Merge branch 'master' into 20669

This commit is contained in:
David Rowe 2015-09-08 13:26:20 -07:00
commit 2325cb8ee0
48 changed files with 2636 additions and 109 deletions

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@ -53,6 +53,8 @@ Create a build directory in the root of your checkout and then run the CMake bui
cd build
cmake ..
If cmake gives you the same error message repeatedly after the build fails (e.g. you had a typo in the QT_CMAKE_PREFIX_PATH that you fixed but the `.cmake` files still cannot be found), try removing `CMakeCache.txt`.
####Variables
Any variables that need to be set for CMake to find dependencies can be set as ENV variables in your shell profile, or passed directly to CMake with a `-D` flag appended to the `cmake ..` command.

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@ -1,6 +1,6 @@
Please read the [general build guide](BUILD.md) for information on dependencies required for all platforms. Only Linux specific instructions are found in this file.
Please read the [general build guide](BUILD.md) for information on dependencies required for all platforms. Only Linux specific instructions are found in this file.
###Qt5 Dependencies
Should you choose not to install Qt5 via a package manager that handles dependencies for you, you may be missing some Qt5 dependencies. On Ubuntu, for example, the following additional packages are required:
libasound2 libxmu-dev libxi-dev freeglut3-dev libasound2-dev libjack-dev libxrandr-dev
libasound2 libxmu-dev libxi-dev freeglut3-dev libasound2-dev libjack0 libjack-dev libxrandr-dev libudev-dev

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@ -13,10 +13,6 @@ link_hifi_libraries(
physics
)
if (UNIX)
target_link_libraries(${TARGET_NAME} ${CMAKE_DL_LIBS})
endif (UNIX)
include_application_version()
copy_dlls_beside_windows_executable()

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@ -31,5 +31,10 @@ include_directories(SYSTEM "${OPENSSL_INCLUDE_DIR}")
# append OpenSSL to our list of libraries to link
target_link_libraries(${TARGET_NAME} ${OPENSSL_LIBRARIES})
# libcrypto uses dlopen in libdl
if (UNIX)
target_link_libraries(${TARGET_NAME} ${CMAKE_DL_LIBS})
endif (UNIX)
include_application_version()
copy_dlls_beside_windows_executable()

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@ -49,7 +49,8 @@
if (!_this.beingGrabbed) {
// remember we're being grabbed so we can detect being released
_this.beingGrabbed = true;
breakdanceStart();
var props = Entities.getEntityProperties(entityID);
breakdanceStart(props.modelURL, props.position);
print("I'm was grabbed...");
} else {
breakdanceUpdate();

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@ -9,11 +9,13 @@
var currentSortOrder = 'asc';
var entityList = null;
var refreshEntityListTimer = null;
var ASC_STRING = ' ▾';
var DESC_STRING = ' ▴';
const ASCENDING_STRING = ' ▾';
const DESCENDING_STRING = ' ▴';
const DELETE = 46; // Key code for the delete key.
const MAX_ITEMS = Number.MAX_VALUE; // Used to set the max length of the list of discovered entities.
function loaded() {
entityList = new List('entity-list', { valueNames: ['name', 'type', 'url']});
entityList = new List('entity-list', { valueNames: ['name', 'type', 'url'], page: MAX_ITEMS});
entityList.clear();
elEntityTable = document.getElementById("entity-table");
elEntityTableBody = document.getElementById("entity-table-body");
@ -34,19 +36,19 @@
setSortColumn('url');
};
function onRowClicked(e) {
function onRowClicked(clickEvent) {
var id = this.dataset.entityId;
var selection = [this.dataset.entityId];
if (e.ctrlKey) {
if (clickEvent.ctrlKey) {
selection = selection.concat(selectedEntities);
} else if (e.shiftKey && selectedEntities.length > 0) {
} else if (clickEvent.shiftKey && selectedEntities.length > 0) {
var previousItemFound = -1;
var clickedItemFound = -1;
for (var i in entityList.visibleItems) {
if (clickedItemFound === -1 && this.dataset.entityId == entityList.visibleItems[i].values().id) {
clickedItemFound = i;
} else if(previousItemFound === -1 && selectedEntities[0] == entityList.visibleItems[i].values().id) {
previousItemFound = i;
for (var entity in entityList.visibleItems) {
if (clickedItemFound === -1 && this.dataset.entityId == entityList.visibleItems[entity].values().id) {
clickedItemFound = entity;
} else if(previousItemFound === -1 && selectedEntities[0] == entityList.visibleItems[entity].values().id) {
previousItemFound = entity;
}
}
if (previousItemFound !== -1 && clickedItemFound !== -1) {
@ -90,19 +92,19 @@
var filename = urlParts[urlParts.length - 1];
entityList.add([{ id: id, name: name, type: type, url: filename }], function(items) {
var el = items[0].elm;
var currentElement = items[0].elm;
var id = items[0]._values.id;
entities[id] = {
id: id,
name: name,
el: el,
el: currentElement,
item: items[0],
};
el.setAttribute('id', 'entity_' + id);
el.setAttribute('title', url);
el.dataset.entityId = id;
el.onclick = onRowClicked;
el.ondblclick = onRowDoubleClicked;
currentElement.setAttribute('id', 'entity_' + id);
currentElement.setAttribute('title', url);
currentElement.dataset.entityId = id;
currentElement.onclick = onRowClicked;
currentElement.ondblclick = onRowDoubleClicked;
});
if (refreshEntityListTimer) {
@ -134,7 +136,7 @@
currentSortColumn = column;
currentSortOrder = "asc";
}
elSortOrder[column].innerHTML = currentSortOrder == "asc" ? ASC_STRING : DESC_STRING;
elSortOrder[column].innerHTML = currentSortOrder == "asc" ? ASCENDING_STRING : DESCENDING_STRING;
entityList.sort(currentSortColumn, { order: currentSortOrder });
}
@ -177,12 +179,12 @@
refreshEntities();
}
document.addEventListener("keydown", function (e) {
if (e.target.nodeName === "INPUT") {
document.addEventListener("keydown", function (keyDownEvent) {
if (keyDownEvent.target.nodeName === "INPUT") {
return;
}
var keyCode = e.keyCode;
if (keyCode === 46) {
var keyCode = keyDownEvent.keyCode;
if (keyCode === DELETE) {
EventBridge.emitWebEvent(JSON.stringify({ type: 'delete' }));
refreshEntities();
}

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@ -0,0 +1,55 @@
#line 2
//////////////////////////////////
//
// Available inputs
//
// Uniforms: constant across the whole surface
//
// float iGlobalTime;
// vec3 iWorldScale;
//
// Varyings: Per-pixel attributes that change for every pixel
//
// vec3 _normal
// vec4 _position
// vec2 _texCoord0 // reserved for future use, currently always vec2(0)
// vec3 _color // reserved for future user, currently always vec3(1)
//
/////////////////////////////////
//////////////////////////////////
//
// Available functions
//
// All GLSL functions from GLSL version 4.10 and usable in fragment shaders
// See Page 8 of this document: https://www.khronos.org/files/opengl41-quick-reference-card.pdf
//
// Additionally the snoise functions defined in WebGL-noise are available
// See https://github.com/ashima/webgl-noise/tree/master/src
//
// float snoise(vec2)
// float snoise(vec3)
// float snoise(vec4)
//
// Fade from black to white and back again
vec4 getProceduralColor() {
// set intensity to a sine wave with a frequency of 1 Hz
float intensity = sin(iGlobalTime * 3.14159 * 2.0);
// Raise the wave to move between 0 and 2
intensity += 1.0;
// Reducce the amplitude to between 0 and 1
intensity /= 2.0;
// Set the base color to blue
vec3 color = vec3(0.0, 0.0, 1.0);
// Multiply by the intensity
color *= intensity;
// return the color as a vec 4
return vec4(color, 1.0);
}

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@ -0,0 +1,49 @@
#line 2
// Created by inigo quilez - iq/2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// { 2d cell id, distance to border, distnace to center )
vec4 hexagon(vec2 p) {
vec2 q = vec2(p.x * 2.0 * 0.5773503, p.y + p.x * 0.5773503);
vec2 pi = floor(q);
vec2 pf = fract(q);
float v = mod(pi.x + pi.y, 3.0);
float ca = step(1.0, v);
float cb = step(2.0, v);
vec2 ma = step(pf.xy, pf.yx);
// distance to borders
float e = dot(ma,
1.0 - pf.yx + ca * (pf.x + pf.y - 1.0) + cb * (pf.yx - 2.0 * pf.xy));
// distance to center
p = vec2(q.x + floor(0.5 + p.y / 1.5), 4.0 * p.y / 3.0) * 0.5 + 0.5;
float f = length((fract(p) - 0.5) * vec2(1.0, 0.85));
return vec4(pi + ca - cb * ma, e, f);
}
float hash1(vec2 p) {
float n = dot(p, vec2(127.1, 311.7));
return fract(sin(n) * 43758.5453);
}
vec4 getProceduralColor() {
vec2 uv = _position.xz + 0.5;
vec2 pos = _position.xz * iWorldScale.xz;
// gray
vec4 h = hexagon(8.0 * pos + 0.5);
float n = snoise(vec3(0.3 * h.xy + iGlobalTime * 0.1, iGlobalTime));
vec3 col = 0.15 + 0.15 * hash1(h.xy + 1.2) * vec3(1.0);
col *= smoothstep(0.10, 0.11, h.z);
col *= smoothstep(0.10, 0.11, h.w);
col *= 1.0 + 0.15 * sin(40.0 * h.z);
col *= 0.75 + 0.5 * h.z * n;
col *= pow(16.0 * uv.x * (1.0 - uv.x) * uv.y * (1.0 - uv.y), 0.1);
return vec4(col, 1.0);
}

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@ -0,0 +1,22 @@
#line 2
const vec3 RED = vec3(1.0, 0.0, 0.0);
const vec3 GREEN = vec3(0.0, 1.0, 0.0);
const vec3 BLUE = vec3(0.0, 0.0, 1.0);
const vec3 YELLOW = vec3(1.0, 1.0, 0.0);
const vec3 WHITE = vec3(1.0, 1.0, 1.0);
vec4 getProceduralColor() {
float intensity = 0.0;
for (int i = 0; i < 2; ++i) {
float modifier = pow(2, i);
float noise = snoise(vec4(_position.xyz * 10.0 * modifier, iGlobalTime));
noise /= modifier;
intensity += noise;
}
intensity /= 2.0;
intensity += 0.5;
vec3 color = (intensity * BLUE) + (1.0 - intensity) * YELLOW;
return vec4(color, 1.0);
}

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@ -0,0 +1,17 @@
#line 2
float noise(vec3 v) {
return snoise(vec4(v, iGlobalTime));
}
vec3 noise3_3(vec3 p) {
float fx = noise(p);
float fy = noise(p + vec3(1345.67, 0, 45.67));
float fz = noise(p + vec3(0, 134.67, 3245.67));
return vec3(fx, fy, fz);
}
vec4 getProceduralColor() {
vec3 color = noise3_3(_position.xyz * 10.0);
return vec4(color, 1.0);
}

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@ -0,0 +1,25 @@
{
"ProceduralEntity": {
"shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/exampleV2.fs",
// V2 and onwards, shaders must include a version identifier, or they will default
// to V1 behavior
"version": 2,
// Any values specified here will be passed on to uniforms with matching names in
// the shader. Only numbers and arrays of length 1-4 of numbers are supported.
//
// The size of the data must match the size of the uniform:
// a number or 1 value array = 'uniform float'
// 2 value array = 'uniform vec2'
// 3 value array = 'uniform vec3'
// 4 value array = 'uniform vec4'
//
// Uniforms should always be declared in the shader with a default value
// or failure to specify the value here will result in undefined behavior.
"uniforms": {
// uniform float iSpeed = 1.0;
"iSpeed": 2.0,
// uniform vec3 iSize = vec3(1.0);
"iSize": [1.0, 2.0, 4.0]
}
}
}

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@ -0,0 +1,40 @@
const vec3 BLUE = vec3(0.0, 0.0, 1.0);
const vec3 YELLOW = vec3(1.0, 1.0, 0.0);
uniform float iSpeed = 1.0;
uniform vec3 iSize = vec3(1.0, 1.0, 1.0);
vec3 getNoiseColor() {
float intensity = 0.0;
vec3 position = _position.xyz;
//position = normalize(position);
float time = iGlobalTime * iSpeed;
for (int i = 0; i < 4; ++i) {
float modifier = pow(2, i);
vec3 noisePosition = position * iSize * 10.0 * modifier;
float noise = snoise(vec4(noisePosition, time));
noise /= modifier;
intensity += noise;
}
intensity /= 2.0; intensity += 0.5;
return (intensity * BLUE) + (1.0 - intensity) * YELLOW;
}
// Produce a lit procedural surface
float getProceduralColorsLit(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
vec3 noiseColor = getNoiseColor();
diffuse = noiseColor;
return 0.0;
}
// Produce an unlit procedural surface: emulates old behavior
float getProceduralColorsUnlit(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
vec3 noiseColor = getNoiseColor();
diffuse = vec3(1.0);
specular = noiseColor;
return 1.0;
}
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
return getProceduralColorsLit(diffuse, specular, shininess);
}

102
examples/shaders/grid.fs Normal file
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@ -0,0 +1,102 @@
#line 2
// https://www.shadertoy.com/view/lss3WS
// srtuss, 2013
// collecting some design ideas for a new game project.
// no raymarching is used.
// if i could add a custom soundtrack, it'd use this one (essential for desired sensation)
// http://www.youtube.com/watch?v=1uFAu65tZpo
//#define GREEN_VERSION
// ** improved camera shaking
// ** cleaned up code
// ** added stuff to the gates
// srtuss, 2013
float time = iGlobalTime;
// some noise functions for fast developing
float rand11(float p) {
return fract(sin(p * 591.32) * 43758.5357);
}
float rand12(vec2 p) {
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5357);
}
vec2 rand21(float p) {
return fract(vec2(sin(p * 591.32), cos(p * 391.32)));
}
vec2 rand22(in vec2 p)
{
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077),
cos(p.x * 391.32 + p.y * 49.077)));
}
vec3 voronoi(in vec2 x) {
vec2 n = floor(x); // grid cell id
vec2 f = fract(x);// grid internal position
vec2 mg;// shortest distance...
vec2 mr;// ..and second shortest distance
float md = 8.0, md2 = 8.0;
for(int j = -1; j <= 1; j ++)
{
for(int i = -1; i <= 1; i ++)
{
vec2 g = vec2(float(i), float(j)); // cell id
vec2 o = rand22(n + g);// offset to edge point
vec2 r = g + o - f;
float d = max(abs(r.x), abs(r.y));// distance to the edge
if(d < md)
{ md2 = md; md = d; mr = r; mg = g;}
else if(d < md2)
{ md2 = d;}
}
}
return vec3(n + mg, md2 - md);
}
vec4 getProceduralColor() {
float inten = 0.0;
vec3 its;
float v, g;
// voronoi floor layers
for (int i = 0; i < 4; i++) {
float layer = float(i);
vec2 pos = _position.xz * 100.0;
if (i == 2) {
pos.x += time * 0.05;
} else if (i == 1) {
pos.y += time * 0.07;
}
vec3 vo = voronoi(pos + 8.0 * rand21(float(i)));
v = exp(-100.0 * (vo.z - 0.02));
float fx = 0.0;
// add some special fx to lowest layer
if (i == 3) {
float crd = 0.0; //fract(time * 0.2) * 50.0 - 25.0;
float fxi = cos(vo.x * 0.2 + time * 0.5); //abs(crd - vo.x);
fx = clamp(smoothstep(0.9, 1.0, fxi), 0.0, 0.9) * 1.0 * rand12(vo.xy);
fx *= exp(-3.0 * vo.z) * 2.0;
}
inten += v * 0.1 + fx;
}
inten *= 0.4 + (sin(time) * 0.5 + 0.5) * 0.6;
vec3 cr = vec3(0.15, 2.0, 9.0);
vec3 cg = vec3(2.0, 0.15, 9.0);
vec3 cb = vec3(9.0, 2.0, 0.15);
vec3 ct = vec3(9.0, 0.25, 0.3);
vec3 cy = vec3(0.25, 0.3, 9.3);
vec3 col = pow(vec3(inten), 1.5 * cy);
return vec4(col, 1.0);
}

48
examples/shaders/hex.fs Normal file
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@ -0,0 +1,48 @@
#line 2
// Created by inigo quilez - iq/2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// { 2d cell id, distance to border, distnace to center )
vec4 hexagon(vec2 p) {
vec2 q = vec2(p.x * 2.0 * 0.5773503, p.y + p.x * 0.5773503);
vec2 pi = floor(q);
vec2 pf = fract(q);
float v = mod(pi.x + pi.y, 3.0);
float ca = step(1.0, v);
float cb = step(2.0, v);
vec2 ma = step(pf.xy, pf.yx);
// distance to borders
float e = dot(ma,
1.0 - pf.yx + ca * (pf.x + pf.y - 1.0) + cb * (pf.yx - 2.0 * pf.xy));
// distance to center
p = vec2(q.x + floor(0.5 + p.y / 1.5), 4.0 * p.y / 3.0) * 0.5 + 0.5;
float f = length((fract(p) - 0.5) * vec2(1.0, 0.85));
return vec4(pi + ca - cb * ma, e, f);
}
float hash1(vec2 p) {
float n = dot(p, vec2(127.1, 311.7));
return fract(sin(n) * 43758.5453);
}
vec4 getProceduralColor() {
vec2 uv = _position.xz + 0.5;
vec2 pos = _position.xz * iWorldScale.xz;
// gray
vec4 h = hexagon(8.0 * pos + 0.5);
float n = snoise(vec3(0.3 * h.xy + iGlobalTime * 0.1, iGlobalTime));
vec3 col = 0.15 + 0.15 * hash1(h.xy + 1.2) * vec3(1.0);
col *= smoothstep(0.10, 0.11, h.z);
col *= smoothstep(0.10, 0.11, h.w);
col *= 1.0 + 0.15 * sin(40.0 * h.z);
col *= 0.75 + 0.5 * h.z * n;
col *= pow(16.0 * uv.x * (1.0 - uv.x) * uv.y * (1.0 - uv.y), 0.1);
return vec4(col, 1.0);
}

39
examples/shaders/noise.fs Normal file
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@ -0,0 +1,39 @@
#line 2
//////////////////////////////////
//
// Available inputs
//
// Uniforms: constant across the whole surface
//
// float iGlobalTime;
// vec3 iWorldScale;
//
// Varyings: Per-pixel attributes that change for every pixel
//
// vec3 _normal
// vec4 _position
// vec2 _texCoord0 // reserved for future use, currently always vec2(0)
// vec3 _color // reserved for future user, currently always vec3(1)
//
/////////////////////////////////
//////////////////////////////////
//
// Available functions
//
// All GLSL functions from GLSL version 4.10 and usable in fragment shaders
// See Page 8 of this document: https://www.khronos.org/files/opengl41-quick-reference-card.pdf
//
// Additionally the snoise functions defined in WebGL-noise are available
// See https://github.com/ashima/webgl-noise/tree/master/src
//
// float snoise(vec2)
// float snoise(vec3)
// float snoise(vec4)
//
// Fade from black to white and back again
vec4 getProceduralColor() {
return vec4(vec3(abs((sin(iGlobalTime * 3.14159) + 1.0) / 2.0)), 1); // vec4(color, 1.0);
}

136
examples/shaders/scratch.fs Normal file
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@ -0,0 +1,136 @@
#line 2
vec2 iResolution = iWorldScale.xz;
vec2 iMouse = vec2(0);
// From https://www.shadertoy.com/view/4djXzz
/*--------------------------------------------------------------------------------------
License CC0 - http://creativecommons.org/publicdomain/zero/1.0/
To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty.
----------------------------------------------------------------------------------------
^ This means do ANYTHING YOU WANT with this code. Because we are programmers, not lawyers.
-Otavio Good
*/
// various noise functions
float Hash2d(vec2 uv)
{
float f = uv.x + uv.y * 47.0;
return fract(cos(f*3.333)*100003.9);
}
float Hash3d(vec3 uv) {
float f = uv.x + uv.y * 37.0 + uv.z * 521.0;
return fract(cos(f * 3.333) * 100003.9);
}
float mixP(float f0, float f1, float a) {
return mix(f0, f1, a * a * (3.0 - 2.0 * a));
}
const vec2 zeroOne = vec2(0.0, 1.0);
float noise2d(vec2 uv) {
vec2 fr = fract(uv.xy);
vec2 fl = floor(uv.xy);
float h00 = Hash2d(fl);
float h10 = Hash2d(fl + zeroOne.yx);
float h01 = Hash2d(fl + zeroOne);
float h11 = Hash2d(fl + zeroOne.yy);
return mixP(mixP(h00, h10, fr.x), mixP(h01, h11, fr.x), fr.y);
}
float noise(vec3 uv) {
vec3 fr = fract(uv.xyz);
vec3 fl = floor(uv.xyz);
float h000 = Hash3d(fl);
float h100 = Hash3d(fl + zeroOne.yxx);
float h010 = Hash3d(fl + zeroOne.xyx);
float h110 = Hash3d(fl + zeroOne.yyx);
float h001 = Hash3d(fl + zeroOne.xxy);
float h101 = Hash3d(fl + zeroOne.yxy);
float h011 = Hash3d(fl + zeroOne.xyy);
float h111 = Hash3d(fl + zeroOne.yyy);
return mixP(mixP(mixP(h000, h100, fr.x), mixP(h010, h110, fr.x), fr.y),
mixP(mixP(h001, h101, fr.x), mixP(h011, h111, fr.x), fr.y), fr.z);
}
float PI = 3.14159265;
vec3 saturate(vec3 a) {
return clamp(a, 0.0, 1.0);
}
vec2 saturate(vec2 a) {
return clamp(a, 0.0, 1.0);
}
float saturate(float a) {
return clamp(a, 0.0, 1.0);
}
float Density(vec3 p) {
//float ws = 0.06125*0.125;
//vec3 warp = vec3(noise(p*ws), noise(p*ws + 111.11), noise(p*ws + 7111.11));
float final = noise(p * 0.06125); // + sin(iGlobalTime)*0.5-1.95 + warp.x*4.0;
float other = noise(p * 0.06125 + 1234.567);
other -= 0.5;
final -= 0.5;
final = 0.1 / (abs(final * final * other));
final += 0.5;
return final * 0.0001;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// ---------------- First, set up the camera rays for ray marching ----------------
vec2 uv = fragCoord.xy/iResolution.xy * 2.0 - 1.0;// - 0.5;
// Camera up vector.
vec3 camUp=vec3(0,1,0);// vuv
// Camera lookat.
vec3 camLookat=vec3(0,0.0,0);// vrp
float mx=iMouse.x/iResolution.x*PI*2.0 + iGlobalTime * 0.01;
float my=-iMouse.y/iResolution.y*10.0 + sin(iGlobalTime * 0.03)*0.2+0.2;//*PI/2.01;
vec3 camPos=vec3(cos(my)*cos(mx),sin(my),cos(my)*sin(mx))*(200.2);// prp
// Camera setup.
vec3 camVec=normalize(camLookat - camPos);//vpn
vec3 sideNorm=normalize(cross(camUp, camVec));// u
vec3 upNorm=cross(camVec, sideNorm);//v
vec3 worldFacing=(camPos + camVec);//vcv
vec3 worldPix = worldFacing + uv.x * sideNorm * (iResolution.x/iResolution.y) + uv.y * upNorm;//scrCoord
vec3 relVec = normalize(worldPix - camPos);//scp
// --------------------------------------------------------------------------------
float t = 0.0;
float inc = 0.02;
float maxDepth = 70.0;
vec3 pos = vec3(0,0,0);
float density = 0.0;
// ray marching time
for (int i = 0; i < 37; i++)// This is the count of how many times the ray actually marches.
{
if ((t > maxDepth)) break;
pos = camPos + relVec * t;
float temp = Density(pos);
//temp *= saturate(t-1.0);
inc = 1.9 + temp*0.05;// add temp because this makes it look extra crazy!
density += temp * inc;
t += inc;
}
// --------------------------------------------------------------------------------
// Now that we have done our ray marching, let's put some color on this.
vec3 finalColor = vec3(0.01,0.1,1.0)* density*0.2;
// output the final color with sqrt for "gamma correction"
fragColor = vec4(sqrt(clamp(finalColor, 0.0, 1.0)),1.0);
}
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
mainImage(result, position * iWorldScale.xz);
return result;
}

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vec2 iResolution = iWorldScale.xz;
vec2 iMouse = vec2(0);
////////////////////////////////////////////////////////////////////////////////////
//
// REPLACE BELOW
//
// Replace the contents of this section with a shadertoy that includes a mainImage
// function
//
////////////////////////////////////////////////////////////////////////////////////
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
fragColor = vec4(0, 0, 1, 1);
}
////////////////////////////////////////////////////////////////////////////////////
//
// REPLACE ABOVE
//
////////////////////////////////////////////////////////////////////////////////////
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
mainImage(result, position * iWorldScale.xz);
return result;
}

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vec2 iResolution = iWorldScale.xz;
// from https://www.shadertoy.com/view/Xd2XWR
// Created by Daniel Burke - burito/2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// Inspiration from Dr Who (2005) S7E13 - The Name of the Doctor
vec2 rot(vec2 p, float a)
{
float c = cos(a);
float s = sin(a);
return vec2(p.x*c + p.y*s,
-p.x*s + p.y*c);
}
float circle(vec2 pos, float radius)
{
return clamp(((1.0-abs(length(pos)-radius))-0.99)*100.0, 0.0, 1.0);
}
float circleFill(vec2 pos, float radius)
{
return clamp(((1.0-(length(pos)-radius))-0.99)*100.0, 0.0, 1.0);
}
// Thanks Iñigo Quilez!
float line( in vec2 p, in vec2 a, in vec2 b )
{
vec2 pa = -p - a;
vec2 ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
float d = length( pa - ba*h );
return clamp(((1.0 - d)-0.99)*100.0, 0.0, 1.0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 p = -1.0 + 2.0 * uv;
p.x *= iResolution.x / iResolution.y;
vec3 colour = vec3(0);
vec3 white = vec3(1);
float c = circle(p, 0.2);
c += circle(p, 0.1);
c += circle(p, 0.18);
c += circleFill(p, 0.005);
// c += circle(p, 1.3);
c += circle(p, 1.0);
if(p.x > 0.0)c += circle(p, 0.4);
if(p.x > 0.0)c += circle(p, 0.42);
if(p.x < 0.0)c += circle(p, 0.47);
c += circleFill(p+vec2(0.47, 0.0), 0.02);
c += circleFill(p+vec2(0.84147*0.47, 0.54030*0.47), 0.02);
c += circleFill(p+vec2(0.84147*0.47, -0.54030*0.47), 0.02);
c += circleFill(p+vec2(0.41614*0.47, 0.90929*0.47), 0.02);
c += circleFill(p+vec2(0.41614*0.47, -0.90929*0.47), 0.02);
float t = iGlobalTime;
float t2 = t * -0.01;
float t3 = t * 0.03;
vec2 angle1 = vec2(sin(t), cos(t));
vec2 a = angle1 * 0.7;
t *= 0.5;
vec2 angle2 = vec2(sin(t), cos(t));
vec2 b = angle2 * 0.8;
vec2 angle3 = vec2(sin(t2), cos(t2));
vec2 d = b + angle3* 0.4;
vec2 angle4 = vec2(sin(t3), cos(t3));
vec2 e = angle4 * 0.9;
vec2 angle5 = vec2(sin(t3+4.0), cos(t3+4.0));
vec2 f = angle5 * 0.8;
vec2 angle6 = vec2(sin(t*-0.1+5.0), cos(t*-0.1+5.0));
vec2 h = angle6 * 0.8;
float tt = t * 1.4;
float tm = mod(tt, 0.5);
float tmt = tt - tm;
if( tm > 0.4) tmt += (tm-0.4)*5.0;
vec2 tangle1 = vec2(sin(tmt), cos(tmt));
tt *= 0.8;
tm = mod(tt, 0.6);
float tmt2 = tt - tm;
if( tm > 0.2) tmt2 += (tm-0.2)*1.5;
vec2 tangle2 = vec2(sin(tmt2*-4.0), cos(tmt2*-4.0));
vec2 tangle3 = vec2(sin(tmt2), cos(tmt2));
tt = t+3.0;
tm = mod(tt, 0.2);
tmt = tt - tm;
if( tm > 0.1) tmt += (tm-0.1)*2.0;
vec2 tangle4 = vec2(sin(-tmt), cos(-tmt)); tmt += 0.9;
vec2 tangle41 = vec2(sin(-tmt), cos(-tmt)); tmt += 0.5;
vec2 tangle42 = vec2(sin(-tmt), cos(-tmt)); tmt += 0.5;
vec2 tangle43 = vec2(sin(-tmt), cos(-tmt)); tmt += 0.5;
vec2 tangle44 = vec2(sin(-tmt), cos(-tmt)); tmt += 0.5;
vec2 tangle45 = vec2(sin(-tmt), cos(-tmt));
tt = iGlobalTime+0.001;
tm = mod(tt, 1.0);
tmt = tt - tm;
if( tm > 0.9) tmt += (tm-0.9)*10.0;
vec2 tangle51 = 0.17*vec2(sin(-tmt), cos(-tmt)); tmt += 1.0471975511965976;
vec2 tangle52 = 0.17*vec2(sin(-tmt), cos(-tmt)); tmt += 1.0471975511965976;
vec2 tangle53 = 0.17*vec2(sin(-tmt), cos(-tmt));
c += line(p, tangle51, -tangle53);
c += line(p, tangle52, tangle51);
c += line(p, tangle53, tangle52);
c += line(p, -tangle51, tangle53);
c += line(p, -tangle52, -tangle51);
c += line(p, -tangle53, -tangle52);
c += circleFill(p+tangle51, 0.01);
c += circleFill(p+tangle52, 0.01);
c += circleFill(p+tangle53, 0.01);
c += circleFill(p-tangle51, 0.01);
c += circleFill(p-tangle52, 0.01);
c += circleFill(p-tangle53, 0.01);
c += circle(p+a, 0.2);
c += circle(p+a, 0.14);
c += circle(p+a, 0.1);
c += circleFill(p+a, 0.04);
c += circleFill(p+a+tangle3*0.2, 0.025);
c += circle(p+a, 0.14);
c += circle(p+b, 0.2);
c += circle(p+b, 0.03);
c += circle(p+b, 0.15);
c += circle(p+b, 0.45);
c += circleFill(p+b+tangle1*0.05, 0.01);
c += circleFill(p+b+tangle1*0.09, 0.02);
c += circleFill(p+b+tangle1*0.15, 0.03);
c += circle(p+b+tangle1*-0.15, 0.03);
c += circle(p+b+tangle1*-0.07, 0.015);
c += circle(p+d, 0.08);
c += circle(p+e, 0.08);
c += circle(p+f, 0.12);
c += circle(p+f, 0.10);
c += circleFill(p+f+tangle2*0.05, 0.01);
c += circleFill(p+f+tangle2*0.10, 0.01);
c += circle(p+f-tangle2*0.03, 0.01);
c += circleFill(p+f+vec2(0.085), 0.005);
c += circleFill(p+f, 0.005);
vec2 g = tangle4 * 0.16;
c += circle(p+h, 0.05);
c += circle(p+h, 0.1);
c += circle(p+h, 0.17);
c += circle(p+h, 0.2);
c += circleFill(p+h+tangle41 *0.16, 0.01);
c += circleFill(p+h+tangle42 *0.16, 0.01);
c += circleFill(p+h+tangle43 *0.16, 0.01);
c += circleFill(p+h+tangle44 *0.16, 0.01);
c += circleFill(p+h+tangle45 *0.16, 0.01);
c += circleFill(p+h+angle1 *0.06, 0.02);
c += circleFill(p+h+tangle43*-0.16, 0.01);
c += line(p, vec2(0.0), a);
c += circleFill(p+b, 0.005);
c += circleFill(p+d, 0.005);
c += circleFill(p+e, 0.005);
c += line(p, b, a);
c += line(p, d, e);
c += line(p, b+tangle1*0.15, e);
c += line(p, e, f+vec2(0.085));
c += line(p, h+angle1*0.06, f);
c += line(p, h+tangle43*-0.16, d);
c += line(p, h+tangle42*0.16, e);
// of course I'd write a line function that
// doesn't handle perfectly vertical lines
c += line(p, vec2(0.001, -0.5), vec2(0.0001, 0.5));
c += circleFill(p+vec2(0.001, -0.5), 0.005);
c += circleFill(p+vec2(0.001, 0.5), 0.005);
c = clamp(c, 0.0, 1.0);
colour = white * c;
fragColor = vec4(colour, 1.0);
}
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
mainImage(result, position * iWorldScale.xz);
return result;
}

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vec2 iResolution = iWorldScale.xz;
vec2 iMouse = vec2(0);
// From https://www.shadertoy.com/view/lss3WS
// srtuss, 2013
// collecting some design ideas for a new game project.
// no raymarching is used.
// if i could add a custom soundtrack, it'd use this one (essential for desired sensation)
// http://www.youtube.com/watch?v=1uFAu65tZpo
//#define GREEN_VERSION
// ** improved camera shaking
// ** cleaned up code
// ** added stuff to the gates
// *******************************************************************************************
// Please do NOT use this shader in your own productions/videos/games without my permission!
// If you'd still like to do so, please drop me a mail (stral@aon.at)
// *******************************************************************************************
float time = iGlobalTime;
vec2 rotate(vec2 p, float a) {
return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
}
float box(vec2 p, vec2 b, float r) {
return length(max(abs(p) - b, 0.0)) - r;
}
// iq's ray-plane-intersection code
vec3 intersect(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v)
{
vec3 q = o - c;
return vec3(
dot(cross(u, v), q),
dot(cross(q, u), d),
dot(cross(v, q), d)) / dot(cross(v, u), d);
}
// some noise functions for fast developing
float rand11(float p) {
return fract(sin(p * 591.32) * 43758.5357);
}
float rand12(vec2 p) {
return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5357);
}
vec2 rand21(float p) {
return fract(vec2(sin(p * 591.32), cos(p * 391.32)));
}
vec2 rand22(in vec2 p)
{
return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
}
float noise11(float p) {
float fl = floor(p);
return mix(rand11(fl), rand11(fl + 1.0), fract(p)); //smoothstep(0.0, 1.0, fract(p)));
}
float fbm11(float p) {
return noise11(p) * 0.5 + noise11(p * 2.0) * 0.25 + noise11(p * 5.0) * 0.125;
}
vec3 noise31(float p) {
return vec3(noise11(p), noise11(p + 18.952), noise11(p - 11.372)) * 2.0 - 1.0;
}
// something that looks a bit like godrays coming from the surface
float sky(vec3 p) {
float a = atan(p.x, p.z);
float t = time * 0.1;
float v = rand11(floor(a * 4.0 + t)) * 0.5 + rand11(floor(a * 8.0 - t)) * 0.25
+ rand11(floor(a * 16.0 + t)) * 0.125;
return v;
}
vec3 voronoi(in vec2 x)
{
vec2 n = floor(x); // grid cell id
vec2 f = fract(x);// grid internal position
vec2 mg;// shortest distance...
vec2 mr;// ..and second shortest distance
float md = 8.0, md2 = 8.0;
for(int j = -1; j <= 1; j ++)
{
for(int i = -1; i <= 1; i ++)
{
vec2 g = vec2(float(i), float(j)); // cell id
vec2 o = rand22(n + g);// offset to edge point
vec2 r = g + o - f;
float d = max(abs(r.x), abs(r.y));// distance to the edge
if(d < md)
{ md2 = md; md = d; mr = r; mg = g;}
else if(d < md2)
{ md2 = d;}
}
}
return vec3(n + mg, md2 - md);
}
#define A2V(a) vec2(sin((a) * 6.28318531 / 100.0), cos((a) * 6.28318531 / 100.0))
float circles(vec2 p) {
float v, w, l, c;
vec2 pp;
l = length(p);
pp = rotate(p, time * 3.0);
c = max(dot(pp, normalize(vec2(-0.2, 0.5))),
-dot(pp, normalize(vec2(0.2, 0.5))));
c = min(c,
max(dot(pp, normalize(vec2(0.5, -0.5))),
-dot(pp, normalize(vec2(0.2, -0.5)))));
c = min(c,
max(dot(pp, normalize(vec2(0.3, 0.5))),
-dot(pp, normalize(vec2(0.2, 0.5)))));
// innerest stuff
v = abs(l - 0.5) - 0.03;
v = max(v, -c);
v = min(v, abs(l - 0.54) - 0.02);
v = min(v, abs(l - 0.64) - 0.05);
pp = rotate(p, time * -1.333);
c = max(dot(pp, A2V(-5.0)), -dot(pp, A2V(5.0)));
c = min(c, max(dot(pp, A2V(25.0 - 5.0)), -dot(pp, A2V(25.0 + 5.0))));
c = min(c, max(dot(pp, A2V(50.0 - 5.0)), -dot(pp, A2V(50.0 + 5.0))));
c = min(c, max(dot(pp, A2V(75.0 - 5.0)), -dot(pp, A2V(75.0 + 5.0))));
w = abs(l - 0.83) - 0.09;
v = min(v, max(w, c));
return v;
}
float shade1(float d) {
float v = 1.0 - smoothstep(0.0, mix(0.012, 0.2, 0.0), d);
float g = exp(d * -20.0);
return v + g * 0.5;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
// using an iq styled camera this time :)
// ray origin
vec3 ro = 0.7 * vec3(cos(0.2 * time), 0.0, sin(0.2 * time));
ro.y = cos(0.6 * time) * 0.3 + 0.65;
// camera look at
vec3 ta = vec3(0.0, 0.2, 0.0);
// camera shake intensity
float shake = clamp(3.0 * (1.0 - length(ro.yz)), 0.3, 1.0);
float st = mod(time, 10.0) * 143.0;
// build camera matrix
vec3 ww = normalize(ta - ro + noise31(st) * shake * 0.01);
vec3 uu = normalize(cross(ww, normalize(vec3(0.0, 1.0, 0.2 * sin(time)))));
vec3 vv = normalize(cross(uu, ww));
// obtain ray direction
vec3 rd = normalize(uv.x * uu + uv.y * vv + 1.0 * ww);
// shaking and movement
ro += noise31(-st) * shake * 0.015;
ro.x += time * 2.0;
float inten = 0.0;
// background
float sd = dot(rd, vec3(0.0, 1.0, 0.0));
inten = pow(1.0 - abs(sd), 20.0) + pow(sky(rd), 5.0) * step(0.0, rd.y) * 0.2;
vec3 its;
float v, g;
// voronoi floor layers
for(int i = 0; i < 4; i ++)
{
float layer = float(i);
its = intersect(ro, rd, vec3(0.0, -5.0 - layer * 5.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
if(its.x > 0.0)
{
vec3 vo = voronoi((its.yz) * 0.05 + 8.0 * rand21(float(i)));
v = exp(-100.0 * (vo.z - 0.02));
float fx = 0.0;
// add some special fx to lowest layer
if(i == 3)
{
float crd = 0.0; //fract(time * 0.2) * 50.0 - 25.0;
float fxi = cos(vo.x * 0.2 + time * 1.5);//abs(crd - vo.x);
fx = clamp(smoothstep(0.9, 1.0, fxi), 0.0, 0.9) * 1.0 * rand12(vo.xy);
fx *= exp(-3.0 * vo.z) * 2.0;
}
inten += v * 0.1 + fx;
}
}
// draw the gates, 4 should be enough
float gatex = floor(ro.x / 8.0 + 0.5) * 8.0 + 4.0;
float go = -16.0;
for(int i = 0; i < 4; i ++)
{
its = intersect(ro, rd, vec3(gatex + go, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
if(dot(its.yz, its.yz) < 2.0 && its.x > 0.0)
{
v = circles(its.yz);
inten += shade1(v);
}
go += 8.0;
}
// draw the stream
for(int j = 0; j < 20; j ++)
{
float id = float(j);
vec3 bp = vec3(0.0, (rand11(id) * 2.0 - 1.0) * 0.25, 0.0);
vec3 its = intersect(ro, rd, bp, vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
if(its.x > 0.0)
{
vec2 pp = its.yz;
float spd = (1.0 + rand11(id) * 3.0) * 2.5;
pp.y += time * spd;
pp += (rand21(id) * 2.0 - 1.0) * vec2(0.3, 1.0);
float rep = rand11(id) + 1.5;
pp.y = mod(pp.y, rep * 2.0) - rep;
float d = box(pp, vec2(0.02, 0.3), 0.1);
float foc = 0.0;
float v = 1.0 - smoothstep(0.0, 0.03, abs(d) - 0.001);
float g = min(exp(d * -20.0), 2.0);
inten += (v + g * 0.7) * 0.5;
}
}
inten *= 0.4 + (sin(time) * 0.5 + 0.5) * 0.6;
// find a color for the computed intensity
#ifdef GREEN_VERSION
vec3 col = pow(vec3(inten), vec3(2.0, 0.15, 9.0));
#else
vec3 col = pow(vec3(inten), 1.5 * vec3(0.15, 2.0, 9.0));
#endif
fragColor = vec4(col, 1.0);
}
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
position.y = 1.0 - position.y;
mainImage(result, position * iWorldScale.xz);
return result;
}

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#line 2
vec2 iResolution = iWorldScale.xz;
vec2 iMouse = vec2(0);
// From https://www.shadertoy.com/view/4djXzz
/*--------------------------------------------------------------------------------------
License CC0 - http://creativecommons.org/publicdomain/zero/1.0/
To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty.
----------------------------------------------------------------------------------------
^ This means do ANYTHING YOU WANT with this code. Because we are programmers, not lawyers.
-Otavio Good
*/
// various noise functions
float Hash2d(vec2 uv)
{
float f = uv.x + uv.y * 47.0;
return fract(cos(f*3.333)*100003.9);
}
float Hash3d(vec3 uv) {
float f = uv.x + uv.y * 37.0 + uv.z * 521.0;
return fract(cos(f * 3.333) * 100003.9);
}
float mixP(float f0, float f1, float a) {
return mix(f0, f1, a * a * (3.0 - 2.0 * a));
}
const vec2 zeroOne = vec2(0.0, 1.0);
float noise2d(vec2 uv) {
vec2 fr = fract(uv.xy);
vec2 fl = floor(uv.xy);
float h00 = Hash2d(fl);
float h10 = Hash2d(fl + zeroOne.yx);
float h01 = Hash2d(fl + zeroOne);
float h11 = Hash2d(fl + zeroOne.yy);
return mixP(mixP(h00, h10, fr.x), mixP(h01, h11, fr.x), fr.y);
}
float noise(vec3 uv) {
vec3 fr = fract(uv.xyz);
vec3 fl = floor(uv.xyz);
float h000 = Hash3d(fl);
float h100 = Hash3d(fl + zeroOne.yxx);
float h010 = Hash3d(fl + zeroOne.xyx);
float h110 = Hash3d(fl + zeroOne.yyx);
float h001 = Hash3d(fl + zeroOne.xxy);
float h101 = Hash3d(fl + zeroOne.yxy);
float h011 = Hash3d(fl + zeroOne.xyy);
float h111 = Hash3d(fl + zeroOne.yyy);
return mixP(mixP(mixP(h000, h100, fr.x), mixP(h010, h110, fr.x), fr.y),
mixP(mixP(h001, h101, fr.x), mixP(h011, h111, fr.x), fr.y), fr.z);
}
float PI = 3.14159265;
vec3 saturate(vec3 a) {
return clamp(a, 0.0, 1.0);
}
vec2 saturate(vec2 a) {
return clamp(a, 0.0, 1.0);
}
float saturate(float a) {
return clamp(a, 0.0, 1.0);
}
float Density(vec3 p) {
//float ws = 0.06125*0.125;
//vec3 warp = vec3(noise(p*ws), noise(p*ws + 111.11), noise(p*ws + 7111.11));
float final = noise(p * 0.06125); // + sin(iGlobalTime)*0.5-1.95 + warp.x*4.0;
float other = noise(p * 0.06125 + 1234.567);
other -= 0.5;
final -= 0.5;
final = 0.1 / (abs(final * final * other));
final += 0.5;
return final * 0.0001;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// ---------------- First, set up the camera rays for ray marching ----------------
vec2 uv = fragCoord.xy/iResolution.xy * 2.0 - 1.0;// - 0.5;
// Camera up vector.
vec3 camUp=vec3(0,1,0);// vuv
// Camera lookat.
vec3 camLookat=vec3(0,0.0,0);// vrp
float mx=iMouse.x/iResolution.x*PI*2.0 + iGlobalTime * 0.01;
float my=-iMouse.y/iResolution.y*10.0 + sin(iGlobalTime * 0.03)*0.2+0.2;//*PI/2.01;
vec3 camPos=vec3(cos(my)*cos(mx),sin(my),cos(my)*sin(mx))*(200.2);// prp
// Camera setup.
vec3 camVec=normalize(camLookat - camPos);//vpn
vec3 sideNorm=normalize(cross(camUp, camVec));// u
vec3 upNorm=cross(camVec, sideNorm);//v
vec3 worldFacing=(camPos + camVec);//vcv
vec3 worldPix = worldFacing + uv.x * sideNorm * (iResolution.x/iResolution.y) + uv.y * upNorm;//scrCoord
vec3 relVec = normalize(worldPix - camPos);//scp
// --------------------------------------------------------------------------------
float t = 0.0;
float inc = 0.02;
float maxDepth = 70.0;
vec3 pos = vec3(0,0,0);
float density = 0.0;
// ray marching time
for (int i = 0; i < 37; i++)// This is the count of how many times the ray actually marches.
{
if ((t > maxDepth)) break;
pos = camPos + relVec * t;
float temp = Density(pos);
//temp *= saturate(t-1.0);
inc = 1.9 + temp*0.05;// add temp because this makes it look extra crazy!
density += temp * inc;
t += inc;
}
// --------------------------------------------------------------------------------
// Now that we have done our ray marching, let's put some color on this.
vec3 finalColor = vec3(0.01,0.1,1.0)* density*0.2;
// output the final color with sqrt for "gamma correction"
fragColor = vec4(sqrt(clamp(finalColor, 0.0, 1.0)),1.0);
}
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
mainImage(result, position * iWorldScale.xz);
return result;
}

48
examples/shaders/test.fs Normal file
View file

@ -0,0 +1,48 @@
#line 2
// Created by inigo quilez - iq/2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// { 2d cell id, distance to border, distnace to center )
vec4 hexagon(vec2 p) {
vec2 q = vec2(p.x * 2.0 * 0.5773503, p.y + p.x * 0.5773503);
vec2 pi = floor(q);
vec2 pf = fract(q);
float v = mod(pi.x + pi.y, 3.0);
float ca = step(1.0, v);
float cb = step(2.0, v);
vec2 ma = step(pf.xy, pf.yx);
// distance to borders
float e = dot(ma,
1.0 - pf.yx + ca * (pf.x + pf.y - 1.0) + cb * (pf.yx - 2.0 * pf.xy));
// distance to center
p = vec2(q.x + floor(0.5 + p.y / 1.5), 4.0 * p.y / 3.0) * 0.5 + 0.5;
float f = length((fract(p) - 0.5) * vec2(1.0, 0.85));
return vec4(pi + ca - cb * ma, e, f);
}
float hash1(vec2 p) {
float n = dot(p, vec2(127.1, 311.7));
return fract(sin(n) * 43758.5453);
}
vec4 getProceduralColor() {
vec2 uv = _position.xz + 0.5;
vec2 pos = _position.xz * 40.0;
// gray
vec4 h = hexagon(8.0 * pos + 0.5);
float n = snoise(vec3(0.3 * h.xy + iGlobalTime * 0.1, iGlobalTime));
vec3 col = 0.15 + 0.15 * hash1(h.xy + 1.2) * vec3(1.0);
col *= smoothstep(0.10, 0.11, h.z);
col *= smoothstep(0.10, 0.11, h.w);
col *= 1.0 + 0.15 * sin(40.0 * h.z);
col *= 0.75 + 0.5 * h.z * n;
col *= pow(16.0 * uv.x * (1.0 - uv.x) * uv.y * (1.0 - uv.y), 0.1);
return vec4(col, 1.0);
}

View file

@ -358,13 +358,19 @@ var NATURAL_DIMENSIONS = { x: 1.63, y: 1.67, z: 0.31 };
var DIMENSIONS = Vec3.multiply(NATURAL_DIMENSIONS, 0.3);
var puppetEntityID;
function createPuppet() {
function createPuppet(model, location) {
if (model === undefined) {
model = "https://hifi-public.s3.amazonaws.com/models/Bboys/bboy1/bboy1.fbx";
}
if (location == undefined) {
location = getPositionPuppet();
}
puppetEntityID = Entities.addEntity({
type: "Model",
modelURL: "https://hifi-public.s3.amazonaws.com/models/Bboys/bboy1/bboy1.fbx",
modelURL: model,
animationURL: "http://s3.amazonaws.com/hifi-public/animations/Breakdancing/breakdance_ready.fbx",
animationSettings: ANIMATION_SETTINGS,
position: getPositionPuppet(),
position: location,
ignoreForCollisions: true,
dimensions: DIMENSIONS,
lifetime: TEMPORARY_LIFETIME
@ -452,10 +458,10 @@ poses[LEFT_SIDE + RIGHT_FRONT ] = { name: "Left Side + Right Front",
poses[LEFT_FRONT + RIGHT_FRONT ] = { name: "Left Front + Right Front", animation: "http://s3.amazonaws.com/hifi-public/animations/Breakdancing/breakdance_uprock_var_1_end.fbx" };
breakdanceStart = function() {
breakdanceStart = function(model, location) {
print("breakdanceStart...");
createOverlays();
createPuppet();
createPuppet(model, location);
}
breakdanceUpdate = function(deltaTime) {

View file

@ -0,0 +1,54 @@
// bubble.js
// part of bubblewand
//
// Created by James B. Pollack @imgntn -- 09/03/2015
// Copyright 2015 High Fidelity, Inc.
//
// example of a nested entity. it doesn't do much now besides delete itself if it collides with something (bubbles are fragile! it would be cool if it sometimes merged with other bubbbles it hit)
// todo: play bubble sounds from the bubble itself instead of the wand.
// blocker: needs some sound fixes and a way to find its own position before unload for spatialization
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
(function() {
// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
//var popSound;
this.preload = function(entityID) {
// print('bubble preload')
this.entityID = entityID;
// popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
}
this.collisionWithEntity = function(myID, otherID, collision) {
//if(Entites.getEntityProperties(otherID).userData.objectType==='') { merge bubbles?}
Entities.deleteEntity(myID);
// this.burstBubbleSound(collision.contactPoint)
};
this.unload = function(entityID) {
// this.properties = Entities.getEntityProperties(entityID);
//var location = this.properties.position;
//this.burstBubbleSound();
};
this.burstBubbleSound = function(location) {
// var audioOptions = {
// volume: 0.5,
// position: location
// }
//Audio.playSound(popSound, audioOptions);
}
})

View file

@ -0,0 +1,42 @@
// createWand.js
// part of bubblewand
//
// Created by James B. Pollack @imgntn -- 09/03/2015
// Copyright 2015 High Fidelity, Inc.
//
// Loads a wand model and attaches the bubble wand behavior.
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
var wandModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/wand/wand.fbx?" + randInt(0, 10000);
var scriptURL = "http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/wand.js?" + randInt(1, 100500)
//create the wand in front of the avatar
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(Camera.getOrientation())));
var wand = Entities.addEntity({
type: "Model",
modelURL: wandModel,
position: center,
dimensions: {
x: 0.1,
y: 1,
z: 0.1
},
//must be enabled to be grabbable in the physics engine
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
});
function cleanup() {
//Entities.deleteEntity(wand);
}
Script.scriptEnding.connect(cleanup);

View file

@ -0,0 +1,317 @@
// wand.js
// part of bubblewand
//
// Created by James B. Pollack @imgntn -- 09/03/2015
// Copyright 2015 High Fidelity, Inc.
//
// Makes bubbles when you wave the object around, or hold it near your mouth and make noise into the microphone.
//
// For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop!
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
function convertRange(value, r1, r2) {
return (value - r1[0]) * (r2[1] - r2[0]) / (r1[1] - r1[0]) + r2[0];
}
(function() {
Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
var bubbleModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/bubble/bubble.fbx";
var bubbleScript = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/bubble.js?' + randInt(1, 10000);
var popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
var TARGET_SIZE = 0.4;
var TARGET_COLOR = {
red: 128,
green: 128,
blue: 128
};
var TARGET_COLOR_HIT = {
red: 0,
green: 255,
blue: 0
};
var HAND_SIZE = 0.25;
var leftCubePosition = MyAvatar.getLeftPalmPosition();
var rightCubePosition = MyAvatar.getRightPalmPosition();
var leftHand = Overlays.addOverlay("cube", {
position: leftCubePosition,
size: HAND_SIZE,
color: {
red: 0,
green: 0,
blue: 255
},
alpha: 1,
solid: false
});
var rightHand = Overlays.addOverlay("cube", {
position: rightCubePosition,
size: HAND_SIZE,
color: {
red: 255,
green: 0,
blue: 0
},
alpha: 1,
solid: false
});
var gustZoneOverlay = Overlays.addOverlay("cube", {
position: getGustDetectorPosition(),
size: TARGET_SIZE,
color: TARGET_COLOR,
alpha: 1,
solid: false
});
function getGustDetectorPosition() {
//put the zone in front of your avatar's face
var DISTANCE_IN_FRONT = 0.2;
var DISTANCE_UP = 0.5;
var DISTANCE_TO_SIDE = 0.0;
var up = Quat.getUp(MyAvatar.orientation);
var front = Quat.getFront(MyAvatar.orientation);
var right = Quat.getRight(MyAvatar.orientation);
var upOffset = Vec3.multiply(up, DISTANCE_UP);
var rightOffset = Vec3.multiply(right, DISTANCE_TO_SIDE);
var frontOffset = Vec3.multiply(front, DISTANCE_IN_FRONT);
var offset = Vec3.sum(Vec3.sum(rightOffset, frontOffset), upOffset);
var position = Vec3.sum(MyAvatar.position, offset);
return position;
}
var BUBBLE_GRAVITY = {
x: 0,
y: -0.05,
z: 0
}
var wandEntity = this;
this.preload = function(entityID) {
// print('PRELOAD')
this.entityID = entityID;
this.properties = Entities.getEntityProperties(this.entityID);
}
this.unload = function(entityID) {
Overlays.deleteOverlay(leftHand);
Overlays.deleteOverlay(rightHand);
Overlays.deleteOverlay(gustZoneOverlay)
Entities.editEntity(entityID, {
name: ""
});
Script.update.disconnect(BubbleWand.update);
Entities.deleteEntity(BubbleWand.currentBubble);
while (BubbleWand.bubbles.length > 0) {
Entities.deleteEntity(BubbleWand.bubbles.pop());
}
};
var BubbleWand = {
bubbles: [],
currentBubble: null,
update: function() {
BubbleWand.internalUpdate();
},
internalUpdate: function() {
var _t = this;
//get the current position of the wand
var properties = Entities.getEntityProperties(wandEntity.entityID);
var wandPosition = properties.position;
//debug overlays for mouth mode
var leftHandPos = MyAvatar.getLeftPalmPosition();
var rightHandPos = MyAvatar.getRightPalmPosition();
Overlays.editOverlay(leftHand, {
position: leftHandPos
});
Overlays.editOverlay(rightHand, {
position: rightHandPos
});
//if the wand is in the gust detector, activate mouth mode and change the overlay color
var hitTargetWithWand = findSphereSphereHit(wandPosition, HAND_SIZE / 2, getGustDetectorPosition(), TARGET_SIZE / 2)
var mouthMode;
if (hitTargetWithWand) {
Overlays.editOverlay(gustZoneOverlay, {
position: getGustDetectorPosition(),
color: TARGET_COLOR_HIT
})
mouthMode = true;
} else {
Overlays.editOverlay(gustZoneOverlay, {
position: getGustDetectorPosition(),
color: TARGET_COLOR
})
mouthMode = false;
}
var volumeLevel = MyAvatar.audioAverageLoudness;
//volume numbers are pretty large, so lets scale them down.
var convertedVolume = convertRange(volumeLevel, [0, 5000], [0, 10]);
// default is 'wave mode', where waving the object around grows the bubbles
var velocity = Vec3.subtract(wandPosition, BubbleWand.lastPosition)
//store the last position of the wand for velocity calculations
_t.lastPosition = wandPosition;
// velocity numbers are pretty small, so lets make them a bit bigger
var velocityStrength = Vec3.length(velocity) * 100;
if (velocityStrength > 10) {
velocityStrength = 10
}
//actually grow the bubble
var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions;
if (velocityStrength > 1 || convertedVolume > 1) {
//add some variation in bubble sizes
var bubbleSize = randInt(1, 5);
bubbleSize = bubbleSize / 10;
//release the bubble if its dimensions are bigger than the bubble size
if (dimensions.x > bubbleSize) {
//bubbles pop after existing for a bit -- so set a random lifetime
var lifetime = randInt(3, 8);
//sound is somewhat unstable at the moment so this is commented out. really audio should be played by the bubbles, but there's a blocker.
// Script.setTimeout(function() {
// _t.burstBubbleSound(_t.currentBubble)
// }, lifetime * 1000)
//todo: angular velocity without the controller -- forward velocity for mouth mode bubbles
// var angularVelocity = Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip);
Entities.editEntity(_t.currentBubble, {
velocity: Vec3.normalize(velocity),
// angularVelocity: Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip),
lifetime: lifetime
});
//release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble
BubbleWand.spawnBubble();
return
} else {
if (mouthMode) {
dimensions.x += 0.015 * convertedVolume;
dimensions.y += 0.015 * convertedVolume;
dimensions.z += 0.015 * convertedVolume;
} else {
dimensions.x += 0.015 * velocityStrength;
dimensions.y += 0.015 * velocityStrength;
dimensions.z += 0.015 * velocityStrength;
}
}
} else {
if (dimensions.x >= 0.02) {
dimensions.x -= 0.001;
dimensions.y -= 0.001;
dimensions.z -= 0.001;
}
}
//update the bubble to stay with the wand tip
Entities.editEntity(_t.currentBubble, {
position: _t.wandTipPosition,
dimensions: dimensions
});
},
burstBubbleSound: function(bubble) {
//we want to play the sound at the same location and orientation as the bubble
var position = Entities.getEntityProperties(bubble).position;
var orientation = Entities.getEntityProperties(bubble).orientation;
//set the options for the audio injector
var audioOptions = {
volume: 0.5,
position: position,
orientation: orientation
}
//var audioInjector = Audio.playSound(popSound, audioOptions);
//remove this bubble from the array to keep things clean
var i = BubbleWand.bubbles.indexOf(bubble);
if (i != -1) {
BubbleWand.bubbles.splice(i, 1);
}
},
spawnBubble: function() {
var _t = this;
//create a new bubble at the tip of the wand
//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
var properties = Entities.getEntityProperties(wandEntity.entityID);
var wandPosition = properties.position;
var upVector = Quat.getUp(properties.rotation);
var frontVector = Quat.getFront(properties.rotation);
var upOffset = Vec3.multiply(upVector, 0.5);
var forwardOffset = Vec3.multiply(frontVector, 0.1);
var offsetVector = Vec3.sum(upOffset, forwardOffset);
var wandTipPosition = Vec3.sum(wandPosition, offsetVector);
_t.wandTipPosition = wandTipPosition;
//store the position of the tip on spawn for use in velocity calculations
_t.lastPosition = wandTipPosition;
//create a bubble at the wand tip
_t.currentBubble = Entities.addEntity({
type: 'Model',
modelURL: bubbleModel,
position: wandTipPosition,
dimensions: {
x: 0.01,
y: 0.01,
z: 0.01
},
collisionsWillMove: false,
ignoreForCollisions: true,
gravity: BUBBLE_GRAVITY,
// collisionSoundURL:popSound,
shapeType: "sphere",
script: bubbleScript,
});
//add this bubble to an array of bubbles so we can keep track of them
_t.bubbles.push(_t.currentBubble)
},
init: function() {
this.spawnBubble();
Script.update.connect(BubbleWand.update);
}
}
BubbleWand.init();
})

View file

@ -3,62 +3,95 @@ type = body+head
scale = 1
filename = defaultAvatar_full/defaultAvatar_full.fbx
texdir = defaultAvatar_full/textures
joint = jointRightHand = RightHand
joint = jointNeck = Head
joint = jointLeftHand = LeftHand
joint = jointRoot = Hips
joint = jointHead = HeadTop_End
joint = jointRightHand = RightHand
joint = jointLean = Spine
joint = jointLeftHand = LeftHand
freeJoint = LeftArm
freeJoint = LeftForeArm
freeJoint = RightArm
freeJoint = RightForeArm
jointIndex = LeftHand = 35
jointIndex = Reye = 3
jointIndex = Hips = 10
jointIndex = LeftHandIndex1 = 36
jointIndex = LeftHandIndex2 = 37
jointIndex = LeftHandIndex3 = 38
jointIndex = LeftHandIndex4 = 39
jointIndex = LeftShoulder = 32
jointIndex = RightLeg = 12
jointIndex = Grp_blendshapes = 0
jointIndex = Leye = 4
jointIndex = headphone = 8
jointIndex = RightForeArm = 26
jointIndex = Spine = 21
jointIndex = LeftFoot = 18
jointIndex = RightToeBase = 14
jointIndex = face = 1
jointIndex = LeftToe_End = 20
jointIndex = Spine1 = 22
jointIndex = body = 9
jointIndex = Spine2 = 23
jointIndex = RightUpLeg = 11
jointIndex = top1 = 7
jointIndex = Neck = 40
jointIndex = HeadTop_End = 42
jointIndex = RightShoulder = 24
jointIndex = RightArm = 25
jointIndex = Head = 41
jointIndex = LeftLeg = 17
jointIndex = LeftForeArm = 34
jointIndex = hair = 6
jointIndex = RightHand = 27
jointIndex = LeftToeBase = 19
jointIndex = LeftUpLeg = 16
jointIndex = mouth = 2
jointIndex = RightFoot = 13
jointIndex = LeftArm = 33
jointIndex = shield = 5
jointIndex = RightHandIndex1 = 28
jointIndex = RightHandIndex2 = 29
jointIndex = RightToe_End = 15
jointIndex = RightHandIndex3 = 30
jointIndex = RightHandIndex4 = 31
bs = MouthFrown_R = Mouth.MouthFrown_R = 1
bs = EyeOpen_L = Leye1.EyeOpen_L = 1
bs = LipsLowerDown_L = Mouth.LipsLowerDown = 0.5
bs = LipsStretch_L = Mouth.LipsStretch_L = 1
bs = MouthLeft = Mouth.MouthLeft = 1
bs = MouthSmile_L = Mouth.MouthSmile_L = 1
bs = Sneer_R = Mouth.Sneer = 0.61
bs = LipsPucker = Mouth.LipsPucker = 1
bs = EyeOpen_R = Reye1.EyeOut_R = 1
bs = LipsLowerDown_R = Mouth.LipsLowerDown = 0.43
bs = LipsStretch_R = Mouth.LipsStretch_R = 1
bs = MouthSmile_R = Mouth.MouthSmile_R = 1
bs = LipsFunnel = Mouth.LipsFunnel = 1
bs = EyeUp_L = Leye1.EyeUp_L = 1
bs = MouthDimple_L = Mouth.MouthDimple_L = 1
bs = Puff = Mouth.Puff = 1
bs = EyeIn_L = Leye1.EyeIn_L = 1
bs = EyeUp_R = Reye1.EyeUp_R = 0.99
bs = MouthDimple_R = Mouth.MouthDimple_R = 1
bs = MouthRight = Mouth.MouthRight = 1
bs = EyeOut_L = Leye1.EyeOut_L = 1
bs = JawOpen = Mouth.JawOpen = 1
bs = EyeIn_R = Reye1.EyeIn_R = 1
bs = BrowsD_L = Leye1.BrowsD_L = 1
bs = EyeDown_L = Leye1.EyeDown_L = 1
bs = EyeBlink_L = Leye1.EyeBlink_L = 1
bs = EyeOut_R = Reye1.EyeOut_R = 1
bs = LipsUpperUp_L = Mouth.LipsUpperUp = 0.49
bs = MouthFrown_L = Mouth.MouthFrown_L = 1
bs = EyeDown_R = Reye1.EyeDown_R = 1
bs = BrowsD_R = Reye1.BrowsD_R = 1
bs = EyeBlink_R = Reye1.EyeBlink_R = 1
bs = LipsUpperUp_R = Mouth.LipsUpperUp = 0.47
bs = Sneer_L = Mouth.Sneer = 0.5
jointIndex = headphone = 7
jointIndex = LeftUpLeg = 15
jointIndex = Spine = 20
jointIndex = LeftArm = 32
jointIndex = Head = 40
jointIndex = RightUpLeg = 10
jointIndex = hair = 5
jointIndex = Spine1 = 21
jointIndex = RightHandIndex1 = 27
jointIndex = Spine2 = 22
jointIndex = RightHandIndex2 = 28
jointIndex = RightHandIndex3 = 29
jointIndex = RightHandIndex4 = 30
jointIndex = RightToe_End = 14
jointIndex = shield = 4
jointIndex = LeftHandIndex1 = 35
jointIndex = LeftHandIndex2 = 36
jointIndex = RightHand = 26
jointIndex = LeftHandIndex3 = 37
jointIndex = LeftHandIndex4 = 38
jointIndex = LeftShoulder = 31
jointIndex = LeftHand = 34
jointIndex = RightForeArm = 25
jointIndex = RightLeg = 11
jointIndex = RightFoot = 12
jointIndex = mouth = 1
jointIndex = LeftToe_End = 19
jointIndex = Reye = 2
jointIndex = Hips = 9
jointIndex = RightToeBase = 13
jointIndex = HeadTop_End = 41
jointIndex = LeftFoot = 17
jointIndex = RightShoulder = 23
jointIndex = LeftLeg = 16
jointIndex = Leye = 3
jointIndex = LeftForeArm = 33
jointIndex = face = 0
jointIndex = body = 8
jointIndex = LeftToeBase = 18
jointIndex = RightArm = 24
jointIndex = top1 = 6
jointIndex = Neck = 39
rx = 0
ry = 0
rz = 0
tx = 0
ty = 0
tz = 0
rx = 0

View file

@ -612,6 +612,15 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
// Setup the userInputMapper with the actions
auto userInputMapper = DependencyManager::get<UserInputMapper>();
connect(userInputMapper.data(), &UserInputMapper::actionEvent, &_controllerScriptingInterface, &AbstractControllerScriptingInterface::actionEvent);
connect(userInputMapper.data(), &UserInputMapper::actionEvent, [this](int action, float state) {
if (state) {
switch (action) {
case UserInputMapper::Action::TOGGLE_MUTE:
DependencyManager::get<AudioClient>()->toggleMute();
break;
}
}
});
// Setup the keyboardMouseDevice and the user input mapper with the default bindings
_keyboardMouseDevice->registerToUserInputMapper(*userInputMapper);
@ -3053,9 +3062,8 @@ void Application::queryOctree(NodeType_t serverType, PacketType::Value packetTyp
voxelDetailsForCode(rootCode, rootDetails);
AACube serverBounds(glm::vec3(rootDetails.x * TREE_SCALE,
rootDetails.y * TREE_SCALE,
rootDetails.z * TREE_SCALE),
rootDetails.z * TREE_SCALE) - glm::vec3(HALF_TREE_SCALE),
rootDetails.s * TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.cubeInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
@ -3120,11 +3128,10 @@ void Application::queryOctree(NodeType_t serverType, PacketType::Value packetTyp
voxelDetailsForCode(rootCode, rootDetails);
AACube serverBounds(glm::vec3(rootDetails.x * TREE_SCALE,
rootDetails.y * TREE_SCALE,
rootDetails.z * TREE_SCALE),
rootDetails.z * TREE_SCALE) - glm::vec3(HALF_TREE_SCALE),
rootDetails.s * TREE_SCALE);
ViewFrustum::location serverFrustumLocation = _viewFrustum.cubeInFrustum(serverBounds);
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
inView = true;
@ -3143,7 +3150,7 @@ void Application::queryOctree(NodeType_t serverType, PacketType::Value packetTyp
} else if (unknownView) {
if (wantExtraDebugging) {
qCDebug(interfaceapp) << "no known jurisdiction for node " << *node << ", give it budget of "
<< perUnknownServer << " to send us jurisdiction.";
<< perUnknownServer << " to send us jurisdiction.";
}
// set the query's position/orientation to be degenerate in a manner that will get the scene quickly
@ -5077,11 +5084,10 @@ void Application::emulateMouse(Hand* hand, float click, float shift, int index)
}
void Application::crashApplication() {
qCDebug(interfaceapp) << "Intentionally crashed Interface";
QObject* object = nullptr;
bool value = object->isWindowType();
Q_UNUSED(value);
qCDebug(interfaceapp) << "Intentionally crashed Interface";
}
void Application::setActiveDisplayPlugin(const QString& pluginName) {

View file

@ -432,7 +432,7 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderFocusIndicator, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ShowWhosLookingAtMe, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, false,
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, true,
avatar, SLOT(setEnableRigAnimations(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, false,
avatar, SLOT(setEnableAnimGraph(bool)));

View file

@ -173,10 +173,9 @@ void AnimationHandle::applyFrame(float frameIndex) {
const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at((int)glm::floor(frameIndex) % frameCount);
const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at((int)glm::ceil(frameIndex) % frameCount);
float frameFraction = glm::fract(frameIndex);
assert(_rig->getJointStateCount() >= _jointMappings.size());
for (int i = 0; i < _jointMappings.size(); i++) {
int mapping = _jointMappings.at(i);
if (mapping != -1) {
if (mapping != -1) { // allow missing bones
_rig->setJointRotationInConstrainedFrame(mapping,
safeMix(floorFrame.rotations.at(i),
ceilFrame.rotations.at(i),

View file

@ -103,7 +103,7 @@ const char IS_FINGER_POINTING_FLAG = 4;
static const float MAX_AVATAR_SCALE = 1000.0f;
static const float MIN_AVATAR_SCALE = .005f;
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
const float MAX_AUDIO_LOUDNESS = 1000.0f; // close enough for mouth animation
const int AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS = 1000;
const int AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS = 5000;
@ -112,7 +112,7 @@ const int AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS = 5000;
const QString DEFAULT_FULL_AVATAR_MODEL_NAME = QString("Default");
// how often should we send a full report about joint rotations, even if they haven't changed?
const float AVATAR_SEND_FULL_UPDATE_RATIO = 0.02;
const float AVATAR_SEND_FULL_UPDATE_RATIO = 0.02f;
// this controls how large a change in joint-rotation must be before the interface sends it to the avatar mixer
const float AVATAR_MIN_ROTATION_DOT = 0.9999999f;

View file

@ -16,6 +16,7 @@
#include <gpu/Batch.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <ObjectMotionState.h>
#include <PerfStat.h>
@ -25,15 +26,31 @@ EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID,
return std::make_shared<RenderableBoxEntityItem>(entityID, properties);
}
void RenderableBoxEntityItem::setUserData(const QString& value) {
if (value != getUserData()) {
BoxEntityItem::setUserData(value);
_procedural.reset();
}
}
void RenderableBoxEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableBoxEntityItem::render");
Q_ASSERT(getType() == EntityTypes::Box);
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
}
if (_procedural->ready()) {
_procedural->prepare(batch);
DependencyManager::get<GeometryCache>()->renderSolidCube(batch, 1.0f, _procedural->getColor(cubeColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
}
RenderableDebugableEntityItem::render(this, args);
};

View file

@ -14,8 +14,9 @@
#include <BoxEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
class RenderableBoxEntityItem : public BoxEntityItem {
class RenderableBoxEntityItem : public BoxEntityItem, RenderableProceduralItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -24,6 +25,7 @@ public:
{ }
virtual void render(RenderArgs* args);
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE()
};

View file

@ -0,0 +1,237 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RenderableProceduralItem.h"
#include <QtCore/QFile>
#include <QtCore/QFileInfo>
#include <QtCore/QJsonArray>
#include <QtCore/QJsonDocument>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <EntityItem.h>
#include <TextureCache.h>
#include <DeferredLightingEffect.h>
#include <gpu/Batch.h>
#include "RenderableProceduralItemShader.h"
#include "../render-utils/simple_vert.h"
static const char* const UNIFORM_TIME_NAME= "iGlobalTime";
static const char* const UNIFORM_SCALE_NAME = "iWorldScale";
static const QString PROCEDURAL_USER_DATA_KEY = "ProceduralEntity";
static const QString URL_KEY = "shaderUrl";
static const QString VERSION_KEY = "version";
static const QString UNIFORMS_KEY = "uniforms";
RenderableProceduralItem::ProceduralInfo::ProceduralInfo(EntityItem* entity) : _entity(entity) {
parse();
}
void RenderableProceduralItem::ProceduralInfo::parse() {
_enabled = false;
QJsonObject userData;
{
const QString& userDataJson = _entity->getUserData();
if (userDataJson.isEmpty()) {
return;
}
QJsonParseError parseError;
auto doc = QJsonDocument::fromJson(userDataJson.toUtf8(), &parseError);
if (parseError.error != QJsonParseError::NoError) {
return;
}
userData = doc.object();
}
// Example
//{
// "ProceduralEntity": {
// "shaderUrl": "file:///C:/Users/bdavis/Git/hifi/examples/shaders/test.fs",
// "color" : "#FFFFFF"
// }
//}
auto proceduralData = userData[PROCEDURAL_USER_DATA_KEY];
if (proceduralData.isNull()) {
return;
}
parse(proceduralData.toObject());
}
void RenderableProceduralItem::ProceduralInfo::parse(const QJsonObject& proceduralData) {
// grab the version number
{
auto version = proceduralData[VERSION_KEY];
if (version.isDouble()) {
_version = (uint8_t)(floor(version.toDouble()));
}
}
// Get the path to the shader
{
QString shaderUrl = proceduralData[URL_KEY].toString();
_shaderUrl = QUrl(shaderUrl);
if (!_shaderUrl.isValid()) {
qWarning() << "Invalid shader URL: " << shaderUrl;
return;
}
if (_shaderUrl.isLocalFile()) {
_shaderPath = _shaderUrl.toLocalFile();
qDebug() << "Shader path: " << _shaderPath;
if (!QFile(_shaderPath).exists()) {
return;
}
} else {
qDebug() << "Shader url: " << _shaderUrl;
_networkShader = ShaderCache::instance().getShader(_shaderUrl);
}
}
// Grab any custom uniforms
{
auto uniforms = proceduralData[UNIFORMS_KEY];
if (uniforms.isObject()) {
_uniforms = uniforms.toObject();;
}
}
_enabled = true;
}
bool RenderableProceduralItem::ProceduralInfo::ready() {
if (!_enabled) {
return false;
}
if (!_shaderPath.isEmpty()) {
return true;
}
if (_networkShader) {
return _networkShader->isLoaded();
}
return false;
}
void RenderableProceduralItem::ProceduralInfo::prepare(gpu::Batch& batch) {
if (_shaderUrl.isLocalFile()) {
auto lastModified = QFileInfo(_shaderPath).lastModified().toMSecsSinceEpoch();
if (lastModified > _shaderModified) {
QFile file(_shaderPath);
file.open(QIODevice::ReadOnly);
_shaderSource = QTextStream(&file).readAll();
_pipelineDirty = true;
_shaderModified = lastModified;
}
} else if (_networkShader && _networkShader->isLoaded()) {
_shaderSource = _networkShader->_source;
}
if (!_pipeline || _pipelineDirty) {
_pipelineDirty = true;
if (!_vertexShader) {
_vertexShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
}
QString framentShaderSource;
switch (_version) {
case 1:
framentShaderSource = SHADER_TEMPLATE_V1.arg(_shaderSource);
break;
default:
case 2:
framentShaderSource = SHADER_TEMPLATE_V2.arg(_shaderSource);
break;
}
_fragmentShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(framentShaderSource.toLocal8Bit().data())));
_shader = gpu::ShaderPointer(gpu::Shader::createProgram(_vertexShader, _fragmentShader));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
gpu::Shader::makeProgram(*_shader, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(_shader, state));
_timeSlot = _shader->getUniforms().findLocation(UNIFORM_TIME_NAME);
_scaleSlot = _shader->getUniforms().findLocation(UNIFORM_SCALE_NAME);
_start = usecTimestampNow();
}
batch.setPipeline(_pipeline);
if (_pipelineDirty) {
_pipelineDirty = false;
// Set any userdata specified uniforms
foreach(QString key, _uniforms.keys()) {
std::string uniformName = key.toLocal8Bit().data();
int32_t slot = _shader->getUniforms().findLocation(uniformName);
if (gpu::Shader::INVALID_LOCATION == slot) {
continue;
}
QJsonValue value = _uniforms[key];
if (value.isDouble()) {
batch._glUniform1f(slot, value.toDouble());
} else if (value.isArray()) {
auto valueArray = value.toArray();
switch (valueArray.size()) {
case 0:
break;
case 1:
batch._glUniform1f(slot, valueArray[0].toDouble());
break;
case 2:
batch._glUniform2f(slot,
valueArray[0].toDouble(),
valueArray[1].toDouble());
break;
case 3:
batch._glUniform3f(slot,
valueArray[0].toDouble(),
valueArray[0].toDouble(),
valueArray[1].toDouble());
break;
case 4:
default:
batch._glUniform4f(slot,
valueArray[0].toDouble(),
valueArray[1].toDouble(),
valueArray[2].toDouble(),
valueArray[3].toDouble());
break;
}
valueArray.size();
}
}
}
// Minimize floating point error by doing an integer division to milliseconds, before the floating point division to seconds
float time = (float)((usecTimestampNow() - _start) / USECS_PER_MSEC) / MSECS_PER_SECOND;
batch._glUniform1f(_timeSlot, time);
// FIXME move into the 'set once' section, since this doesn't change over time
auto scale = _entity->getDimensions();
batch._glUniform3f(_scaleSlot, scale.x, scale.y, scale.z);
batch.setResourceTexture(DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT, DependencyManager::get<TextureCache>()->getNormalFittingTexture());
}
glm::vec4 RenderableProceduralItem::ProceduralInfo::getColor(const glm::vec4& entityColor) {
if (_version == 1) {
return glm::vec4(1);
}
return entityColor;
}

View file

@ -0,0 +1,60 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_RenderableProcedrualItem_h
#define hifi_RenderableProcedrualItem_h
#include <QtCore/qglobal.h>
#include <QtCore/QString>
#include <QtCore/QUrl>
#include <QtCore/QJsonObject>
#include <ShaderCache.h>
#include <gpu/Shader.h>
#include <gpu/Pipeline.h>
#include <gpu/Batch.h>
class EntityItem;
class QJsonObject;
class RenderableProceduralItem {
protected:
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct ProceduralInfo {
ProceduralInfo(EntityItem* entity);
void parse();
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch);
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
int32_t _timeSlot{ gpu::Shader::INVALID_LOCATION };
int32_t _scaleSlot{ gpu::Shader::INVALID_LOCATION };
uint64_t _start{ 0 };
NetworkShaderPointer _networkShader;
EntityItem* _entity;
QJsonObject _uniforms;
};
QSharedPointer<ProceduralInfo> _procedural;
};
#endif

View file

@ -0,0 +1,363 @@
//
// Created by Bradley Austin Davis on 2015/09/05
// Copyright 2013-2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Shader includes portions of webgl-noise:
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
const QString SHADER_COMMON = R"SHADER(#version 410 core
layout(location = 0) out vec4 _fragColor0;
layout(location = 1) out vec4 _fragColor1;
layout(location = 2) out vec4 _fragColor2;
// the glow intensity
uniform float glowIntensity;
// the alpha threshold
uniform float alphaThreshold;
uniform sampler2D normalFittingMap;
vec3 bestFitNormal(vec3 normal) {
vec3 absNorm = abs(normal);
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
vec2 texcoord = (absNorm.z < maxNAbs ?
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
absNorm.xy);
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
texcoord.y /= texcoord.x;
vec3 cN = normal / maxNAbs;
float fittingScale = texture(normalFittingMap, texcoord).a;
cN *= fittingScale;
return (cN * 0.5 + 0.5);
}
float mod289(float x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float permute(float x) {
return mod289(((x*34.0)+1.0)*x);
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
float taylorInvSqrt(float r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 grad4(float j, vec4 ip) {
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p, s;
p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(vec4 v) {
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
vec4 i = floor(v + dot(v, vec4(F4)));
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step(x0.yzw, x0.xxx);
vec3 isYZ = step(x0.zww, x0.yyz);
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp(i0, 0.0, 1.0);
vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute(
permute(
permute(
permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
+ vec4(i1.x, i2.x, i3.x, 1.0));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4, p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0
* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute(
permute(
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
+ vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
0.0);
m = m * m;
return 42.0
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute(
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
0.0);
m = m * m;
m = m * m;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// the interpolated normal
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0;
in vec4 _position;
// TODO add more uniforms
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec3 iWorldScale; // the dimensions of the object being rendered
// TODO add support for textures
// TODO document available inputs other than the uniforms
// TODO provide world scale in addition to the untransformed position
const vec3 DEFAULT_SPECULAR = vec3(0.1);
const float DEFAULT_SHININESS = 10;
)SHADER";
// V1 shaders, only support emissive
// vec4 getProceduralColor()
const QString SHADER_TEMPLATE_V1 = SHADER_COMMON + R"SCRIBE(
#line 1001
%1
#line 317
void main(void) {
vec4 emissive = getProceduralColor();
float alpha = glowIntensity * emissive.a;
if (alpha != glowIntensity) {
discard;
}
vec4 diffuse = vec4(_color.rgb, alpha);
vec4 normal = vec4(normalize(bestFitNormal(_normal)), 0.5);
_fragColor0 = diffuse;
_fragColor1 = normal;
_fragColor2 = vec4(emissive.rgb, DEFAULT_SHININESS / 128.0);
}
)SCRIBE";
// void getProceduralDiffuseAndEmissive(out vec4 diffuse, out vec4 emissive)
const QString SHADER_TEMPLATE_V2 = SHADER_COMMON + R"SCRIBE(
// FIXME should we be doing the swizzle here?
vec3 iResolution = iWorldScale.xzy;
// FIXME Mouse X,Y coordinates, and Z,W are for the click position if clicked (not supported in High Fidelity at the moment)
vec4 iMouse = vec4(0);
// FIXME We set the seconds (iDate.w) of iDate to iGlobalTime, which contains the current date in seconds
vec4 iDate = vec4(0, 0, 0, iGlobalTime);
#line 1001
%1
#line 351
void main(void) {
vec3 diffuse = _color.rgb;
vec3 specular = DEFAULT_SPECULAR;
float shininess = DEFAULT_SHININESS;
float emissiveAmount = getProceduralColors(diffuse, specular, shininess);
_fragColor0 = vec4(diffuse.rgb, 1.0);
_fragColor1 = vec4(bestFitNormal(normalize(_normal.xyz)), 1.0 - (emissiveAmount / 2.0));
_fragColor2 = vec4(specular, shininess / 128.0);
}
)SCRIBE";

View file

@ -17,6 +17,7 @@
#include <DependencyManager.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
#include "RenderableDebugableEntityItem.h"
@ -25,21 +26,38 @@ EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entity
return std::make_shared<RenderableSphereEntityItem>(entityID, properties);
}
void RenderableSphereEntityItem::setUserData(const QString& value) {
if (value != getUserData()) {
SphereEntityItem::setUserData(value);
_procedural.reset();
}
}
void RenderableSphereEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableSphereEntityItem::render");
Q_ASSERT(getType() == EntityTypes::Sphere);
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter()); // use a transform with scale, rotation, registration point and translation
// TODO: it would be cool to select different slices/stacks geometry based on the size of the sphere
// and the distance to the viewer. This would allow us to reduce the triangle count for smaller spheres
// that aren't close enough to see the tessellation and use larger triangle count for spheres that would
// expose that effect
const int SLICES = 15, STACKS = 15;
static const int SLICES = 15, STACKS = 15;
Q_ASSERT(args->_batch);
gpu::Batch& batch = *args->_batch;
batch.setModelTransform(getTransformToCenter()); // use a transform with scale, rotation, registration point and translation
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);
if (!_procedural) {
_procedural.reset(new ProceduralInfo(this));
}
glm::vec4 sphereColor(toGlm(getXColor()), getLocalRenderAlpha());
if (_procedural->ready()) {
_procedural->prepare(batch);
DependencyManager::get<GeometryCache>()->renderSphere(batch, 0.5f, SLICES, STACKS, _procedural->getColor(sphereColor));
} else {
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);
}
RenderableDebugableEntityItem::render(this, args);
};

View file

@ -13,10 +13,10 @@
#define hifi_RenderableSphereEntityItem_h
#include <SphereEntityItem.h>
#include "RenderableEntityItem.h"
#include "RenderableProceduralItem.h"
class RenderableSphereEntityItem : public SphereEntityItem {
class RenderableSphereEntityItem : public SphereEntityItem, RenderableProceduralItem {
public:
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
@ -25,6 +25,7 @@ public:
{ }
virtual void render(RenderArgs* args);
virtual void setUserData(const QString& value);
SIMPLE_RENDERABLE();
};

View file

@ -334,7 +334,7 @@ public:
void setLocked(bool value) { _locked = value; }
const QString& getUserData() const { return _userData; }
void setUserData(const QString& value) { _userData = value; }
virtual void setUserData(const QString& value) { _userData = value; }
const SimulationOwner& getSimulationOwner() const { return _simulationOwner; }
void setSimulationOwner(const QUuid& id, quint8 priority);

View file

@ -144,6 +144,7 @@ public:
void _glUniform1f(int location, float v0);
void _glUniform2f(int location, float v0, float v1);
void _glUniform3f(int location, float v0, float v1, float v2);
void _glUniform4f(int location, float v0, float v1, float v2, float v3);
void _glUniform3fv(int location, int count, const float* value);
void _glUniform4fv(int location, int count, const float* value);
void _glUniform4iv(int location, int count, const int* value);
@ -192,6 +193,7 @@ public:
COMMAND_glUniform1f,
COMMAND_glUniform2f,
COMMAND_glUniform3f,
COMMAND_glUniform4f,
COMMAND_glUniform3fv,
COMMAND_glUniform4fv,
COMMAND_glUniform4iv,

View file

@ -56,6 +56,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_glUniform1f),
(&::gpu::GLBackend::do_glUniform2f),
(&::gpu::GLBackend::do_glUniform3f),
(&::gpu::GLBackend::do_glUniform4f),
(&::gpu::GLBackend::do_glUniform3fv),
(&::gpu::GLBackend::do_glUniform4fv),
(&::gpu::GLBackend::do_glUniform4iv),
@ -458,6 +459,36 @@ void GLBackend::do_glUniform3f(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR();
}
void Batch::_glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
ADD_COMMAND_GL(glUniform4f);
_params.push_back(v3);
_params.push_back(v2);
_params.push_back(v1);
_params.push_back(v0);
_params.push_back(location);
DO_IT_NOW(_glUniform4f, 1);
}
void GLBackend::do_glUniform4f(Batch& batch, uint32 paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
return;
}
updatePipeline();
glUniform4f(
batch._params[paramOffset + 4]._int,
batch._params[paramOffset + 3]._float,
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 0]._float);
(void)CHECK_GL_ERROR();
}
void Batch::_glUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
ADD_COMMAND_GL(glUniform3fv);

View file

@ -457,6 +457,7 @@ protected:
void do_glUniform1f(Batch& batch, uint32 paramOffset);
void do_glUniform2f(Batch& batch, uint32 paramOffset);
void do_glUniform3f(Batch& batch, uint32 paramOffset);
void do_glUniform4f(Batch& batch, uint32 paramOffset);
void do_glUniform3fv(Batch& batch, uint32 paramOffset);
void do_glUniform4fv(Batch& batch, uint32 paramOffset);
void do_glUniform4iv(Batch& batch, uint32 paramOffset);

View file

@ -595,6 +595,10 @@ void SixenseManager::assignDefaultInputMapping(UserInputMapper& mapper) {
mapper.addInputChannel(UserInputMapper::LEFT_HAND_CLICK, makeInput(BACK_TRIGGER, 0));
mapper.addInputChannel(UserInputMapper::RIGHT_HAND_CLICK, makeInput(BACK_TRIGGER, 1));
// TODO find a mechanism to allow users to navigate the context menu via
mapper.addInputChannel(UserInputMapper::CONTEXT_MENU, makeInput(BUTTON_0, 0));
mapper.addInputChannel(UserInputMapper::TOGGLE_MUTE, makeInput(BUTTON_0, 1));
}
UserInputMapper::Input SixenseManager::makeInput(unsigned int button, int index) {

View file

@ -162,6 +162,9 @@ public:
ACTION1,
ACTION2,
CONTEXT_MENU,
TOGGLE_MUTE,
NUM_ACTIONS,
};

View file

@ -27,6 +27,11 @@ include_directories(SYSTEM "${OPENSSL_INCLUDE_DIR}")
# append OpenSSL to our list of libraries to link
target_link_libraries(${TARGET_NAME} ${OPENSSL_LIBRARIES} ${TBB_LIBRARIES})
# libcrypto uses dlopen in libdl
if (UNIX)
target_link_libraries(${TARGET_NAME} ${CMAKE_DL_LIBS})
endif (UNIX)
# append tbb includes to our list of includes to bubble
target_include_directories(${TARGET_NAME} SYSTEM PUBLIC ${TBB_INCLUDE_DIRS})
include_application_version()

View file

@ -66,10 +66,15 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
if (_linearTimeScale < MAX_TIMESCALE) {
btVector3 offset = rigidBody->getCenterOfMassPosition() - glmToBullet(_positionalTarget);
float offsetLength = offset.length();
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
btVector3 targetVelocity(0.0f, 0.0f, 0.0f);
if (offsetLength > 0) {
float speed = (offsetLength > FLT_EPSILON) ? glm::min(offsetLength / _linearTimeScale, SPRING_MAX_SPEED) : 0.0f;
targetVelocity = (-speed / offsetLength) * offset;
}
// this action is aggresively critically damped and defeats the current velocity
rigidBody->setLinearVelocity((- speed / offsetLength) * offset);
rigidBody->setLinearVelocity(targetVelocity);
}
if (_angularTimeScale < MAX_TIMESCALE) {

View file

@ -0,0 +1,32 @@
//
// Created by Bradley Austin Davis on 2015/05/26
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ShaderCache.h"
NetworkShader::NetworkShader(const QUrl& url, bool delayLoad)
: Resource(url, delayLoad) {};
void NetworkShader::downloadFinished(QNetworkReply* reply) {
if (reply) {
_source = reply->readAll();
reply->deleteLater();
}
}
ShaderCache& ShaderCache::instance() {
static ShaderCache _instance;
return _instance;
}
NetworkShaderPointer ShaderCache::getShader(const QUrl& url) {
return ResourceCache::getResource(url, QUrl(), false, nullptr).staticCast<NetworkShader>();
}
QSharedPointer<Resource> ShaderCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
return QSharedPointer<Resource>(new NetworkShader(url, delayLoad), &Resource::allReferencesCleared);
}

View file

@ -0,0 +1,34 @@
//
// Created by Bradley Austin Davis on 2015/05/26
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_ShaderCache_h
#define hifi_ShaderCache_h
#include <ResourceCache.h>
class NetworkShader : public Resource {
public:
NetworkShader(const QUrl& url, bool delayLoad);
virtual void downloadFinished(QNetworkReply* reply) override;
QByteArray _source;
};
using NetworkShaderPointer = QSharedPointer<NetworkShader>;
class ShaderCache : public ResourceCache {
public:
static ShaderCache& instance();
NetworkShaderPointer getShader(const QUrl& url);
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url, const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) override;
};
#endif