Merge branch 'master' of ssh://github.com/highfidelity/hifi into fix-particle-avatar-collisions

This commit is contained in:
Andrew Meadows 2014-01-29 09:25:00 -08:00
commit 43f965c90a
11 changed files with 262 additions and 191 deletions

View file

@ -25,5 +25,5 @@ void main(void) {
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}

View file

@ -37,5 +37,5 @@ void main(void) {
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}

View file

@ -508,3 +508,17 @@ void NetworkGeometry::maybeReadModelWithMapping() {
_meshes.append(networkMesh);
}
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}
int NetworkMesh::getTranslucentPartCount() const {
int count = 0;
foreach (const NetworkMeshPart& part, parts) {
if (part.isTranslucent()) {
count++;
}
}
return count;
}

View file

@ -93,6 +93,8 @@ public:
QSharedPointer<NetworkTexture> diffuseTexture;
QSharedPointer<NetworkTexture> normalTexture;
bool isTranslucent() const;
};
/// The state associated with a single mesh.
@ -103,6 +105,8 @@ public:
GLuint vertexBufferID;
QVector<NetworkMeshPart> parts;
int getTranslucentPartCount() const;
};
#endif /* defined(__interface__GeometryCache__) */

View file

@ -240,7 +240,6 @@ bool Model::render(float alpha) {
// set up blended buffer ids on first render after load/simulate
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
if (_blendedVertexBufferIDs.isEmpty()) {
foreach (const FBXMesh& mesh, geometry.meshes) {
GLuint id = 0;
@ -264,191 +263,28 @@ bool Model::render(float alpha) {
glDisable(GL_COLOR_MATERIAL);
// render opaque meshes with alpha testing
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
for (int i = 0; i < networkMeshes.size(); i++) {
const NetworkMesh& networkMesh = networkMeshes.at(i);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
if (!mesh.tangents.isEmpty()) {
program = &_normalMapProgram;
skinProgram = &_skinNormalMapProgram;
skinLocations = &_skinNormalMapLocations;
}
const MeshState& state = _meshStates.at(i);
ProgramObject* activeProgram = program;
int tangentLocation = _normalMapTangentLocation;
if (state.worldSpaceVertices.isEmpty()) {
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);
if (state.clusterMatrices.size() > 1) {
skinProgram->bind();
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData());
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
mesh.texCoords.size() * sizeof(glm::vec2) +
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
offset + vertexCount * sizeof(glm::vec4), 4);
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
activeProgram = skinProgram;
tangentLocation = skinLocations->tangent;
} else {
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
program->bind();
}
} else {
program->bind();
}
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
if (!mesh.tangents.isEmpty()) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
activeProgram->enableAttributeArray(tangentLocation);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
mesh.tangents.size() * sizeof(glm::vec3)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
} else {
if (!mesh.tangents.isEmpty()) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3);
activeProgram->enableAttributeArray(tangentLocation);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
if (!state.worldSpaceVertices.isEmpty()) {
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
} else {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
_blendedNormals.resize(_blendedVertices.size());
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
float coefficient = _blendshapeCoefficients[j];
if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
_blendedVertices[*index] += *vertex * coefficient;
_blendedNormals[*index] += *normal * normalCoefficient;
}
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
}
}
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
if (!mesh.colors.isEmpty()) {
glEnableClientState(GL_COLOR_ARRAY);
} else {
glColor3f(1.0f, 1.0f, 1.0f);
}
if (!mesh.texCoords.isEmpty()) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye) {
if (diffuseMap != NULL) {
diffuseMap = (_dilatedTextures[i][j] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
}
}
glBindTexture(GL_TEXTURE_2D, diffuseMap == NULL ?
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
if (!mesh.tangents.isEmpty()) {
glActiveTexture(GL_TEXTURE1);
Texture* normalMap = networkPart.normalTexture.data();
glBindTexture(GL_TEXTURE_2D, normalMap == NULL ?
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
glActiveTexture(GL_TEXTURE0);
}
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
offset += part.quadIndices.size() * sizeof(int);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
GL_UNSIGNED_INT, (void*)offset);
offset += part.triangleIndices.size() * sizeof(int);
}
if (!mesh.colors.isEmpty()) {
glDisableClientState(GL_COLOR_ARRAY);
}
if (!mesh.texCoords.isEmpty()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (!mesh.tangents.isEmpty()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
activeProgram->disableAttributeArray(tangentLocation);
}
if (state.worldSpaceVertices.isEmpty()) {
if (state.clusterMatrices.size() > 1) {
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
}
glPopMatrix();
}
activeProgram->release();
}
renderMeshes(alpha, false);
glDisable(GL_ALPHA_TEST);
// render translucent meshes afterwards, with back face culling
glEnable(GL_CULL_FACE);
renderMeshes(alpha, true);
glDisable(GL_CULL_FACE);
// deactivate vertex arrays after drawing
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_ALPHA_TEST);
// bind with 0 to switch back to normal operation
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
@ -882,3 +718,191 @@ void Model::deleteGeometry() {
_jointStates.clear();
_meshStates.clear();
}
void Model::renderMeshes(float alpha, bool translucent) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
for (int i = 0; i < networkMeshes.size(); i++) {
// exit early if the translucency doesn't match what we're drawing
const NetworkMesh& networkMesh = networkMeshes.at(i);
if (translucent ? (networkMesh.getTranslucentPartCount() == 0) :
(networkMesh.getTranslucentPartCount() == networkMesh.parts.size())) {
continue;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
if (!mesh.tangents.isEmpty()) {
program = &_normalMapProgram;
skinProgram = &_skinNormalMapProgram;
skinLocations = &_skinNormalMapLocations;
}
const MeshState& state = _meshStates.at(i);
ProgramObject* activeProgram = program;
int tangentLocation = _normalMapTangentLocation;
if (state.worldSpaceVertices.isEmpty()) {
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);
if (state.clusterMatrices.size() > 1) {
skinProgram->bind();
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData());
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
mesh.texCoords.size() * sizeof(glm::vec2) +
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
offset + vertexCount * sizeof(glm::vec4), 4);
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
activeProgram = skinProgram;
tangentLocation = skinLocations->tangent;
} else {
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
program->bind();
}
} else {
program->bind();
}
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
if (!mesh.tangents.isEmpty()) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
activeProgram->enableAttributeArray(tangentLocation);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
mesh.tangents.size() * sizeof(glm::vec3)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
} else {
if (!mesh.tangents.isEmpty()) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3);
activeProgram->enableAttributeArray(tangentLocation);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
if (!state.worldSpaceVertices.isEmpty()) {
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
} else {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
_blendedNormals.resize(_blendedVertices.size());
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
float coefficient = _blendshapeCoefficients[j];
if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
_blendedVertices[*index] += *vertex * coefficient;
_blendedNormals[*index] += *normal * normalCoefficient;
}
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
}
}
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
if (!mesh.colors.isEmpty()) {
glEnableClientState(GL_COLOR_ARRAY);
} else {
glColor3f(1.0f, 1.0f, 1.0f);
}
if (!mesh.texCoords.isEmpty()) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
if (networkPart.isTranslucent() != translucent) {
continue;
}
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye) {
if (diffuseMap != NULL) {
diffuseMap = (_dilatedTextures[i][j] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
}
}
glBindTexture(GL_TEXTURE_2D, diffuseMap == NULL ?
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
if (!mesh.tangents.isEmpty()) {
glActiveTexture(GL_TEXTURE1);
Texture* normalMap = networkPart.normalTexture.data();
glBindTexture(GL_TEXTURE_2D, normalMap == NULL ?
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
glActiveTexture(GL_TEXTURE0);
}
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
offset += part.quadIndices.size() * sizeof(int);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
GL_UNSIGNED_INT, (void*)offset);
offset += part.triangleIndices.size() * sizeof(int);
}
if (!mesh.colors.isEmpty()) {
glDisableClientState(GL_COLOR_ARRAY);
}
if (!mesh.texCoords.isEmpty()) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (!mesh.tangents.isEmpty()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
activeProgram->disableAttributeArray(tangentLocation);
}
if (state.worldSpaceVertices.isEmpty()) {
if (state.clusterMatrices.size() > 1) {
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
}
glPopMatrix();
}
activeProgram->release();
}
}

View file

@ -214,6 +214,7 @@ protected:
private:
void deleteGeometry();
void renderMeshes(float alpha, bool translucent);
float _pupilDilation;
std::vector<float> _blendshapeCoefficients;

View file

@ -257,7 +257,8 @@ NetworkTexture::NetworkTexture(const QUrl& url, bool normalMap) :
_request(url),
_reply(NULL),
_attempts(0),
_averageColor(1.0f, 1.0f, 1.0f, 1.0f) {
_averageColor(1.0f, 1.0f, 1.0f, 1.0f),
_translucent(false) {
if (!url.isValid()) {
return;
@ -300,19 +301,27 @@ void NetworkTexture::handleDownloadProgress(qint64 bytesReceived, qint64 bytesTo
QImage image = QImage::fromData(entirety).convertToFormat(QImage::Format_ARGB32);
// sum up the colors for the average
// sum up the colors for the average and check for translucency
glm::vec4 accumulated;
int translucentPixels = 0;
const int EIGHT_BIT_MAXIMUM = 255;
for (int y = 0; y < image.height(); y++) {
for (int x = 0; x < image.width(); x++) {
QRgb pixel = image.pixel(x, y);
accumulated.r += qRed(pixel);
accumulated.g += qGreen(pixel);
accumulated.b += qBlue(pixel);
accumulated.a += qAlpha(pixel);
int alpha = qAlpha(pixel);
if (alpha != 0 && alpha != EIGHT_BIT_MAXIMUM) {
translucentPixels++;
}
accumulated.a += alpha;
}
}
const float EIGHT_BIT_MAXIMUM = 255.0f;
_averageColor = accumulated / (image.width() * image.height() * EIGHT_BIT_MAXIMUM);
int imageArea = image.width() * image.height();
_averageColor = accumulated / (imageArea * EIGHT_BIT_MAXIMUM);
_translucent = (translucentPixels >= imageArea / 2);
imageLoaded(image);
glBindTexture(GL_TEXTURE_2D, getID());

View file

@ -121,6 +121,10 @@ public:
/// Returns the average color over the entire texture.
const glm::vec4& getAverageColor() const { return _averageColor; }
/// Checks whether it "looks like" this texture is translucent
/// (majority of pixels neither fully opaque or fully transparent).
bool isTranslucent() const { return _translucent; }
protected:
virtual void imageLoaded(const QImage& image);
@ -137,6 +141,7 @@ private:
QNetworkReply* _reply;
int _attempts;
glm::vec4 _averageColor;
bool _translucent;
};
/// Caches derived, dilated textures.

View file

@ -15,8 +15,10 @@
#include "HTTPManager.h"
const char* HTTPConnection::StatusCode200 = "200 OK";
const char* HTTPConnection::StatusCode301 = "301 Moved Permanently";
const char* HTTPConnection::StatusCode400 = "400 Bad Request";
const char* HTTPConnection::StatusCode404 = "404 Not Found";
const char* HTTPConnection::DefaultContentType = "text/plain; charset=ISO-8859-1";
HTTPConnection::HTTPConnection (QTcpSocket* socket, HTTPManager* parentManager) :
QObject(parentManager),

View file

@ -40,8 +40,10 @@ class HTTPConnection : public QObject {
public:
static const char* StatusCode200;
static const char* StatusCode301;
static const char* StatusCode400;
static const char* StatusCode404;
static const char* DefaultContentType;
/// WebSocket close status codes.
enum ReasonCode { NoReason = 0, NormalClosure = 1000, GoingAway = 1001 };
@ -72,7 +74,7 @@ public:
/// Sends a response and closes the connection.
void respond (const char* code, const QByteArray& content = QByteArray(),
const char* contentType = "text/plain; charset=ISO-8859-1",
const char* contentType = DefaultContentType,
const Headers& headers = Headers());
protected slots:

View file

@ -23,7 +23,6 @@ bool HTTPManager::handleHTTPRequest(HTTPConnection* connection, const QString& p
}
// check to see if there is a file to serve from the document root for this path
QString subPath = path;
// remove any slash at the beginning of the path
@ -33,6 +32,19 @@ bool HTTPManager::handleHTTPRequest(HTTPConnection* connection, const QString& p
QString filePath;
if (QFileInfo(_documentRoot + subPath).isFile()) {
filePath = _documentRoot + subPath;
} else if (subPath.size() > 0 && !subPath.endsWith('/')) {
// this could be a directory with a trailing slash
// send a redirect to the path with a slash so we can
QString redirectLocation = '/' + subPath + '/';
QHash<QByteArray, QByteArray> redirectHeader;
redirectHeader.insert(QByteArray("Location"), redirectLocation.toUtf8());
connection->respond(HTTPConnection::StatusCode301, "", HTTPConnection::DefaultContentType, redirectHeader);
}
// if the last thing is a trailing slash then we want to look for index file
if (subPath.endsWith('/') || subPath.size() == 0) {
QStringList possibleIndexFiles = QStringList() << "index.html" << "index.shtml";
@ -43,14 +55,10 @@ bool HTTPManager::handleHTTPRequest(HTTPConnection* connection, const QString& p
break;
}
}
} else if (QFileInfo(_documentRoot + subPath).isFile()) {
filePath = _documentRoot + subPath;
}
if (!filePath.isEmpty()) {
// file exists, serve it
static QMimeDatabase mimeDatabase;
QFile localFile(filePath);
@ -99,8 +107,10 @@ bool HTTPManager::handleHTTPRequest(HTTPConnection* connection, const QString& p
}
}
connection->respond(HTTPConnection::StatusCode200, localFileString.toLocal8Bit(), qPrintable(mimeDatabase.mimeTypeForFile(filePath).name()));
connection->respond(HTTPConnection::StatusCode200, localFileString.toLocal8Bit(),
qPrintable(mimeDatabase.mimeTypeForFile(filePath).name()));
} else {
// respond with a 404
connection->respond(HTTPConnection::StatusCode404, "Resource not found.");
}