mirror of
https://github.com/overte-org/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi into 321contact
Conflicts: interface/src/Application.cpp
This commit is contained in:
commit
65907a75a3
9 changed files with 615 additions and 105 deletions
164
interface/resources/shaders/point_size.vert
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164
interface/resources/shaders/point_size.vert
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@ -0,0 +1,164 @@
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#version 120
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attribute float voxelSizeIn;
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varying float voxelSize;
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uniform float viewportWidth;
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uniform float viewportHeight;
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uniform vec3 cameraPosition;
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// Bit codes for faces
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const int NONE = 0;
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const int RIGHT = 1;
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const int LEFT = 2;
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const int BOTTOM = 4;
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const int BOTTOM_RIGHT = BOTTOM + RIGHT;
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const int BOTTOM_LEFT = BOTTOM + LEFT;
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const int TOP = 8;
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const int TOP_RIGHT = TOP + RIGHT;
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const int TOP_LEFT = TOP + LEFT;
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const int NEAR = 16;
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const int NEAR_RIGHT = NEAR + RIGHT;
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const int NEAR_LEFT = NEAR + LEFT;
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const int NEAR_BOTTOM = NEAR + BOTTOM;
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const int NEAR_BOTTOM_RIGHT = NEAR + BOTTOM + RIGHT;
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const int NEAR_BOTTOM_LEFT = NEAR + BOTTOM + LEFT;
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const int NEAR_TOP = NEAR + TOP;
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const int NEAR_TOP_RIGHT = NEAR + TOP + RIGHT;
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const int NEAR_TOP_LEFT = NEAR + TOP + LEFT;
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const int FAR = 32;
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const int FAR_RIGHT = FAR + RIGHT;
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const int FAR_LEFT = FAR + LEFT;
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const int FAR_BOTTOM = FAR + BOTTOM;
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const int FAR_BOTTOM_RIGHT = FAR + BOTTOM + RIGHT;
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const int FAR_BOTTOM_LEFT = FAR + BOTTOM + LEFT;
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const int FAR_TOP = FAR + TOP;
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const int FAR_TOP_RIGHT = FAR + TOP + RIGHT;
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const int FAR_TOP_LEFT = FAR + TOP + LEFT;
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// If we know the position of the camera relative to the voxel, we can a priori know the vertices that make the visible hull
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// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
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// vertices for the projected polygon. This is a visibleFaces table based on this knowledge.
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void main(void) {
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// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
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// this is also true for voxelSizeIn.
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vec4 bottomNearRight = gl_Vertex;
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vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
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int visibleFaces = NONE;
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// In order to use our visibleFaces "table" (implemented as if statements) below, we need to encode the 6-bit code to
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// orient camera relative to the 6 defining faces of the voxel. Based on camera position relative to the bottomNearRight
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// corner and the topFarLeft corner, we can calculate which hull and therefore which two vertices are furthest apart
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// linearly once projected
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if (cameraPosition.x < bottomNearRight.x) {
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visibleFaces += RIGHT;
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}
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if (cameraPosition.x > topFarLeft.x) {
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visibleFaces += LEFT;
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}
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if (cameraPosition.y < bottomNearRight.y) {
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visibleFaces += BOTTOM;
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}
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if (cameraPosition.y > topFarLeft.y) {
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visibleFaces += TOP;
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}
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if (cameraPosition.z < bottomNearRight.z) {
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visibleFaces += NEAR;
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}
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if (cameraPosition.z > topFarLeft.z) {
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visibleFaces += FAR;
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}
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vec4 cornerAdjustOne;
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vec4 cornerAdjustTwo;
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if (visibleFaces == RIGHT) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == LEFT) {
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cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == BOTTOM) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
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} else if (visibleFaces == TOP) {
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cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR) {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
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} else if (visibleFaces == FAR) {
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cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR_BOTTOM_LEFT ||
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visibleFaces == FAR_TOP ||
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visibleFaces == FAR_TOP_RIGHT) {
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cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
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} else if (visibleFaces == FAR_TOP_LEFT ||
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visibleFaces == NEAR_RIGHT ||
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visibleFaces == NEAR_BOTTOM ||
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visibleFaces == NEAR_BOTTOM_RIGHT) {
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cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
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} else if (visibleFaces == NEAR_TOP_RIGHT ||
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visibleFaces == FAR_LEFT ||
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visibleFaces == FAR_BOTTOM_LEFT ||
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visibleFaces == BOTTOM_RIGHT ||
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visibleFaces == TOP_LEFT) {
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cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
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// Everything else...
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//} else if (visibleFaces == BOTTOM_LEFT ||
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// visibleFaces == TOP_RIGHT ||
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// visibleFaces == NEAR_LEFT ||
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// visibleFaces == FAR_RIGHT ||
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// visibleFaces == NEAR_TOP ||
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// visibleFaces == NEAR_TOP_LEFT ||
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// visibleFaces == FAR_BOTTOM ||
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// visibleFaces == FAR_BOTTOM_RIGHT) {
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} else {
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cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
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cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
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}
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// Determine our corners
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vec4 cornerOne = gl_Vertex + cornerAdjustOne;
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vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
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// Find their model view projections
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vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
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vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
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// Map to x, y screen coordinates
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vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
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if (cornerOneMVP.w < 0) {
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cornerOneScreen.x = -cornerOneScreen.x;
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cornerOneScreen.y = -cornerOneScreen.y;
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}
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vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
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if (cornerTwoMVP.w < 0) {
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cornerTwoScreen.x = -cornerTwoScreen.x;
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cornerTwoScreen.y = -cornerTwoScreen.y;
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}
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// Find the distance between them in pixels
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float voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
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float voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
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float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
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// Find the center of the voxel
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vec4 centerVertex = gl_Vertex;
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float halfSizeIn = voxelSizeIn / 2;
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centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
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vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
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// Finally place the point at the center of the voxel, with a size equal to the maximum screen length
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gl_Position = center;
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gl_PointSize = voxelScreenLength;
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gl_FrontColor = gl_Color;
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}
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@ -144,6 +144,8 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_packetsPerSecond(0),
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_bytesPerSecond(0),
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_bytesCount(0),
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_recentMaxPackets(0),
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_resetRecentMaxPacketsSoon(true),
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_swatch(NULL),
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_pasteMode(false)
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{
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@ -1304,7 +1306,10 @@ static glm::vec3 getFaceVector(BoxFace face) {
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}
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void Application::idle() {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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// Normally we check PipelineWarnings, but since idle will often take more than 10ms we only show these idle timing
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// details if we're in ExtraDebugging mode. However, the ::update() and it's subcomponents will show their timing
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// details normally.
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::ExtraDebugging);
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PerformanceWarning warn(showWarnings, "Application::idle()");
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timeval check;
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@ -1314,10 +1319,17 @@ void Application::idle() {
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double timeSinceLastUpdate = diffclock(&_lastTimeUpdated, &check);
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if (timeSinceLastUpdate > IDLE_SIMULATE_MSECS) {
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{
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PerformanceWarning warn(showWarnings, "Application::idle()... update()");
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const float BIGGEST_DELTA_TIME_SECS = 0.25f;
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update(glm::clamp((float)timeSinceLastUpdate / 1000.f, 0.f, BIGGEST_DELTA_TIME_SECS));
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}
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{
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PerformanceWarning warn(showWarnings, "Application::idle()... updateGL()");
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_glWidget->updateGL();
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}
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{
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PerformanceWarning warn(showWarnings, "Application::idle()... rest of it");
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_lastTimeUpdated = check;
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_idleLoopStdev.addValue(timeSinceLastUpdate);
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@ -1332,6 +1344,7 @@ void Application::idle() {
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idleTimer->start(2);
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}
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}
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}
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void Application::terminate() {
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// Close serial port
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// close(serial_fd);
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@ -1665,6 +1678,7 @@ void Application::init() {
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_glowEffect.init();
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_ambientOcclusionEffect.init();
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_voxelShader.init();
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_pointShader.init();
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_handControl.setScreenDimensions(_glWidget->width(), _glWidget->height());
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@ -1775,6 +1789,8 @@ static QUuid DEFAULT_NODE_ID_REF;
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void Application::updateLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
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glm::vec3& eyePosition) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateLookatTargetAvatar()");
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_lookatTargetAvatar = findLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, eyePosition, DEFAULT_NODE_ID_REF);
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}
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@ -1906,17 +1922,13 @@ void Application::updateAvatars(float deltaTime, glm::vec3 mouseRayOrigin, glm::
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}
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}
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void Application::update(float deltaTime) {
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void Application::updateMouseRay(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::update()");
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PerformanceWarning warn(showWarnings, "Application::updateMouseRay()");
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// tell my avatar if the mouse is being pressed...
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_myAvatar.setMousePressed(_mousePressed);
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// check what's under the mouse and update the mouse voxel
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glm::vec3 mouseRayOrigin, mouseRayDirection;
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_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(),
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_mouseY / (float)_glWidget->height(), mouseRayOrigin, mouseRayDirection);
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_viewFrustum.computePickRay(_mouseX / (float)_glWidget->width(), _mouseY / (float)_glWidget->height(),
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mouseRayOrigin, mouseRayDirection);
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// adjust for mirroring
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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|
@ -1927,11 +1939,18 @@ void Application::update(float deltaTime) {
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_viewFrustum.getRight() * glm::dot(_viewFrustum.getRight(), mouseRayDirection));
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}
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// tell my avatar if the mouse is being pressed...
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_myAvatar.setMousePressed(_mousePressed);
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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}
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// Set where I am looking based on my mouse ray (so that other people can see)
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glm::vec3 lookAtSpot;
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void Application::updateFaceshift(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateFaceshift()");
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// Update faceshift
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_faceshift.update();
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@ -1940,8 +1959,14 @@ void Application::update(float deltaTime) {
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if (_faceshift.isActive()) {
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_myAvatar.getHead().setAngularVelocity(_faceshift.getHeadAngularVelocity());
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}
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}
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void Application::updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3& lookAtRayOrigin,
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glm::vec3& lookAtRayDirection) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateMyAvatarLookAtPosition()");
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updateLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, lookAtSpot);
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if (!_lookatTargetAvatar) {
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if (_isHoverVoxel) {
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// Look at the hovered voxel
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|
@ -1953,7 +1978,7 @@ void Application::update(float deltaTime) {
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} else {
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// Just look in direction of the mouse ray
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const float FAR_AWAY_STARE = TREE_SCALE;
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lookAtSpot = mouseRayOrigin + mouseRayDirection * FAR_AWAY_STARE;
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lookAtSpot = lookAtRayOrigin + lookAtRayDirection * FAR_AWAY_STARE;
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}
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}
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if (_faceshift.isActive()) {
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|
@ -1967,10 +1992,13 @@ void Application::update(float deltaTime) {
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glm::inverse(_myCamera.getRotation()) * (lookAtSpot - origin);
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}
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_myAvatar.getHead().setLookAtPosition(lookAtSpot);
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}
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// Find the voxel we are hovering over, and respond if clicked
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float distance;
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BoxFace face;
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void Application::updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
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float& distance, BoxFace& face) {
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels()");
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// If we have clicked on a voxel, update it's color
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if (_isHoverVoxelSounding) {
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|
@ -1993,8 +2021,16 @@ void Application::update(float deltaTime) {
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} else {
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// Check for a new hover voxel
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glm::vec4 oldVoxel(_hoverVoxel.x, _hoverVoxel.y, _hoverVoxel.z, _hoverVoxel.s);
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// only do this work if MAKE_SOUND_ON_VOXEL_HOVER or MAKE_SOUND_ON_VOXEL_CLICK is enabled,
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// and make sure the tree is not already busy... because otherwise you'll have to wait.
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if (!_voxels.treeIsBusy()) {
|
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{
|
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PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels() _voxels.findRayIntersection()");
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_isHoverVoxel = _voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _hoverVoxel, distance, face);
|
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if (MAKE_SOUND_ON_VOXEL_HOVER && _isHoverVoxel && glm::vec4(_hoverVoxel.x, _hoverVoxel.y, _hoverVoxel.z, _hoverVoxel.s) != oldVoxel) {
|
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}
|
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if (MAKE_SOUND_ON_VOXEL_HOVER && _isHoverVoxel &&
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glm::vec4(_hoverVoxel.x, _hoverVoxel.y, _hoverVoxel.z, _hoverVoxel.s) != oldVoxel) {
|
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_hoverVoxelOriginalColor[0] = _hoverVoxel.red;
|
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_hoverVoxelOriginalColor[1] = _hoverVoxel.green;
|
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_hoverVoxelOriginalColor[2] = _hoverVoxel.blue;
|
||||
|
@ -2003,13 +2039,20 @@ void Application::update(float deltaTime) {
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|||
_isHoverVoxelSounding = true;
|
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}
|
||||
}
|
||||
}
|
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}
|
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|
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void Application::updateMouseVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
|
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float& distance, BoxFace& face) {
|
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|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
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PerformanceWarning warn(showWarnings, "Application::updateMouseVoxels()");
|
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||||
_mouseVoxel.s = 0.0f;
|
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if (Menu::getInstance()->isVoxelModeActionChecked() &&
|
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(fabs(_myAvatar.getVelocity().x) +
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||||
fabs(_myAvatar.getVelocity().y) +
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||||
fabs(_myAvatar.getVelocity().z)) / 3 < MAX_AVATAR_EDIT_VELOCITY) {
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PerformanceWarning warn(showWarnings, "Application::update()... findRayIntersection()");
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if (_voxels.findRayIntersection(mouseRayOrigin, mouseRayDirection, _mouseVoxel, distance, face)) {
|
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if (distance < MAX_VOXEL_EDIT_DISTANCE) {
|
||||
|
@ -2078,6 +2121,11 @@ void Application::update(float deltaTime) {
|
|||
_justEditedVoxel = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateHandAndTouch(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateHandAndTouch()");
|
||||
|
||||
// walking triggers the handControl to stop
|
||||
if (_myAvatar.getMode() == AVATAR_MODE_WALKING) {
|
||||
|
@ -2094,19 +2142,29 @@ void Application::update(float deltaTime) {
|
|||
_lastTouchAvgX = _touchAvgX;
|
||||
_lastTouchAvgY = _touchAvgY;
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateLeap(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateLeap()");
|
||||
|
||||
// Leap finger-sensing device
|
||||
LeapManager::enableFakeFingers(Menu::getInstance()->isOptionChecked(MenuOption::SimulateLeapHand));
|
||||
_myAvatar.getHand().setRaveGloveActive(Menu::getInstance()->isOptionChecked(MenuOption::TestRaveGlove));
|
||||
LeapManager::nextFrame(_myAvatar);
|
||||
}
|
||||
|
||||
void Application::updateSerialDevices(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateSerialDevices()");
|
||||
|
||||
// Read serial port interface devices
|
||||
if (_serialHeadSensor.isActive()) {
|
||||
_serialHeadSensor.readData(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
|
||||
updateAvatar(deltaTime);
|
||||
void Application::updateThreads(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateThreads()");
|
||||
|
||||
// read incoming packets from network
|
||||
if (!_enableNetworkThread) {
|
||||
|
@ -2118,12 +2176,12 @@ void Application::update(float deltaTime) {
|
|||
_voxelProcessor.threadRoutine();
|
||||
_voxelEditSender.threadRoutine();
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateMyAvatarSimulation(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateMyAvatarSimulation()");
|
||||
|
||||
//loop through all the other avatars and simulate them...
|
||||
updateAvatars(deltaTime, mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
// Simulate myself
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
|
||||
_myAvatar.setGravity(_environment.getGravity(_myAvatar.getPosition()));
|
||||
}
|
||||
|
@ -2136,11 +2194,20 @@ void Application::update(float deltaTime) {
|
|||
} else {
|
||||
_myAvatar.simulate(deltaTime, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateParticles(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateParticles()");
|
||||
|
||||
// Simulate particle cloud movements
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ParticleCloud)) {
|
||||
_cloud.simulate(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateTransmitter(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateTransmitter()");
|
||||
|
||||
// no transmitter drive implies transmitter pick
|
||||
if (!Menu::getInstance()->isOptionChecked(MenuOption::TransmitterDrive) && _myTransmitter.isConnected()) {
|
||||
|
@ -2176,6 +2243,11 @@ void Application::update(float deltaTime) {
|
|||
} else {
|
||||
_transmitterPickStart = _transmitterPickEnd = glm::vec3();
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateCamera(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateCamera()");
|
||||
|
||||
if (!OculusManager::isConnected()) {
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::FullscreenMirror)) {
|
||||
|
@ -2211,6 +2283,11 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateDialogs(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateDialogs()");
|
||||
|
||||
// Update bandwidth dialog, if any
|
||||
BandwidthDialog* bandwidthDialog = Menu::getInstance()->getBandwidthDialog();
|
||||
|
@ -2222,6 +2299,11 @@ void Application::update(float deltaTime) {
|
|||
if (voxelStatsDialog) {
|
||||
voxelStatsDialog->update();
|
||||
}
|
||||
}
|
||||
|
||||
void Application::updateAudio(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateAudio()");
|
||||
|
||||
// Update audio stats for procedural sounds
|
||||
#ifndef _WIN32
|
||||
|
@ -2229,6 +2311,11 @@ void Application::update(float deltaTime) {
|
|||
_audio.setLastVelocity(_myAvatar.getVelocity());
|
||||
_audio.eventuallyAnalyzePing();
|
||||
#endif
|
||||
}
|
||||
|
||||
void Application::updateCursor(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateCursor()");
|
||||
|
||||
// watch mouse position, if it hasn't moved, hide the cursor
|
||||
bool underMouse = _glWidget->underMouse();
|
||||
|
@ -2250,6 +2337,43 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
void Application::update(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::update()");
|
||||
|
||||
// check what's under the mouse and update the mouse voxel
|
||||
glm::vec3 mouseRayOrigin, mouseRayDirection;
|
||||
updateMouseRay(deltaTime, mouseRayOrigin, mouseRayDirection);
|
||||
|
||||
// Set where I am looking based on my mouse ray (so that other people can see)
|
||||
glm::vec3 lookAtSpot;
|
||||
glm::vec3 lookAtRayOrigin = mouseRayOrigin, lookAtRayDirection = mouseRayDirection;
|
||||
|
||||
updateFaceshift(deltaTime, mouseRayOrigin, mouseRayDirection, lookAtRayOrigin, lookAtRayDirection);
|
||||
updateLookatTargetAvatar(mouseRayOrigin, mouseRayDirection, lookAtSpot);
|
||||
updateMyAvatarLookAtPosition(lookAtSpot, lookAtRayOrigin, lookAtRayDirection);
|
||||
|
||||
// Find the voxel we are hovering over, and respond if clicked
|
||||
float distance;
|
||||
BoxFace face;
|
||||
|
||||
updateHoverVoxels(deltaTime, mouseRayOrigin, mouseRayDirection, distance, face); // clicking on voxels and making sounds
|
||||
updateMouseVoxels(deltaTime, mouseRayOrigin, mouseRayDirection, distance, face); // UI/UX related to voxels
|
||||
updateHandAndTouch(deltaTime); // Update state for touch sensors
|
||||
updateLeap(deltaTime); // Leap finger-sensing device
|
||||
updateSerialDevices(deltaTime); // Read serial port interface devices
|
||||
updateAvatar(deltaTime); // Sample hardware, update view frustum if needed, and send avatar data to mixer/nodes
|
||||
updateThreads(deltaTime); // If running non-threaded, then give the threads some time to process...
|
||||
updateAvatars(deltaTime, mouseRayOrigin, mouseRayDirection); //loop through all the other avatars and simulate them...
|
||||
updateMyAvatarSimulation(deltaTime); // Simulate myself
|
||||
updateParticles(deltaTime); // Simulate particle cloud movements
|
||||
updateTransmitter(deltaTime); // transmitter drive or pick
|
||||
updateCamera(deltaTime); // handle various camera tweaks like off axis projection
|
||||
updateDialogs(deltaTime); // update various stats dialogs if present
|
||||
updateAudio(deltaTime); // Update audio stats for procedural sounds
|
||||
updateCursor(deltaTime); // Handle cursor updates
|
||||
}
|
||||
|
||||
void Application::updateAvatar(float deltaTime) {
|
||||
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showWarnings, "Application::updateAvatar()");
|
||||
|
@ -3256,6 +3380,8 @@ void Application::displayStats() {
|
|||
drawtext(10, statsVerticalOffset, 0.10f, 0, 1.0, 0, avatarStats);
|
||||
|
||||
|
||||
QLocale locale(QLocale::English);
|
||||
|
||||
std::stringstream voxelStats;
|
||||
voxelStats.precision(4);
|
||||
voxelStats << "Voxels " <<
|
||||
|
@ -3278,11 +3404,19 @@ void Application::displayStats() {
|
|||
statsVerticalOffset += PELS_PER_LINE;
|
||||
drawtext(10, statsVerticalOffset, 0.10f, 0, 1.0, 0, (char*)voxelStats.str().c_str());
|
||||
|
||||
unsigned long localTotal = VoxelNode::getNodeCount();
|
||||
unsigned long localInternal = VoxelNode::getInternalNodeCount();
|
||||
unsigned long localLeaves = VoxelNode::getLeafNodeCount();
|
||||
QString localTotalString = locale.toString((uint)localTotal); // consider adding: .rightJustified(10, ' ');
|
||||
QString localInternalString = locale.toString((uint)localInternal);
|
||||
QString localLeavesString = locale.toString((uint)localLeaves);
|
||||
|
||||
|
||||
voxelStats.str("");
|
||||
voxelStats <<
|
||||
"Local Voxels Total: " << VoxelNode::getNodeCount() << ", " <<
|
||||
"Internal: " << VoxelNode::getInternalNodeCount() << " , " <<
|
||||
"Leaves: " << VoxelNode::getLeafNodeCount() << "";
|
||||
"Local Voxels Total: " << localTotalString.toLocal8Bit().constData() << " / " <<
|
||||
"Internal: " << localInternalString.toLocal8Bit().constData() << " / " <<
|
||||
"Leaves: " << localLeavesString.toLocal8Bit().constData() << "";
|
||||
statsVerticalOffset += PELS_PER_LINE;
|
||||
drawtext(10, statsVerticalOffset, 0.10f, 0, 1.0, 0, (char*)voxelStats.str().c_str());
|
||||
|
||||
|
@ -3310,6 +3444,29 @@ void Application::displayStats() {
|
|||
statsVerticalOffset += PELS_PER_LINE;
|
||||
drawtext(10, statsVerticalOffset, 0.10f, 0, 1.0, 0, (char*)voxelStats.str().c_str());
|
||||
|
||||
voxelStats.str("");
|
||||
int voxelPacketsToProcess = _voxelProcessor.packetsToProcessCount();
|
||||
QString packetsString = locale.toString((int)voxelPacketsToProcess);
|
||||
QString maxString = locale.toString((int)_recentMaxPackets);
|
||||
|
||||
voxelStats << "Voxel Packets to Process: " << packetsString.toLocal8Bit().constData()
|
||||
<< " [Recent Max: " << maxString.toLocal8Bit().constData() << "]";
|
||||
|
||||
if (_resetRecentMaxPacketsSoon && voxelPacketsToProcess > 0) {
|
||||
_recentMaxPackets = 0;
|
||||
_resetRecentMaxPacketsSoon = false;
|
||||
}
|
||||
if (voxelPacketsToProcess == 0) {
|
||||
_resetRecentMaxPacketsSoon = true;
|
||||
} else {
|
||||
if (voxelPacketsToProcess > _recentMaxPackets) {
|
||||
_recentMaxPackets = voxelPacketsToProcess;
|
||||
}
|
||||
}
|
||||
statsVerticalOffset += PELS_PER_LINE;
|
||||
drawtext(10, statsVerticalOffset, 0.10f, 0, 1.0, 0, (char*)voxelStats.str().c_str());
|
||||
|
||||
|
||||
Node *avatarMixer = NodeList::getInstance()->soloNodeOfType(NODE_TYPE_AVATAR_MIXER);
|
||||
char avatarMixerStats[200];
|
||||
|
||||
|
|
|
@ -55,6 +55,7 @@
|
|||
#include "renderer/GeometryCache.h"
|
||||
#include "renderer/GlowEffect.h"
|
||||
#include "renderer/VoxelShader.h"
|
||||
#include "renderer/PointShader.h"
|
||||
#include "renderer/TextureCache.h"
|
||||
#include "ui/BandwidthDialog.h"
|
||||
#include "ui/ChatEntry.h"
|
||||
|
@ -162,6 +163,9 @@ public:
|
|||
virtual void domainChanged(QString domain);
|
||||
|
||||
VoxelShader& getVoxelShader() { return _voxelShader; }
|
||||
PointShader& getPointShader() { return _pointShader; }
|
||||
|
||||
glm::vec2 getViewportDimensions() const{ return glm::vec2(_glWidget->width(),_glWidget->height()); }
|
||||
|
||||
public slots:
|
||||
void sendAvatarFaceVideoMessage(int frameCount, const QByteArray& data);
|
||||
|
@ -220,8 +224,29 @@ private:
|
|||
|
||||
void update(float deltaTime);
|
||||
|
||||
// Various helper functions called during update()
|
||||
void updateMouseRay(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection);
|
||||
void updateFaceshift(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
|
||||
glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection);
|
||||
void updateMyAvatarLookAtPosition(glm::vec3& lookAtSpot, glm::vec3& lookAtRayOrigin, glm::vec3& lookAtRayDirection);
|
||||
void updateHoverVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
|
||||
float& distance, BoxFace& face);
|
||||
void updateMouseVoxels(float deltaTime, glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection,
|
||||
float& distance, BoxFace& face);
|
||||
void updateLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
|
||||
glm::vec3& eyePosition);
|
||||
void updateHandAndTouch(float deltaTime);
|
||||
void updateLeap(float deltaTime);
|
||||
void updateSerialDevices(float deltaTime);
|
||||
void updateThreads(float deltaTime);
|
||||
void updateMyAvatarSimulation(float deltaTime);
|
||||
void updateParticles(float deltaTime);
|
||||
void updateTransmitter(float deltaTime);
|
||||
void updateCamera(float deltaTime);
|
||||
void updateDialogs(float deltaTime);
|
||||
void updateAudio(float deltaTime);
|
||||
void updateCursor(float deltaTime);
|
||||
|
||||
Avatar* findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection,
|
||||
glm::vec3& eyePosition, QUuid &nodeUUID);
|
||||
bool isLookingAtMyAvatar(Avatar* avatar);
|
||||
|
@ -383,6 +408,7 @@ private:
|
|||
GlowEffect _glowEffect;
|
||||
AmbientOcclusionEffect _ambientOcclusionEffect;
|
||||
VoxelShader _voxelShader;
|
||||
PointShader _pointShader;
|
||||
|
||||
#ifndef _WIN32
|
||||
Audio _audio;
|
||||
|
@ -402,6 +428,9 @@ private:
|
|||
int _bytesPerSecond;
|
||||
int _bytesCount;
|
||||
|
||||
int _recentMaxPackets; // recent max incoming voxel packets to process
|
||||
bool _resetRecentMaxPacketsSoon;
|
||||
|
||||
StDev _idleLoopStdev;
|
||||
float _idleLoopMeasuredJitter;
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ void VoxelPacketProcessor::processPacket(sockaddr& senderAddress, unsigned char*
|
|||
"VoxelPacketProcessor::processPacket()");
|
||||
|
||||
const int WAY_BEHIND = 300;
|
||||
if (packetsToProcessCount() > WAY_BEHIND && Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
|
||||
if (packetsToProcessCount() > WAY_BEHIND && Menu::getInstance()->isOptionChecked(MenuOption::ExtraDebugging)) {
|
||||
qDebug("VoxelPacketProcessor::processPacket() packets to process=%d\n", packetsToProcessCount());
|
||||
}
|
||||
ssize_t messageLength = packetLength;
|
||||
|
|
|
@ -110,6 +110,7 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
|
|||
|
||||
_culledOnce = false;
|
||||
_inhideOutOfView = false;
|
||||
_treeIsBusy = false;
|
||||
}
|
||||
|
||||
void VoxelSystem::voxelDeleted(VoxelNode* node) {
|
||||
|
@ -595,9 +596,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
"readBitstreamToTree()");
|
||||
// ask the VoxelTree to read the bitstream into the tree
|
||||
ReadBitstreamToTreeParams args(WANT_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceUUID());
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
}
|
||||
break;
|
||||
case PACKET_TYPE_VOXEL_DATA_MONOCHROME: {
|
||||
|
@ -605,9 +606,9 @@ int VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
"readBitstreamToTree()");
|
||||
// ask the VoxelTree to read the MONOCHROME bitstream into the tree
|
||||
ReadBitstreamToTreeParams args(NO_COLOR, WANT_EXISTS_BITS, NULL, getDataSourceUUID());
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->readBitstreamToTree(voxelData, numBytes - numBytesPacketHeader, args);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
}
|
||||
break;
|
||||
case PACKET_TYPE_Z_COMMAND:
|
||||
|
@ -1002,7 +1003,9 @@ int VoxelSystem::updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool force
|
|||
// not render these Voxels. We need to think about ways to keep the entire scene intact but maybe lower quality
|
||||
// possibly shifting down to lower LOD or something. This debug message is to help identify, if/when/how this
|
||||
// state actually occurs.
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ExtraDebugging)) {
|
||||
qDebug("OHHHH NOOOOOO!!!! updateNodeInArrays() BAILING (_voxelsInWriteArrays >= _maxVoxels)\n");
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1257,13 +1260,27 @@ void VoxelSystem::render(bool texture) {
|
|||
|
||||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().begin();
|
||||
|
||||
attributeLocation = Application::getInstance()->getVoxelShader().attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(attributeLocation);
|
||||
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
} else {
|
||||
const float POINT_SIZE = 4.0;
|
||||
glPointSize(POINT_SIZE);
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
|
||||
glm::vec2 viewDimensions = Application::getInstance()->getViewportDimensions();
|
||||
float viewportWidth = viewDimensions.x;
|
||||
float viewportHeight = viewDimensions.y;
|
||||
glm::vec3 cameraPosition = Application::getInstance()->getViewFrustum()->getPosition();
|
||||
PointShader& pointShader = Application::getInstance()->getPointShader();
|
||||
|
||||
pointShader.begin();
|
||||
|
||||
pointShader.setUniformValue(pointShader.uniformLocation("viewportWidth"), viewportWidth);
|
||||
pointShader.setUniformValue(pointShader.uniformLocation("viewportHeight"), viewportHeight);
|
||||
pointShader.setUniformValue(pointShader.uniformLocation("cameraPosition"), cameraPosition);
|
||||
|
||||
attributeLocation = pointShader.attributeLocation("voxelSizeIn");
|
||||
glEnableVertexAttribArray(attributeLocation);
|
||||
glVertexAttribPointer(attributeLocation, 1, GL_FLOAT, false, sizeof(VoxelShaderVBOData), BUFFER_OFFSET(3*sizeof(float)));
|
||||
}
|
||||
|
||||
|
||||
|
@ -1287,6 +1304,10 @@ void VoxelSystem::render(bool texture) {
|
|||
if (!_voxelsAsPoints) {
|
||||
Application::getInstance()->getVoxelShader().end();
|
||||
glDisableVertexAttribArray(attributeLocation);
|
||||
} else {
|
||||
Application::getInstance()->getPointShader().end();
|
||||
glDisableVertexAttribArray(attributeLocation);
|
||||
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
}
|
||||
} else {
|
||||
PerformanceWarning warn(showWarnings, "render().. TRIANGLES...");
|
||||
|
@ -1387,9 +1408,9 @@ void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
|
|||
int VoxelSystem::_nodeCount = 0;
|
||||
|
||||
void VoxelSystem::killLocalVoxels() {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->eraseAllVoxels();
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
clearFreeBufferIndexes();
|
||||
_voxelsInReadArrays = 0; // do we need to do this?
|
||||
setupNewVoxelsForDrawing();
|
||||
|
@ -1408,9 +1429,9 @@ bool VoxelSystem::clearAllNodesBufferIndexOperation(VoxelNode* node, void* extra
|
|||
|
||||
void VoxelSystem::clearAllNodesBufferIndex() {
|
||||
_nodeCount = 0;
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
|
||||
qDebug("clearing buffer index of %d nodes\n", _nodeCount);
|
||||
}
|
||||
|
@ -1864,7 +1885,7 @@ void VoxelSystem::hideOutOfView(bool forceFullFrustum) {
|
|||
_inhideOutOfView = true;
|
||||
|
||||
bool showDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
|
||||
PerformanceWarning warn(showDebugDetails, "hideOutOfView()", showDebugDetails);
|
||||
PerformanceWarning warn(showDebugDetails, "hideOutOfView()");
|
||||
bool widenFrustum = true;
|
||||
|
||||
// When using "delta" view frustums and only hide/show items that are in the difference
|
||||
|
@ -1898,9 +1919,9 @@ void VoxelSystem::hideOutOfView(bool forceFullFrustum) {
|
|||
return;
|
||||
}
|
||||
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
_lastCulledViewFrustum = args.thisViewFrustum; // save last stable
|
||||
_culledOnce = true;
|
||||
|
||||
|
@ -1909,7 +1930,8 @@ void VoxelSystem::hideOutOfView(bool forceFullFrustum) {
|
|||
setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
|
||||
}
|
||||
|
||||
if (showDebugDetails) {
|
||||
bool extraDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::ExtraDebugging);
|
||||
if (extraDebugDetails) {
|
||||
qDebug("hideOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld\n",
|
||||
args.nodesScanned, args.nodesRemoved, args.nodesInside,
|
||||
args.nodesIntersect, args.nodesOutside
|
||||
|
@ -2088,10 +2110,10 @@ bool VoxelSystem::hideOutOfViewOperation(VoxelNode* node, void* extraData) {
|
|||
|
||||
bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
VoxelDetail& detail, float& distance, BoxFace& face) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
VoxelNode* node;
|
||||
if (!_tree->findRayIntersection(origin, direction, node, distance, face)) {
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
return false;
|
||||
}
|
||||
detail.x = node->getCorner().x;
|
||||
|
@ -2101,21 +2123,21 @@ bool VoxelSystem::findRayIntersection(const glm::vec3& origin, const glm::vec3&
|
|||
detail.red = node->getColor()[0];
|
||||
detail.green = node->getColor()[1];
|
||||
detail.blue = node->getColor()[2];
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool VoxelSystem::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
bool result = _tree->findSpherePenetration(center, radius, penetration);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
return result;
|
||||
}
|
||||
|
||||
bool VoxelSystem::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
bool result = _tree->findCapsulePenetration(start, end, radius, penetration);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -2289,9 +2311,9 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|||
|
||||
|
||||
void VoxelSystem::deleteVoxelAt(float x, float y, float z, float s) {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->deleteVoxelAt(x, y, z, s);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
|
||||
// redraw!
|
||||
setupNewVoxelsForDrawing(); // do we even need to do this? Or will the next network receive kick in?
|
||||
|
@ -2306,9 +2328,9 @@ void VoxelSystem::createVoxel(float x, float y, float z, float s,
|
|||
unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
|
||||
|
||||
//qDebug("VoxelSystem::createVoxel(%f,%f,%f,%f)\n",x,y,z,s);
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->createVoxel(x, y, z, s, red, green, blue, destructive);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
|
||||
setupNewVoxelsForDrawing();
|
||||
};
|
||||
|
@ -2631,9 +2653,9 @@ void VoxelSystem::nodeKilled(Node* node) {
|
|||
if (_voxelServerCount > 0) {
|
||||
// Kill any voxels from the local tree that match this nodeID
|
||||
// commenting out for removal of 16 bit node IDs
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
lockTree();
|
||||
_tree->recurseTreeWithOperation(killSourceVoxelsOperation, &nodeUUID);
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
unlockTree();
|
||||
_tree->setDirtyBit();
|
||||
setupNewVoxelsForDrawing();
|
||||
} else {
|
||||
|
@ -2701,5 +2723,15 @@ unsigned long VoxelSystem::getVoxelMemoryUsageGPU() {
|
|||
return (_initialMemoryUsageGPU - currentFreeMemory);
|
||||
}
|
||||
|
||||
void VoxelSystem::lockTree() {
|
||||
pthread_mutex_lock(&_treeLock);
|
||||
_treeIsBusy = true;
|
||||
}
|
||||
|
||||
void VoxelSystem::unlockTree() {
|
||||
_treeIsBusy = false;
|
||||
pthread_mutex_unlock(&_treeLock);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -120,6 +120,8 @@ public:
|
|||
virtual void nodeKilled(Node* node);
|
||||
virtual void domainChanged(QString domain);
|
||||
|
||||
bool treeIsBusy() const { return _treeIsBusy; }
|
||||
|
||||
signals:
|
||||
void importSize(float x, float y, float z);
|
||||
void importProgress(int progress);
|
||||
|
@ -302,6 +304,10 @@ private:
|
|||
bool _useFastVoxelPipeline;
|
||||
|
||||
bool _inhideOutOfView;
|
||||
bool _treeIsBusy; // is the tree mutex locked? if so, it's busy, and if you can avoid it, don't access the tree
|
||||
|
||||
void lockTree();
|
||||
void unlockTree();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
77
interface/src/renderer/PointShader.cpp
Normal file
77
interface/src/renderer/PointShader.cpp
Normal file
|
@ -0,0 +1,77 @@
|
|||
//
|
||||
// PointShader.cpp
|
||||
// interface
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 10/30/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
|
||||
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
#include <QOpenGLFramebufferObject>
|
||||
|
||||
#include "Application.h"
|
||||
#include "PointShader.h"
|
||||
#include "ProgramObject.h"
|
||||
#include "RenderUtil.h"
|
||||
|
||||
PointShader::PointShader()
|
||||
: _initialized(false)
|
||||
{
|
||||
_program = NULL;
|
||||
}
|
||||
|
||||
PointShader::~PointShader() {
|
||||
if (_initialized) {
|
||||
delete _program;
|
||||
}
|
||||
}
|
||||
|
||||
ProgramObject* PointShader::createPointShaderProgram(const QString& name) {
|
||||
ProgramObject* program = new ProgramObject();
|
||||
program->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/" + name + ".vert" );
|
||||
program->link();
|
||||
return program;
|
||||
}
|
||||
|
||||
void PointShader::init() {
|
||||
if (_initialized) {
|
||||
qDebug("[ERROR] PointShader is already initialized.\n");
|
||||
return;
|
||||
}
|
||||
switchToResourcesParentIfRequired();
|
||||
_program = createPointShaderProgram("point_size");
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
void PointShader::begin() {
|
||||
_program->bind();
|
||||
}
|
||||
|
||||
void PointShader::end() {
|
||||
_program->release();
|
||||
}
|
||||
|
||||
int PointShader::attributeLocation(const char* name) const {
|
||||
if (_program) {
|
||||
return _program->attributeLocation(name);
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
int PointShader::uniformLocation(const char* name) const {
|
||||
if (_program) {
|
||||
return _program->uniformLocation(name);
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
void PointShader::setUniformValue(int uniformLocation, float value) {
|
||||
_program->setUniformValue(uniformLocation, value);
|
||||
}
|
||||
|
||||
void PointShader::setUniformValue(int uniformLocation, const glm::vec3& value) {
|
||||
_program->setUniformValue(uniformLocation, value.x, value.y, value.z);
|
||||
}
|
45
interface/src/renderer/PointShader.h
Normal file
45
interface/src/renderer/PointShader.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
//
|
||||
// PointShader.h
|
||||
// interface
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 10/30/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__PointShader__
|
||||
#define __interface__PointShader__
|
||||
|
||||
#include <QObject>
|
||||
|
||||
class ProgramObject;
|
||||
|
||||
/// A shader program that draws voxels as points with variable sizes
|
||||
class PointShader : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
PointShader();
|
||||
~PointShader();
|
||||
|
||||
void init();
|
||||
|
||||
/// Starts using the voxel point shader program.
|
||||
void begin();
|
||||
|
||||
/// Stops using the voxel point shader program.
|
||||
void end();
|
||||
|
||||
/// Gets access to attributes from the shader program
|
||||
int attributeLocation(const char* name) const;
|
||||
int uniformLocation(const char* name) const;
|
||||
void setUniformValue(int uniformLocation, float value);
|
||||
void setUniformValue(int uniformLocation, const glm::vec3& value);
|
||||
|
||||
static ProgramObject* createPointShaderProgram(const QString& name);
|
||||
|
||||
private:
|
||||
bool _initialized;
|
||||
ProgramObject* _program;
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__PointShader__) */
|
|
@ -25,6 +25,12 @@ public:
|
|||
/// \thread network receive thread
|
||||
void queueReceivedPacket(sockaddr& senderAddress, unsigned char* packetData, ssize_t packetLength);
|
||||
|
||||
/// Are there received packets waiting to be processed
|
||||
bool hasPacketsToProcess() const { return _packets.size() > 0; }
|
||||
|
||||
/// How many received packets waiting are to be processed
|
||||
int packetsToProcessCount() const { return _packets.size(); }
|
||||
|
||||
protected:
|
||||
/// Callback for processing of recieved packets. Implement this to process the incoming packets.
|
||||
/// \param sockaddr& senderAddress the address of the sender
|
||||
|
@ -36,12 +42,6 @@ protected:
|
|||
/// Implements generic processing behavior for this thread.
|
||||
virtual bool process();
|
||||
|
||||
/// Are there received packets waiting to be processed
|
||||
bool hasPacketsToProcess() const { return _packets.size() > 0; }
|
||||
|
||||
/// How many received packets waiting are to be processed
|
||||
int packetsToProcessCount() const { return _packets.size(); }
|
||||
|
||||
private:
|
||||
|
||||
std::vector<NetworkPacket> _packets;
|
||||
|
|
Loading…
Reference in a new issue