renderSphere(float radius, int slices, int stacks, bool solid) {
VerticesIndices& vbo = _sphereVBOs[IntPair(slices, stacks)];
int vertices = slices * (stacks - 1) + 2;
int indices = slices * stacks * NUM_VERTICES_PER_TRIANGULATED_QUAD;
@ -211,7 +211,11 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks) {
glPushMatrix();
glScalef(radius, radius, radius);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
if (solid) {
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
} else {
glDrawRangeElementsEXT(GL_LINES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
}
glPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY);
@ -503,6 +507,161 @@ void GeometryCache::renderGrid(int xDivisions, int yDivisions) {
buffer.release();
}
void GeometryCache::renderSolidCube(float size) {
VerticesIndices& vbo = _solidCubeVBOs[size];
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_FACE = 4;
const int NUMBER_OF_FACES = 6;
const int TRIANGLES_PER_FACE = 2;
const int VERTICES_PER_TRIANGLE = 3;
const int vertices = NUMBER_OF_FACES * VERTICES_PER_FACE * FLOATS_PER_VERTEX;
const int indices = NUMBER_OF_FACES * TRIANGLES_PER_FACE * VERTICES_PER_TRIANGLE;
const int vertexPoints = vertices * FLOATS_PER_VERTEX;
if (vbo.first == 0) {
GLfloat* vertexData = new GLfloat[vertexPoints * 2]; // vertices and normals
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[vertexPoints] =
{ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front)
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right)
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top)
-1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left)
-1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom)
1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back)
// normal array
static GLfloat cannonicalNormals[vertexPoints] =
{ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front)
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right)
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top)
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left)
0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom)
0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back)
// index array of vertex array for glDrawElements() & glDrawRangeElement()
static GLubyte cannonicalIndices[indices] =
{ 0, 1, 2, 2, 3, 0, // front
4, 5, 6, 6, 7, 4, // right
8, 9,10, 10,11, 8, // top
12,13,14, 14,15,12, // left
16,17,18, 18,19,16, // bottom
20,21,22, 22,23,20 }; // back
GLfloat* cannonicalVertex = &cannonicalVertices[0];
GLfloat* cannonicalNormal = &cannonicalNormals[0];
for (int i = 0; i < vertices; i++) {
//normals
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
// vertices
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
}
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 6 * sizeof(float), 0);
glVertexPointer(3, GL_FLOAT, (6 * sizeof(float)), (const void *)(3 * sizeof(float)));
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderWireCube(float size) {
VerticesIndices& vbo = _wireCubeVBOs[size];
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_EDGE = 2;
const int TOP_EDGES = 4;
const int BOTTOM_EDGES = 4;
const int SIDE_EDGES = 4;
const int vertices = 8;
const int indices = (TOP_EDGES + BOTTOM_EDGES + SIDE_EDGES) * VERTICES_PER_EDGE;
if (vbo.first == 0) {
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a wire cube
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[] =
{ 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0, v1, v2, v3 (top)
1,-1, 1, 1,-1,-1, -1,-1,-1, -1,-1, 1 // v4, v5, v6, v7 (bottom)
};
// index array of vertex array for glDrawRangeElement() as a GL_LINES for each edge
static GLubyte cannonicalIndices[indices] = {
0, 1, 1, 2, 2, 3, 3, 0, // (top)
4, 5, 5, 6, 6, 7, 7, 4, // (bottom)
0, 4, 1, 5, 2, 6, 3, 7, // (side edges)
};
for (int i = 0; i < vertexPoints; i++) {
vertex[i] = cannonicalVertices[i] * halfSize;
}
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < indices; i++) {
index[i] = cannonicalIndices[i];
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
delete[] indexData;
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(FLOATS_PER_VERTEX, GL_FLOAT, FLOATS_PER_VERTEX * sizeof(float), 0);
glDrawRangeElementsEXT(GL_LINES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) {
return getResource(url, fallback, delayLoad).staticCast<NetworkGeometry>();
}

View file

@ -38,11 +38,13 @@ class GeometryCache : public ResourceCache {
public:
void renderHemisphere(int slices, int stacks);
void renderSphere(float radius, int slices, int stacks);
void renderSphere(float radius, int slices, int stacks, bool solid = true);
void renderSquare(int xDivisions, int yDivisions);
void renderHalfCylinder(int slices, int stacks);
void renderCone(float base, float height, int slices, int stacks);
void renderGrid(int xDivisions, int yDivisions);
void renderSolidCube(float size);
void renderWireCube(float size);
/// Loads geometry from the specified URL.
/// \param fallback a fallback URL to load if the desired one is unavailable
@ -66,6 +68,8 @@ private:
QHash<IntPair, VerticesIndices> _squareVBOs;
QHash<IntPair, VerticesIndices> _halfCylinderVBOs;
QHash<IntPair, VerticesIndices> _coneVBOs;
QHash<float, VerticesIndices> _wireCubeVBOs;
QHash<float, VerticesIndices> _solidCubeVBOs;
QHash<IntPair, QOpenGLBuffer> _gridBuffers;
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;