Merge branch 'atp' of github.com:birarda/hifi into atp-upload

This commit is contained in:
Ryan Huffman 2016-03-13 21:32:25 -07:00
commit 4b6dd4636f
75 changed files with 1121 additions and 861 deletions

View file

@ -58,16 +58,46 @@ void UploadAssetTask::run() {
<< "is: (" << hexHash << ") ";
QFile file { _resourcesDir.filePath(QString(hexHash)) };
bool existingCorrectFile = false;
if (file.exists()) {
qDebug() << "[WARNING] This file already exists: " << hexHash;
} else {
file.open(QIODevice::WriteOnly);
file.write(fileData);
file.close();
// check if the local file has the correct contents, otherwise we overwrite
if (file.open(QIODevice::ReadOnly) && hashData(file.readAll()) == hash) {
qDebug() << "Not overwriting existing verified file: " << hexHash;
existingCorrectFile = true;
replyPacket->writePrimitive(AssetServerError::NoError);
replyPacket->write(hash);
} else {
qDebug() << "Overwriting an existing file whose contents did not match the expected hash: " << hexHash;
file.close();
}
}
replyPacket->writePrimitive(AssetServerError::NoError);
replyPacket->write(hash);
if (!existingCorrectFile) {
if (file.open(QIODevice::WriteOnly) && file.write(fileData) == qint64(fileSize)) {
qDebug() << "Wrote file" << hexHash << "to disk. Upload complete";
file.close();
replyPacket->writePrimitive(AssetServerError::NoError);
replyPacket->write(hash);
} else {
qWarning() << "Failed to upload or write to file" << hexHash << " - upload failed.";
// upload has failed - remove the file and return an error
auto removed = file.remove();
if (!removed) {
qWarning() << "Removal of failed upload file" << hexHash << "failed.";
}
replyPacket->writePrimitive(AssetServerError::FileOperationFailed);
}
}
}
auto nodeList = DependencyManager::get<NodeList>();

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@ -46,6 +46,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
endif()
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
# Target dependant Custom rule on the SHADER_FILE
if (APPLE)
set(GLPROFILE MAC_GL)
@ -87,10 +89,14 @@ macro(AUTOSCRIBE_SHADER_LIB)
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
#make the shader folder
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")
file(MAKE_DIRECTORY ${SHADERS_DIR})
#message(${SHADER_INCLUDE_FILES})
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
file(TO_CMAKE_PATH "${CMAKE_CURRENT_BINARY_DIR}/${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
file(TO_CMAKE_PATH "${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
endforeach()
#message(${AUTOSCRIBE_SHADER_SRC})
@ -105,4 +111,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
# Link library shaders, if they exist
include_directories("${SHADERS_DIR}")
endmacro()

View file

@ -19,20 +19,14 @@ macro(LINK_HIFI_LIBRARIES)
endif ()
include_directories("${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src")
include_directories("${CMAKE_BINARY_DIR}/libraries/${HIFI_LIBRARY}/shaders")
add_dependencies(${TARGET_NAME} ${HIFI_LIBRARY})
# link the actual library - it is static so don't bubble it up
target_link_libraries(${TARGET_NAME} ${HIFI_LIBRARY})
# ask the library what its include dependencies are and link them
get_target_property(LINKED_TARGET_DEPENDENCY_INCLUDES ${HIFI_LIBRARY} DEPENDENCY_INCLUDES)
if(LINKED_TARGET_DEPENDENCY_INCLUDES)
list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES ${LINKED_TARGET_DEPENDENCY_INCLUDES})
endif()
endforeach()
setup_memory_debugger()
endmacro(LINK_HIFI_LIBRARIES)
endmacro(LINK_HIFI_LIBRARIES)

View file

@ -13,7 +13,6 @@ Script.load("progress.js");
Script.load("edit.js");
Script.load("marketplace.js");
Script.load("selectAudioDevice.js");
Script.load("inspect.js");
Script.load("notifications.js");
Script.load("users.js");
Script.load("controllers/handControllerGrab.js");

View file

@ -1,285 +0,0 @@
//
// hmdControls.js
// examples
//
// Created by Sam Gondelman on 6/17/15
// 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
//
var MOVE_DISTANCE = 2.0;
var PITCH_INCREMENT = 0.5; // degrees
var pitchChange = 0; // degrees
var YAW_INCREMENT = 0.5; // degrees
var VR_YAW_INCREMENT = 15.0; // degrees
var yawChange = 0;
var BOOM_SPEED = 0.5;
var THRESHOLD = 0.2;
var CAMERA_UPDATE_TIME = 0.5;
var yawTimer = CAMERA_UPDATE_TIME;
var shifted = false;
var SHIFT_UPDATE_TIME = 0.5;
var shiftTimer = SHIFT_UPDATE_TIME;
var SHIFT_MAG = 4.0;
var warpActive = false;
var WARP_UPDATE_TIME = .5;
var warpTimer = WARP_UPDATE_TIME;
var warpPosition = { x: 0, y: 0, z: 0 };
var WARP_SPHERE_SIZE = 1;
var warpSphere = Overlays.addOverlay("sphere", {
position: { x: 0, y: 0, z: 0 },
size: WARP_SPHERE_SIZE,
color: { red: 0, green: 255, blue: 0 },
alpha: 1.0,
solid: true,
visible: false,
});
var WARP_LINE_HEIGHT = 10;
var warpLine = Overlays.addOverlay("line3d", {
start: { x: 0, y: 0, z:0 },
end: { x: 0, y: 0, z: 0 },
color: { red: 0, green: 255, blue: 255},
alpha: 1,
lineWidth: 5,
visible: false,
});
var velocity = { x: 0, y: 0, z: 0 };
var VERY_LONG_TIME = 1000000.0;
var active = HMD.active;
var prevVRMode = HMD.active;
var hmdControls = (function () {
function onKeyPressEvent(event) {
if (event.text == 'g' && event.isMeta) {
active = !active;
}
}
function findAction(name) {
var actions = Controller.getAllActions();
for (var i = 0; i < actions.length; i++) {
if (actions[i].actionName == name) {
return i;
}
}
// If the action isn't found, it will default to the first available action
return 0;
}
function onActionEvent(action, state) {
if (!active) {
return;
}
if (state < THRESHOLD) {
if (action == findAction("YAW_LEFT") || action == findAction("YAW_RIGHT")) {
yawTimer = CAMERA_UPDATE_TIME;
} else if (action == findAction("PITCH_UP") || action == findAction("PITCH_DOWN")) {
pitchTimer = CAMERA_UPDATE_TIME;
}
return;
}
switch (action) {
case findAction("LONGITUDINAL_BACKWARD"):
var direction = {x: 0.0, y: 0.0, z:1.0};
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("LONGITUDINAL_FORWARD"):
var direction = {x: 0.0, y: 0.0, z:-1.0};
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("LATERAL_LEFT"):
var direction = {x:-1.0, y: 0.0, z: 0.0}
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("LATERAL_RIGHT"):
var direction = {x:1.0, y: 0.0, z: 0.0};
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("VERTICAL_DOWN"):
var direction = {x: 0.0, y: -1.0, z: 0.0};
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("VERTICAL_UP"):
var direction = {x: 0.0, y: 1.0, z: 0.0};
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
velocity = Vec3.sum(velocity, direction);
break;
case findAction("YAW_LEFT"):
if (yawTimer < 0.0 && HMD.active) {
yawChange = yawChange + (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
yawTimer = CAMERA_UPDATE_TIME;
} else if (!HMD.active) {
yawChange = yawChange + (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
}
break;
case findAction("YAW_RIGHT"):
if (yawTimer < 0.0 && HMD.active) {
yawChange = yawChange - (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
yawTimer = CAMERA_UPDATE_TIME;
} else if (!HMD.active) {
yawChange = yawChange - (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
}
break;
case findAction("PITCH_DOWN"):
if (!HMD.active) {
pitchChange = pitchChange - (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT);
}
break;
case findAction("PITCH_UP"):
if (!HMD.active) {
pitchChange = pitchChange + (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT);
}
break;
case findAction("SHIFT"): // speed up
if (shiftTimer < 0.0) {
shifted = !shifted;
shiftTimer = SHIFT_UPDATE_TIME;
}
break;
case findAction("ACTION1"): // start/end warp
if (warpTimer < 0.0) {
warpActive = !warpActive;
if (!warpActive) {
finishWarp();
}
warpTimer = WARP_UPDATE_TIME;
}
break;
case findAction("ACTION2"): // cancel warp
warpActive = false;
Overlays.editOverlay(warpSphere, {
visible: false,
});
Overlays.editOverlay(warpLine, {
visible: false,
});
default:
break;
}
}
function update(dt) {
if (prevVRMode != HMD.active) {
active = HMD.active;
prevVRMode = HMD.active;
}
if (yawTimer >= 0.0) {
yawTimer = yawTimer - dt;
}
if (shiftTimer >= 0.0) {
shiftTimer = shiftTimer - dt;
}
if (warpTimer >= 0.0) {
warpTimer = warpTimer - dt;
}
if (warpActive) {
updateWarp();
}
if (active) {
Controller.captureActionEvents();
MyAvatar.bodyYaw = MyAvatar.bodyYaw + yawChange;
MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch + pitchChange));
yawChange = 0;
pitchChange = 0;
MyAvatar.motorVelocity = velocity;
MyAvatar.motorTimescale = 0.0;
velocity = { x: 0, y: 0, z: 0 };
} else {
Controller.releaseActionEvents();
yawChange = 0;
pitchChange = 0;
MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0}
MyAvatar.motorTimescale = VERY_LONG_TIME;
}
}
function updateWarp() {
var look = Quat.getFront(Camera.getOrientation());
var pitch = Math.asin(look.y);
// Get relative to looking straight down
pitch += Math.PI / 2;
// Scale up
pitch *= 2;
var distance = pitch * pitch * pitch;
var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z });
warpPosition = Vec3.multiply(warpDirection, distance);
warpPosition = Vec3.sum(MyAvatar.position, warpPosition);
// Commented out until ray picking can be fixed
// var pickRay = {
// origin: Vec3.sum(warpPosition, WARP_PICK_OFFSET),
// direction: { x: 0, y: -1, z: 0 }
// };
// var intersection = Entities.findRayIntersection(pickRay);
// if (intersection.intersects && intersection.distance < WARP_PICK_MAX_DISTANCE) {
// // Warp 1 meter above the object - this is an approximation
// // TODO Get the actual offset to the Avatar's feet and plant them to
// // the object.
// warpPosition = Vec3.sum(intersection.intersection, { x: 0, y: 1, z:0 });
// }
// Adjust overlays to match warp position
Overlays.editOverlay(warpSphere, {
position: warpPosition,
visible: true,
});
Overlays.editOverlay(warpLine, {
start: warpPosition,
end: Vec3.sum(warpPosition, { x: 0, y: WARP_LINE_HEIGHT, z: 0 }),
visible: true,
});
}
function finishWarp() {
Overlays.editOverlay(warpSphere, {
visible: false,
});
Overlays.editOverlay(warpLine, {
visible: false,
});
MyAvatar.position = warpPosition;
}
function setUp() {
Controller.keyPressEvent.connect(onKeyPressEvent);
Controller.actionEvent.connect(onActionEvent);
Script.update.connect(update);
}
function tearDown() {
Controller.releaseActionEvents();
MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0}
MyAvatar.motorTimescale = VERY_LONG_TIME;
}
setUp();
Script.scriptEnding.connect(tearDown);
}());

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@ -1,17 +0,0 @@
//
// hmdDefaults.js
// examples
//
// Created by David Rowe on 6 Mar 2015.
// 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
//
Script.load("progress.js");
Script.load("lobby.js");
Script.load("notifications.js");
Script.load("controllers/oculus/goTo.js");
Script.load("hmdControls.js");
//Script.load("scripts.js"); // Not created yet

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@ -1237,7 +1237,7 @@
<div class="section-header">
<label>Spacial Properties</label>
<label>Spatial Properties</label>
</div>
<div class="property">

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@ -0,0 +1,91 @@
// rapidProceduralChangeTest.js
// examples/tests/rapidProceduralChange
//
// Created by Eric Levin on 3/9/2016.
// Copyright 2016 High Fidelity, Inc.
//
// This test creates primitives with fragment shaders and rapidly updates its uniforms, as well as a skybox.
// For the test to pass:
// - The primitives (cube and sphere) should update at rate of update loop, cycling through red values.
// - The skymap should do the same, although its periodicity may be different.
//
// Under the hood, the primitives are driven by a uniform, while the skymap is driven by a timer.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var orientation = Camera.getOrientation();
orientation = Quat.safeEulerAngles(orientation);
orientation.x = 0;
orientation = Quat.fromVec3Degrees(orientation);
var centerUp = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
centerUp.y += 0.5;
var centerDown = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
centerDown.y -= 0.5;
var ENTITY_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/uniformTest.fs";
var SKYBOX_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/timerTest.fs";
var entityData = {
ProceduralEntity: {
shaderUrl: ENTITY_SHADER_URL,
uniforms: { red: 0.0 }
}
};
var skyboxData = {
ProceduralEntity: {
shaderUrl: SKYBOX_SHADER_URL,
uniforms: { red: 0.0 }
}
};
var testBox = Entities.addEntity({
type: "Box",
dimensions: { x: 0.5, y: 0.5, z: 0.5 },
position: centerUp,
userData: JSON.stringify(entityData)
});
var testSphere = Entities.addEntity({
type: "Sphere",
dimensions: { x: 0.5, y: 0.5, z: 0.5 },
position: centerDown,
userData: JSON.stringify(entityData)
});
var testZone = Entities.addEntity({
type: "Zone",
dimensions: { x: 50, y: 50, z: 50 },
position: MyAvatar.position,
userData: JSON.stringify(skyboxData),
backgroundMode: "skybox",
skybox: { url: "http://kyoub.googlecode.com/svn/trunk/KYouB/textures/skybox_test.png" }
});
var currentTime = 0;
function update(deltaTime) {
var red = (Math.sin(currentTime) + 1) / 2;
entityData.ProceduralEntity.uniforms.red = red;
skyboxData.ProceduralEntity.uniforms.red = red;
entityEdit = { userData: JSON.stringify(entityData) };
skyboxEdit = { userData: JSON.stringify(skyboxData) };
Entities.editEntity(testBox, entityEdit);
Entities.editEntity(testSphere, entityEdit);
Entities.editEntity(testZone, skyboxEdit);
currentTime += deltaTime;
}
Script.update.connect(update);
Script.scriptEnding.connect(cleanup);
function cleanup() {
Entities.deleteEntity(testBox);
Entities.deleteEntity(testSphere);
Entities.deleteEntity(testZone);
}

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@ -0,0 +1,21 @@
//
// timerTest.fs
// examples/tests/rapidProceduralChange
//
// Created by Eric Levin on 3/9/16.
// Copyright 2016 High Fidelity, Inc.
//
// This fragment shader is designed to test the rapid changing of a uniform on the timer.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
uniform float red;
vec3 getSkyboxColor() {
float blue = red;
blue = (cos(iGlobalTime) + 1) / 2;
return vec3(1.0, 0.0, blue);
}

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@ -0,0 +1,27 @@
//
// uniformTest.fs
// examples/tests/rapidProceduralChange
//
// Created by Eric Levin on 3/9/16.
// Copyright 2016 High Fidelity, Inc.
//
// This fragment shader is designed to test the rapid changing of a uniform.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
uniform float red;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
fragColor = vec4(red, 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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@ -0,0 +1,18 @@
//
// px.fs
// examples/tests/skybox
//
// Created by Zach Pomerantz on 3/10/2016
// Copyright 2016 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
vec3 getSkyboxColor() {
float red = (cos(iGlobalTime) + 1) / 2;
vec3 color = vec3(red, 1.0, 1.0);
return color;
}

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@ -0,0 +1,20 @@
//
// px_rgba.fs
// examples/tests/skybox
//
// Created by Zach Pomerantz on 3/10/2016
// Copyright 2016 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
vec3 getSkyboxColor() {
float red = (cos(iGlobalTime) + 1) / 2;
vec3 color = vec3(red, 1.0, 1.0);
color *= skybox.color.rgb;
return color;
}

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@ -0,0 +1,22 @@
//
// px_rgba.fs
// examples/tests/skybox
//
// Created by Zach Pomerantz on 3/10/2016
// Copyright 2016 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
vec3 getSkyboxColor() {
float red = (cos(iGlobalTime) + 1) / 2;
vec3 color = vec3(red, 1.0, 1.0);
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
color *= texel;
return color;
}

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@ -0,0 +1,24 @@
//
// px_rgba.fs
// examples/tests/skybox
//
// Created by Zach Pomerantz on 3/10/2016
// Copyright 2016 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
vec3 getSkyboxColor() {
float red = (cos(iGlobalTime) + 1) / 2;
vec3 color = vec3(red, 1.0, 1.0);
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
color *= texel;
color *= skybox.color.rgb;
return color;
}

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@ -0,0 +1,83 @@
// skyboxTest.js
// examples/tests/skybox
//
// Created by Zach Pomerantz on 3/10/2016.
// Copyright 2016 High Fidelity, Inc.
//
// This test cycles through different variations on the skybox with a mouseclick.
// For the test to pass, you should observe the following cycle:
// - Procedural skybox (no texture, no color)
// - Procedural skybox (no texture, with color)
// - Procedural skybox (with texture, no color)
// - Procedural skybox (with texture, with color)
// - Color skybox (no texture)
// - Color skybox (with texture)
// - Texture skybox (no color)
//
// As you run the test, descriptions of the expected rendered skybox will appear as overlays.
//
// NOTE: This does not test uniforms/textures applied to a procedural shader through userData.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var PX_URL = Script.resolvePath('px.fs');
var PX_RGBA_URL = Script.resolvePath('px_rgba.fs');
var PX_TEX_URL = Script.resolvePath('px_tex.fs');
var PX_TEX_RGBA_URL = Script.resolvePath('px_tex_rgba.fs');
var TEX_URL = 'https://hifi-public.s3.amazonaws.com/alan/Playa/Skies/Test-Sky_out.png';
var NO_TEX = '';
var COLOR = { red: 255, green: 0, blue: 255 };
var NO_COLOR = { red: 0, green: 0, blue: 0 };
var data = { ProceduralEntity: { shaderUrl: PX_URL } };
var zone = Entities.addEntity({
type: 'Zone',
dimensions: { x: 50, y: 50, z: 50 },
position: MyAvatar.position,
backgroundMode: 'skybox'
});
var text = Overlays.addOverlay('text', {
text: 'Click this box to advance tests; note that red value cycling means white->light blue',
x: Window.innerWidth / 2 - 250, y: Window.innerHeight / 2 - 25,
width: 500, height: 50
});
print('Zone:', zone);
print('Text:', text);
var edits = [
['Red value should cycle', getEdit(PX_URL, NO_TEX, NO_COLOR)],
['Red value should cycle, no green', getEdit(PX_RGBA_URL, NO_TEX, COLOR)],
['Red value should cycle, each face tinted differently', getEdit(PX_TEX_URL, TEX_URL, NO_COLOR)],
['Red value should cycle, each face tinted differently, no green', getEdit(PX_TEX_RGBA_URL, TEX_URL, COLOR)],
['No green', getEdit(null, NO_TEX, COLOR)],
['Each face colored differently, no green', getEdit(null, TEX_URL, COLOR)],
['Each face colored differently', getEdit(null, TEX_URL, NO_COLOR)],
];
Controller.mousePressEvent.connect(function(e) { if (Overlays.getOverlayAtPoint(e) === text) next(); });
Script.scriptEnding.connect(function() {
Overlays.deleteOverlay(text);
Entities.deleteEntity(zone);
});
var i = 0;
function next() {
var edit = edits[i];
Overlays.editOverlay(text, { text: edit[0] });
Entities.editEntity(zone, edit[1]);
i++;
i %= edits.length;
}
function getEdit(px, url, color) {
return { userData: px ? getUserData(px) : '', backgroundMode: 'skybox', skybox: { url: url, color: color } }
}
function getUserData(px) { return JSON.stringify({ ProceduralEntity: { shaderUrl: px } }); }

View file

@ -56,7 +56,7 @@ Window {
if (err) {
console.log("Asset browser - error deleting path: ", path, err);
box = errorMessageBox("There was an error deleting:\n" + path + "\n" + Assets.getErrorString(err));
box = errorMessageBox("There was an error deleting:\n" + path + "\n" + err);
box.selected.connect(reload);
} else {
console.log("Asset browser - finished deleting path: ", path);
@ -87,7 +87,7 @@ Window {
Assets.renameMapping(oldPath, newPath, function(err) {
if (err) {
console.log("Asset browser - error renaming: ", oldPath, "=>", newPath, " - error ", err);
box = errorMessageBox("There was an error renaming:\n" + oldPath + " to " + newPath + "\n" + Assets.getErrorString(err));
box = errorMessageBox("There was an error renaming:\n" + oldPath + " to " + newPath + "\n" + err);
box.selected.connect(reload);
} else {
console.log("Asset browser - finished rename: ", oldPath, "=>", newPath);
@ -129,10 +129,10 @@ Window {
treeView.selection.clear();
}
function handleGetMappingsError(errorCode) {
function handleGetMappingsError(errorString) {
errorMessageBox(
"There was a problem retreiving the list of assets from your Asset Server.\n"
+ Assets.getErrorString(errorCode)
+ errorString
);
}
@ -167,7 +167,7 @@ Window {
if (!index) {
index = treeView.selection.currentIndex;
}
var path = assetProxyModel.data(index, 0x100);
if (!path) {
return;
@ -243,8 +243,6 @@ Window {
var fileUrl = fileDialogHelper.urlToPath(url);
currentDirectory = browser.dir;
//var fileUrl = fileUrlTextField.text
var path = assetProxyModel.data(treeView.selection.currentIndex, 0x100);
var directory = path ? path.slice(0, path.lastIndexOf('/') + 1) : "/";
var filename = fileUrl.slice(fileUrl.lastIndexOf('/') + 1);
@ -273,7 +271,7 @@ Window {
} else {
if (err > 0) {
console.log("Asset Browser - error uploading: ", fileUrl, " - error ", err);
var box = errorMessage("There was an error uploading:\n" + fileUrl + "\n" + Assets.getErrorString(err));
var box = errorMessageBox("There was an error uploading:\n" + fileUrl + "\n" + Assets.getErrorString(err));
box.selected.connect(reload);
}
uploadSpinner.visible = false;
@ -293,6 +291,10 @@ Window {
});
}
function itemSelected() {
return treeView.selection.hasSelection()
}
Item {
width: pane.contentWidth
height: pane.height
@ -339,6 +341,7 @@ Window {
width: 80
onClicked: root.renameFile()
enabled: treeView.selection.hasSelection
}
HifiControls.Button {
@ -351,6 +354,7 @@ Window {
width: 80
onClicked: root.deleteFile()
enabled: treeView.selection.hasSelection
}
}
@ -399,6 +403,9 @@ Window {
acceptedButtons: Qt.RightButton
onClicked: {
var index = treeView.indexAt(mouse.x, mouse.y);
treeView.selection.setCurrentIndex(index, 0x0002);
contextMenu.currentIndex = index;
contextMenu.popup();
}
@ -424,7 +431,23 @@ Window {
height: 30
width: 155
onClicked: root.uploadClicked()
enabled: fileUrlTextField.text != ""
onClicked: uploadClickedTimer.running = true
// For some reason trigginer an API that enters
// an internal event loop directly from the button clicked
// trigger below causes the appliction to behave oddly.
// Most likely because the button onClicked handling is never
// completed until the function returns.
// FIXME find a better way of handling the input dialogs that
// doesn't trigger this.
Timer {
id: uploadClickedTimer
interval: 5
repeat: false
running: false
onTriggered: uploadClicked();
}
}
Item {

View file

@ -72,7 +72,7 @@ ModalWindow {
readonly property int maxHeight: 720
function resize() {
var targetWidth = mainTextContainer.width
var targetWidth = mainTextContainer.contentWidth
var targetHeight = mainTextContainer.height + 3 * hifi.dimensions.contentSpacing.y
+ (informativeTextContainer.text != "" ? informativeTextContainer.contentHeight + 3 * hifi.dimensions.contentSpacing.y : 0)
+ buttons.height

View file

@ -3758,19 +3758,19 @@ namespace render {
switch (backgroundMode) {
case model::SunSkyStage::SKY_BOX: {
auto skybox = skyStage->getSkybox();
if (skybox && skybox->getCubemap() && skybox->getCubemap()->isDefined()) {
if (skybox) {
PerformanceTimer perfTimer("skybox");
skybox->render(batch, *(args->_viewFrustum));
break;
}
// If no skybox texture is available, render the SKY_DOME while it loads
}
// fall through to next case
// Fall through: if no skybox is available, render the SKY_DOME
case model::SunSkyStage::SKY_DOME: {
if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
PerformanceTimer perfTimer("stars");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::payloadRender<BackgroundRenderData>() ... stars...");
"Application::payloadRender<BackgroundRenderData>() ... My god, it's full of stars...");
// should be the first rendering pass - w/o depth buffer / lighting
static const float alpha = 1.0f;
@ -3778,6 +3778,7 @@ namespace render {
}
}
break;
case model::SunSkyStage::NO_BACKGROUND:
default:
// this line intentionally left blank
@ -4812,7 +4813,10 @@ void Application::updateDisplayMode() {
}
}
emit activeDisplayPluginChanged();
resetSensors();
// reset the avatar, to set head and hand palms back to a resonable default pose.
getMyAvatar()->reset(false);
Q_ASSERT_X(_displayPlugin, "Application::updateDisplayMode", "could not find an activated display plugin");
}

View file

@ -130,8 +130,12 @@ Menu::Menu() {
editMenu->addSeparator();
// Edit > My Asset Server
addActionToQMenuAndActionHash(editMenu, MenuOption::AssetServer, Qt::CTRL | Qt::SHIFT | Qt::Key_A,
qApp, SLOT(toggleAssetServerWidget()));
auto assetServerAction = addActionToQMenuAndActionHash(editMenu, MenuOption::AssetServer,
Qt::CTRL | Qt::SHIFT | Qt::Key_A,
qApp, SLOT(toggleAssetServerWidget()));
auto nodeList = DependencyManager::get<NodeList>();
QObject::connect(nodeList.data(), &NodeList::canRezChanged, assetServerAction, &QAction::setEnabled);
assetServerAction->setEnabled(nodeList->getThisNodeCanRez());
// Edit > Reload All Content [advanced]
addActionToQMenuAndActionHash(editMenu, MenuOption::ReloadContent, 0, qApp, SLOT(reloadResourceCaches()),
@ -458,6 +462,8 @@ Menu::Menu() {
avatar, SLOT(setUseAnimPreAndPostRotations(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableInverseKinematics, 0, true,
avatar, SLOT(setEnableInverseKinematics(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSensorToWorldMatrix, 0, false,
avatar, SLOT(setEnableDebugDrawSensorToWorldMatrix(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::KeyboardMotorControl,
Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar, SLOT(updateMotionBehaviorFromMenu()),

View file

@ -145,6 +145,7 @@ namespace MenuOption {
const QString RenderResolutionHalf = "1/2";
const QString RenderResolutionThird = "1/3";
const QString RenderResolutionQuarter = "1/4";
const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix";
const QString ResetAvatarSize = "Reset Avatar Size";
const QString ResetSensors = "Reset Sensors";
const QString RunningScripts = "Running Scripts...";

View file

@ -22,11 +22,11 @@
#include <RenderArgs.h>
#include <ViewFrustum.h>
#include <stars_vert.h>
#include <stars_frag.h>
#include <render-utils/stars_vert.h>
#include <render-utils/stars_frag.h>
#include <standardTransformPNTC_vert.h>
#include <starsGrid_frag.h>
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/starsGrid_frag.h>
//static const float TILT = 0.23f;
static const float TILT = 0.0f;

View file

@ -444,6 +444,10 @@ void MyAvatar::updateSensorToWorldMatrix() {
lateUpdatePalms();
if (_enableDebugDrawSensorToWorldMatrix) {
DebugDraw::getInstance().addMarker("sensorToWorldMatrix", glmExtractRotation(_sensorToWorldMatrix), extractTranslation(_sensorToWorldMatrix), glm::vec4(1));
}
_sensorToWorldMatrixCache.set(_sensorToWorldMatrix);
}
@ -698,6 +702,14 @@ void MyAvatar::setEnableDebugDrawPosition(bool isEnabled) {
}
}
void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) {
_enableDebugDrawSensorToWorldMatrix = isEnabled;
if (!isEnabled) {
DebugDraw::getInstance().removeMarker("sensorToWorldMatrix");
}
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel.setVisibleInScene(isEnabled, scene);

View file

@ -271,6 +271,7 @@ public slots:
void setEnableDebugDrawDefaultPose(bool isEnabled);
void setEnableDebugDrawAnimPose(bool isEnabled);
void setEnableDebugDrawPosition(bool isEnabled);
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
bool getEnableMeshVisible() const { return _skeletonModel.isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
@ -434,6 +435,7 @@ private:
bool _enableDebugDrawDefaultPose { false };
bool _enableDebugDrawAnimPose { false };
bool _enableDebugDrawSensorToWorldMatrix { false };
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;

View file

@ -144,7 +144,10 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
} else {
handParams.isRightEnabled = false;
}
handParams.bodyCapsuleRadius = myAvatar->getCharacterController()->getCapsuleRadius();
handParams.bodyCapsuleHalfHeight = myAvatar->getCharacterController()->getCapsuleHalfHeight();
handParams.bodyCapsuleLocalOffset = myAvatar->getCharacterController()->getCapsuleLocalOffset();
_rig->updateFromHandParameters(handParams, deltaTime);

View file

@ -27,34 +27,13 @@ AssetMappingsScriptingInterface::AssetMappingsScriptingInterface() {
_proxyModel.sort(0);
}
QString AssetMappingsScriptingInterface::getErrorString(int errorCode) const {
switch (errorCode) {
case MappingRequest::NoError:
return "No error";
case MappingRequest::NotFound:
return "Asset not found";
case MappingRequest::NetworkError:
return "Unable to communicate with Asset Server";
case MappingRequest::PermissionDenied:
return "Permission denied";
case MappingRequest::InvalidPath:
return "Path is invalid";
case MappingRequest::InvalidHash:
return "Hash is invalid";
case MappingRequest::UnknownError:
return "Asset Server internal error";
default:
return QString();
}
}
void AssetMappingsScriptingInterface::setMapping(QString path, QString hash, QJSValue callback) {
auto assetClient = DependencyManager::get<AssetClient>();
auto request = assetClient->createSetMappingRequest(path, hash);
connect(request, &SetMappingRequest::finished, this, [this, callback](SetMappingRequest* request) mutable {
if (callback.isCallable()) {
QJSValueList args { uint8_t(request->getError()), request->getPath() };
QJSValueList args { request->getErrorString(), request->getPath() };
callback.call(args);
}
@ -70,7 +49,7 @@ void AssetMappingsScriptingInterface::getMapping(QString path, QJSValue callback
connect(request, &GetMappingRequest::finished, this, [this, callback](GetMappingRequest* request) mutable {
if (callback.isCallable()) {
QJSValueList args { uint8_t(request->getError()) };
QJSValueList args { request->getErrorString() };
callback.call(args);
}
@ -116,7 +95,7 @@ void AssetMappingsScriptingInterface::uploadFile(QString path, QString mapping,
QObject::connect(upload, &AssetUpload::finished, this, [=](AssetUpload* upload, const QString& hash) mutable {
if (upload->getError() != AssetUpload::NoError) {
if (completedCallback.isCallable()) {
QJSValueList args { uint8_t(upload->getError()) };
QJSValueList args { upload->getErrorString() };
completedCallback.call(args);
}
} else {
@ -135,7 +114,7 @@ void AssetMappingsScriptingInterface::deleteMappings(QStringList paths, QJSValue
connect(request, &DeleteMappingsRequest::finished, this, [this, callback](DeleteMappingsRequest* request) mutable {
if (callback.isCallable()) {
QJSValueList args { uint8_t(request->getError()) };
QJSValueList args { request->getErrorString() };
callback.call(args);
}
@ -158,7 +137,7 @@ void AssetMappingsScriptingInterface::getAllMappings(QJSValue callback) {
}
if (callback.isCallable()) {
QJSValueList args { uint8_t(request->getError()), map };
QJSValueList args { request->getErrorString(), map };
callback.call(args);
}
@ -174,7 +153,7 @@ void AssetMappingsScriptingInterface::renameMapping(QString oldPath, QString new
connect(request, &RenameMappingRequest::finished, this, [this, callback](RenameMappingRequest* request) mutable {
if (callback.isCallable()) {
QJSValueList args { uint8_t(request->getError()) };
QJSValueList args { request->getErrorString() };
callback.call(args);
}
@ -302,7 +281,7 @@ void AssetMappingModel::refresh() {
}
}
} else {
emit errorGettingMappings(static_cast<int>(request->getError()));
emit errorGettingMappings(request->getErrorString());
}
});

View file

@ -38,8 +38,7 @@ public:
bool isKnownMapping(QString path) const { return _pathToItemMap.contains(path); }
bool isKnownFolder(QString path) const;
signals:
void errorGettingMappings(int error);
void errorGettingMappings(QString errorString);
private:
QHash<QString, QStandardItem*> _pathToItemMap;
@ -60,8 +59,6 @@ public:
Q_INVOKABLE bool isKnownMapping(QString path) const { return _assetMappingModel.isKnownMapping(path); }
Q_INVOKABLE bool isKnownFolder(QString path) const { return _assetMappingModel.isKnownFolder(path); }
Q_INVOKABLE QString getErrorString(int errorCode) const;
Q_INVOKABLE void setMapping(QString path, QString hash, QJSValue callback = QJSValue());
Q_INVOKABLE void getMapping(QString path, QJSValue callback = QJSValue());
Q_INVOKABLE void uploadFile(QString path, QString mapping, QJSValue startedCallback = QJSValue(), QJSValue completedCallback = QJSValue());

View file

@ -92,3 +92,8 @@ glm::quat HMDScriptingInterface::getOrientation() const {
}
return glm::quat();
}
bool HMDScriptingInterface::isMounted() const{
auto displayPlugin = qApp->getActiveDisplayPlugin();
return (displayPlugin->isHmd() && displayPlugin->isDisplayVisible());
}

View file

@ -25,6 +25,7 @@ class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Depen
Q_OBJECT
Q_PROPERTY(glm::vec3 position READ getPosition)
Q_PROPERTY(glm::quat orientation READ getOrientation)
Q_PROPERTY(bool mounted READ isMounted)
public:
Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const;
@ -39,6 +40,7 @@ public:
static QScriptValue getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine);
static QScriptValue getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine);
bool isMounted() const;
private:
// Get the position of the HMD

View file

@ -164,7 +164,7 @@ void Stats::updateStats(bool force) {
MyAvatar* myAvatar = avatarManager->getMyAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
STAT_UPDATE(position, QVector3D(avatarPos.x, avatarPos.y, avatarPos.z));
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.1f);
STAT_UPDATE_FLOAT(speed, glm::length(myAvatar->getVelocity()), 0.01f);
STAT_UPDATE_FLOAT(yaw, myAvatar->getBodyYaw(), 0.1f);
if (_expanded || force) {
SharedNodePointer avatarMixer = nodeList->soloNodeOfType(NodeType::AvatarMixer);

View file

@ -13,6 +13,7 @@
#include <RegisteredMetaTypes.h>
#include <SharedUtil.h>
#include "Application.h"
const float DEFAULT_LINE_WIDTH = 1.0f;
@ -38,15 +39,17 @@ Base3DOverlay::Base3DOverlay(const Base3DOverlay* base3DOverlay) :
_drawInFront(base3DOverlay->_drawInFront)
{
}
void Base3DOverlay::setProperties(const QVariantMap& properties) {
Overlay::setProperties(properties);
bool needRenderItemUpdate = false;
auto drawInFront = properties["drawInFront"];
if (drawInFront.isValid()) {
bool value = drawInFront.toBool();
setDrawInFront(value);
needRenderItemUpdate = true;
}
auto position = properties["position"];
@ -60,16 +63,19 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
}
if (position.isValid()) {
setPosition(vec3FromVariant(position));
needRenderItemUpdate = true;
}
if (properties["lineWidth"].isValid()) {
setLineWidth(properties["lineWidth"].toFloat());
needRenderItemUpdate = true;
}
auto rotation = properties["rotation"];
if (rotation.isValid()) {
setRotation(quatFromVariant(rotation));
needRenderItemUpdate = true;
}
if (properties["isSolid"].isValid()) {
@ -100,6 +106,17 @@ void Base3DOverlay::setProperties(const QVariantMap& properties) {
if (properties["ignoreRayIntersection"].isValid()) {
setIgnoreRayIntersection(properties["ignoreRayIntersection"].toBool());
}
// Communicate changes to the renderItem if needed
if (needRenderItemUpdate) {
auto itemID = getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
QVariant Base3DOverlay::getProperty(const QString& property) {

View file

@ -233,19 +233,6 @@ bool Overlays::editOverlay(unsigned int id, const QVariant& properties) {
if (thisOverlay) {
thisOverlay->setProperties(properties.toMap());
if (thisOverlay->is3D()) {
auto itemID = thisOverlay->getRenderItemID();
if (render::Item::isValidID(itemID)) {
render::ScenePointer scene = qApp->getMain3DScene();
const render::Item& item = scene->getItem(itemID);
if (item.getKey() != render::payloadGetKey(thisOverlay)) {
render::PendingChanges pendingChanges;
pendingChanges.updateItem(itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
}
return true;
}
return false;

View file

@ -51,27 +51,24 @@ void QmlOverlay::buildQmlElement(const QUrl& url) {
}
QmlOverlay::~QmlOverlay() {
if (_qmlElement) {
_qmlElement->deleteLater();
_qmlElement = nullptr;
}
_qmlElement.reset();
}
void QmlOverlay::setProperties(const QVariantMap& properties) {
Overlay2D::setProperties(properties);
auto bounds = _bounds;
std::weak_ptr<QQuickItem> weakQmlElement;
DependencyManager::get<OffscreenUi>()->executeOnUiThread([=] {
std::weak_ptr<QQuickItem> weakQmlElement = _qmlElement;
DependencyManager::get<OffscreenUi>()->executeOnUiThread([weakQmlElement, bounds, properties] {
// check to see if qmlElement still exists
auto qmlElement = weakQmlElement.lock();
if (qmlElement) {
_qmlElement->setX(bounds.left());
_qmlElement->setY(bounds.top());
_qmlElement->setWidth(bounds.width());
_qmlElement->setHeight(bounds.height());
qmlElement->setX(bounds.left());
qmlElement->setY(bounds.top());
qmlElement->setWidth(bounds.width());
qmlElement->setHeight(bounds.height());
QMetaObject::invokeMethod(qmlElement.get(), "updatePropertiesFromScript", Qt::DirectConnection, Q_ARG(QVariant, properties));
}
});
QMetaObject::invokeMethod(_qmlElement.get(), "updatePropertiesFromScript", Q_ARG(QVariant, properties));
}
void QmlOverlay::render(RenderArgs* args) {

View file

@ -17,6 +17,7 @@
#include <QWriteLocker>
#include <QReadLocker>
#include <GeometryUtil.h>
#include <NumericalConstants.h>
#include <DebugDraw.h>
@ -1073,32 +1074,27 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
if (_animSkeleton && _animNode) {
const float HAND_RADIUS = 0.05f;
const float BODY_RADIUS = params.bodyCapsuleRadius;
const float MIN_LENGTH = 1.0e-4f;
// project the hips onto the xz plane.
int hipsIndex = indexOfJoint("Hips");
glm::vec3 hipsTrans;
if (hipsIndex >= 0) {
hipsTrans = _internalPoseSet._absolutePoses[hipsIndex].trans;
}
const glm::vec2 bodyCircleCenter(hipsTrans.x, hipsTrans.z);
// Use this capsule to represent the avatar body.
const float bodyCapsuleRadius = params.bodyCapsuleRadius;
const glm::vec3 bodyCapsuleCenter = hipsTrans - params.bodyCapsuleLocalOffset;
const glm::vec3 bodyCapsuleStart = bodyCapsuleCenter - glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
const glm::vec3 bodyCapsuleEnd = bodyCapsuleCenter + glm::vec3(0, params.bodyCapsuleHalfHeight, 0);
if (params.isLeftEnabled) {
// project the hand position onto the xz plane.
glm::vec2 handCircleCenter(params.leftPosition.x, params.leftPosition.z);
// check for 2d overlap of the hand and body circles.
auto circleToCircle = handCircleCenter - bodyCircleCenter;
const float circleToCircleLength = glm::length(circleToCircle);
const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
// push the hands out of the body
handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 handPosition = params.leftPosition;
glm::vec3 displacement(glm::vec3::_null);
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
glm::vec3 handPosition(handCircleCenter.x, params.leftPosition.y, handCircleCenter.y);
_animVars.set("leftHandPosition", handPosition);
_animVars.set("leftHandRotation", params.leftOrientation);
_animVars.set("leftHandType", (int)IKTarget::Type::RotationAndPosition);
@ -1110,19 +1106,13 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
if (params.isRightEnabled) {
// project the hand position onto the xz plane.
glm::vec2 handCircleCenter(params.rightPosition.x, params.rightPosition.z);
// check for 2d overlap of the hand and body circles.
auto circleToCircle = handCircleCenter - bodyCircleCenter;
const float circleToCircleLength = glm::length(circleToCircle);
const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
// push the hands out of the body
handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
// prevent the hand IK targets from intersecting the body capsule
glm::vec3 handPosition = params.rightPosition;
glm::vec3 displacement(glm::vec3::_null);
if (findSphereCapsulePenetration(handPosition, HAND_RADIUS, bodyCapsuleStart, bodyCapsuleEnd, bodyCapsuleRadius, displacement)) {
handPosition -= displacement;
}
glm::vec3 handPosition(handCircleCenter.x, params.rightPosition.y, handCircleCenter.y);
_animVars.set("rightHandPosition", handPosition);
_animVars.set("rightHandRotation", params.rightOrientation);
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);

View file

@ -68,6 +68,8 @@ public:
bool isLeftEnabled;
bool isRightEnabled;
float bodyCapsuleRadius;
float bodyCapsuleHalfHeight;
glm::vec3 bodyCapsuleLocalOffset;
glm::vec3 leftPosition = glm::vec3(); // rig space
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
glm::vec3 rightPosition = glm::vec3(); // rig space

View file

@ -11,6 +11,7 @@
#include <memory>
#include <math.h>
#include <QtCore/QTimer>
#include <QtCore/QThread>
#include <QtWidgets/QApplication>
#include <QtWidgets/QDesktopWidget>
@ -414,13 +415,39 @@ void CompositorHelper::updateTooltips() {
}
static const float FADE_DURATION = 500.0f;
static const float FADE_IN_ALPHA = 1.0f;
static const float FADE_OUT_ALPHA = 0.0f;
void CompositorHelper::startFadeFailsafe(float endValue) {
_fadeStarted = usecTimestampNow();
_fadeFailsafeEndValue = endValue;
const int SLIGHT_DELAY = 10;
QTimer::singleShot(FADE_DURATION + SLIGHT_DELAY, [this]{
checkFadeFailsafe();
});
}
void CompositorHelper::checkFadeFailsafe() {
auto elapsedInFade = usecTimestampNow() - _fadeStarted;
if (elapsedInFade > FADE_DURATION) {
setAlpha(_fadeFailsafeEndValue);
}
}
void CompositorHelper::fadeIn() {
_fadeInAlpha = true;
_alphaPropertyAnimation->setDuration(FADE_DURATION);
_alphaPropertyAnimation->setStartValue(_alpha);
_alphaPropertyAnimation->setEndValue(1.0f);
_alphaPropertyAnimation->setEndValue(FADE_IN_ALPHA);
_alphaPropertyAnimation->start();
// Sometimes, this "QPropertyAnimation" fails to complete the animation, and we end up with a partially faded
// state. So we will also have this fail-safe, where we record the timestamp of the fadeRequest, and the target
// value of the fade, and if after that time we still haven't faded all the way, we will kick it to the final
// fade value
startFadeFailsafe(FADE_IN_ALPHA);
}
void CompositorHelper::fadeOut() {
@ -428,8 +455,9 @@ void CompositorHelper::fadeOut() {
_alphaPropertyAnimation->setDuration(FADE_DURATION);
_alphaPropertyAnimation->setStartValue(_alpha);
_alphaPropertyAnimation->setEndValue(0.0f);
_alphaPropertyAnimation->setEndValue(FADE_OUT_ALPHA);
_alphaPropertyAnimation->start();
startFadeFailsafe(FADE_OUT_ALPHA);
}
void CompositorHelper::toggle() {

View file

@ -145,6 +145,11 @@ private:
float _fadeInAlpha { true };
float _oculusUIRadius { 1.0f };
quint64 _fadeStarted { 0 };
float _fadeFailsafeEndValue { 1.0f };
void checkFadeFailsafe();
void startFadeFailsafe(float endValue);
int _reticleQuad;
int _previousBorderWidth { -1 };

View file

@ -296,6 +296,9 @@ void OpenGLDisplayPlugin::customizeContext() {
if (uniform.Name() == "mvp") {
_mvpUniform = uniform.Index();
}
if (uniform.Name() == "alpha") {
_alphaUniform = uniform.Index();
}
uniforms.Next();
}
@ -406,33 +409,53 @@ void OpenGLDisplayPlugin::updateFramerate() {
void OpenGLDisplayPlugin::compositeOverlay() {
using namespace oglplus;
// Overlay draw
if (isStereo()) {
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
// Overlay draw
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
drawUnitQuad();
if (isStereo()) {
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
// Overlay draw
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
drawUnitQuad();
}
}
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
void OpenGLDisplayPlugin::compositePointer() {
using namespace oglplus;
auto compositorHelper = DependencyManager::get<CompositorHelper>();
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
if (isStereo()) {
for_each_eye([&](Eye eye) {
eyeViewport(eye);
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
if (isStereo()) {
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
drawUnitQuad();
});
} else {
drawUnitQuad();
}
}
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
void OpenGLDisplayPlugin::compositeLayers() {

View file

@ -29,24 +29,26 @@ protected:
using TextureEscrow = GLEscrow<gpu::TexturePointer>;
public:
OpenGLDisplayPlugin();
virtual void activate() override;
virtual void deactivate() override;
virtual void stop() override;
virtual bool eventFilter(QObject* receiver, QEvent* event) override;
void activate() override;
void deactivate() override;
void stop() override;
bool eventFilter(QObject* receiver, QEvent* event) override;
bool isDisplayVisible() const override { return true; }
virtual void submitSceneTexture(uint32_t frameIndex, const gpu::TexturePointer& sceneTexture) override;
virtual void submitOverlayTexture(const gpu::TexturePointer& overlayTexture) override;
virtual float presentRate() override;
virtual glm::uvec2 getRecommendedRenderSize() const override {
void submitSceneTexture(uint32_t frameIndex, const gpu::TexturePointer& sceneTexture) override;
void submitOverlayTexture(const gpu::TexturePointer& overlayTexture) override;
float presentRate() override;
glm::uvec2 getRecommendedRenderSize() const override {
return getSurfacePixels();
}
virtual glm::uvec2 getRecommendedUiSize() const override {
glm::uvec2 getRecommendedUiSize() const override {
return getSurfaceSize();
}
virtual QImage getScreenshot() const override;
QImage getScreenshot() const override;
protected:
#if THREADED_PRESENT
@ -86,6 +88,7 @@ protected:
ProgramPtr _program;
int32_t _mvpUniform { -1 };
int32_t _alphaUniform { -1 };
ShapeWrapperPtr _plane;
mutable Mutex _mutex;

View file

@ -62,30 +62,50 @@ void HmdDisplayPlugin::uncustomizeContext() {
void HmdDisplayPlugin::compositeOverlay() {
using namespace oglplus;
_sphereSection->Use();
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
auto mvp = _eyeProjections[eye] * modelView;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_sphereSection->Draw();
});
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
_sphereSection->Use();
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
auto mvp = _eyeProjections[eye] * modelView;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_sphereSection->Draw();
});
}
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
void HmdDisplayPlugin::compositePointer() {
//Mouse Pointer
using namespace oglplus;
auto compositorHelper = DependencyManager::get<CompositorHelper>();
_plane->Use();
// Reconstruct the headpose from the eye poses
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
for_each_eye([&](Eye eye) {
using namespace oglplus;
eyeViewport(eye);
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
auto mvp = _eyeProjections[eye] * reticleTransform;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_plane->Draw();
});
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
// Mouse pointer
_plane->Use();
// Reconstruct the headpose from the eye poses
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
auto mvp = _eyeProjections[eye] * reticleTransform;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_plane->Draw();
});
}
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
void HmdDisplayPlugin::internalPresent() {

View file

@ -22,12 +22,16 @@ public:
glm::uvec2 getRecommendedUiSize() const override final;
glm::uvec2 getRecommendedRenderSize() const override final { return _renderTargetSize; }
void setEyeRenderPose(uint32_t frameIndex, Eye eye, const glm::mat4& pose) override final;
bool isDisplayVisible() const override { return isHmdMounted(); }
void activate() override;
void deactivate() override;
protected:
virtual void hmdPresent() = 0;
virtual bool isHmdMounted() const = 0;
void compositeOverlay() override;
void compositePointer() override;
void internalPresent() override;

View file

@ -140,8 +140,8 @@ void EntityTreeRenderer::update() {
// If we haven't already updated and previously attempted to load a texture,
// check if the texture loaded and apply it
if (!updated && (
(_pendingSkyboxTexture && _skyboxTexture && _skyboxTexture->isLoaded()) ||
(_pendingAmbientTexture && _ambientTexture && _ambientTexture->isLoaded()))) {
(_pendingSkyboxTexture && (!_skyboxTexture || _skyboxTexture->isLoaded())) ||
(_pendingAmbientTexture && (!_ambientTexture && _ambientTexture->isLoaded())))) {
applyZonePropertiesToScene(_bestZone);
}
@ -158,6 +158,8 @@ void EntityTreeRenderer::update() {
}
bool EntityTreeRenderer::checkEnterLeaveEntities() {
bool didUpdate = false;
if (_tree && !_shuttingDown) {
glm::vec3 avatarPosition = _viewState->getAvatarPosition();
@ -172,6 +174,7 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
std::static_pointer_cast<EntityTree>(_tree)->findEntities(avatarPosition, radius, foundEntities);
// Whenever you're in an intersection between zones, we will always choose the smallest zone.
auto oldBestZone = _bestZone;
_bestZone = nullptr; // NOTE: Is this what we want?
_bestZoneVolume = std::numeric_limits<float>::max();
@ -204,7 +207,10 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
}
}
applyZonePropertiesToScene(_bestZone);
if (_bestZone != oldBestZone) {
applyZonePropertiesToScene(_bestZone);
didUpdate = true;
}
});
// Note: at this point we don't need to worry about the tree being locked, because we only deal with
@ -228,11 +234,9 @@ bool EntityTreeRenderer::checkEnterLeaveEntities() {
}
_currentEntitiesInside = entitiesContainingAvatar;
_lastAvatarPosition = avatarPosition;
return true;
}
}
return false;
return didUpdate;
}
void EntityTreeRenderer::leaveAllEntities() {
@ -322,15 +326,19 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
_ambientTexture.clear();
} else {
_ambientTexture = textureCache->getTexture(zone->getKeyLightProperties().getAmbientURL(), CUBE_TEXTURE);
if (_ambientTexture && _ambientTexture->isLoaded() && _ambientTexture->getGPUTexture()) {
_pendingAmbientTexture = true;
if (_ambientTexture && _ambientTexture->isLoaded()) {
_pendingAmbientTexture = false;
if (_ambientTexture->getGPUTexture()->getIrradiance()) {
sceneKeyLight->setAmbientSphere(_ambientTexture->getGPUTexture()->getIrradiance());
sceneKeyLight->setAmbientMap(_ambientTexture->getGPUTexture());
auto texture = _ambientTexture->getGPUTexture();
if (texture) {
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
sceneKeyLight->setAmbientMap(texture);
isAmbientTextureSet = true;
} else {
qCDebug(entitiesrenderer) << "Failed to load ambient texture:" << zone->getKeyLightProperties().getAmbientURL();
}
} else {
_pendingAmbientTexture = true;
}
}
@ -341,32 +349,30 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
static QString userData;
if (userData != zone->getUserData()) {
userData = zone->getUserData();
auto procedural = std::make_shared<Procedural>(userData);
if (procedural->_enabled) {
skybox->setProcedural(procedural);
} else {
skybox->setProcedural(ProceduralPointer());
}
skybox->parse(userData);
}
if (zone->getSkyboxProperties().getURL().isEmpty()) {
skybox->setCubemap(gpu::TexturePointer());
skybox->setCubemap(nullptr);
_pendingSkyboxTexture = false;
_skyboxTexture.clear();
} else {
// Update the Texture of the Skybox with the one pointed by this zone
_skyboxTexture = textureCache->getTexture(zone->getSkyboxProperties().getURL(), CUBE_TEXTURE);
_pendingSkyboxTexture = true;
if (_skyboxTexture && _skyboxTexture->isLoaded()) {
_pendingSkyboxTexture = false;
if (_skyboxTexture && _skyboxTexture->isLoaded() && _skyboxTexture->getGPUTexture()) {
auto texture = _skyboxTexture->getGPUTexture();
skybox->setCubemap(texture);
_pendingSkyboxTexture = false;
if (!isAmbientTextureSet && texture->getIrradiance()) {
if (!isAmbientTextureSet) {
sceneKeyLight->setAmbientSphere(texture->getIrradiance());
sceneKeyLight->setAmbientMap(texture);
isAmbientTextureSet = true;
}
} else {
_pendingSkyboxTexture = true;
skybox->setCubemap(nullptr);
qCDebug(entitiesrenderer) << "Failed to load skybox:" << zone->getSkyboxProperties().getURL();
}
}

View file

@ -19,8 +19,8 @@
#include <ObjectMotionState.h>
#include <PerfStat.h>
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
EntityItemPointer entity{ new RenderableBoxEntityItem(entityID) };
@ -31,7 +31,9 @@ EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID,
void RenderableBoxEntityItem::setUserData(const QString& value) {
if (value != getUserData()) {
BoxEntityItem::setUserData(value);
_procedural.reset();
if (_procedural) {
_procedural->parse(value);
}
}
}
@ -40,7 +42,6 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
Q_ASSERT(getType() == EntityTypes::Box);
Q_ASSERT(args->_batch);
if (!_procedural) {
_procedural.reset(new Procedural(this->getUserData()));
_procedural->_vertexSource = simple_vert;
@ -62,7 +63,7 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
}
batch.setModelTransform(transToCenter); // we want to include the scale as well
if (_procedural && _procedural->ready()) {
if (_procedural->ready()) {
_procedural->prepare(batch, getPosition(), getDimensions());
auto color = _procedural->getColor(cubeColor);
batch._glColor4f(color.r, color.g, color.b, color.a);

View file

@ -19,8 +19,8 @@
#include <GeometryCache.h>
#include <PerfStat.h>
#include "../render-utils/simple_vert.h"
#include "../render-utils/simple_frag.h"
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
@ -36,7 +36,9 @@ EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entity
void RenderableSphereEntityItem::setUserData(const QString& value) {
if (value != getUserData()) {
SphereEntityItem::setUserData(value);
_procedural.reset();
if (_procedural) {
_procedural->parse(value);
}
}
}

View file

@ -33,6 +33,7 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
#pragma line __LINE__
uniform sampler2D sampler;
uniform float alpha = 1.0;
in vec2 vTexCoord;
out vec4 FragColor;
@ -40,6 +41,7 @@ out vec4 FragColor;
void main() {
FragColor = texture(sampler, vTexCoord);
FragColor.a *= alpha;
}
)FS";

View file

@ -146,7 +146,7 @@ public:
NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type, const QByteArray& content) {
TextureExtra extra = { type, content };
return ResourceCache::getResource(url, QUrl(), false, &extra).staticCast<NetworkTexture>();
return ResourceCache::getResource(url, QUrl(), content.isEmpty(), &extra).staticCast<NetworkTexture>();
}
/// Returns a texture version of an image file

View file

@ -101,8 +101,6 @@ private:
/// A simple object wrapper for an OpenGL texture.
class Texture {
public:
friend class TextureCache;
gpu::TexturePointer getGPUTexture() const { return _textureSource->getGPUTexture(); }
gpu::TextureSourcePointer _textureSource;
};

View file

@ -15,71 +15,68 @@
#include <gpu/Context.h>
#include <ViewFrustum.h>
#include "Skybox_vert.h"
#include "Skybox_frag.h"
#include "skybox_vert.h"
#include "skybox_frag.h"
using namespace model;
Skybox::Skybox() {
Data data;
_dataBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Data), (const gpu::Byte*) &data));
/* // PLease create a default engineer skybox
_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
unsigned char texels[] = {
255, 0, 0, 255,
0, 255, 255, 255,
0, 0, 255, 255,
255, 255, 0, 255,
0, 255, 0, 255,
255, 0, 255, 255,
};
_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);*/
Schema schema;
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
}
void Skybox::setColor(const Color& color) {
_dataBuffer.edit<Data>()._color = color;
_schemaBuffer.edit<Schema>().color = color;
}
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
_cubemap = cubemap;
}
void Skybox::updateDataBuffer() const {
void Skybox::updateSchemaBuffer() const {
auto blend = 0.0f;
if (getCubemap() && getCubemap()->isDefined()) {
blend = 1.0f;
blend = 0.5f;
// If pitch black neutralize the color
if (glm::all(glm::equal(getColor(), glm::vec3(0.0f)))) {
blend = 2.0f;
blend = 1.0f;
}
}
if (blend != _dataBuffer.get<Data>()._blend) {
_dataBuffer.edit<Data>()._blend = blend;
if (blend != _schemaBuffer.get<Schema>().blend) {
_schemaBuffer.edit<Schema>().blend = blend;
}
}
void Skybox::prepare(gpu::Batch& batch, int textureSlot, int bufferSlot) const {
if (bufferSlot > -1) {
batch.setUniformBuffer(bufferSlot, _schemaBuffer);
}
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
updateDataBuffer();
Skybox::render(batch, frustum, (*this));
if (textureSlot > -1) {
gpu::TexturePointer skymap = getCubemap();
// FIXME: skymap->isDefined may not be threadsafe
if (skymap && skymap->isDefined()) {
batch.setResourceTexture(textureSlot, skymap);
}
}
}
void Skybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
updateSchemaBuffer();
Skybox::render(batch, frustum, (*this));
}
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
// Create the static shared elements used to render the skybox
static gpu::BufferPointer theConstants;
static gpu::PipelinePointer thePipeline;
const int SKYBOX_SKYMAP_SLOT = 0;
const int SKYBOX_CONSTANTS_SLOT = 0;
static std::once_flag once;
std::call_once(once, [&] {
{
auto skyVS = gpu::Shader::createVertex(std::string(Skybox_vert));
auto skyFS = gpu::Shader::createPixel(std::string(Skybox_frag));
auto skyVS = gpu::Shader::createVertex(std::string(skybox_vert));
auto skyFS = gpu::Shader::createPixel(std::string(skybox_frag));
auto skyShader = gpu::Shader::createProgram(skyVS, skyFS);
gpu::Shader::BindingSet bindings;
@ -98,10 +95,6 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
// Render
gpu::TexturePointer skymap = skybox.getCubemap();
// FIXME: skymap->isDefined may not be threadsafe
assert(skymap && skymap->isDefined());
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
@ -112,11 +105,8 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.setModelTransform(Transform()); // only for Mac
batch.setPipeline(thePipeline);
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, skybox._dataBuffer);
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, skymap);
skybox.prepare(batch);
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setResourceTexture(SKYBOX_SKYMAP_SLOT, nullptr);
}

View file

@ -30,30 +30,33 @@ public:
virtual ~Skybox() {};
void setColor(const Color& color);
const Color getColor() const { return _dataBuffer.get<Data>()._color; }
const Color getColor() const { return _schemaBuffer.get<Schema>().color; }
void setCubemap(const gpu::TexturePointer& cubemap);
const gpu::TexturePointer& getCubemap() const { return _cubemap; }
void prepare(gpu::Batch& batch, int textureSlot = SKYBOX_SKYMAP_SLOT, int bufferSlot = SKYBOX_CONSTANTS_SLOT) const;
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
protected:
static const int SKYBOX_SKYMAP_SLOT { 0 };
static const int SKYBOX_CONSTANTS_SLOT { 0 };
gpu::TexturePointer _cubemap;
class Data {
class Schema {
public:
glm::vec3 _color{ 1.0f, 1.0f, 1.0f };
float _blend = 1.0f;
glm::vec3 color { 1.0f, 1.0f, 1.0f };
float blend { 0.0f };
};
mutable gpu::BufferView _dataBuffer;
mutable gpu::BufferView _schemaBuffer;
void updateDataBuffer() const;
void updateSchemaBuffer() const;
};
typedef std::shared_ptr< Skybox > SkyboxPointer;
typedef std::shared_ptr<Skybox> SkyboxPointer;
};

View file

@ -1,59 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// skybox.frag
// fragment shader
//
// Created by Sam Gateau on 5/5/2015.
// 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
//
uniform samplerCube cubeMap;
struct Skybox {
vec4 _color;
};
uniform skyboxBuffer {
Skybox _skybox;
};
in vec3 _normal;
out vec4 _fragColor;
//PROCEDURAL_COMMON_BLOCK
#line 1001
//PROCEDURAL_BLOCK
#line 2033
void main(void) {
#ifdef PROCEDURAL
vec3 color = getSkyboxColor();
_fragColor = vec4(color, 0.0);
#else
vec3 coord = normalize(_normal);
// Skybox color or blend with skymap
vec3 color = _skybox._color.rgb;
if (_skybox._color.a > 0.0) {
vec3 texel = texture(cubeMap, coord).rgb;
if (_skybox._color.a < 2.0) {
color *= texel;
} else {
color = texel;
}
}
_fragColor = vec4(color, 0.0);
#endif
}

View file

@ -14,11 +14,11 @@
uniform samplerCube cubeMap;
struct Skybox {
vec4 _color;
vec4 color;
};
uniform skyboxBuffer {
Skybox _skybox;
Skybox skybox;
};
in vec3 _normal;
@ -39,11 +39,20 @@ void main(void) {
color = pow(color, vec3(2.2));
_fragColor = vec4(color, 0.0);
#else
// FIXME: scribe does not yet scrub out else statements
return;
#else
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
vec3 color = texel * _skybox._color.rgb;
vec3 color = skybox.color.rgb;
// blend is only set if there is a cubemap
if (skybox.color.a > 0.0) {
color = texture(cubeMap, coord).rgb;
if (skybox.color.a < 1.0) {
color *= skybox.color.rgb;
}
}
_fragColor = vec4(color, 0.0);
#endif

View file

@ -34,6 +34,8 @@ AssetUpload::AssetUpload(const QString& filename) :
QString AssetUpload::getErrorString() const {
// figure out the right error message for error
switch (_error) {
case AssetUpload::NoError:
return QString();
case AssetUpload::PermissionDenied:
return PERMISSION_DENIED_ERROR;
case AssetUpload::TooLarge:
@ -42,9 +44,10 @@ QString AssetUpload::getErrorString() const {
return "The file could not be opened. Please check your permissions and try again.";
case AssetUpload::NetworkError:
return "There was a problem reaching your Asset Server. Please check your network connectivity.";
case AssetUpload::ServerFileError:
return "The Asset Server failed to store the asset. Please try again.";
default:
// not handled, do not show a message box
return QString();
return QString("Unknown error with code %1").arg(_error);
}
}
@ -66,6 +69,8 @@ void AssetUpload::start() {
// emit that we are done
emit finished(this, QString());
return;
}
}
@ -90,6 +95,9 @@ void AssetUpload::start() {
case AssetServerError::PermissionDenied:
_error = PermissionDenied;
break;
case AssetServerError::FileOperationFailed:
_error = ServerFileError;
break;
default:
_error = FileOpenError;
break;

View file

@ -32,7 +32,8 @@ public:
Timeout,
TooLarge,
PermissionDenied,
FileOpenError
FileOpenError,
ServerFileError
};
static const QString PERMISSION_DENIED_ERROR;

View file

@ -40,7 +40,8 @@ enum AssetServerError : uint8_t {
InvalidByteRange,
AssetTooLarge,
PermissionDenied,
MappingOperationFailed
MappingOperationFailed,
FileOperationFailed
};
enum AssetMappingOperationType : uint8_t {

View file

@ -25,6 +25,27 @@ void MappingRequest::start() {
doStart();
};
QString MappingRequest::getErrorString() const {
switch (_error) {
case MappingRequest::NoError:
return QString();
case MappingRequest::NotFound:
return "Asset not found";
case MappingRequest::NetworkError:
return "Unable to communicate with Asset Server";
case MappingRequest::PermissionDenied:
return "Permission denied";
case MappingRequest::InvalidPath:
return "Path is invalid";
case MappingRequest::InvalidHash:
return "Hash is invalid";
case MappingRequest::UnknownError:
return "Asset Server internal error";
default:
return QString("Unknown error with code %1").arg(_error);
}
}
GetMappingRequest::GetMappingRequest(const AssetPath& path) : _path(path.trimmed()) {
};

View file

@ -33,6 +33,7 @@ public:
Q_INVOKABLE void start();
Error getError() const { return _error; }
Q_INVOKABLE QString getErrorString() const;
protected:
Error _error { NoError };

View file

@ -79,6 +79,8 @@ public:
glm::vec3 getLinearVelocity() const;
float getCapsuleRadius() const { return _radius; }
float getCapsuleHalfHeight() const { return _halfHeight; }
glm::vec3 getCapsuleLocalOffset() const { return _shapeLocalOffset; }
enum class State {
Ground = 0,

View file

@ -65,6 +65,12 @@ public:
virtual bool isThrottled() const { return false; }
virtual float getTargetFrameRate() { return 0.0f; }
/// Returns a boolean value indicating whether the display is currently visible
/// to the user. For monitor displays, false might indicate that a screensaver,
/// or power-save mode is active. For HMDs it may reflect a sensor indicating
/// whether the HMD is being worn
virtual bool isDisplayVisible() const { return false; }
// Rendering support
// Stop requesting renders, but don't do full deactivation

View file

@ -62,6 +62,9 @@ QJsonValue Procedural::getProceduralData(const QString& proceduralJson) {
return doc.object()[PROCEDURAL_USER_DATA_KEY];
}
Procedural::Procedural() {
_state = std::make_shared<gpu::State>();
}
Procedural::Procedural(const QString& userDataJson) {
parse(userDataJson);
@ -69,74 +72,111 @@ Procedural::Procedural(const QString& userDataJson) {
}
void Procedural::parse(const QString& userDataJson) {
_enabled = false;
auto proceduralData = getProceduralData(userDataJson);
if (proceduralData.isObject()) {
parse(proceduralData.toObject());
// Instead of parsing, prep for a parse on the rendering thread
// This will be called by Procedural::ready
std::lock_guard<std::mutex> lock(_proceduralDataMutex);
_proceduralData = proceduralData.toObject();
_proceduralDataDirty = true;
}
bool Procedural::parseVersion(const QJsonValue& version) {
if (version.isDouble()) {
_version = (uint8_t)(floor(version.toDouble()));
} else {
// All unversioned shaders default to V1
_version = 1;
}
return (_version == 1 || _version == 2);
}
bool Procedural::parseUrl(const QUrl& shaderUrl) {
if (!shaderUrl.isValid()) {
qWarning() << "Invalid shader URL: " << shaderUrl;
return false;
}
if (_shaderUrl == shaderUrl) {
return true;
}
_shaderUrl = shaderUrl;
_shaderDirty = true;
if (_shaderUrl.isLocalFile()) {
_shaderPath = _shaderUrl.toLocalFile();
qDebug() << "Shader path: " << _shaderPath;
if (!QFile(_shaderPath).exists()) {
return false;;
}
} else {
qDebug() << "Shader url: " << _shaderUrl;
_networkShader = ShaderCache::instance().getShader(_shaderUrl);
}
return true;
}
bool Procedural::parseUniforms(const QJsonObject& uniforms) {
if (_parsedUniforms != uniforms) {
_parsedUniforms = uniforms;
_uniformsDirty = true;
}
return true;
}
bool Procedural::parseTextures(const QJsonArray& channels) {
if (_parsedChannels != channels) {
_parsedChannels = channels;
auto textureCache = DependencyManager::get<TextureCache>();
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
for (size_t i = 0; i < channelCount; ++i) {
QString url = _parsedChannels.at((int)i).toString();
_channels[i] = textureCache->getTexture(QUrl(url));
}
_channelsDirty = true;
}
return true;
}
void Procedural::parse(const QJsonObject& proceduralData) {
// grab the version number
{
auto version = proceduralData[VERSION_KEY];
if (version.isDouble()) {
_version = (uint8_t)(floor(version.toDouble()));
}
_enabled = false;
if (proceduralData.isEmpty()) {
return;
}
// Get the path to the shader
{
QString shaderUrl = proceduralData[URL_KEY].toString();
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
_shaderUrl = QUrl(shaderUrl);
if (!_shaderUrl.isValid()) {
qWarning() << "Invalid shader URL: " << shaderUrl;
return;
}
auto version = proceduralData[VERSION_KEY];
auto shaderUrl = proceduralData[URL_KEY].toString();
shaderUrl = ResourceManager::normalizeURL(shaderUrl);
auto uniforms = proceduralData[UNIFORMS_KEY].toObject();
auto channels = proceduralData[CHANNELS_KEY].toArray();
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);
}
if (parseVersion(version) &&
parseUrl(shaderUrl) &&
parseUniforms(uniforms) &&
parseTextures(channels)) {
_enabled = true;
}
// Grab any custom uniforms
{
auto uniforms = proceduralData[UNIFORMS_KEY];
if (uniforms.isObject()) {
_parsedUniforms = uniforms.toObject();
}
}
// Grab any textures
{
auto channels = proceduralData[CHANNELS_KEY];
if (channels.isArray()) {
auto textureCache = DependencyManager::get<TextureCache>();
_parsedChannels = channels.toArray();
size_t channelCount = std::min(MAX_PROCEDURAL_TEXTURE_CHANNELS, (size_t)_parsedChannels.size());
for (size_t i = 0; i < channelCount; ++i) {
QString url = _parsedChannels.at((int)i).toString();
_channels[i] = textureCache->getTexture(QUrl(url));
}
}
}
_enabled = true;
}
bool Procedural::ready() {
// Load any changes to the procedural
if (_proceduralDataDirty) {
std::lock_guard<std::mutex> lock(_proceduralDataMutex);
parse(_proceduralData);
_proceduralDataDirty = false;
}
if (!_enabled) {
return false;
}
// Do we have a network or local shader
// Do we have a network or local shader, and if so, is it loaded?
if (_shaderPath.isEmpty() && (!_networkShader || !_networkShader->isLoaded())) {
return false;
}
@ -160,15 +200,14 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
QFile file(_shaderPath);
file.open(QIODevice::ReadOnly);
_shaderSource = QTextStream(&file).readAll();
_pipelineDirty = true;
_shaderDirty = true;
_shaderModified = lastModified;
}
} else if (_networkShader && _networkShader->isLoaded()) {
_shaderSource = _networkShader->_source;
}
if (!_pipeline || _pipelineDirty) {
_pipelineDirty = true;
if (!_pipeline || _shaderDirty) {
if (!_vertexShader) {
_vertexShader = gpu::Shader::createVertex(_vertexSource);
}
@ -192,7 +231,10 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
if (replaceIndex != std::string::npos) {
fragmentShaderSource.replace(replaceIndex, PROCEDURAL_BLOCK.size(), _shaderSource.toLocal8Bit().data());
}
//qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
// Leave this here for debugging
// qDebug() << "FragmentShader:\n" << fragmentShaderSource.c_str();
_fragmentShader = gpu::Shader::createPixel(fragmentShaderSource);
_shader = gpu::Shader::createProgram(_vertexShader, _fragmentShader);
@ -214,11 +256,15 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
batch.setPipeline(_pipeline);
if (_pipelineDirty) {
_pipelineDirty = false;
if (_shaderDirty || _uniformsDirty) {
setupUniforms();
}
if (_shaderDirty || _uniformsDirty || _channelsDirty) {
setupChannels(_shaderDirty || _uniformsDirty);
}
_shaderDirty = _uniformsDirty = _channelsDirty = false;
for (auto lambda : _uniforms) {
lambda(batch);
@ -359,8 +405,14 @@ void Procedural::setupUniforms() {
batch._glUniform(_standardUniformSlots[POSITION], _entityPosition);
});
}
}
void Procedural::setupChannels(bool shouldCreate) {
if (gpu::Shader::INVALID_LOCATION != _standardUniformSlots[CHANNEL_RESOLUTION]) {
if (!shouldCreate) {
// Instead of modifying the last element, just remove and recreate it.
_uniforms.pop_back();
}
_uniforms.push_back([=](gpu::Batch& batch) {
vec3 channelSizes[MAX_PROCEDURAL_TEXTURE_CHANNELS];
for (size_t i = 0; i < MAX_PROCEDURAL_TEXTURE_CHANNELS; ++i) {

View file

@ -28,27 +28,25 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
// FIXME better encapsulation
// FIXME better mechanism for extending to things rendered using shaders other than simple.slv
struct Procedural {
public:
static QJsonValue getProceduralData(const QString& proceduralJson);
Procedural();
Procedural(const QString& userDataJson);
void parse(const QString& userDataJson);
void parse(const QJsonObject&);
bool ready();
void prepare(gpu::Batch& batch, const glm::vec3& position, const glm::vec3& size);
void setupUniforms();
const gpu::ShaderPointer& getShader() const { return _shader; }
glm::vec4 getColor(const glm::vec4& entityColor);
bool _enabled{ false };
uint8_t _version{ 1 };
uint8_t _version { 1 };
std::string _vertexSource;
std::string _fragmentSource;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified{ 0 };
bool _pipelineDirty{ true };
gpu::StatePointer _state;
enum StandardUniforms {
DATE,
@ -60,23 +58,50 @@ struct Procedural {
NUM_STANDARD_UNIFORMS
};
int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
protected:
// Procedural metadata
bool _enabled { false };
uint64_t _start { 0 };
int32_t _frameCount { 0 };
uint64_t _start{ 0 };
int32_t _frameCount{ 0 };
// Rendering object descriptions, from userData
QJsonObject _proceduralData;
std::mutex _proceduralDataMutex;
QString _shaderSource;
QString _shaderPath;
QUrl _shaderUrl;
quint64 _shaderModified { 0 };
NetworkShaderPointer _networkShader;
QJsonObject _parsedUniforms;
QJsonArray _parsedChannels;
bool _proceduralDataDirty { true };
bool _shaderDirty { true };
bool _uniformsDirty { true };
bool _channelsDirty { true };
// Rendering objects
UniformLambdas _uniforms;
int32_t _standardUniformSlots[NUM_STANDARD_UNIFORMS];
NetworkTexturePointer _channels[MAX_PROCEDURAL_TEXTURE_CHANNELS];
gpu::PipelinePointer _pipeline;
gpu::ShaderPointer _vertexShader;
gpu::ShaderPointer _fragmentShader;
gpu::ShaderPointer _shader;
gpu::StatePointer _state;
// Entity metadata
glm::vec3 _entityDimensions;
glm::vec3 _entityPosition;
private:
// This should only be called from the render thread, as it shares data with Procedural::prepare
void parse(const QJsonObject&);
bool parseVersion(const QJsonValue& version);
bool parseUrl(const QUrl& url);
bool parseUniforms(const QJsonObject& uniforms);
bool parseTextures(const QJsonArray& channels);
void setupUniforms();
void setupChannels(bool shouldCreate);
};
#endif

View file

@ -15,55 +15,39 @@
#include <gpu/Context.h>
#include <ViewFrustum.h>
#include "ProceduralSkybox_vert.h"
#include "ProceduralSkybox_frag.h"
#include <model/skybox_vert.h>
#include <model/skybox_frag.h>
ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
}
ProceduralSkybox::ProceduralSkybox(const ProceduralSkybox& skybox) :
model::Skybox(skybox),
_procedural(skybox._procedural) {
}
void ProceduralSkybox::setProcedural(const ProceduralPointer& procedural) {
_procedural = procedural;
if (_procedural) {
_procedural->_vertexSource = ProceduralSkybox_vert;
_procedural->_fragmentSource = ProceduralSkybox_frag;
// Adjust the pipeline state for background using the stencil test
_procedural->_state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
_procedural._vertexSource = skybox_vert;
_procedural._fragmentSource = skybox_frag;
// Adjust the pipeline state for background using the stencil test
_procedural._state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
}
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& frustum) const {
ProceduralSkybox::render(batch, frustum, (*this));
if (_procedural.ready()) {
ProceduralSkybox::render(batch, frustum, (*this));
} else {
Skybox::render(batch, frustum);
}
}
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const ProceduralSkybox& skybox) {
if (!(skybox._procedural)) {
skybox.updateDataBuffer();
Skybox::render(batch, viewFrustum, skybox);
}
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) {
gpu::TexturePointer skymap = skybox.getCubemap();
// FIXME: skymap->isDefined may not be threadsafe
assert(skymap && skymap->isDefined());
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
glm::mat4 projMat;
viewFrustum.evalProjectionMatrix(projMat);
Transform viewTransform;
viewFrustum.evalViewTransform(viewTransform);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setResourceTexture(0, skybox.getCubemap());
skybox._procedural->prepare(batch, glm::vec3(0), glm::vec3(1));
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
auto& procedural = skybox._procedural;
procedural.prepare(batch, glm::vec3(0), glm::vec3(1));
auto textureSlot = procedural.getShader()->getTextures().findLocation("cubeMap");
auto bufferSlot = procedural.getShader()->getBuffers().findLocation("skyboxBuffer");
skybox.prepare(batch, textureSlot, bufferSlot);
batch.draw(gpu::TRIANGLE_STRIP, 4);
}

View file

@ -17,22 +17,18 @@
#include "Procedural.h"
typedef std::shared_ptr<Procedural> ProceduralPointer;
class ProceduralSkybox: public model::Skybox {
public:
ProceduralSkybox();
ProceduralSkybox(const ProceduralSkybox& skybox);
ProceduralSkybox& operator= (const ProceduralSkybox& skybox);
virtual ~ProceduralSkybox() {};
void setProcedural(const ProceduralPointer& procedural);
void parse(const QString& userData) { _procedural.parse(userData); }
virtual void render(gpu::Batch& batch, const ViewFrustum& frustum) const;
static void render(gpu::Batch& batch, const ViewFrustum& frustum, const ProceduralSkybox& skybox);
protected:
ProceduralPointer _procedural;
mutable Procedural _procedural;
};
typedef std::shared_ptr< ProceduralSkybox > ProceduralSkyboxPointer;

View file

@ -1,39 +0,0 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// skybox.vert
// vertex shader
//
// Created by Sam Gateau on 5/5/2015.
// 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 gpu/Transform.slh@>
<$declareStandardTransform()$>
out vec3 _normal;
void main(void) {
const float depth = 0.0;
const vec4 UNIT_QUAD[4] = vec4[4](
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0),
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0)
);
vec4 inPosition = UNIT_QUAD[gl_VertexID];
// standard transform
TransformCamera cam = getTransformCamera();
vec3 clipDir = vec3(inPosition.xy, 0.0);
vec3 eyeDir;
<$transformClipToEyeDir(cam, clipDir, eyeDir)$>
<$transformEyeToWorldDir(cam, eyeDir, _normal)$>
// Position is supposed to come in clip space
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
}

View file

@ -48,6 +48,10 @@ ItemID Scene::allocateID() {
return _IDAllocator.fetch_add(1);
}
bool Scene::isAllocatedID(const ItemID& id) {
return Item::isValidID(id) && (id < _numAllocatedItems.load());
}
/// Enqueue change batch to the scene
void Scene::enqueuePendingChanges(const PendingChanges& pendingChanges) {
_changeQueueMutex.lock();
@ -79,10 +83,22 @@ void Scene::processPendingChangesQueue() {
}
// Now we know for sure that we have enough items in the array to
// capture anything coming from the pendingChanges
// resets and potential NEW items
resetItems(consolidatedPendingChanges._resetItems, consolidatedPendingChanges._resetPayloads);
// Update the numItemsAtomic counter AFTER the reset changes went through
_numAllocatedItems.exchange(maxID);
// updates
updateItems(consolidatedPendingChanges._updatedItems, consolidatedPendingChanges._updateFunctors);
// removes
removeItems(consolidatedPendingChanges._removedItems);
// Update the numItemsAtomic counter AFTER the pending changes went through
_numAllocatedItems.exchange(maxID);
// ready to go back to rendering activities
_itemsMutex.unlock();
}

View file

@ -60,18 +60,24 @@ public:
// This call is thread safe, can be called from anywhere to allocate a new ID
ItemID allocateID();
// Check that the ID is valid and allocated for this scene, this a threadsafe call
bool isAllocatedID(const ItemID& id);
// THis is the total number of allocated items, this a threadsafe call
size_t getNumItems() const { return _numAllocatedItems.load(); }
// Enqueue change batch to the scene
void enqueuePendingChanges(const PendingChanges& pendingChanges);
// Process the penging changes equeued
void processPendingChangesQueue();
// This next call are NOT threadsafe, you have to call them from the correct thread to avoid any potential issues
// Access a particular item form its ID
// WARNING, There is No check on the validity of the ID, so this could return a bad Item
const Item& getItem(const ItemID& id) const { return _items[id]; }
size_t getNumItems() const { return _items.size(); }
// Access the spatialized items
const ItemSpatialTree& getSpatialTree() const { return _masterSpatialTree; }
@ -81,6 +87,7 @@ public:
protected:
// Thread safe elements that can be accessed from anywhere
std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
std::atomic<unsigned int> _numAllocatedItems{ 1 }; // num of allocated items, matching the _items.size()
std::mutex _changeQueueMutex;
PendingChangesQueue _changeQueue;

View file

@ -264,12 +264,33 @@ Octree::Index Octree::accessCellBrick(Index cellID, const CellBrickAccessor& acc
return brickID;
}
Octree::Location ItemSpatialTree::evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const {
minCoordf = evalCoordf(bound.getMinimumPoint());
maxCoordf = evalCoordf(bound.getMaximumPoint());
// If the bound crosses any of the octree volume limit, then return root cell
if ( (minCoordf.x < 0.0f)
|| (minCoordf.y < 0.0f)
|| (minCoordf.z < 0.0f)
|| (maxCoordf.x >= _size)
|| (maxCoordf.y >= _size)
|| (maxCoordf.z >= _size)) {
return Location();
}
Coord3 minCoord(minCoordf);
Coord3 maxCoord(maxCoordf);
return Location::evalFromRange(minCoord, maxCoord);
}
Octree::Locations ItemSpatialTree::evalLocations(const ItemBounds& bounds) const {
Locations locations;
Coord3f minCoordf, maxCoordf;
locations.reserve(bounds.size());
for (auto& bound : bounds) {
if (!bound.bound.isNull()) {
locations.emplace_back(evalLocation(bound.bound));
locations.emplace_back(evalLocation(bound.bound, minCoordf, maxCoordf));
} else {
locations.emplace_back(Location());
}
@ -344,11 +365,8 @@ bool ItemSpatialTree::removeItem(Index cellIdx, const ItemKey& key, const ItemID
ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey& oldKey, const AABox& bound, const ItemID& item, ItemKey& newKey) {
auto newCell = INVALID_CELL;
if (!newKey.isViewSpace()) {
auto minCoordf = evalCoordf(bound.getMinimumPoint());
auto maxCoordf = evalCoordf(bound.getMaximumPoint());
Coord3 minCoord(minCoordf);
Coord3 maxCoord(maxCoordf);
auto location = Location::evalFromRange(minCoord, maxCoord);
Coord3f minCoordf, maxCoordf;
auto location = evalLocation(bound, minCoordf, maxCoordf);
// Compare range size vs cell location size and tag itemKey accordingly
// If Item bound fits in sub cell then tag as small
@ -403,7 +421,21 @@ ItemSpatialTree::Index ItemSpatialTree::resetItem(Index oldCell, const ItemKey&
int Octree::select(CellSelection& selection, const FrustumSelector& selector) const {
Index cellID = ROOT_CELL;
return selectTraverse(cellID, selection, selector);
auto cell = getConcreteCell(cellID);
int numSelectedsIn = (int)selection.size();
// Always include the root cell partially containing potentially outer objects
selectCellBrick(cellID, selection, false);
// then traverse deeper
for (int i = 0; i < NUM_OCTANTS; i++) {
Index subCellID = cell.child((Link)i);
if (subCellID != INVALID_CELL) {
selectTraverse(subCellID, selection, selector);
}
}
return (int)selection.size() - numSelectedsIn;
}

View file

@ -117,7 +117,6 @@ namespace render {
return depth;
}
class Location {
void assertValid() {
assert((pos.x >= 0) && (pos.y >= 0) && (pos.z >= 0));
@ -157,6 +156,7 @@ namespace render {
// Eval the location best fitting the specified range
static Location evalFromRange(const Coord3& minCoord, const Coord3& maxCoord, Depth rangeDepth = MAX_DEPTH);
// Eval the intersection test against a frustum
enum Intersection {
Outside = 0,
@ -367,7 +367,7 @@ namespace render {
// An octree of Items organizing them efficiently for culling
// The octree only cares about the bound & the key of an item to store it a the right cell location
class ItemSpatialTree : public Octree {
float _size { 32768.0f };
float _size{ 32768.0f };
float _invSize { 1.0f / _size };
glm::vec3 _origin { -16384.0f };
@ -398,10 +398,26 @@ namespace render {
return getOrigin() + glm::vec3(coord) * cellWidth;
}
// Clamp a 3D relative position to make sure it is in the valid range space of the octree
glm::vec3 clampRelPosToTreeRange(const glm::vec3& pos) const {
const float EPSILON = 0.0001f;
return glm::vec3(
std::min(std::max(pos.x, 0.0f), _size - EPSILON),
std::min(std::max(pos.y, 0.0f), _size - EPSILON),
std::min(std::max(pos.z, 0.0f), _size - EPSILON));
}
// Eval an integer cell coordinate (at the specified deepth) from a given 3d position
// If the 3D position is out of the octree volume, then the position is clamped
// so the integer coordinate is meaningfull
Coord3 evalCoord(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
auto npos = (pos - getOrigin());
auto npos = clampRelPosToTreeRange((pos - getOrigin()));
return Coord3(npos * getInvCellWidth(depth)); // Truncate fractional part
}
// Eval a real cell coordinate (at the specified deepth) from a given 3d position
// Position is NOT clamped to the boundaries of the octree so beware of conversion to a Coord3!
Coord3f evalCoordf(const glm::vec3& pos, Depth depth = Octree::METRIC_COORD_DEPTH) const {
auto npos = (pos - getOrigin());
return Coord3f(npos * getInvCellWidth(depth));
@ -412,9 +428,10 @@ namespace render {
float cellWidth = getCellWidth(loc.depth);
return AABox(evalPos(loc.pos, cellWidth), cellWidth);
}
Location evalLocation(const AABox& bound) const {
return Location::evalFromRange(evalCoord(bound.getMinimumPoint()), evalCoord(bound.getMaximumPoint()));
}
// Eval the cell location for a given arbitrary Bound,
// if the Bound crosses any of the Octree planes then the root cell is returned
Location evalLocation(const AABox& bound, Coord3f& minCoordf, Coord3f& maxCoordf) const;
Locations evalLocations(const ItemBounds& bounds) const;
// Managing itemsInserting items in cells

View file

@ -17,6 +17,7 @@ public:
protected:
void hmdPresent() override {}
bool isHmdMounted() const override { return true; }
private:
static const QString NAME;

View file

@ -24,6 +24,8 @@ public:
protected:
void hmdPresent() override;
// FIXME update with Oculus API call once it's available in the SDK
bool isHmdMounted() const override { return true; }
void customizeContext() override;
void uncustomizeContext() override;
void updateFrameData() override;

View file

@ -35,6 +35,7 @@ public:
protected:
virtual void customizeContext() override;
void hmdPresent() override {}
bool isHmdMounted() const override { return true; }
#if 0
virtual void uncustomizeContext() override;
virtual void internalPresent() override;

View file

@ -68,6 +68,21 @@ void OpenVrDisplayPlugin::activate() {
_compositor = vr::VRCompositor();
Q_ASSERT(_compositor);
HmdDisplayPlugin::activate();
// set up default sensor space such that the UI overlay will align with the front of the room.
auto chaperone = vr::VRChaperone();
if (chaperone) {
float const UI_RADIUS = 1.0f;
float const UI_HEIGHT = 1.6f;
float const UI_Z_OFFSET = 0.5;
float xSize, zSize;
chaperone->GetPlayAreaSize(&xSize, &zSize);
glm::vec3 uiPos(0.0f, UI_HEIGHT, UI_RADIUS - (0.5f * zSize) - UI_Z_OFFSET);
_sensorResetMat = glm::inverse(createMatFromQuatAndPos(glm::quat(), uiPos));
} else {
qDebug() << "OpenVR: error could not get chaperone pointer";
}
}
void OpenVrDisplayPlugin::deactivate() {
@ -115,7 +130,7 @@ glm::mat4 OpenVrDisplayPlugin::getHeadPose(uint32_t frameIndex) const {
#endif
vr::TrackedDevicePose_t predictedTrackedDevicePose[vr::k_unMaxTrackedDeviceCount];
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseSeated, predictedSecondsFromNow, predictedTrackedDevicePose, vr::k_unMaxTrackedDeviceCount);
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, predictedSecondsFromNow, predictedTrackedDevicePose, vr::k_unMaxTrackedDeviceCount);
// copy and process predictedTrackedDevicePoses
for (int i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
@ -139,4 +154,10 @@ void OpenVrDisplayPlugin::hmdPresent() {
vr::TrackedDevicePose_t currentTrackedDevicePose[vr::k_unMaxTrackedDeviceCount];
_compositor->WaitGetPoses(currentTrackedDevicePose, vr::k_unMaxTrackedDeviceCount, nullptr, 0);
_hmdActivityLevel = _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
}
bool OpenVrDisplayPlugin::isHmdMounted() const {
return _hmdActivityLevel == vr::k_EDeviceActivityLevel_UserInteraction;
}

View file

@ -33,9 +33,11 @@ public:
protected:
void hmdPresent() override;
bool isHmdMounted() const override;
private:
vr::IVRSystem* _system { nullptr };
std::atomic<vr::EDeviceActivityLevel> _hmdActivityLevel { vr::k_EDeviceActivityLevel_Unknown };
static const QString NAME;
mutable Mutex _poseMutex;
};

View file

@ -23,83 +23,77 @@
#include <gl/QOpenGLDebugLoggerWrapper.h>
#include <gl/QOpenGLContextWrapper.h>
#include "../model/Skybox_vert.h"
#include "../model/Skybox_frag.h"
#include <render-utils/simple_vert.h>
#include <render-utils/simple_frag.h>
#include <render-utils/simple_textured_frag.h>
#include <render-utils/simple_textured_emisive_frag.h>
#include "simple_vert.h"
#include "simple_frag.h"
#include "simple_textured_frag.h"
#include "simple_textured_emisive_frag.h"
#include <render-utils/deferred_light_vert.h>
#include <render-utils/deferred_light_limited_vert.h>
#include "deferred_light_vert.h"
#include "deferred_light_limited_vert.h"
#include <render-utils/directional_light_frag.h>
#include <render-utils/directional_ambient_light_frag.h>
#include <render-utils/directional_skybox_light_frag.h>
#include "directional_light_frag.h"
#include <render-utils/point_light_frag.h>
#include <render-utils/spot_light_frag.h>
#include "directional_ambient_light_frag.h"
#include <render-utils/standardTransformPNTC_vert.h>
#include <render-utils/standardDrawTexture_frag.h>
#include "directional_skybox_light_frag.h"
#include <render-utils/model_vert.h>
#include <render-utils/model_shadow_vert.h>
#include <render-utils/model_normal_map_vert.h>
#include <render-utils/model_lightmap_vert.h>
#include <render-utils/model_lightmap_normal_map_vert.h>
#include <render-utils/skin_model_vert.h>
#include <render-utils/skin_model_shadow_vert.h>
#include <render-utils/skin_model_normal_map_vert.h>
#include "point_light_frag.h"
#include "spot_light_frag.h"
#include <render-utils/model_frag.h>
#include <render-utils/model_shadow_frag.h>
#include <render-utils/model_normal_map_frag.h>
#include <render-utils/model_normal_specular_map_frag.h>
#include <render-utils/model_specular_map_frag.h>
#include <render-utils/model_lightmap_frag.h>
#include <render-utils/model_lightmap_normal_map_frag.h>
#include <render-utils/model_lightmap_normal_specular_map_frag.h>
#include <render-utils/model_lightmap_specular_map_frag.h>
#include <render-utils/model_translucent_frag.h>
#include "standardTransformPNTC_vert.h"
#include "standardDrawTexture_frag.h"
#include <entities-renderer/untextured_particle_frag.h>
#include <entities-renderer/untextured_particle_vert.h>
#include <entities-renderer/textured_particle_frag.h>
#include <entities-renderer/textured_particle_vert.h>
#include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include <render-utils/hit_effect_vert.h>
#include <render-utils/hit_effect_frag.h>
#include "model_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
#include <render-utils/overlay3D_vert.h>
#include <render-utils/overlay3D_frag.h>
#include "untextured_particle_frag.h"
#include "untextured_particle_vert.h"
#include "textured_particle_frag.h"
#include "textured_particle_vert.h"
#include <model/skybox_vert.h>
#include <model/skybox_frag.h>
#include <render-utils/stars_vert.h>
#include <render-utils/stars_frag.h>
#include <render-utils/starsGrid_frag.h>
#include "hit_effect_vert.h"
#include "hit_effect_frag.h"
#include <gpu/DrawTransformUnitQuad_vert.h>
#include <gpu/DrawTexcoordRectTransformUnitQuad_vert.h>
#include <gpu/DrawViewportQuadTransformTexcoord_vert.h>
#include <gpu/DrawTexture_frag.h>
#include <gpu/DrawTextureOpaque_frag.h>
#include <gpu/DrawColoredTexture_frag.h>
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
#include <render-utils/sdf_text3D_vert.h>
#include <render-utils/sdf_text3D_frag.h>
#include "Skybox_vert.h"
#include "Skybox_frag.h"
#include <entities-renderer/paintStroke_vert.h>
#include <entities-renderer/paintStroke_frag.h>
#include "stars_vert.h"
#include "stars_frag.h"
#include "starsGrid_frag.h"
#include "DrawTransformUnitQuad_vert.h"
#include "DrawTexcoordRectTransformUnitQuad_vert.h"
#include "DrawViewportQuadTransformTexcoord_vert.h"
#include "DrawTexture_frag.h"
#include "DrawTextureOpaque_frag.h"
#include "DrawColoredTexture_frag.h"
#include "sdf_text3D_vert.h"
#include "sdf_text3D_frag.h"
#include "paintStroke_vert.h"
#include "paintStroke_frag.h"
#include "polyvox_vert.h"
#include "polyvox_frag.h"
#include <entities-renderer/polyvox_vert.h>
#include <entities-renderer/polyvox_frag.h>
// Create a simple OpenGL window that renders text in various ways
class QTestWindow : public QWindow {
@ -163,7 +157,7 @@ void QTestWindow::draw() {
testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
testShaderBuild(Skybox_vert, Skybox_frag);
testShaderBuild(skybox_vert, skybox_frag);
testShaderBuild(simple_vert, simple_frag);
testShaderBuild(simple_vert, simple_textured_frag);
testShaderBuild(simple_vert, simple_textured_emisive_frag);
@ -209,8 +203,6 @@ void QTestWindow::draw() {
testShaderBuild(overlay3D_vert, overlay3D_frag);
testShaderBuild(Skybox_vert, Skybox_frag);
testShaderBuild(paintStroke_vert,paintStroke_frag);
testShaderBuild(polyvox_vert, polyvox_frag);

View file

@ -212,3 +212,15 @@ void GeometryUtilTests::testTwistSwingDecomposition() {
}
void GeometryUtilTests::testSphereCapsulePenetration() {
glm::vec3 sphereCenter(1.5, 0.0, 0.0);
float sphereRadius = 1.0f;
glm::vec3 capsuleStart(0.0f, -10.0f, 0.0f);
glm::vec3 capsuleEnd(0.0f, 10.0f, 0.0f);
float capsuleRadius = 1.0f;
glm::vec3 penetration(glm::vec3::_null);
bool hit = findSphereCapsulePenetration(sphereCenter, sphereRadius, capsuleStart, capsuleEnd, capsuleRadius, penetration);
QCOMPARE(hit, true);
QCOMPARE_WITH_ABS_ERROR(penetration, glm::vec3(-0.5f, 0.0f, 0.0f), EPSILON);
}

View file

@ -21,6 +21,7 @@ private slots:
void testLocalRayRectangleIntersection();
void testWorldRayRectangleIntersection();
void testTwistSwingDecomposition();
void testSphereCapsulePenetration();
};
float getErrorDifference(const float& a, const float& b);