From 9ac4e2f6877f9bd56112b40d1fc39064427c43a8 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Tue, 21 Jul 2015 18:22:27 -0700 Subject: [PATCH 1/9] Render spheres over avatar eyes if they're looking at me --- interface/src/avatar/Avatar.cpp | 31 +++++++++++++++---------------- 1 file changed, 15 insertions(+), 16 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 3a55e73fa6..f9a1185e24 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -448,36 +448,35 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo } } - // Stack indicator spheres - float indicatorOffset = 0.0f; - if (!_displayName.isEmpty() && _displayNameAlpha != 0.0f) { - const float DISPLAY_NAME_INDICATOR_OFFSET = 0.22f; - indicatorOffset = DISPLAY_NAME_INDICATOR_OFFSET; - } - const float INDICATOR_RADIUS = 0.03f; - const float INDICATOR_INDICATOR_OFFSET = 3.0f * INDICATOR_RADIUS; - // If this is the avatar being looked at, render a little ball above their head if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) { + const float INDICATOR_OFFSET = 0.22f; + const float INDICATOR_RADIUS = 0.03f; const glm::vec4 LOOK_AT_INDICATOR_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f }; - glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z); + glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + INDICATOR_OFFSET, _position.z); Transform transform; transform.setTranslation(position); batch.setModelTransform(transform); DependencyManager::get()->renderSolidSphere(batch, INDICATOR_RADIUS, 15, 15, LOOK_AT_INDICATOR_COLOR); - indicatorOffset += INDICATOR_INDICATOR_OFFSET; } - // If the avatar is looking at me, render an indication that they area + // If the avatar is looking at me, indicate that they are if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) { - const glm::vec4 LOOKING_AT_ME_COLOR = { 0.8f, 0.65f, 0.0f, 0.1f }; - glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z); + const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f }; + float alpha = 1.0f; + float radius = 0.035f; Transform transform; + glm::vec3 position = getHead()->getLeftEyePosition(); transform.setTranslation(position); batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, INDICATOR_RADIUS, - 15, 15, LOOKING_AT_ME_COLOR); + DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + position = getHead()->getRightEyePosition(); + transform.setTranslation(position); + batch.setModelTransform(transform); + DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); } // quick check before falling into the code below: From bed266dfe993469cb6252fccf90a6e48e00767a8 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Tue, 21 Jul 2015 18:23:50 -0700 Subject: [PATCH 2/9] Fade looking-at-me eye spheres over half a second --- interface/src/avatar/Avatar.cpp | 31 ++++++++++++++++++------------- interface/src/avatar/Head.cpp | 4 ++++ interface/src/avatar/Head.h | 2 ++ 3 files changed, 24 insertions(+), 13 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index f9a1185e24..884540bf7c 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -464,19 +464,24 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo // If the avatar is looking at me, indicate that they are if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) { const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f }; - float alpha = 1.0f; - float radius = 0.035f; - Transform transform; - glm::vec3 position = getHead()->getLeftEyePosition(); - transform.setTranslation(position); - batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); - position = getHead()->getRightEyePosition(); - transform.setTranslation(position); - batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + const float LOOKING_AT_ME_DURATION = 0.5f; // seconds + quint64 now = usecTimestampNow(); + float alpha = 1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) + / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND); + if (alpha > 0.0f) { + float radius = 0.035f; + Transform transform; + glm::vec3 position = getHead()->getLeftEyePosition(); + transform.setTranslation(position); + batch.setModelTransform(transform); + DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + position = getHead()->getRightEyePosition(); + transform.setTranslation(position); + batch.setModelTransform(transform); + DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + } } // quick check before falling into the code below: diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 43e68557ce..94a163e508 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -55,6 +55,7 @@ Head::Head(Avatar* owningAvatar) : _deltaLeanForward(0.0f), _isCameraMoving(false), _isLookingAtMe(false), + _isLookingAtMeStarted(0), _faceModel(this), _leftEyeLookAtID(DependencyManager::get()->allocateID()), _rightEyeLookAtID(DependencyManager::get()->allocateID()) @@ -323,6 +324,9 @@ glm::vec3 Head::getCorrectedLookAtPosition() { } void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) { + if (!_isLookingAtMe) { + _isLookingAtMeStarted = usecTimestampNow(); + } _isLookingAtMe = true; _correctedLookAtPosition = correctedLookAtPosition; } diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index d7a8462693..58f6f14b0a 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -53,6 +53,7 @@ public: glm::vec3 getCorrectedLookAtPosition(); void clearCorrectedLookAtPosition() { _isLookingAtMe = false; } bool getIsLookingAtMe() { return _isLookingAtMe; } + quint64 getIsLookingAtMeStarted() { return _isLookingAtMeStarted; } float getScale() const { return _scale; } glm::vec3 getPosition() const { return _position; } @@ -139,6 +140,7 @@ private: bool _isCameraMoving; bool _isLookingAtMe; + quint64 _isLookingAtMeStarted; FaceModel _faceModel; glm::vec3 _correctedLookAtPosition; From 55683e0cd589d353b7367a0aaaace23203d42229 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Tue, 21 Jul 2015 18:24:47 -0700 Subject: [PATCH 3/9] Size looking-at-me eye spheres per avatar model dimensions --- interface/src/avatar/Avatar.cpp | 14 +++++++++----- libraries/fbx/src/FBXReader.cpp | 9 ++++++++- libraries/fbx/src/FBXReader.h | 5 ++++- 3 files changed, 21 insertions(+), 7 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 884540bf7c..ba0e0126ba 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -469,18 +469,22 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo float alpha = 1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND); if (alpha > 0.0f) { - float radius = 0.035f; + const float RADIUS_INCREMENT = 0.005f; Transform transform; + glm::vec3 position = getHead()->getLeftEyePosition(); transform.setTranslation(position); batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + DependencyManager::get()->renderSolidSphere(batch, + getHead()->getFaceModel().getGeometry()->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT, + 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + position = getHead()->getRightEyePosition(); transform.setTranslation(position); batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, radius, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + DependencyManager::get()->renderSolidSphere(batch, + getHead()->getFaceModel().getGeometry()->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT, + 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); } } diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 4d7bff4df0..466b3de3ee 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -2616,10 +2616,17 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, buildModelMesh(extracted); # endif + if (extracted.mesh.isEye) { + if (maxJointIndex == geometry.leftEyeJointIndex) { + geometry.leftEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale; + } else { + geometry.rightEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale; + } + } + geometry.meshes.append(extracted.mesh); int meshIndex = geometry.meshes.size() - 1; meshIDsToMeshIndices.insert(it.key(), meshIndex); - } // now that all joints have been scanned, compute a collision shape for each joint diff --git a/libraries/fbx/src/FBXReader.h b/libraries/fbx/src/FBXReader.h index 200cd4a121..3b3d90eb05 100644 --- a/libraries/fbx/src/FBXReader.h +++ b/libraries/fbx/src/FBXReader.h @@ -232,7 +232,10 @@ public: int rightHandJointIndex = -1; int leftToeJointIndex = -1; int rightToeJointIndex = -1; - + + float leftEyeSize = 0.0f; // Maximum mesh extents dimension + float rightEyeSize = 0.0f; + QVector humanIKJointIndices; glm::vec3 palmDirection; From 87dbbdb2e8a4c740f9c37b76cdd6fcba2c4983c5 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Tue, 21 Jul 2015 18:25:35 -0700 Subject: [PATCH 4/9] Set an initial alpha in anticipation of sphere alpha working --- interface/src/avatar/Avatar.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index ba0e0126ba..6aa70196bd 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -464,10 +464,12 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo // If the avatar is looking at me, indicate that they are if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) { const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f }; + const float LOOKING_AT_ME_ALPHA_START = 0.8f; const float LOOKING_AT_ME_DURATION = 0.5f; // seconds quint64 now = usecTimestampNow(); - float alpha = 1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) - / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND); + float alpha = LOOKING_AT_ME_ALPHA_START + * (1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) + / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND)); if (alpha > 0.0f) { const float RADIUS_INCREMENT = 0.005f; Transform transform; From e44cba500dc90ec00af72269be3a6df90dc06502 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Wed, 22 Jul 2015 09:52:49 -0700 Subject: [PATCH 5/9] Guard against head model not being available yet --- interface/src/avatar/Avatar.cpp | 32 ++++++++++++++++++-------------- 1 file changed, 18 insertions(+), 14 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 6aa70196bd..e30c2ac24d 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -471,22 +471,26 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo * (1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND)); if (alpha > 0.0f) { - const float RADIUS_INCREMENT = 0.005f; - Transform transform; + QSharedPointer geometry = getHead()->getFaceModel().getGeometry(); + if (geometry) { + const float RADIUS_INCREMENT = 0.005f; + Transform transform; - glm::vec3 position = getHead()->getLeftEyePosition(); - transform.setTranslation(position); - batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, - getHead()->getFaceModel().getGeometry()->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT, - 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + glm::vec3 position = getHead()->getLeftEyePosition(); + transform.setTranslation(position); + batch.setModelTransform(transform); + DependencyManager::get()->renderSolidSphere(batch, + geometry->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); - position = getHead()->getRightEyePosition(); - transform.setTranslation(position); - batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, - getHead()->getFaceModel().getGeometry()->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT, - 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + position = getHead()->getRightEyePosition(); + transform.setTranslation(position); + batch.setModelTransform(transform); + DependencyManager::get()->renderSolidSphere(batch, + geometry->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, + glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + + } } } From 9d33cfa9650eabbe07e54bcf027a8145ac083f7b Mon Sep 17 00:00:00 2001 From: David Rowe Date: Wed, 22 Jul 2015 09:53:37 -0700 Subject: [PATCH 6/9] Allow for look-at positions being not quite up to date as avatars move So that looking-at-me indicators don't flicker on when they shouldn't. --- interface/src/avatar/Avatar.cpp | 4 ++-- interface/src/avatar/Head.cpp | 17 +++++++++++++---- interface/src/avatar/Head.h | 9 +++++---- 3 files changed, 20 insertions(+), 10 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index e30c2ac24d..1fee720ad4 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -462,13 +462,13 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo } // If the avatar is looking at me, indicate that they are - if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) { + if (getHead()->isLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) { const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f }; const float LOOKING_AT_ME_ALPHA_START = 0.8f; const float LOOKING_AT_ME_DURATION = 0.5f; // seconds quint64 now = usecTimestampNow(); float alpha = LOOKING_AT_ME_ALPHA_START - * (1.0f - ((float)(usecTimestampNow() - getHead()->getIsLookingAtMeStarted())) + * (1.0f - ((float)(usecTimestampNow() - getHead()->getLookingAtMeStarted())) / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND)); if (alpha > 0.0f) { QSharedPointer geometry = getHead()->getFaceModel().getGeometry(); diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 94a163e508..d4ef793ab3 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -55,7 +55,8 @@ Head::Head(Avatar* owningAvatar) : _deltaLeanForward(0.0f), _isCameraMoving(false), _isLookingAtMe(false), - _isLookingAtMeStarted(0), + _lookingAtMeStarted(0), + _wasLastLookingAtMe(0), _faceModel(this), _leftEyeLookAtID(DependencyManager::get()->allocateID()), _rightEyeLookAtID(DependencyManager::get()->allocateID()) @@ -316,7 +317,7 @@ glm::quat Head::getFinalOrientationInLocalFrame() const { } glm::vec3 Head::getCorrectedLookAtPosition() { - if (_isLookingAtMe) { + if (isLookingAtMe()) { return _correctedLookAtPosition; } else { return getLookAtPosition(); @@ -324,13 +325,21 @@ glm::vec3 Head::getCorrectedLookAtPosition() { } void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) { - if (!_isLookingAtMe) { - _isLookingAtMeStarted = usecTimestampNow(); + if (!isLookingAtMe()) { + _lookingAtMeStarted = usecTimestampNow(); } _isLookingAtMe = true; + _wasLastLookingAtMe = usecTimestampNow(); _correctedLookAtPosition = correctedLookAtPosition; } +bool Head::isLookingAtMe() { + // Allow for outages such as may be encountered during avatar movement + quint64 now = usecTimestampNow(); + const quint64 LOOKING_AT_ME_GAP_ALLOWED = 1000000; // microseconds + return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED; +} + glm::quat Head::getCameraOrientation() const { // NOTE: Head::getCameraOrientation() is not used for orienting the camera "view" while in Oculus mode, so // you may wonder why this code is here. This method will be called while in Oculus mode to determine how diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 58f6f14b0a..a8161d1c7b 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -52,9 +52,9 @@ public: void setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition); glm::vec3 getCorrectedLookAtPosition(); void clearCorrectedLookAtPosition() { _isLookingAtMe = false; } - bool getIsLookingAtMe() { return _isLookingAtMe; } - quint64 getIsLookingAtMeStarted() { return _isLookingAtMeStarted; } - + bool isLookingAtMe(); + quint64 getLookingAtMeStarted() { return _lookingAtMeStarted; } + float getScale() const { return _scale; } glm::vec3 getPosition() const { return _position; } const glm::vec3& getEyePosition() const { return _eyePosition; } @@ -140,7 +140,8 @@ private: bool _isCameraMoving; bool _isLookingAtMe; - quint64 _isLookingAtMeStarted; + quint64 _lookingAtMeStarted; + quint64 _wasLastLookingAtMe; FaceModel _faceModel; glm::vec3 _correctedLookAtPosition; From 7c4f6b665bcd614cc6739fd1e28531621385cec4 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Thu, 23 Jul 2015 11:04:58 -0700 Subject: [PATCH 7/9] Use a default eye diameter for models without eyes, e.g., the masks --- interface/src/avatar/Avatar.cpp | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index bf41449f13..9f457e558d 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -468,22 +468,29 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) { if (alpha > 0.0f) { QSharedPointer geometry = getHead()->getFaceModel().getGeometry(); if (geometry) { + const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye const float RADIUS_INCREMENT = 0.005f; Transform transform; glm::vec3 position = getHead()->getLeftEyePosition(); transform.setTranslation(position); batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, - geometry->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + float eyeDiameter = geometry->getFBXGeometry().leftEyeSize; + if (eyeDiameter == 0.0f) { + eyeDiameter = DEFAULT_EYE_DIAMETER; + } + DependencyManager::get()->renderSolidSphere(batch, + eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); position = getHead()->getRightEyePosition(); transform.setTranslation(position); batch.setModelTransform(transform); - DependencyManager::get()->renderSolidSphere(batch, - geometry->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, - glm::vec4(LOOKING_AT_ME_COLOR, alpha)); + eyeDiameter = geometry->getFBXGeometry().rightEyeSize; + if (eyeDiameter == 0.0f) { + eyeDiameter = DEFAULT_EYE_DIAMETER; + } + DependencyManager::get()->renderSolidSphere(batch, + eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha)); } } From 3893add1487143b6d79f1012f612a250242f29a1 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Fri, 24 Jul 2015 10:43:24 -0700 Subject: [PATCH 8/9] Fix setting WebWindow's width and height Width and height parameters now set the WebWindow's width and height instead of its minimum size, when not part of a tool window. --- interface/src/scripting/WebWindowClass.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/scripting/WebWindowClass.cpp b/interface/src/scripting/WebWindowClass.cpp index 3bd7e390ec..f187de95d2 100644 --- a/interface/src/scripting/WebWindowClass.cpp +++ b/interface/src/scripting/WebWindowClass.cpp @@ -57,7 +57,7 @@ WebWindowClass::WebWindowClass(const QString& title, const QString& url, int wid } else { auto dialogWidget = new QDialog(Application::getInstance()->getWindow(), Qt::Window); dialogWidget->setWindowTitle(title); - dialogWidget->setMinimumSize(width, height); + dialogWidget->resize(width, height); connect(dialogWidget, &QDialog::finished, this, &WebWindowClass::hasClosed); auto layout = new QVBoxLayout(dialogWidget); From 776d4747b2fc17fce67a8a8ef34c6e77f0adfb63 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Fri, 24 Jul 2015 14:47:44 -0700 Subject: [PATCH 9/9] Cleaning up the FBO cache and the output stage in general --- libraries/gpu/src/gpu/Batch.cpp | 59 ++++++++------- libraries/gpu/src/gpu/Batch.h | 25 +++---- libraries/gpu/src/gpu/GLBackend.cpp | 67 +---------------- libraries/gpu/src/gpu/GLBackend.h | 3 +- libraries/gpu/src/gpu/GLBackendOutput.cpp | 91 +++++++++++++++++++++-- 5 files changed, 127 insertions(+), 118 deletions(-) diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index 567ce66cd8..4ac33d8f14 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -106,36 +106,6 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui _params.push_back(nbInstances); } -void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) { - ADD_COMMAND(clearFramebuffer); - - _params.push_back(enableScissor); - _params.push_back(stencil); - _params.push_back(depth); - _params.push_back(color.w); - _params.push_back(color.z); - _params.push_back(color.y); - _params.push_back(color.x); - _params.push_back(targets); -} - -void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) { - clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor); -} - -void Batch::clearDepthFramebuffer(float depth, bool enableScissor) { - clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor); -} - -void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) { - clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor); -} - -void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) { - clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor); -} - - void Batch::setInputFormat(const Stream::FormatPointer& format) { ADD_COMMAND(setInputFormat); @@ -255,6 +225,35 @@ void Batch::setFramebuffer(const FramebufferPointer& framebuffer) { } +void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) { + ADD_COMMAND(clearFramebuffer); + + _params.push_back(enableScissor); + _params.push_back(stencil); + _params.push_back(depth); + _params.push_back(color.w); + _params.push_back(color.z); + _params.push_back(color.y); + _params.push_back(color.x); + _params.push_back(targets); +} + +void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) { + clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor); +} + +void Batch::clearDepthFramebuffer(float depth, bool enableScissor) { + clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor); +} + +void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) { + clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor); +} + +void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) { + clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor); +} + void Batch::blit(const FramebufferPointer& src, const Vec4i& srcViewport, const FramebufferPointer& dst, const Vec4i& dstViewport) { ADD_COMMAND(blit); diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index acc1f6fdac..58fe03c9cf 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -54,15 +54,6 @@ public: void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0); void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0); - // Clear framebuffer layers - // Targets can be any of the render buffers contained in the Framebuffer - // Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle - void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false); - void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets - void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target - void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target - void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target - // Input Stage // InputFormat // InputBuffers @@ -105,8 +96,17 @@ public: // Framebuffer Stage void setFramebuffer(const FramebufferPointer& framebuffer); - void blit(const FramebufferPointer& src, const Vec4i& srcViewport, - const FramebufferPointer& dst, const Vec4i& dstViewport); + + // Clear framebuffer layers + // Targets can be any of the render buffers contained in the currnetly bound Framebuffer + // Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle + void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false); + void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets + void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target + void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target + void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target + + void blit(const FramebufferPointer& src, const Vec4i& srcViewport, const FramebufferPointer& dst, const Vec4i& dstViewport); // Query Section void beginQuery(const QueryPointer& query); @@ -162,8 +162,6 @@ public: COMMAND_drawInstanced, COMMAND_drawIndexedInstanced, - COMMAND_clearFramebuffer, - COMMAND_setInputFormat, COMMAND_setInputBuffer, COMMAND_setIndexBuffer, @@ -181,6 +179,7 @@ public: COMMAND_setResourceTexture, COMMAND_setFramebuffer, + COMMAND_clearFramebuffer, COMMAND_blit, COMMAND_beginQuery, diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index ae50b96bc5..6b1d552be9 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -21,7 +21,6 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_drawIndexed), (&::gpu::GLBackend::do_drawInstanced), (&::gpu::GLBackend::do_drawIndexedInstanced), - (&::gpu::GLBackend::do_clearFramebuffer), (&::gpu::GLBackend::do_setInputFormat), (&::gpu::GLBackend::do_setInputBuffer), @@ -40,6 +39,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_setResourceTexture), (&::gpu::GLBackend::do_setFramebuffer), + (&::gpu::GLBackend::do_clearFramebuffer), (&::gpu::GLBackend::do_blit), (&::gpu::GLBackend::do_beginQuery), @@ -246,71 +246,6 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); } -void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { - - uint32 masks = batch._params[paramOffset + 7]._uint; - Vec4 color; - color.x = batch._params[paramOffset + 6]._float; - color.y = batch._params[paramOffset + 5]._float; - color.z = batch._params[paramOffset + 4]._float; - color.w = batch._params[paramOffset + 3]._float; - float depth = batch._params[paramOffset + 2]._float; - int stencil = batch._params[paramOffset + 1]._int; - int useScissor = batch._params[paramOffset + 0]._int; - - GLuint glmask = 0; - if (masks & Framebuffer::BUFFER_STENCIL) { - glClearStencil(stencil); - glmask |= GL_STENCIL_BUFFER_BIT; - } - - if (masks & Framebuffer::BUFFER_DEPTH) { - glClearDepth(depth); - glmask |= GL_DEPTH_BUFFER_BIT; - } - - std::vector drawBuffers; - if (masks & Framebuffer::BUFFER_COLORS) { - for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) { - if (masks & (1 << i)) { - drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i); - } - } - - if (!drawBuffers.empty()) { - glDrawBuffers(drawBuffers.size(), drawBuffers.data()); - glClearColor(color.x, color.y, color.z, color.w); - glmask |= GL_COLOR_BUFFER_BIT; - } - - // Force the color mask cache to WRITE_ALL if not the case - do_setStateColorWriteMask(State::ColorMask::WRITE_ALL); - } - - // Apply scissor if needed and if not already on - bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable)); - if (doEnableScissor) { - glEnable(GL_SCISSOR_TEST); - } - - glClear(glmask); - - // Restore scissor if needed - if (doEnableScissor) { - glDisable(GL_SCISSOR_TEST); - } - - // Restore the color draw buffers only if a frmaebuffer is bound - if (_output._framebuffer && !drawBuffers.empty()) { - auto glFramebuffer = syncGPUObject(*_output._framebuffer); - if (glFramebuffer) { - glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data()); - } - } - - (void) CHECK_GL_ERROR(); -} - // TODO: As long as we have gl calls explicitely issued from interface // code, we need to be able to record and batch these calls. THe long // term strategy is to get rid of any GL calls in favor of the HIFI GPU API diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 894e2c4548..9d8c9ef805 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -241,8 +241,6 @@ protected: void do_drawInstanced(Batch& batch, uint32 paramOffset); void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset); - void do_clearFramebuffer(Batch& batch, uint32 paramOffset); - // Input Stage void do_setInputFormat(Batch& batch, uint32 paramOffset); void do_setInputBuffer(Batch& batch, uint32 paramOffset); @@ -385,6 +383,7 @@ protected: // Output stage void do_setFramebuffer(Batch& batch, uint32 paramOffset); + void do_clearFramebuffer(Batch& batch, uint32 paramOffset); void do_blit(Batch& batch, uint32 paramOffset); // Synchronize the state cache of this Backend with the actual real state of the GL Context diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index 1b22649ad6..b37def48e7 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -180,7 +180,6 @@ void GLBackend::syncOutputStateCache() { void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) { auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint); - if (_output._framebuffer != framebuffer) { auto newFBO = getFramebufferID(framebuffer); if (_output._drawFBO != newFBO) { @@ -191,6 +190,72 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) { } } +void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { + + uint32 masks = batch._params[paramOffset + 7]._uint; + Vec4 color; + color.x = batch._params[paramOffset + 6]._float; + color.y = batch._params[paramOffset + 5]._float; + color.z = batch._params[paramOffset + 4]._float; + color.w = batch._params[paramOffset + 3]._float; + float depth = batch._params[paramOffset + 2]._float; + int stencil = batch._params[paramOffset + 1]._int; + int useScissor = batch._params[paramOffset + 0]._int; + + GLuint glmask = 0; + if (masks & Framebuffer::BUFFER_STENCIL) { + glClearStencil(stencil); + glmask |= GL_STENCIL_BUFFER_BIT; + } + + if (masks & Framebuffer::BUFFER_DEPTH) { + glClearDepth(depth); + glmask |= GL_DEPTH_BUFFER_BIT; + } + + std::vector drawBuffers; + if (masks & Framebuffer::BUFFER_COLORS) { + for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) { + if (masks & (1 << i)) { + drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i); + } + } + + if (!drawBuffers.empty()) { + glDrawBuffers(drawBuffers.size(), drawBuffers.data()); + glClearColor(color.x, color.y, color.z, color.w); + glmask |= GL_COLOR_BUFFER_BIT; + } + + // Force the color mask cache to WRITE_ALL if not the case + do_setStateColorWriteMask(State::ColorMask::WRITE_ALL); + } + + // Apply scissor if needed and if not already on + bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable)); + if (doEnableScissor) { + glEnable(GL_SCISSOR_TEST); + } + + // Clear! + glClear(glmask); + + // Restore scissor if needed + if (doEnableScissor) { + glDisable(GL_SCISSOR_TEST); + } + + // Restore the color draw buffers only if a frmaebuffer is bound + if (_output._framebuffer && !drawBuffers.empty()) { + auto glFramebuffer = syncGPUObject(*_output._framebuffer); + if (glFramebuffer) { + glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data()); + } + } + + (void) CHECK_GL_ERROR(); +} + void GLBackend::do_blit(Batch& batch, uint32 paramOffset) { auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint); Vec4i srcvp; @@ -203,19 +268,31 @@ void GLBackend::do_blit(Batch& batch, uint32 paramOffset) { for (size_t i = 0; i < 4; ++i) { dstvp[i] = batch._params[paramOffset + 6 + i]._int; } - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(dstframebuffer)); + + // Assign dest framebuffer if not bound already + auto newDrawFBO = getFramebufferID(dstframebuffer); + if (_output._drawFBO != newDrawFBO) { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newDrawFBO); + } + + // always bind the read fbo glBindFramebuffer(GL_READ_FRAMEBUFFER, getFramebufferID(srcframebuffer)); + + // Blit! glBlitFramebuffer(srcvp.x, srcvp.y, srcvp.z, srcvp.w, dstvp.x, dstvp.y, dstvp.z, dstvp.w, GL_COLOR_BUFFER_BIT, GL_LINEAR); - - (void) CHECK_GL_ERROR(); - if (_output._framebuffer) { - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(_output._framebuffer)); + // Always clean the read fbo to 0 + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + + // Restore draw fbo if changed + if (_output._drawFBO != newDrawFBO) { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _output._drawFBO); } -} + (void) CHECK_GL_ERROR(); +} void GLBackend::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) { auto readFBO = gpu::GLBackend::getFramebufferID(srcFramebuffer);