diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 92c9e013f6..d6d829f834 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -216,7 +216,10 @@ Application::Application(int& argc, char** argv) : QRect available = desktop()->availableGeometry(); _window->resize(available.size()); _window->setVisible(true); - _glWidget->setFocus(Qt::ActiveWindowFocusReason); + _glWidget->setFocus(); + + // enable mouse tracking; otherwise, we only get drag events + _glWidget->setMouseTracking(true); // initialization continues in initializeGL when OpenGL context is ready } @@ -410,7 +413,7 @@ void Application::resizeGL(int width, int height) { float aspectRatio = ((float)width/(float)height); // based on screen resize // get the lens details from the current camera - Camera& camera = _viewFrustumFromOffset ? _viewFrustumOffsetCamera : _myCamera; + Camera& camera = _viewFrustumFromOffset->isChecked() ? _viewFrustumOffsetCamera : _myCamera; float nearClip = camera.getNearClip(); float farClip = camera.getFarClip(); float fov; @@ -599,6 +602,7 @@ void Application::keyPressEvent(QKeyEvent* event) { _myAvatar.setDriveKeys(ROT_RIGHT, 1); break; + case Qt::Key_Return: case Qt::Key_Enter: _chatEntryOn = true; _myAvatar.setKeyState(NO_KEY_DOWN); @@ -929,10 +933,6 @@ void Application::setOculus(bool oculus) { resizeGL(_glWidget->width(), _glWidget->height()); } -void Application::setMenu(bool menu) { - _window->menuBar()->setVisible(menu); -} - void Application::setFrustumOffset(bool frustumOffset) { // reshape so that OpenGL will get the right lens details for the camera of choice resizeGL(_glWidget->width(), _glWidget->height()); @@ -982,6 +982,14 @@ void Application::doTreeStats() { _voxels.collectStatsForTreesAndVBOs(); } +void Application::setWantsMonochrome(bool wantsMonochrome) { + _myAvatar.setWantColor(!wantsMonochrome); +} + +void Application::setWantsResIn(bool wantsResIn) { + _myAvatar.setWantResIn(wantsResIn); +} + void Application::initMenu() { QMenuBar* menuBar = new QMenuBar(); _window->setMenuBar(menuBar); @@ -1017,9 +1025,6 @@ void Application::initMenu() { _renderStatsOn->setShortcut(Qt::Key_Slash); (_logOn = toolsMenu->addAction("Log"))->setCheckable(true); _logOn->setChecked(true); - QAction* menuAction = toolsMenu->addAction("Menu", this, SLOT(setMenu(bool)), Qt::Key_M); - menuAction->setCheckable(true); - menuAction->setChecked(true); QMenu* frustumMenu = menuBar->addMenu("Frustum"); (_frustumOn = frustumMenu->addAction("Display Frustum"))->setCheckable(true); @@ -1043,6 +1048,8 @@ void Application::initMenu() { debugMenu->addAction("FALSE Color Voxel Out of View", this, SLOT(doFalseColorizeInView())); debugMenu->addAction("Show TRUE Colors", this, SLOT(doTrueVoxelColors())); debugMenu->addAction("Calculate Tree Stats", this, SLOT(doTreeStats()), Qt::SHIFT | Qt::Key_S); + debugMenu->addAction("Wants Res-In", this, SLOT(setWantsResIn(bool)))->setCheckable(true); + debugMenu->addAction("Wants Monochrome", this, SLOT(setWantsMonochrome(bool)))->setCheckable(true); } void Application::updateFrustumRenderModeAction() { @@ -1236,6 +1243,12 @@ void Application::updateAvatar(float deltaTime) { } } +///////////////////////////////////////////////////////////////////////////////////// +// loadViewFrustum() +// +// Description: this will load the view frustum bounds for EITHER the head +// or the "myCamera". +// void Application::loadViewFrustum(ViewFrustum& viewFrustum) { // We will use these below, from either the camera or head vectors calculated above glm::vec3 position; @@ -1652,6 +1665,24 @@ void Application::displayStats() { } } +///////////////////////////////////////////////////////////////////////////////////// +// renderViewFrustum() +// +// Description: this will render the view frustum bounds for EITHER the head +// or the "myCamera". +// +// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways. +// We can draw it with each of these parts: +// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera +// * Near plane - this plane is drawn very close to the origin point. +// * Right/Left planes - these two planes are drawn between the near and far planes. +// * Far plane - the plane is drawn in the distance. +// Modes - the following modes, will draw the following parts. +// * All - draws all the parts listed above +// * Planes - draws the planes but not the origin vectors +// * Origin Vectors - draws the origin vectors ONLY +// * Near Plane - draws only the near plane +// * Far Plane - draws only the far plane void Application::renderViewFrustum(ViewFrustum& viewFrustum) { // Load it with the latest details! loadViewFrustum(viewFrustum); @@ -1856,6 +1887,7 @@ void* Application::networkReceive(void* args) { app->_myAvatar.processTransmitterData(app->_incomingPacket, bytesReceived); break; case PACKET_HEADER_VOXEL_DATA: + case PACKET_HEADER_VOXEL_DATA_MONOCHROME: case PACKET_HEADER_Z_COMMAND: case PACKET_HEADER_ERASE_VOXEL: app->_voxels.parseData(app->_incomingPacket, bytesReceived); diff --git a/interface/src/Application.h b/interface/src/Application.h index dfdb9e8726..422b6302e6 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -70,8 +70,6 @@ private slots: void setRenderFirstPerson(bool firstPerson); void setOculus(bool oculus); - void setMenu(bool menu); - void setFrustumOffset(bool frustumOffset); void cycleFrustumRenderMode(); @@ -84,6 +82,8 @@ private slots: void doFalseColorizeInView(); void doTrueVoxelColors(); void doTreeStats(); + void setWantsMonochrome(bool wantsMonochrome); + void setWantsResIn(bool wantsResIn); private: @@ -181,7 +181,7 @@ private: int _mouseX; int _mouseY; - bool _mousePressed; + bool _mousePressed; // true if mouse has been pressed (clear when finished) // The current mode for mouse interaction enum MouseMode { NO_EDIT_MODE, ADD_VOXEL_MODE, DELETE_VOXEL_MODE, COLOR_VOXEL_MODE }; diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 78ecec7ec7..669e64abc1 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -15,2040 +15,8 @@ // Welcome Aboard! // -#include -#include -#include -#include -#include - -#ifdef _WIN32 -#include "Syssocket.h" -#include "Systime.h" -#else -#include -#include -#include -#endif - -#include - -#include -#include -#include - -#include "InterfaceConfig.h" - -#include "Log.h" -#include "shared_Log.h" -#include "voxels_Log.h" -#include "avatars_Log.h" - -#include "world.h" -#include "Util.h" -#ifndef _WIN32 -#include "Audio.h" -#endif - -#include "AngleUtil.h" -#include "Stars.h" - -#include "ui/ChatEntry.h" -#include "ui/MenuRow.h" -#include "ui/MenuColumn.h" -#include "ui/Menu.h" -#include "ui/TextRenderer.h" -#include "renderer/ProgramObject.h" -#include "renderer/ShaderObject.h" - #include "Application.h" -#include "Camera.h" -#include "Avatar.h" -#include -#include -#include "VoxelSystem.h" -#include "Environment.h" -#include "Oscilloscope.h" -#include "UDPSocket.h" -#include "SerialInterface.h" -#include -#include -#include -#include - -#include "ViewFrustum.h" -#include "HandControl.h" -#include "AvatarRenderer.h" -#include "OculusManager.h" - -using namespace std; - -void reshape(int width, int height); // will be defined below -void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below - -glm::vec3 getGravity(glm::vec3 pos); //get the local gravity vector at this location in the universe - -bool enableNetworkThread = true; -pthread_t networkReceiveThread; -bool stopNetworkReceiveThread = false; - -unsigned char incomingPacket[MAX_PACKET_SIZE]; -int packetCount = 0; -int packetsPerSecond = 0; -int bytesPerSecond = 0; -int bytesCount = 0; - - -int screenWidth = 1200; // Window size -int screenHeight = 800; - -int fullscreen = 0; -float aspectRatio = 1.0f; - -// PER: Jeffrey - please move these our of main.cpp - also these not constants! -float mouseViewShiftYaw = 0.0f; -float mouseViewShiftPitch = 0.0f; -bool USING_MOUSE_VIEW_SHIFT = false; -float MOUSE_VIEW_SHIFT_RATE = 40.0f; -float MOUSE_VIEW_SHIFT_YAW_MARGIN = (float)(::screenWidth * 0.2f); -float MOUSE_VIEW_SHIFT_PITCH_MARGIN = (float)(::screenHeight * 0.2f); -float MOUSE_VIEW_SHIFT_YAW_LIMIT = 45.0; -float MOUSE_VIEW_SHIFT_PITCH_LIMIT = 30.0; - -//CameraMode defaultCameraMode = CAMERA_MODE_FIRST_PERSON; -CameraMode defaultCameraMode = CAMERA_MODE_THIRD_PERSON; - -bool wantColorRandomizer = true; // for addSphere and load file - -Oscilloscope audioScope(256,200,true); - -ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc. - -Avatar myAvatar(true); // The rendered avatar of oneself -Camera myCamera; // My view onto the world -Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode - -AvatarRenderer avatarRenderer; - -// Starfield information -char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt"; -char starCacheFile[] = "cachedStars.txt"; -Stars stars; - -glm::vec3 box(WORLD_SIZE,WORLD_SIZE,WORLD_SIZE); - -VoxelSystem voxels; - -Environment environment; - - -#ifndef _WIN32 -Audio audio(&audioScope, &myAvatar); -#endif - -#define IDLE_SIMULATE_MSECS 16 // How often should call simulate and other stuff - // in the idle loop? (60 FPS is default) - - -glm::vec3 start_location(6.1f, 0, 1.4f); // Where one's own agent begins in the world - // (will be overwritten if avatar data file is found) - -bool renderWarningsOn = false; // Whether to show render pipeline warnings -bool renderStatsOn = false; // Whether to show onscreen text overlay with stats -bool renderVoxels = true; // Whether to render voxels -bool renderStarsOn = true; // Whether to display the stars -bool renderAtmosphereOn = true; // Whether to display the atmosphere -bool renderAvatarsOn = true; // Whether to render avatars -bool renderFirstPersonOn = false; // Whether to render in first person -bool paintOn = false; // Whether to paint voxels as you fly around -VoxelDetail paintingVoxel; // The voxel we're painting if we're painting -unsigned char dominantColor = 0; // The dominant color of the voxel we're painting -bool perfStatsOn = false; // Do we want to display perfStats? -bool wantMonochrome = false; // ask server to send us in monochrome -bool wantResIn = false; // ask server to res in - -bool logOn = true; // Whether to show on-screen log - -bool wantToKillLocalVoxels = false; - -int noiseOn = 0; // Whether to add random noise -float noise = 1.0; // Overall magnitude scaling for random noise levels - -bool gyroLook = true; // Whether to allow the gyro data from head to move your view - -int displayLevels = 0; -bool lookingInMirror = 0; // Are we currently rendering one's own head as if in mirror? - -int displayHeadMouse = 1; // Display sample mouse pointer controlled by head movement -int headMouseX, headMouseY; - -HandControl handControl; - -int mouseX = 0; -int mouseY = 0; - -// Mouse location at start of last down click -int mousePressed = 0; // true if mouse has been pressed (clear when finished) - -// The current mode for mouse interaction -enum MouseMode { NO_EDIT_MODE, ADD_VOXEL_MODE, DELETE_VOXEL_MODE, COLOR_VOXEL_MODE }; -MouseMode mouseMode = NO_EDIT_MODE; -VoxelDetail mouseVoxel; // details of the voxel under the mouse cursor -float mouseVoxelScale = 1.0f / 1024.0f; // the scale for adding/removing voxels - -Menu menu; // main menu -int menuOn = 1; // Whether to show onscreen menu - -ChatEntry chatEntry; // chat entry field -bool chatEntryOn = false; // Whether to show the chat entry - -bool oculusOn = false; // Whether to configure the display for the Oculus Rift -GLuint oculusTextureID = 0; // The texture to which we render for Oculus distortion -ProgramObject* oculusProgram = 0; // The GLSL program containing the distortion shader -float oculusDistortionScale = 1.25; // Controls the Oculus field of viewa - -SerialInterface serialPort; - -glm::vec3 gravity; - -// Frame Rate Measurement - -int frameCount = 0; -float FPS = 120.f; -timeval timerStart, timerEnd; -timeval lastTimeIdle; -double elapsedTime; -timeval applicationStartupTime; -bool justStarted = true; - -// Every second, check the frame rates and other stuff -void Timer(int extra) { - gettimeofday(&timerEnd, NULL); - FPS = (float)frameCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); - packetsPerSecond = (float)packetCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); - bytesPerSecond = (float)bytesCount / ((float)diffclock(&timerStart, &timerEnd) / 1000.f); - frameCount = 0; - packetCount = 0; - bytesCount = 0; - - glutTimerFunc(1000,Timer,0); - gettimeofday(&timerStart, NULL); - - // if we haven't detected gyros, check for them now - if (!serialPort.active) { - serialPort.pair(); - } -} - -void displayStats(void) { - int statsVerticalOffset = 50; - if (::menuOn == 0) { - statsVerticalOffset = 8; - } - - char stats[200]; - sprintf(stats, "%3.0f FPS, %d Pkts/sec, %3.2f Mbps", - FPS, packetsPerSecond, (float)bytesPerSecond * 8.f / 1000000.f); - drawtext(10, statsVerticalOffset + 15, 0.10f, 0, 1.0, 0, stats); - - std::stringstream voxelStats; - voxelStats.precision(4); - voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered() / 1000.f << "K Updated: " << voxels.getVoxelsUpdated()/1000.f << "K"; - drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - voxelStats.str(""); - voxelStats << "Voxels Created: " << voxels.getVoxelsCreated() / 1000.f << "K (" << voxels.getVoxelsCreatedPerSecondAverage() / 1000.f - << "Kps) "; - drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - voxelStats.str(""); - voxelStats << "Voxels Colored: " << voxels.getVoxelsColored() / 1000.f << "K (" << voxels.getVoxelsColoredPerSecondAverage() / 1000.f - << "Kps) "; - drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - voxelStats.str(""); - voxelStats << "Voxel Bits Read: " << voxels.getVoxelsBytesRead() * 8.f / 1000000.f - << "M (" << voxels.getVoxelsBytesReadPerSecondAverage() * 8.f / 1000000.f << " Mbps)"; - drawtext(10, statsVerticalOffset + 290,0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - voxelStats.str(""); - float voxelsBytesPerColored = voxels.getVoxelsColored() - ? ((float) voxels.getVoxelsBytesRead() / voxels.getVoxelsColored()) - : 0; - - voxelStats << "Voxels Bits per Colored: " << voxelsBytesPerColored * 8; - drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str()); - - Agent *avatarMixer = AgentList::getInstance()->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER); - char avatarMixerStats[200]; - - if (avatarMixer) { - sprintf(avatarMixerStats, "Avatar Mixer: %.f kbps, %.f pps", - roundf(avatarMixer->getAverageKilobitsPerSecond()), - roundf(avatarMixer->getAveragePacketsPerSecond())); - } else { - sprintf(avatarMixerStats, "No Avatar Mixer"); - } - - drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats); - - if (::perfStatsOn) { - // Get the PerfStats group details. We need to allocate and array of char* long enough to hold 1+groups - char** perfStatLinesArray = new char*[PerfStat::getGroupCount()+1]; - int lines = PerfStat::DumpStats(perfStatLinesArray); - int atZ = 150; // arbitrary place on screen that looks good - for (int line=0; line < lines; line++) { - drawtext(10, statsVerticalOffset + atZ, 0.10f, 0, 1.0, 0, perfStatLinesArray[line]); - delete perfStatLinesArray[line]; // we're responsible for cleanup - perfStatLinesArray[line]=NULL; - atZ+=20; // height of a line - } - delete []perfStatLinesArray; // we're responsible for cleanup - } -} - -void initDisplay(void) { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glShadeModel (GL_SMOOTH); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_DEPTH_TEST); - - if (fullscreen) glutFullScreen(); -} - -void init(void) { - voxels.init(); - voxels.setViewerAvatar(&myAvatar); - voxels.setCamera(&myCamera); - - environment.init(); - - handControl.setScreenDimensions(::screenWidth, ::screenHeight); - - headMouseX = ::screenWidth /2; - headMouseY = ::screenHeight/2; - - stars.readInput(starFile, starCacheFile, 0); - - if (noiseOn) { - myAvatar.setNoise(noise); - } - - myAvatar.setPosition(start_location); - myCamera.setMode(defaultCameraMode); - - OculusManager::connect(); - - gettimeofday(&timerStart, NULL); - gettimeofday(&lastTimeIdle, NULL); -} - -void terminate () { - // Close serial port - // close(serial_fd); - - myAvatar.writeAvatarDataToFile(); - - #ifndef _WIN32 - audio.terminate(); - #endif - - if (enableNetworkThread) { - stopNetworkReceiveThread = true; - pthread_join(networkReceiveThread, NULL); - } - - exit(EXIT_SUCCESS); -} - -void reset_sensors() { - - myAvatar.setPosition(start_location); - headMouseX = ::screenWidth / 2; - headMouseY = ::screenHeight / 2; - - myAvatar.reset(); -} - -void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) { - unsigned char* bufferOut; - int sizeOut; - - if (createVoxelEditMessage(header, 0, 1, &detail, bufferOut, sizeOut)){ - AgentList::getInstance()->broadcastToAgents(bufferOut, sizeOut, &AGENT_TYPE_VOXEL, 1); - delete bufferOut; - } -} - -// Using gyro data, update both view frustum and avatar head position -void updateAvatar(float deltaTime) { - - // Update my avatar's head position from gyros - myAvatar.updateHeadFromGyros(deltaTime, &serialPort, &gravity); - - // Grab latest readings from the gyros - float measuredPitchRate = serialPort.getLastPitchRate(); - float measuredYawRate = serialPort.getLastYawRate(); - - // Update gyro-based mouse (X,Y on screen) - const float MIN_MOUSE_RATE = 1.0; - const float HORIZONTAL_PIXELS_PER_DEGREE = 2880.f / 45.f; - const float VERTICAL_PIXELS_PER_DEGREE = 1800.f / 30.f; - if (powf(measuredYawRate * measuredYawRate + - measuredPitchRate * measuredPitchRate, 0.5) > MIN_MOUSE_RATE) - { - headMouseX += measuredYawRate * HORIZONTAL_PIXELS_PER_DEGREE * deltaTime; - headMouseY -= measuredPitchRate * VERTICAL_PIXELS_PER_DEGREE * deltaTime; - } - headMouseX = max(headMouseX, 0); - headMouseX = min(headMouseX, ::screenWidth); - headMouseY = max(headMouseY, 0); - headMouseY = min(headMouseY, ::screenHeight); - - // Update head and body pitch and yaw based on measured gyro rates - if (::gyroLook) { - // Render Yaw - float renderYawSpring = fabs(headMouseX - ::screenWidth / 2.f) / (::screenWidth / 2.f); - const float RENDER_YAW_MULTIPLY = 4.f; - myAvatar.setRenderYaw((1.f - renderYawSpring * deltaTime) * myAvatar.getRenderYaw() + - renderYawSpring * deltaTime * -myAvatar.getHeadYaw() * RENDER_YAW_MULTIPLY); - // Render Pitch - float renderPitchSpring = fabs(headMouseY - ::screenHeight / 2.f) / (::screenHeight / 2.f); - const float RENDER_PITCH_MULTIPLY = 4.f; - myAvatar.setRenderPitch((1.f - renderPitchSpring * deltaTime) * myAvatar.getRenderPitch() + - renderPitchSpring * deltaTime * -myAvatar.getHeadPitch() * RENDER_PITCH_MULTIPLY); - } - - - if (USING_MOUSE_VIEW_SHIFT) - { - //make it so that when your mouse hits the edge of the screen, the camera shifts - float rightBoundary = (float)::screenWidth - MOUSE_VIEW_SHIFT_YAW_MARGIN; - float bottomBoundary = (float)::screenHeight - MOUSE_VIEW_SHIFT_PITCH_MARGIN; - - if (mouseX > rightBoundary) { - float f = (mouseX - rightBoundary) / ( (float)::screenWidth - rightBoundary); - mouseViewShiftYaw += MOUSE_VIEW_SHIFT_RATE * f * deltaTime; - if (mouseViewShiftYaw > MOUSE_VIEW_SHIFT_YAW_LIMIT) { mouseViewShiftYaw = MOUSE_VIEW_SHIFT_YAW_LIMIT; } - } else if (mouseX < MOUSE_VIEW_SHIFT_YAW_MARGIN) { - float f = 1.0 - (mouseX / MOUSE_VIEW_SHIFT_YAW_MARGIN); - mouseViewShiftYaw -= MOUSE_VIEW_SHIFT_RATE * f * deltaTime; - if (mouseViewShiftYaw < -MOUSE_VIEW_SHIFT_YAW_LIMIT) { mouseViewShiftYaw = -MOUSE_VIEW_SHIFT_YAW_LIMIT; } - } - if (mouseY < MOUSE_VIEW_SHIFT_PITCH_MARGIN) { - float f = 1.0 - (mouseY / MOUSE_VIEW_SHIFT_PITCH_MARGIN); - mouseViewShiftPitch += MOUSE_VIEW_SHIFT_RATE * f * deltaTime; - if ( mouseViewShiftPitch > MOUSE_VIEW_SHIFT_PITCH_LIMIT ) { mouseViewShiftPitch = MOUSE_VIEW_SHIFT_PITCH_LIMIT; } - } - else if (mouseY > bottomBoundary) { - float f = (mouseY - bottomBoundary) / ((float)::screenHeight - bottomBoundary); - mouseViewShiftPitch -= MOUSE_VIEW_SHIFT_RATE * f * deltaTime; - if (mouseViewShiftPitch < -MOUSE_VIEW_SHIFT_PITCH_LIMIT) { mouseViewShiftPitch = -MOUSE_VIEW_SHIFT_PITCH_LIMIT; } - } - } - - if (OculusManager::isConnected()) { - float yaw, pitch, roll; - OculusManager::getEulerAngles(yaw, pitch, roll); - - myAvatar.setHeadYaw(-yaw); - myAvatar.setHeadPitch(pitch); - myAvatar.setHeadRoll(roll); - } - - // Get audio loudness data from audio input device - #ifndef _WIN32 - myAvatar.setLoudness(audio.getInputLoudness()); - #endif - - // Update Avatar with latest camera and view frustum data... - // NOTE: we get this from the view frustum, to make it simpler, since the - // loadViewFrumstum() method will get the correct details from the camera - // We could optimize this to not actually load the viewFrustum, since we don't - // actually need to calculate the view frustum planes to send these details - // to the server. - loadViewFrustum(::viewFrustum); - myAvatar.setCameraPosition(::viewFrustum.getPosition()); - myAvatar.setCameraDirection(::viewFrustum.getDirection()); - myAvatar.setCameraUp(::viewFrustum.getUp()); - myAvatar.setCameraRight(::viewFrustum.getRight()); - myAvatar.setCameraFov(::viewFrustum.getFieldOfView()); - myAvatar.setCameraAspectRatio(::viewFrustum.getAspectRatio()); - myAvatar.setCameraNearClip(::viewFrustum.getNearClip()); - myAvatar.setCameraFarClip(::viewFrustum.getFarClip()); - - AgentList* agentList = AgentList::getInstance(); - if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) { - // if I know my ID, send head/hand data to the avatar mixer and voxel server - unsigned char broadcastString[200]; - unsigned char* endOfBroadcastStringWrite = broadcastString; - - *(endOfBroadcastStringWrite++) = PACKET_HEADER_HEAD_DATA; - endOfBroadcastStringWrite += packAgentId(endOfBroadcastStringWrite, agentList->getOwnerID()); - - endOfBroadcastStringWrite += myAvatar.getBroadcastData(endOfBroadcastStringWrite); - - const char broadcastReceivers[2] = {AGENT_TYPE_VOXEL, AGENT_TYPE_AVATAR_MIXER}; - AgentList::getInstance()->broadcastToAgents(broadcastString, endOfBroadcastStringWrite - broadcastString, broadcastReceivers, sizeof(broadcastReceivers)); - } - - // If I'm in paint mode, send a voxel out to VOXEL server agents. - if (::paintOn) { - - glm::vec3 avatarPos = myAvatar.getPosition(); - - // For some reason, we don't want to flip X and Z here. - ::paintingVoxel.x = avatarPos.x / 10.0; - ::paintingVoxel.y = avatarPos.y / 10.0; - ::paintingVoxel.z = avatarPos.z / 10.0; - - if (::paintingVoxel.x >= 0.0 && ::paintingVoxel.x <= 1.0 && - ::paintingVoxel.y >= 0.0 && ::paintingVoxel.y <= 1.0 && - ::paintingVoxel.z >= 0.0 && ::paintingVoxel.z <= 1.0) { - - sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::paintingVoxel); - } - } -} - -///////////////////////////////////////////////////////////////////////////////////// -// loadViewFrustum() -// -// Description: this will load the view frustum bounds for EITHER the head -// or the "myCamera". -// - -// These global scoped variables are used by our loadViewFrustum() and renderViewFrustum functions below, but are also -// available as globals so that the keyboard and menu can manipulate them. - -bool frustumOn = false; // Whether or not to display the debug view frustum -bool cameraFrustum = true; // which frustum to look at - -bool viewFrustumFromOffset =false; // Wether or not to offset the view of the frustum -float viewFrustumOffsetYaw = -135.0; // the following variables control yaw, pitch, roll and distance form regular -float viewFrustumOffsetPitch = 0.0; // camera to the offset camera -float viewFrustumOffsetRoll = 0.0; -float viewFrustumOffsetDistance = 25.0; -float viewFrustumOffsetUp = 0.0; - -void loadViewFrustum(ViewFrustum& viewFrustum) { - // We will use these below, from either the camera or head vectors calculated above - glm::vec3 position; - glm::vec3 direction; - glm::vec3 up; - glm::vec3 right; - float fov, nearClip, farClip; - - // Camera or Head? - if (::cameraFrustum) { - position = ::myCamera.getPosition(); - } else { - position = ::myAvatar.getHeadPosition(); - } - - fov = ::myCamera.getFieldOfView(); - nearClip = ::myCamera.getNearClip(); - farClip = ::myCamera.getFarClip(); - - Orientation o = ::myCamera.getOrientation(); - - direction = o.getFront(); - up = o.getUp(); - right = o.getRight(); - - /* - printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z); - printf("yaw=%f, pitch=%f, roll=%f\n", yaw,pitch,roll); - printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z); - printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z); - printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z); - printf("fov=%f\n", fov); - printf("nearClip=%f\n", nearClip); - printf("farClip=%f\n", farClip); - */ - - // Set the viewFrustum up with the correct position and orientation of the camera - viewFrustum.setPosition(position); - viewFrustum.setOrientation(direction,up,right); - - // Also make sure it's got the correct lens details from the camera - viewFrustum.setFieldOfView(fov); - viewFrustum.setNearClip(nearClip); - viewFrustum.setFarClip(farClip); - - // Ask the ViewFrustum class to calculate our corners - viewFrustum.calculate(); -} - -///////////////////////////////////////////////////////////////////////////////////// -// renderViewFrustum() -// -// Description: this will render the view frustum bounds for EITHER the head -// or the "myCamera". -// -// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways. -// We can draw it with each of these parts: -// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera -// * Near plane - this plane is drawn very close to the origin point. -// * Right/Left planes - these two planes are drawn between the near and far planes. -// * Far plane - the plane is drawn in the distance. -// Modes - the following modes, will draw the following parts. -// * All - draws all the parts listed above -// * Planes - draws the planes but not the origin vectors -// * Origin Vectors - draws the origin vectors ONLY -// * Near Plane - draws only the near plane -// * Far Plane - draws only the far plane -#define FRUSTUM_DRAW_MODE_ALL 0 -#define FRUSTUM_DRAW_MODE_VECTORS 1 -#define FRUSTUM_DRAW_MODE_PLANES 2 -#define FRUSTUM_DRAW_MODE_NEAR_PLANE 3 -#define FRUSTUM_DRAW_MODE_FAR_PLANE 4 -#define FRUSTUM_DRAW_MODE_COUNT 5 - -int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the frustum in, see notes above - -void renderViewFrustum(ViewFrustum& viewFrustum) { - - // Load it with the latest details! - loadViewFrustum(viewFrustum); - - glm::vec3 position = viewFrustum.getPosition(); - glm::vec3 direction = viewFrustum.getDirection(); - glm::vec3 up = viewFrustum.getUp(); - glm::vec3 right = viewFrustum.getRight(); - - // Get ready to draw some lines - glDisable(GL_LIGHTING); - glColor4f(1.0, 1.0, 1.0, 1.0); - glLineWidth(1.0); - glBegin(GL_LINES); - - if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) { - // Calculate the origin direction vectors - glm::vec3 lookingAt = position + (direction * 0.2f); - glm::vec3 lookingAtUp = position + (up * 0.2f); - glm::vec3 lookingAtRight = position + (right * 0.2f); - - // Looking At = white - glColor3f(1,1,1); - glVertex3f(position.x, position.y, position.z); - glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z); - - // Looking At Up = purple - glColor3f(1,0,1); - glVertex3f(position.x, position.y, position.z); - glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z); - - // Looking At Right = cyan - glColor3f(0,1,1); - glVertex3f(position.x, position.y, position.z); - glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z); - } - - if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES - || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) { - // Drawing the bounds of the frustum - // viewFrustum.getNear plane - bottom edge - glColor3f(1,0,0); - glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); - glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); - - // viewFrustum.getNear plane - top edge - glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); - glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); - - // viewFrustum.getNear plane - right edge - glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); - glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); - - // viewFrustum.getNear plane - left edge - glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); - glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); - } - - if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES - || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) { - // viewFrustum.getFar plane - bottom edge - glColor3f(0,1,0); // GREEN!!! - glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); - glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); - - // viewFrustum.getFar plane - top edge - glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); - glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); - - // viewFrustum.getFar plane - right edge - glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); - glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); - - // viewFrustum.getFar plane - left edge - glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); - glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); - } - - if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) { - // RIGHT PLANE IS CYAN - // right plane - bottom edge - viewFrustum.getNear to distant - glColor3f(0,1,1); - glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z); - glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z); - - // right plane - top edge - viewFrustum.getNear to distant - glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z); - glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z); - - // LEFT PLANE IS BLUE - // left plane - bottom edge - viewFrustum.getNear to distant - glColor3f(0,0,1); - glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z); - glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z); - - // left plane - top edge - viewFrustum.getNear to distant - glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z); - glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z); - } - - glEnd(); - glEnable(GL_LIGHTING); -} - -// displays a single side (left, right, or combined for non-Oculus) -void displaySide(Camera& whichCamera) { - glPushMatrix(); - - if (::renderStarsOn) { - // should be the first rendering pass - w/o depth buffer / lighting - - // compute starfield alpha based on distance from atmosphere - float alpha = 1.0f; - if (::renderAtmosphereOn) { - float height = glm::distance(whichCamera.getPosition(), environment.getAtmosphereCenter()); - if (height < environment.getAtmosphereInnerRadius()) { - alpha = 0.0f; - - } else if (height < environment.getAtmosphereOuterRadius()) { - alpha = (height - environment.getAtmosphereInnerRadius()) / - (environment.getAtmosphereOuterRadius() - environment.getAtmosphereInnerRadius()); - } - } - - // finally render the starfield - stars.render(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), whichCamera.getNearClip(), alpha); - } - - // draw the sky dome - if (::renderAtmosphereOn) { - environment.renderAtmosphere(whichCamera); - } - - glEnable(GL_LIGHTING); - glEnable(GL_DEPTH_TEST); - - // draw a red sphere - float sphereRadius = 0.25f; - glColor3f(1,0,0); - glPushMatrix(); - glutSolidSphere(sphereRadius, 15, 15); - glPopMatrix(); - - //draw a grid ground plane.... - drawGroundPlaneGrid(10.f); - - // Draw voxels - if (renderVoxels) { - voxels.render(); - } - - // indicate what we'll be adding/removing in mouse mode, if anything - if (::mouseVoxel.s != 0) { - glPushMatrix(); - if (::mouseMode == ADD_VOXEL_MODE) { - // use a contrasting color so that we can see what we're doing - glColor3ub(::mouseVoxel.red + 128, ::mouseVoxel.green + 128, ::mouseVoxel.blue + 128); - } else { - glColor3ub(::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue); - } - glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE); - glTranslatef(::mouseVoxel.x + ::mouseVoxel.s*0.5f, - ::mouseVoxel.y + ::mouseVoxel.s*0.5f, - ::mouseVoxel.z + ::mouseVoxel.s*0.5f); - glLineWidth(4.0f); - glutWireCube(::mouseVoxel.s); - glLineWidth(1.0f); - glPopMatrix(); - } - - if (::renderAvatarsOn) { - // Render avatars of other agents - AgentList* agentList = AgentList::getInstance(); - agentList->lock(); - for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { - if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) { - Avatar *avatar = (Avatar *)agent->getLinkedData(); - avatar->render(0, ::myCamera.getPosition()); - } - } - agentList->unlock(); - - // Render my own Avatar - myAvatar.render(::lookingInMirror, ::myCamera.getPosition()); - } - - // Render the world box - if (!::lookingInMirror && ::renderStatsOn) { render_world_box(); } - - // brad's frustum for debugging - if (::frustumOn) renderViewFrustum(::viewFrustum); - - glPopMatrix(); -} - -// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample -// code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license -// (http://www.apache.org/licenses/LICENSE-2.0) -const char* DISTORTION_FRAGMENT_SHADER = - "#version 120\n" - "uniform sampler2D texture;" - "uniform vec2 lensCenter;" - "uniform vec2 screenCenter;" - "uniform vec2 scale;" - "uniform vec2 scaleIn;" - "uniform vec4 hmdWarpParam;" - "vec2 hmdWarp(vec2 in01) {" - " vec2 theta = (in01 - lensCenter) * scaleIn;" - " float rSq = theta.x * theta.x + theta.y * theta.y;" - " vec2 theta1 = theta * (hmdWarpParam.x + hmdWarpParam.y * rSq + " - " hmdWarpParam.z * rSq * rSq + hmdWarpParam.w * rSq * rSq * rSq);" - " return lensCenter + scale * theta1;" - "}" - "void main(void) {" - " vec2 tc = hmdWarp(gl_TexCoord[0].st);" - " vec2 below = step(screenCenter.st + vec2(-0.25, -0.5), tc.st);" - " vec2 above = vec2(1.0, 1.0) - step(screenCenter.st + vec2(0.25, 0.5), tc.st);" - " gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texture2D(texture, tc), " - " above.s * above.t * below.s * below.t);" - "}"; - -// the locations of the uniform variables -int textureLocation; -int lensCenterLocation; -int screenCenterLocation; -int scaleLocation; -int scaleInLocation; -int hmdWarpParamLocation; - -// renders both sides into a texture, then renders the texture to the display with distortion -void displayOculus(Camera& whichCamera) { - // magic numbers ahoy! in order to avoid pulling in the Oculus utility library that calculates - // the rendering parameters from the hardware stats, i just folded their calculations into - // constants using the stats for the current-model hardware as contained in the SDK file - // LibOVR/Src/Util/Util_Render_Stereo.cpp - - // eye - - // render the left eye view to the left side of the screen - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glTranslatef(0.151976, 0, 0); // +h, see Oculus SDK docs p. 26 - gluPerspective(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), - whichCamera.getNearClip(), whichCamera.getFarClip()); - glTranslatef(0.032, 0, 0); // dip/2, see p. 27 - - glMatrixMode(GL_MODELVIEW); - glViewport(0, 0, ::screenWidth / 2, ::screenHeight); - displaySide(whichCamera); - - // and the right eye to the right side - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glTranslatef(-0.151976, 0, 0); // -h - gluPerspective(whichCamera.getFieldOfView(), whichCamera.getAspectRatio(), - whichCamera.getNearClip(), whichCamera.getFarClip()); - glTranslatef(-0.032, 0, 0); - - glMatrixMode(GL_MODELVIEW); - glViewport(::screenWidth / 2, 0, ::screenWidth / 2, ::screenHeight); - displaySide(whichCamera); - - glPopMatrix(); - - // restore our normal viewport - glViewport(0, 0, ::screenWidth, ::screenHeight); - - if (::oculusTextureID == 0) { - glGenTextures(1, &::oculusTextureID); - glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ::screenWidth, ::screenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - ::oculusProgram = new ProgramObject(); - ::oculusProgram->attachFromSourceCode(GL_FRAGMENT_SHADER_ARB, DISTORTION_FRAGMENT_SHADER); - ::oculusProgram->link(); - - textureLocation = ::oculusProgram->getUniformLocation("texture"); - lensCenterLocation = ::oculusProgram->getUniformLocation("lensCenter"); - screenCenterLocation = ::oculusProgram->getUniformLocation("screenCenter"); - scaleLocation = ::oculusProgram->getUniformLocation("scale"); - scaleInLocation = ::oculusProgram->getUniformLocation("scaleIn"); - hmdWarpParamLocation = ::oculusProgram->getUniformLocation("hmdWarpParam"); - - } else { - glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); - } - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, ::screenWidth, ::screenHeight); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluOrtho2D(0, ::screenWidth, 0, ::screenHeight); - glDisable(GL_DEPTH_TEST); - glDisable(GL_LIGHTING); - - // for reference on setting these values, see SDK file Samples/OculusRoomTiny/RenderTiny_Device.cpp - - float scaleFactor = 1.0 / ::oculusDistortionScale; - float aspectRatio = (::screenWidth * 0.5) / ::screenHeight; - - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - ::oculusProgram->bind(); - ::oculusProgram->setUniform(textureLocation, 0); - ::oculusProgram->setUniform(lensCenterLocation, 0.287994, 0.5); // see SDK docs, p. 29 - ::oculusProgram->setUniform(screenCenterLocation, 0.25, 0.5); - ::oculusProgram->setUniform(scaleLocation, 0.25 * scaleFactor, 0.5 * scaleFactor * aspectRatio); - ::oculusProgram->setUniform(scaleInLocation, 4, 2 / aspectRatio); - ::oculusProgram->setUniform(hmdWarpParamLocation, 1.0, 0.22, 0.24, 0); - - glColor3f(1, 0, 1); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); - glVertex2f(0, 0); - glTexCoord2f(0.5, 0); - glVertex2f(::screenWidth/2, 0); - glTexCoord2f(0.5, 1); - glVertex2f(::screenWidth / 2, ::screenHeight); - glTexCoord2f(0, 1); - glVertex2f(0, ::screenHeight); - glEnd(); - - ::oculusProgram->setUniform(lensCenterLocation, 0.787994, 0.5); - ::oculusProgram->setUniform(screenCenterLocation, 0.75, 0.5); - - glBegin(GL_QUADS); - glTexCoord2f(0.5, 0); - glVertex2f(::screenWidth / 2, 0); - glTexCoord2f(1, 0); - glVertex2f(::screenWidth, 0); - glTexCoord2f(1, 1); - glVertex2f(::screenWidth, ::screenHeight); - glTexCoord2f(0.5, 1); - glVertex2f(::screenWidth / 2, ::screenHeight); - glEnd(); - - glEnable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); - ::oculusProgram->release(); - - glPopMatrix(); -} - -void displayOverlay() { - // Render 2D overlay: I/O level bar graphs and text - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - gluOrtho2D(0, ::screenWidth, ::screenHeight, 0); - glDisable(GL_DEPTH_TEST); - glDisable(GL_LIGHTING); - - #ifndef _WIN32 - audio.render(::screenWidth, ::screenHeight); - audioScope.render(20, ::screenHeight - 200); - #endif - - //noiseTest(::screenWidth, ::screenHeight); - - if (displayHeadMouse && !::lookingInMirror && USING_INVENSENSE_MPU9150) { - // Display small target box at center or head mouse target that can also be used to measure LOD - glColor3f(1.0, 1.0, 1.0); - glDisable(GL_LINE_SMOOTH); - const int PIXEL_BOX = 20; - glBegin(GL_LINE_STRIP); - glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); - glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); - glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2); - glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2); - glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2); - glEnd(); - glEnable(GL_LINE_SMOOTH); - } - - // Show detected levels from the serial I/O ADC channel sensors - if (displayLevels) serialPort.renderLevels(::screenWidth,::screenHeight); - - // Display stats and log text onscreen - glLineWidth(1.0f); - glPointSize(1.0f); - - if (::renderStatsOn) { displayStats(); } - if (::logOn) { logger.render(::screenWidth, ::screenHeight); } - - // Show menu - if (::menuOn) { - glLineWidth(1.0f); - glPointSize(1.0f); - menu.render(::screenWidth,::screenHeight); - } - - // Show chat entry field - if (::chatEntryOn) { - chatEntry.render(::screenWidth, ::screenHeight); - } - - // Stats at upper right of screen about who domain server is telling us about - glPointSize(1.0f); - char agents[100]; - - AgentList* agentList = AgentList::getInstance(); - int totalAvatars = 0, totalServers = 0; - - for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { - agent->getType() == AGENT_TYPE_AVATAR ? totalAvatars++ : totalServers++; - } - - sprintf(agents, "Servers: %d, Avatars: %d\n", totalServers, totalAvatars); - drawtext(::screenWidth - 150, 20, 0.10, 0, 1.0, 0, agents, 1, 0, 0); - - if (::paintOn) { - - char paintMessage[100]; - sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)", - ::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s, - (unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue); - drawtext(::screenWidth - 350, 50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0); - } - - glPopMatrix(); -} - -void display(void) -{ - PerfStat("display"); - - glEnable(GL_LINE_SMOOTH); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glMatrixMode(GL_MODELVIEW); - - glPushMatrix(); { - glLoadIdentity(); - - // camera settings - if (myCamera.getMode() == CAMERA_MODE_MIRROR) { - myAvatar.setDisplayingHead(true); - myCamera.setUpShift (0.0); - myCamera.setDistance (0.2); - myCamera.setTightness (100.0f); - myCamera.setTargetPosition(myAvatar.getHeadPosition()); - myCamera.setTargetRotation(myAvatar.getBodyYaw() - 180.0f, 0.0f, 0.0f); - - } else if (myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || OculusManager::isConnected()) { - myAvatar.setDisplayingHead(false); - myCamera.setUpShift (0.0f); - myCamera.setDistance (0.0f); - myCamera.setTightness (100.0f); - myCamera.setTargetPosition(myAvatar.getHeadPosition()); - - if (OculusManager::isConnected()) { - myCamera.setTargetRotation(myAvatar.getBodyYaw() + myAvatar.getHeadYaw(), - -myAvatar.getHeadPitch(), - myAvatar.getHeadRoll()); - } else { - myCamera.setTargetRotation(myAvatar.getAbsoluteHeadYaw()- mouseViewShiftYaw, myAvatar.getAbsoluteHeadPitch() + myAvatar.getRenderPitch() + mouseViewShiftPitch, 0.0f); - } - } else if (myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) { - myAvatar.setDisplayingHead(true); - myCamera.setUpShift (-0.2f); - myCamera.setDistance (1.5f); - myCamera.setTightness (8.0f); - myCamera.setTargetPosition(myAvatar.getHeadPosition()); - myCamera.setTargetRotation(myAvatar.getBodyYaw() - mouseViewShiftYaw, mouseViewShiftPitch, 0.0f); - } - - // important... - myCamera.update( 1.f/FPS ); - - // Render anything (like HUD items) that we want to be in 3D but not in worldspace - /* - const float HUD_Z_OFFSET = -5.f; - glPushMatrix(); - glm::vec3 test(0.5, 0.5, 0.5); - glTranslatef(1, 1, HUD_Z_OFFSET); - drawVector(&test); - glPopMatrix(); - */ - - - // Note: whichCamera is used to pick between the normal camera myCamera for our - // main camera, vs, an alternate camera. The alternate camera we support right now - // is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism - // to add other cameras. - // - // Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum() - // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of - // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera - Camera whichCamera = myCamera; - Camera viewFrustumOffsetCamera = myCamera; - - if (::viewFrustumFromOffset && ::frustumOn) { - - // set the camera to third-person view but offset so we can see the frustum - viewFrustumOffsetCamera.setTargetYaw(::viewFrustumOffsetYaw + myAvatar.getBodyYaw()); - viewFrustumOffsetCamera.setPitch (::viewFrustumOffsetPitch ); - viewFrustumOffsetCamera.setRoll (::viewFrustumOffsetRoll ); - viewFrustumOffsetCamera.setUpShift (::viewFrustumOffsetUp ); - viewFrustumOffsetCamera.setDistance (::viewFrustumOffsetDistance); - viewFrustumOffsetCamera.update(1.f/FPS); - whichCamera = viewFrustumOffsetCamera; - } - - // transform view according to whichCamera - // could be myCamera (if in normal mode) - // or could be viewFrustumOffsetCamera if in offset mode - // I changed the ordering here - roll is FIRST (JJV) - - glRotatef ( whichCamera.getRoll(), IDENTITY_FRONT.x, IDENTITY_FRONT.y, IDENTITY_FRONT.z); - glRotatef ( whichCamera.getPitch(), IDENTITY_RIGHT.x, IDENTITY_RIGHT.y, IDENTITY_RIGHT.z); - glRotatef (180.0 - whichCamera.getYaw(), IDENTITY_UP.x, IDENTITY_UP.y, IDENTITY_UP.z ); - - glTranslatef(-whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z); - - // Setup 3D lights (after the camera transform, so that they are positioned in world space) - glEnable(GL_COLOR_MATERIAL); - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - - GLfloat light_position0[] = { 1.0, 1.0, 0.0, 0.0 }; - glLightfv(GL_LIGHT0, GL_POSITION, light_position0); - GLfloat ambient_color[] = { 0.7, 0.7, 0.8 }; - glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); - GLfloat diffuse_color[] = { 0.8, 0.7, 0.7 }; - glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color); - GLfloat specular_color[] = { 1.0, 1.0, 1.0, 1.0}; - glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color); - - glMaterialfv(GL_FRONT, GL_SPECULAR, specular_color); - glMateriali(GL_FRONT, GL_SHININESS, 96); - - if (::oculusOn) { - displayOculus(whichCamera); - - } else { - displaySide(whichCamera); - glPopMatrix(); - - displayOverlay(); - } - } - - glutSwapBuffers(); - frameCount++; - - // If application has just started, report time from startup to now (first frame display) - if (justStarted) { - float startupTime = (usecTimestampNow() - usecTimestamp(&applicationStartupTime))/1000000.0; - justStarted = false; - char title[30]; - snprintf(title, 30, "Interface: %4.2f seconds", startupTime); - glutSetWindowTitle(title); - } -} - -// int version of setValue() -int setValue(int state, int *value) { - if (state == MENU_ROW_PICKED) { - *value = !(*value); - } else if (state == MENU_ROW_GET_VALUE) { - return *value; - } else { - *value = state; - } - return *value; -} - -// bool version of setValue() -int setValue(int state, bool *value) { - if (state == MENU_ROW_PICKED) { - *value = !(*value); - } else if (state == MENU_ROW_GET_VALUE) { - return *value; - } else { - *value = state; - } - return *value; -} - -int setHead(int state) { - return setValue(state, &::lookingInMirror); -} - -int setNoise(int state) { - int iRet = setValue(state, &noiseOn); - if (noiseOn) { - myAvatar.setNoise(noise); - } else { - myAvatar.setNoise(0); - } - return iRet; -} - -int setLog(int state) { - int iRet = setValue(state, &::logOn); - return iRet; -} - -int setGyroLook(int state) { - int iRet = setValue(state, &::gyroLook); - return iRet; -} - -int setFullscreen(int state) { - bool wasFullscreen = ::fullscreen; - int value = setValue(state, &::fullscreen); - if (::fullscreen != wasFullscreen) { - if (::fullscreen) { - glutFullScreen(); - - } else { - glutReshapeWindow(::screenWidth, ::screenHeight); - } - } - return value; -} - -int setVoxels(int state) { - return setValue(state, &::renderVoxels); -} - -int setStars(int state) { - return setValue(state, &::renderStarsOn); -} - -int setAtmosphere(int state) { - return setValue(state, &::renderAtmosphereOn); -} - -int setRenderAvatars(int state) { - return setValue(state, &::renderAvatarsOn); -} - -int setRenderFirstPerson(int state) { - bool value = setValue(state, &::renderFirstPersonOn); - if (state == MENU_ROW_PICKED) { - if (::renderFirstPersonOn) { - myCamera.setMode(CAMERA_MODE_FIRST_PERSON); - } else { - myCamera.setMode(CAMERA_MODE_THIRD_PERSON); - } - } - return value; -} - -int setOculus(int state) { - bool wasOn = ::oculusOn; - int value = setValue(state, &::oculusOn); - if (::oculusOn != wasOn) { - reshape(::screenWidth, ::screenHeight); - } - return value; -} - -int setStats(int state) { - return setValue(state, &::renderStatsOn); -} - -int setMenu(int state) { - return setValue(state, &::menuOn); -} - -int setRenderWarnings(int state) { - int value = setValue(state, &::renderWarningsOn); - if (state == MENU_ROW_PICKED) { - ::voxels.setRenderPipelineWarnings(::renderWarningsOn); - } - return value; -} - -int setWantResIn(int state) { - int value = setValue(state, &::wantResIn); - if (state == MENU_ROW_PICKED) { - ::myAvatar.setWantResIn(::wantResIn); - } - return value; -} - -int setWantMonochrome(int state) { - int value = setValue(state, &::wantMonochrome); - if (state == MENU_ROW_PICKED) { - ::myAvatar.setWantColor(!::wantMonochrome); - } - return value; -} - -int setDisplayFrustum(int state) { - return setValue(state, &::frustumOn); -} - -int setFrustumOffset(int state) { - int value = setValue(state, &::viewFrustumFromOffset); - - // reshape so that OpenGL will get the right lens details for the camera of choice - if (state == MENU_ROW_PICKED) { - reshape(::screenWidth, ::screenHeight); - } - - return value; -} - -int setFrustumOrigin(int state) { - return setValue(state, &::cameraFrustum); -} - -int quitApp(int state) { - if (state == MENU_ROW_PICKED) { - ::terminate(); - } - return 2; // non state so menu class doesn't add "state" -} - -int setFrustumRenderMode(int state) { - if (state == MENU_ROW_PICKED) { - ::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT; - } - return ::frustumDrawingMode; -} - -int doKillLocalVoxels(int state) { - if (state == MENU_ROW_PICKED) { - ::wantToKillLocalVoxels = true; - } - return state; -} - -int doRandomizeVoxelColors(int state) { - if (state == MENU_ROW_PICKED) { - ::voxels.randomizeVoxelColors(); - } - return state; -} - -int doFalseRandomizeEveryOtherVoxelColors(int state) { - if (state == MENU_ROW_PICKED) { - ::voxels.falseColorizeRandomEveryOther(); - } - return state; -} - -int doTreeStats(int state) { - if (state == MENU_ROW_PICKED) { - ::voxels.collectStatsForTreesAndVBOs(); - } - return state; -} - -int doFalseRandomizeVoxelColors(int state) { - if (state == MENU_ROW_PICKED) { - ::voxels.falseColorizeRandom(); - } - return state; -} - -int doTrueVoxelColors(int state) { - if (state == MENU_ROW_PICKED) { - ::voxels.trueColorize(); - } - return state; -} - -int doFalseColorizeByDistance(int state) { - if (state == MENU_ROW_PICKED) { - loadViewFrustum(::viewFrustum); - voxels.falseColorizeDistanceFromView(&::viewFrustum); - } - return state; -} - -int doFalseColorizeInView(int state) { - if (state == MENU_ROW_PICKED) { - loadViewFrustum(::viewFrustum); - // we probably want to make sure the viewFrustum is initialized first - voxels.falseColorizeInView(&::viewFrustum); - } - return state; -} - - - -const char* modeAll = " - All "; -const char* modeVectors = " - Vectors "; -const char* modePlanes = " - Planes "; -const char* modeNear = " - Near "; -const char* modeFar = " - Far "; - -const char* getFrustumRenderModeName(int state) { - const char * mode; - switch (state) { - case FRUSTUM_DRAW_MODE_ALL: - mode = modeAll; - break; - case FRUSTUM_DRAW_MODE_VECTORS: - mode = modeVectors; - break; - case FRUSTUM_DRAW_MODE_PLANES: - mode = modePlanes; - break; - case FRUSTUM_DRAW_MODE_NEAR_PLANE: - mode = modeNear; - break; - case FRUSTUM_DRAW_MODE_FAR_PLANE: - mode = modeFar; - break; - } - return mode; -} - -void initMenu() { - MenuColumn *menuColumnOptions, *menuColumnRender, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum; - // Options - menuColumnOptions = menu.addColumn("Options"); - menuColumnOptions->addRow("Mirror (h)", setHead); - menuColumnOptions->addRow("Noise (n)", setNoise); - menuColumnOptions->addRow("Gyro Look", setGyroLook); - menuColumnOptions->addRow("Fullscreen (f)", setFullscreen); - menuColumnOptions->addRow("Quit (q)", quitApp); - - // Render - menuColumnRender = menu.addColumn("Render"); - menuColumnRender->addRow("Voxels (V)", setVoxels); - menuColumnRender->addRow("Stars (*)", setStars); - menuColumnRender->addRow("Atmosphere (A)", setAtmosphere); - menuColumnRender->addRow("Avatars", setRenderAvatars); - menuColumnRender->addRow("First Person (p)", setRenderFirstPerson); - menuColumnRender->addRow("Oculus (o)", setOculus); - - // Tools - menuColumnTools = menu.addColumn("Tools"); - menuColumnTools->addRow("Stats (/)", setStats); - menuColumnTools->addRow("Log ", setLog); - menuColumnTools->addRow("(M)enu", setMenu); - - // Frustum Options - menuColumnFrustum = menu.addColumn("Frustum"); - menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum); - menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset); - menuColumnFrustum->addRow("Switch (C)amera", setFrustumOrigin); - menuColumnFrustum->addRow("(R)ender Mode", setFrustumRenderMode, getFrustumRenderModeName); - - // Debug - menuColumnDebug = menu.addColumn("Debug"); - menuColumnDebug->addRow("Show Render Pipeline Warnings", setRenderWarnings); - menuColumnDebug->addRow("Kill Local Voxels", doKillLocalVoxels); - menuColumnDebug->addRow("Randomize Voxel TRUE Colors", doRandomizeVoxelColors); - menuColumnDebug->addRow("FALSE Color Voxels Randomly", doFalseRandomizeVoxelColors); - menuColumnDebug->addRow("FALSE Color Voxel Every Other Randomly", doFalseRandomizeEveryOtherVoxelColors); - menuColumnDebug->addRow("FALSE Color Voxels by Distance", doFalseColorizeByDistance); - menuColumnDebug->addRow("FALSE Color Voxel Out of View", doFalseColorizeInView); - menuColumnDebug->addRow("Show TRUE Colors", doTrueVoxelColors); - menuColumnDebug->addRow("Calculate Tree Stats", doTreeStats); - menuColumnDebug->addRow("Wants Res-In", setWantResIn); - menuColumnDebug->addRow("Wants Monochrome", setWantMonochrome); -} - -void testPointToVoxel() { - float y=0; - float z=0; - float s=0.1; - for (float x=0; x<=1; x+= 0.05) { - printLog(" x=%f"); - - unsigned char red = 200; //randomColorValue(65); - unsigned char green = 200; //randomColorValue(65); - unsigned char blue = 200; //randomColorValue(65); - - unsigned char* voxelCode = pointToVoxel(x, y, z, s,red,green,blue); - printVoxelCode(voxelCode); - delete voxelCode; - printLog("\n"); - } -} - -void sendVoxelServerEraseAll() { - char message[100]; - sprintf(message,"%c%s",'Z',"erase all"); - int messageSize = strlen(message) + 1; - AgentList::getInstance()->broadcastToAgents((unsigned char*) message, messageSize, &AGENT_TYPE_VOXEL, 1); -} - -void sendVoxelServerAddScene() { - char message[100]; - sprintf(message,"%c%s",'Z',"add scene"); - int messageSize = strlen(message) + 1; - AgentList::getInstance()->broadcastToAgents((unsigned char*)message, messageSize, &AGENT_TYPE_VOXEL, 1); -} - -void shiftPaintingColor() -{ - // About the color of the paintbrush... first determine the dominant color - ::dominantColor = (::dominantColor+1)%3; // 0=red,1=green,2=blue - ::paintingVoxel.red = (::dominantColor==0)?randIntInRange(200,255):randIntInRange(40,100); - ::paintingVoxel.green = (::dominantColor==1)?randIntInRange(200,255):randIntInRange(40,100); - ::paintingVoxel.blue = (::dominantColor==2)?randIntInRange(200,255):randIntInRange(40,100); -} - -void setupPaintingVoxel() { - glm::vec3 avatarPos = myAvatar.getPosition(); - - ::paintingVoxel.x = avatarPos.z/-10.0; // voxel space x is negative z head space - ::paintingVoxel.y = avatarPos.y/-10.0; // voxel space y is negative y head space - ::paintingVoxel.z = avatarPos.x/-10.0; // voxel space z is negative x head space - ::paintingVoxel.s = 1.0/256; - - shiftPaintingColor(); -} - -void addVoxelInFrontOfAvatar() { - VoxelDetail detail; - - glm::vec3 position = (myAvatar.getPosition() + myAvatar.getCameraDirection()) * (1.0f / TREE_SCALE); - detail.s = ::mouseVoxelScale; - - detail.x = detail.s * floor(position.x / detail.s); - detail.y = detail.s * floor(position.y / detail.s); - detail.z = detail.s * floor(position.z / detail.s); - detail.red = 128; - detail.green = 128; - detail.blue = 128; - - sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, detail); - - // create the voxel locally so it appears immediately - voxels.createVoxel(detail.x, detail.y, detail.z, detail.s, detail.red, detail.green, detail.blue); -} - -void addVoxelUnderCursor() { - if (::mouseVoxel.s != 0) { - sendVoxelEditMessage(PACKET_HEADER_SET_VOXEL, ::mouseVoxel); - - // create the voxel locally so it appears immediately - voxels.createVoxel(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s, - ::mouseVoxel.red, ::mouseVoxel.green, ::mouseVoxel.blue); - } -} - -void deleteVoxelUnderCursor() { - if (::mouseVoxel.s != 0) { - sendVoxelEditMessage(PACKET_HEADER_ERASE_VOXEL, ::mouseVoxel); - - // delete the voxel locally so it disappears immediately - voxels.deleteVoxelAt(::mouseVoxel.x, ::mouseVoxel.y, ::mouseVoxel.z, ::mouseVoxel.s); - } -} - -const float KEYBOARD_YAW_RATE = 0.8; -const float KEYBOARD_PITCH_RATE = 0.6; -const float KEYBOARD_STRAFE_RATE = 0.03; -const float KEYBOARD_FLY_RATE = 0.08; - -void specialkeyUp(int k, int x, int y) { - if (k == GLUT_KEY_UP) { - myAvatar.setDriveKeys(FWD, 0); - myAvatar.setDriveKeys(UP, 0); - } - if (k == GLUT_KEY_DOWN) { - myAvatar.setDriveKeys(BACK, 0); - myAvatar.setDriveKeys(DOWN, 0); - } - if (k == GLUT_KEY_LEFT) { - myAvatar.setDriveKeys(LEFT, 0); - myAvatar.setDriveKeys(ROT_LEFT, 0); - } - if (k == GLUT_KEY_RIGHT) { - myAvatar.setDriveKeys(RIGHT, 0); - myAvatar.setDriveKeys(ROT_RIGHT, 0); - } -} - -void specialkey(int k, int x, int y) { - if (::chatEntryOn) { - - return; - } - - if (k == GLUT_KEY_UP || k == GLUT_KEY_DOWN || k == GLUT_KEY_LEFT || k == GLUT_KEY_RIGHT) { - if (k == GLUT_KEY_UP) { - if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(UP, 1); - else myAvatar.setDriveKeys(FWD, 1); - } - if (k == GLUT_KEY_DOWN) { - if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(DOWN, 1); - else myAvatar.setDriveKeys(BACK, 1); - } - if (k == GLUT_KEY_LEFT) { - if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(LEFT, 1); - else myAvatar.setDriveKeys(ROT_LEFT, 1); - } - if (k == GLUT_KEY_RIGHT) { - if (glutGetModifiers() == GLUT_ACTIVE_SHIFT) myAvatar.setDriveKeys(RIGHT, 1); - else myAvatar.setDriveKeys(ROT_RIGHT, 1); - } - } -} - -void keyUp(unsigned char k, int x, int y) { - if (::chatEntryOn) { - myAvatar.setKeyState(NO_KEY_DOWN); - return; - } - - if (k == 'e') myAvatar.setDriveKeys(UP, 0); - if (k == 'c') myAvatar.setDriveKeys(DOWN, 0); - if (k == 'w') myAvatar.setDriveKeys(FWD, 0); - if (k == 's') myAvatar.setDriveKeys(BACK, 0); - if (k == 'a') myAvatar.setDriveKeys(ROT_LEFT, 0); - if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 0); -} - -void toggleMouseMode(MouseMode mode) { - ::mouseMode = (::mouseMode == mode) ? NO_EDIT_MODE : mode; -} - -void key(unsigned char k, int x, int y) { - if (::chatEntryOn) { - - return; - } - - // Process keypresses - - if (k == 'S') { - ::voxels.collectStatsForTreesAndVBOs(); - } - - if (k == 'q' || k == 'Q') ::terminate(); - if (k == '/') ::renderStatsOn = !::renderStatsOn; // toggle stats - if (k == '*') ::renderStarsOn = !::renderStarsOn; // toggle stars - if (k == 'V' || k == 'v') ::renderVoxels = !::renderVoxels; // toggle voxels - if (k == 'A') ::renderAtmosphereOn = !::renderAtmosphereOn; - if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging - if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at - if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging - if (k == 'f') setFullscreen(!::fullscreen); - if (k == 'o') setOculus(!::oculusOn); - if (k == 'p') setRenderFirstPerson(MENU_ROW_PICKED); - if (k == '[') ::viewFrustumOffsetYaw -= 0.5; - if (k == ']') ::viewFrustumOffsetYaw += 0.5; - if (k == '{') ::viewFrustumOffsetPitch -= 0.5; - if (k == '}') ::viewFrustumOffsetPitch += 0.5; - if (k == '(') ::viewFrustumOffsetRoll -= 0.5; - if (k == ')') ::viewFrustumOffsetRoll += 0.5; - if (k == '<') ::viewFrustumOffsetDistance -= 0.5; - if (k == '>') ::viewFrustumOffsetDistance += 0.5; - if (k == ',') ::viewFrustumOffsetUp -= 0.05; - if (k == '.') ::viewFrustumOffsetUp += 0.05; - -// if (k == '|') ViewFrustum::fovAngleAdust -= 0.05; -// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05; - - if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED); - - if (k == '&') { - ::paintOn = !::paintOn; // toggle paint - ::setupPaintingVoxel(); // also randomizes colors - } - if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant - if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server - if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server - if (k == '1') ::mouseMode = (::mouseMode == ADD_VOXEL_MODE) ? NO_EDIT_MODE : ADD_VOXEL_MODE; - if (k == '2') ::mouseMode = (::mouseMode == DELETE_VOXEL_MODE) ? NO_EDIT_MODE : DELETE_VOXEL_MODE; - if (k == '3') ::mouseMode = (::mouseMode == COLOR_VOXEL_MODE) ? NO_EDIT_MODE : COLOR_VOXEL_MODE; - if (k == '4') addVoxelInFrontOfAvatar(); - if (k == '5') ::mouseVoxelScale /= 2; - if (k == '6') ::mouseVoxelScale *= 2; - if (k == 'n' || k == 'N') - { - noiseOn = !noiseOn; // Toggle noise - if (noiseOn) - { - myAvatar.setNoise(noise); - } - else - { - myAvatar.setNoise(0); - } - } - - if (k == 'h') { - ::lookingInMirror = !::lookingInMirror; - #ifndef _WIN32 - audio.setMixerLoopbackFlag(::lookingInMirror); - - if (::lookingInMirror) { - myCamera.setMode(CAMERA_MODE_MIRROR); - } else { - myCamera.setMode(defaultCameraMode); - } - #endif - } - - if (k == 'm' || k == 'M') setMenu(MENU_ROW_PICKED); - - if (k == 'l') displayLevels = !displayLevels; - if (k == 'e') myAvatar.setDriveKeys(UP, 1); - if (k == 'c') myAvatar.setDriveKeys(DOWN, 1); - if (k == 'w') myAvatar.setDriveKeys(FWD, 1); - if (k == 's') myAvatar.setDriveKeys(BACK, 1); - if (k == ' ') reset_sensors(); - if (k == 'a') myAvatar.setDriveKeys(ROT_LEFT, 1); - if (k == 'd') myAvatar.setDriveKeys(ROT_RIGHT, 1); - - if (k == '\r') { - ::chatEntryOn = true; - myAvatar.setKeyState(NO_KEY_DOWN); - myAvatar.setChatMessage(string()); - } -} - -// Receive packets from other agents/servers and decide what to do with them! -void* networkReceive(void* args) { - sockaddr senderAddress; - ssize_t bytesReceived; - - while (!stopNetworkReceiveThread) { - // check to see if the UI thread asked us to kill the voxel tree. since we're the only thread allowed to do that - if (::wantToKillLocalVoxels) { - ::voxels.killLocalVoxels(); - ::wantToKillLocalVoxels = false; - } - - if (AgentList::getInstance()->getAgentSocket().receive(&senderAddress, incomingPacket, &bytesReceived)) { - packetCount++; - bytesCount += bytesReceived; - - switch (incomingPacket[0]) { - case PACKET_HEADER_TRANSMITTER_DATA: - // Process UDP packets that are sent to the client from local sensor devices - myAvatar.processTransmitterData(incomingPacket, bytesReceived); - break; - case PACKET_HEADER_VOXEL_DATA: - case PACKET_HEADER_VOXEL_DATA_MONOCHROME: - case PACKET_HEADER_Z_COMMAND: - case PACKET_HEADER_ERASE_VOXEL: - voxels.parseData(incomingPacket, bytesReceived); - break; - case PACKET_HEADER_ENVIRONMENT_DATA: - environment.parseData(incomingPacket, bytesReceived); - break; - case PACKET_HEADER_BULK_AVATAR_DATA: - AgentList::getInstance()->processBulkAgentData(&senderAddress, - incomingPacket, - bytesReceived); - break; - default: - AgentList::getInstance()->processAgentData(&senderAddress, incomingPacket, bytesReceived); - break; - } - } else if (!enableNetworkThread) { - break; - } - } - - if (enableNetworkThread) { - pthread_exit(0); - } - return NULL; -} - -glm::vec3 getFaceVector(BoxFace face) { - switch (face) { - case MIN_X_FACE: - return glm::vec3(-1, 0, 0); - - case MAX_X_FACE: - return glm::vec3(1, 0, 0); - - case MIN_Y_FACE: - return glm::vec3(0, -1, 0); - - case MAX_Y_FACE: - return glm::vec3(0, 1, 0); - - case MIN_Z_FACE: - return glm::vec3(0, 0, -1); - - case MAX_Z_FACE: - return glm::vec3(0, 0, 1); - } -} - -Application* app; - -void idle(void) { - timeval check; - gettimeofday(&check, NULL); - - app->processEvents(); - - // Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time - - if (diffclock(&lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) { - - float deltaTime = 1.f/FPS; - - // update behaviors for avatar hand movement: handControl takes mouse values as input, - // and gives back 3D values modulated for smooth transitioning between interaction modes. - handControl.update(mouseX, mouseY); - myAvatar.setHandMovementValues(handControl.getValues()); - - // tell my avatar if the mouse is being pressed... - myAvatar.setMousePressed(mousePressed); - - // check what's under the mouse and update the mouse voxel - glm::vec3 origin, direction; - viewFrustum.computePickRay(mouseX / (float)::screenWidth, mouseY / (float)::screenHeight, origin, direction); - - float distance; - BoxFace face; - ::mouseVoxel.s = 0.0f; - if (::mouseMode != NO_EDIT_MODE && voxels.findRayIntersection(origin, direction, ::mouseVoxel, distance, face)) { - // find the nearest voxel with the desired scale - if (::mouseVoxelScale > ::mouseVoxel.s) { - // choose the larger voxel that encompasses the one selected - ::mouseVoxel.x = ::mouseVoxelScale * floorf(::mouseVoxel.x / ::mouseVoxelScale); - ::mouseVoxel.y = ::mouseVoxelScale * floorf(::mouseVoxel.y / ::mouseVoxelScale); - ::mouseVoxel.z = ::mouseVoxelScale * floorf(::mouseVoxel.z / ::mouseVoxelScale); - ::mouseVoxel.s = ::mouseVoxelScale; - - } else { - glm::vec3 faceVector = getFaceVector(face); - if (::mouseVoxelScale < ::mouseVoxel.s) { - // find the closest contained voxel - glm::vec3 pt = (origin + direction * distance) / (float)TREE_SCALE - - faceVector * (::mouseVoxelScale * 0.5f); - ::mouseVoxel.x = ::mouseVoxelScale * floorf(pt.x / ::mouseVoxelScale); - ::mouseVoxel.y = ::mouseVoxelScale * floorf(pt.y / ::mouseVoxelScale); - ::mouseVoxel.z = ::mouseVoxelScale * floorf(pt.z / ::mouseVoxelScale); - ::mouseVoxel.s = ::mouseVoxelScale; - } - if (::mouseMode == ADD_VOXEL_MODE) { - // use the face to determine the side on which to create a neighbor - ::mouseVoxel.x += faceVector.x * ::mouseVoxel.s; - ::mouseVoxel.y += faceVector.y * ::mouseVoxel.s; - ::mouseVoxel.z += faceVector.z * ::mouseVoxel.s; - } - } - - if (::mouseMode == COLOR_VOXEL_MODE) { - ::mouseVoxel.red = 0; - ::mouseVoxel.green = 255; - ::mouseVoxel.blue = 0; - - } else if (::mouseMode == DELETE_VOXEL_MODE) { - // red indicates deletion - ::mouseVoxel.red = 255; - ::mouseVoxel.green = ::mouseVoxel.blue = 0; - } - } - - // walking triggers the handControl to stop - if (myAvatar.getMode() == AVATAR_MODE_WALKING) { - handControl.stop(); - mouseViewShiftYaw *= 0.9; - mouseViewShiftPitch *= 0.9; - } - - // Read serial port interface devices - if (serialPort.active) { - serialPort.readData(); - } - - // Sample hardware, update view frustum if needed, and send avatar data to mixer/agents - updateAvatar(deltaTime); - - // read incoming packets from network - if (!enableNetworkThread) { - networkReceive(0); - } - - //loop through all the remote avatars and simulate them... - AgentList* agentList = AgentList::getInstance(); - agentList->lock(); - for(AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) { - if (agent->getLinkedData() != NULL) { - Avatar *avatar = (Avatar *)agent->getLinkedData(); - avatar->simulate(deltaTime); - } - } - agentList->unlock(); - - myAvatar.setGravity(getGravity(myAvatar.getPosition())); - myAvatar.simulate(deltaTime); - - // Update audio stats for procedural sounds - audio.setLastAcceleration(myAvatar.getThrust()); - audio.setLastVelocity(myAvatar.getVelocity()); - - glutPostRedisplay(); - lastTimeIdle = check; - } -} - -void reshape(int width, int height) { - ::screenWidth = width; - ::screenHeight = height; - aspectRatio = ((float)width/(float)height); // based on screen resize - - // get the lens details from the current camera - Camera& camera = ::viewFrustumFromOffset ? (::viewFrustumOffsetCamera) : (::myCamera); - float nearClip = camera.getNearClip(); - float farClip = camera.getFarClip(); - float fov; - - if (::oculusOn) { - // more magic numbers; see Oculus SDK docs, p. 32 - camera.setAspectRatio(aspectRatio *= 0.5); - camera.setFieldOfView(fov = 2 * atan((0.0468 * ::oculusDistortionScale) / 0.041) * (180 / PI)); - - // resize the render texture - if (::oculusTextureID != 0) { - glBindTexture(GL_TEXTURE_2D, ::oculusTextureID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ::screenWidth, ::screenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - } else { - camera.setAspectRatio(aspectRatio); - camera.setFieldOfView(fov = 60); - } - - // Tell our viewFrustum about this change - ::viewFrustum.setAspectRatio(aspectRatio); - - glViewport(0, 0, width, height); // shouldn't this account for the menu??? - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - // XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that - // OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes - // the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also, - // to see more.) - if (::frustumOn) { - nearClip -= 0.01f; - farClip += 0.01f; - } - - // On window reshape, we need to tell OpenGL about our new setting - gluPerspective(fov,aspectRatio,nearClip,farClip); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); -} - -//Find and return the gravity vector at this location -glm::vec3 getGravity(glm::vec3 pos) { - // - // For now, we'll test this with a simple global lookup, but soon we will add getting this - // from the domain/voxelserver (or something similar) - // - if ((pos.x > 0.f) && - (pos.x < 10.f) && - (pos.z > 0.f) && - (pos.z < 10.f) && - (pos.y > 0.f) && - (pos.y < 3.f)) { - // If above ground plane, turn gravity on - return glm::vec3(0.f, -1.f, 0.f); - } else { - // If flying in space, turn gravity OFF - return glm::vec3(0.f, 0.f, 0.f); - } -} - -bool menuDisplayed = false; -void mouseFunc(int button, int state, int x, int y) { - bool menuFound = menu.mouseClick(x, y); - - // If we didn't previously have the menu displayed, and we did just click on the menu, then - // go into menuDisplayed mode.... - if (!::menuDisplayed && menuFound) { - ::menuDisplayed = true; - } - - // If the menu was displayed, and we're not over a menu, then leave menu mode - if (::menuDisplayed && !menuFound) { - ::menuDisplayed = false; - menu.hidePopupMenu(); - } - - // In menu displayed mode use old logic - if (::menuDisplayed) { - if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { - if (state == GLUT_DOWN && !menu.mouseClick(x, y)) { - mouseX = x; - mouseY = y; - mousePressed = 1; - } else if (state == GLUT_UP) { - mouseX = x; - mouseY = y; - mousePressed = 0; - } - } - } else { - if (button == GLUT_LEFT_BUTTON) { - mouseX = x; - mouseY = y; - - if (state == GLUT_DOWN) { - mousePressed = 1; - if (::mouseMode == ADD_VOXEL_MODE || ::mouseMode == COLOR_VOXEL_MODE) { - addVoxelUnderCursor(); - - } else if (::mouseMode == DELETE_VOXEL_MODE) { - deleteVoxelUnderCursor(); - } - } else if (state == GLUT_UP) { - mousePressed = 0; - } - } else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN && ::mouseMode != NO_EDIT_MODE) { - deleteVoxelUnderCursor(); - } - } -} - - -void motionFunc(int x, int y) { - mouseX = x; - mouseY = y; -} - -void mouseoverFunc(int x, int y){ - menu.mouseOver(x, y); - - mouseX = x; - mouseY = y; -} - -void attachNewHeadToAgent(Agent *newAgent) { - if (newAgent->getLinkedData() == NULL) { - newAgent->setLinkedData(new Avatar(false)); - } -} - -#ifndef _WIN32 -void audioMixerUpdate(in_addr_t newMixerAddress, in_port_t newMixerPort) { - audio.updateMixerParams(newMixerAddress, newMixerPort); -} -#endif +#include "Log.h" int main(int argc, const char * argv[]) { @@ -2057,124 +25,4 @@ int main(int argc, const char * argv[]) { int exitCode = app.exec(); printLog("Normal exit.\n"); return exitCode; - - - - gettimeofday(&applicationStartupTime, NULL); - printLog("Interface Startup:\n"); - - voxels.setViewFrustum(&::viewFrustum); - - shared_lib::printLog = & ::printLog; - voxels_lib::printLog = & ::printLog; - avatars_lib::printLog = & ::printLog; - - unsigned int listenPort = AGENT_SOCKET_LISTEN_PORT; - const char* portStr = getCmdOption(argc, argv, "--listenPort"); - if (portStr) { - listenPort = atoi(portStr); - } - AgentList::createInstance(AGENT_TYPE_AVATAR, listenPort); - enableNetworkThread = !cmdOptionExists(argc, argv, "--nonblocking"); - if (!enableNetworkThread) { - AgentList::getInstance()->getAgentSocket().setBlocking(false); - } - - const char* domainIP = getCmdOption(argc, argv, "--domain"); - if (domainIP) { - strcpy(DOMAIN_IP,domainIP); - } - - // Handle Local Domain testing with the --local command line - if (cmdOptionExists(argc, argv, "--local")) { - printLog("Local Domain MODE!\n"); - int ip = getLocalAddress(); - sprintf(DOMAIN_IP,"%d.%d.%d.%d", (ip & 0xFF), ((ip >> 8) & 0xFF),((ip >> 16) & 0xFF), ((ip >> 24) & 0xFF)); - } - - // the callback for our instance of AgentList is attachNewHeadToAgent - AgentList::getInstance()->linkedDataCreateCallback = &attachNewHeadToAgent; - - #ifndef _WIN32 - AgentList::getInstance()->audioMixerSocketUpdate = &audioMixerUpdate; - #endif - -#ifdef _WIN32 - WSADATA WsaData; - int wsaresult = WSAStartup(MAKEWORD(2,2), &WsaData); -#endif - - // start the agentList threads - AgentList::getInstance()->startSilentAgentRemovalThread(); - AgentList::getInstance()->startDomainServerCheckInThread(); - AgentList::getInstance()->startPingUnknownAgentsThread(); - - glutInit(&argc, (char**)argv); - ::screenWidth = glutGet(GLUT_SCREEN_WIDTH); - ::screenHeight = glutGet(GLUT_SCREEN_HEIGHT); - - glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); - glutInitWindowSize(::screenWidth, ::screenHeight); - glutCreateWindow("Interface"); - printLog( "Created Display Window.\n" ); - - #ifdef _WIN32 - glewInit(); - printLog( "Glew Init complete.\n" ); - - #endif - - // Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large - // field of view and near and far clip to make it interesting. - //viewFrustumOffsetCamera.setFieldOfView(90.0); - viewFrustumOffsetCamera.setNearClip(0.1); - viewFrustumOffsetCamera.setFarClip(500.0*TREE_SCALE); - - - initMenu(); - initDisplay(); - - glutDisplayFunc(display); - glutReshapeFunc(reshape); - glutKeyboardFunc(key); - glutKeyboardUpFunc(keyUp); - glutSpecialFunc(specialkey); - glutSpecialUpFunc(specialkeyUp); - glutMotionFunc(motionFunc); - glutPassiveMotionFunc(mouseoverFunc); - glutMouseFunc(mouseFunc); - glutIdleFunc(idle); - printLog( "Initialized Display.\n" ); - - - init(); - printLog( "Init() complete.\n" ); - - // Check to see if the user passed in a command line option for randomizing colors - if (cmdOptionExists(argc, argv, "--NoColorRandomizer")) { - wantColorRandomizer = false; - } - - // Check to see if the user passed in a command line option for loading a local - // Voxel File. If so, load it now. - const char* voxelsFilename = getCmdOption(argc, argv, "-i"); - if (voxelsFilename) { - voxels.loadVoxelsFile(voxelsFilename,wantColorRandomizer); - printLog("Local Voxel File loaded.\n"); - } - - // create thread for receipt of data via UDP - if (enableNetworkThread) { - pthread_create(&networkReceiveThread, NULL, networkReceive, NULL); - printLog("Network receive thread created.\n"); - } - - myAvatar.readAvatarDataFromFile(); - - glutTimerFunc(1000, Timer, 0); - glutMainLoop(); - - printLog("Normal exit.\n"); - ::terminate(); - return EXIT_SUCCESS; } diff --git a/interface/src/ui/ChatEntry.cpp b/interface/src/ui/ChatEntry.cpp index 8263424a0e..d83bd5d657 100644 --- a/interface/src/ui/ChatEntry.cpp +++ b/interface/src/ui/ChatEntry.cpp @@ -15,16 +15,25 @@ using namespace std; const int MAX_CONTENT_LENGTH = 140; +ChatEntry::ChatEntry() : _cursorPos(0) { +} + void ChatEntry::clear() { _contents.clear(); _cursorPos = 0; } bool ChatEntry::keyPressEvent(QKeyEvent* event) { + event->accept(); switch (event->key()) { + case Qt::Key_Return: case Qt::Key_Enter: return false; + case Qt::Key_Escape: + clear(); + return false; + case Qt::Key_Backspace: if (_cursorPos != 0) { _contents.erase(_cursorPos - 1, 1); diff --git a/interface/src/ui/ChatEntry.h b/interface/src/ui/ChatEntry.h index 6c17690fbd..478641325d 100644 --- a/interface/src/ui/ChatEntry.h +++ b/interface/src/ui/ChatEntry.h @@ -16,6 +16,8 @@ class QKeyEvent; class ChatEntry { public: + ChatEntry(); + const std::string& getContents() const { return _contents; } void clear();