mirror of
https://github.com/overte-org/overte.git
synced 2025-04-13 04:02:12 +02:00
merge rig into cleanup (removal of legacy shapes)
Conflicts: interface/src/avatar/Avatar.h tests/physics/src/ShapeColliderTests.cpp tests/physics/src/ShapeColliderTests.h
This commit is contained in:
commit
661a916ebd
104 changed files with 7188 additions and 1673 deletions
|
@ -927,9 +927,9 @@ void AudioMixer::parseSettingsObject(const QJsonObject &settingsObject) {
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const QString USE_STDEV_FOR_DESIRED_CALC_JSON_KEY = "use_stdev_for_desired_calc";
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_streamSettings._useStDevForJitterCalc = audioBufferGroupObject[USE_STDEV_FOR_DESIRED_CALC_JSON_KEY].toBool();
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if (_streamSettings._useStDevForJitterCalc) {
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qDebug() << "Using Philip's stdev method for jitter calc if dynamic jitter buffers enabled";
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qDebug() << "Using stdev method for jitter calc if dynamic jitter buffers enabled";
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} else {
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qDebug() << "Using Fred's max-gap method for jitter calc if dynamic jitter buffers enabled";
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qDebug() << "Using max-gap method for jitter calc if dynamic jitter buffers enabled";
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}
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const QString WINDOW_STARVE_THRESHOLD_JSON_KEY = "window_starve_threshold";
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@ -38,5 +38,19 @@ if (WIN32)
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find_package_handle_standard_args(GLEW DEFAULT_MSG GLEW_INCLUDE_DIRS GLEW_LIBRARIES GLEW_DLL_PATH)
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add_paths_to_fixup_libs(${GLEW_DLL_PATH})
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elseif (APPLE)
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else ()
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find_path(GLEW_INCLUDE_DIR GL/glew.h)
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find_library(GLEW_LIBRARY NAMES GLEW glew32 glew glew32s PATH_SUFFIXES lib64)
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set(GLEW_INCLUDE_DIRS ${GLEW_INCLUDE_DIR})
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set(GLEW_LIBRARIES ${GLEW_LIBRARY})
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(GLEW
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REQUIRED_VARS GLEW_INCLUDE_DIR GLEW_LIBRARY)
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mark_as_advanced(GLEW_INCLUDE_DIR GLEW_LIBRARY)
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endif ()
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38
cmake/modules/FindconnexionClient.cmake
Normal file
38
cmake/modules/FindconnexionClient.cmake
Normal file
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@ -0,0 +1,38 @@
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#
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# FindconnexionClient.cmake
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#
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# Once done this will define
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#
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# 3DCONNEXIONCLIENT_INCLUDE_DIRS
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#
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# Created on 10/06/2015 by Marcel Verhagen
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# Copyright 2015 High Fidelity, Inc.
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#
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# Distributed under the Apache License, Version 2.0.
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# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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#
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# setup hints for 3DCONNEXIONCLIENT search
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include("${MACRO_DIR}/HifiLibrarySearchHints.cmake")
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hifi_library_search_hints("connexionclient")
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if (APPLE)
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find_library(3DconnexionClient 3DconnexionClient)
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if(EXISTS ${3DconnexionClient})
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set(CONNEXIONCLIENT_FOUND true)
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set(CONNEXIONCLIENT_INCLUDE_DIR ${3DconnexionClient})
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set(CONNEXIONCLIENT_LIBRARY ${3DconnexionClient})
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set_target_properties(${TARGET_NAME} PROPERTIES LINK_FLAGS "-weak_framework 3DconnexionClient")
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message(STATUS "Found 3Dconnexion")
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mark_as_advanced(CONNEXIONCLIENT_INCLUDE_DIR CONNEXIONCLIENT_LIBRARY)
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endif()
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endif()
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if (WIN32)
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find_path(CONNEXIONCLIENT_INCLUDE_DIRS I3dMouseParams.h PATH_SUFFIXES Inc HINTS ${CONNEXIONCLIENT_SEARCH_DIRS})
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(connexionClient DEFAULT_MSG CONNEXIONCLIENT_INCLUDE_DIRS)
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mark_as_advanced(CONNEXIONCLIENT_INCLUDE_DIRS CONNEXIONCLIENT_SEARCH_DIRS)
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endif()
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230
examples/edit.js
230
examples/edit.js
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@ -291,22 +291,18 @@ var toolBar = (function () {
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var RESIZE_TIMEOUT = 120000; // 2 minutes
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var RESIZE_MAX_CHECKS = RESIZE_TIMEOUT / RESIZE_INTERVAL;
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function addModel(url) {
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var position;
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var entityID = createNewEntity({
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type: "Model",
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dimensions: DEFAULT_DIMENSIONS,
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modelURL: url
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}, false);
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position = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), SPAWN_DISTANCE));
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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var entityId = Entities.addEntity({
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type: "Model",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
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dimensions: DEFAULT_DIMENSIONS,
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modelURL: url
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});
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if (entityID) {
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print("Model added: " + url);
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var checkCount = 0;
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function resize() {
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var entityProperties = Entities.getEntityProperties(entityId);
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var entityProperties = Entities.getEntityProperties(entityID);
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var naturalDimensions = entityProperties.naturalDimensions;
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checkCount++;
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@ -318,21 +314,41 @@ var toolBar = (function () {
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print("Resize failed: timed out waiting for model (" + url + ") to load");
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}
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} else {
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Entities.editEntity(entityId, { dimensions: naturalDimensions });
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Entities.editEntity(entityID, { dimensions: naturalDimensions });
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// Reset selection so that the selection overlays will be updated
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selectionManager.setSelections([entityId]);
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selectionManager.setSelections([entityID]);
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}
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}
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selectionManager.setSelections([entityId]);
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selectionManager.setSelections([entityID]);
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Script.setTimeout(resize, RESIZE_INTERVAL);
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} else {
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Window.alert("Can't add model: Model would be out of bounds.");
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}
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}
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function createNewEntity(properties, dragOnCreate) {
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// Default to true if not passed in
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dragOnCreate = dragOnCreate == undefined ? true : dragOnCreate;
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var dimensions = properties.dimensions ? properties.dimensions : DEFAULT_DIMENSIONS;
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var position = getPositionToCreateEntity();
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var entityID = null;
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if (position != null) {
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position = grid.snapToSurface(grid.snapToGrid(position, false, dimensions), dimensions),
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properties.position = position;
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entityID = Entities.addEntity(properties);
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if (dragOnCreate) {
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placingEntityID = entityID;
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}
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} else {
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Window.alert("Can't create " + properties.type + ": " + properties.type + " would be out of bounds.");
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}
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return entityID;
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}
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var newModelButtonDown = false;
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var browseMarketplaceButtonDown = false;
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that.mousePressEvent = function (event) {
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@ -363,127 +379,82 @@ var toolBar = (function () {
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}
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if (newCubeButton === toolBar.clicked(clickedOverlay)) {
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var position = getPositionToCreateEntity();
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createNewEntity({
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type: "Box",
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dimensions: DEFAULT_DIMENSIONS,
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color: { red: 255, green: 0, blue: 0 }
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});
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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type: "Box",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
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dimensions: DEFAULT_DIMENSIONS,
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color: { red: 255, green: 0, blue: 0 }
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});
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} else {
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Window.alert("Can't create box: Box would be out of bounds.");
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}
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return true;
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}
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if (newSphereButton === toolBar.clicked(clickedOverlay)) {
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var position = getPositionToCreateEntity();
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createNewEntity({
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type: "Sphere",
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dimensions: DEFAULT_DIMENSIONS,
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color: { red: 255, green: 0, blue: 0 }
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});
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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type: "Sphere",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
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dimensions: DEFAULT_DIMENSIONS,
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color: { red: 255, green: 0, blue: 0 }
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});
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} else {
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Window.alert("Can't create sphere: Sphere would be out of bounds.");
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}
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return true;
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}
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if (newLightButton === toolBar.clicked(clickedOverlay)) {
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var position = getPositionToCreateEntity();
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createNewEntity({
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type: "Light",
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dimensions: DEFAULT_LIGHT_DIMENSIONS,
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isSpotlight: false,
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color: { red: 150, green: 150, blue: 150 },
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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type: "Light",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_LIGHT_DIMENSIONS), DEFAULT_LIGHT_DIMENSIONS),
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dimensions: DEFAULT_LIGHT_DIMENSIONS,
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isSpotlight: false,
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color: { red: 150, green: 150, blue: 150 },
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constantAttenuation: 1,
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linearAttenuation: 0,
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quadraticAttenuation: 0,
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exponent: 0,
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cutoff: 180, // in degrees
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});
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constantAttenuation: 1,
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linearAttenuation: 0,
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quadraticAttenuation: 0,
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exponent: 0,
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cutoff: 180, // in degrees
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});
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} else {
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Window.alert("Can't create Light: Light would be out of bounds.");
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}
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return true;
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}
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if (newTextButton === toolBar.clicked(clickedOverlay)) {
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var position = getPositionToCreateEntity();
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createNewEntity({
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type: "Text",
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dimensions: { x: 0.65, y: 0.3, z: 0.01 },
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backgroundColor: { red: 64, green: 64, blue: 64 },
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textColor: { red: 255, green: 255, blue: 255 },
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text: "some text",
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lineHeight: 0.06
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});
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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type: "Text",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
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dimensions: { x: 0.65, y: 0.3, z: 0.01 },
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backgroundColor: { red: 64, green: 64, blue: 64 },
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textColor: { red: 255, green: 255, blue: 255 },
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text: "some text",
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lineHeight: 0.06
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});
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} else {
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Window.alert("Can't create box: Text would be out of bounds.");
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}
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return true;
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}
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if (newWebButton === toolBar.clicked(clickedOverlay)) {
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var position = getPositionToCreateEntity();
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createNewEntity({
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type: "Web",
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dimensions: { x: 1.6, y: 0.9, z: 0.01 },
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sourceUrl: "https://highfidelity.com/",
|
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});
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||||
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if (position.x > 0 && position.y > 0 && position.z > 0) {
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placingEntityID = Entities.addEntity({
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type: "Web",
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position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
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dimensions: { x: 1.6, y: 0.9, z: 0.01 },
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sourceUrl: "https://highfidelity.com/",
|
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});
|
||||
} else {
|
||||
Window.alert("Can't create Web Entity: would be out of bounds.");
|
||||
}
|
||||
return true;
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||||
}
|
||||
|
||||
if (newZoneButton === toolBar.clicked(clickedOverlay)) {
|
||||
var position = getPositionToCreateEntity();
|
||||
createNewEntity({
|
||||
type: "Zone",
|
||||
dimensions: { x: 10, y: 10, z: 10 },
|
||||
});
|
||||
|
||||
if (position.x > 0 && position.y > 0 && position.z > 0) {
|
||||
placingEntityID = Entities.addEntity({
|
||||
type: "Zone",
|
||||
position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS), DEFAULT_DIMENSIONS),
|
||||
dimensions: { x: 10, y: 10, z: 10 },
|
||||
});
|
||||
} else {
|
||||
Window.alert("Can't create box: Text would be out of bounds.");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (newPolyVoxButton === toolBar.clicked(clickedOverlay)) {
|
||||
var position = getPositionToCreateEntity();
|
||||
createNewEntity({
|
||||
type: "PolyVox",
|
||||
dimensions: { x: 10, y: 10, z: 10 },
|
||||
voxelVolumeSize: {x:16, y:16, z:16},
|
||||
voxelSurfaceStyle: 1
|
||||
});
|
||||
|
||||
if (position.x > 0 && position.y > 0 && position.z > 0) {
|
||||
placingEntityID = Entities.addEntity({
|
||||
type: "PolyVox",
|
||||
position: grid.snapToSurface(grid.snapToGrid(position, false, DEFAULT_DIMENSIONS),
|
||||
DEFAULT_DIMENSIONS),
|
||||
dimensions: { x: 10, y: 10, z: 10 },
|
||||
voxelVolumeSize: {x:16, y:16, z:16},
|
||||
voxelSurfaceStyle: 1
|
||||
});
|
||||
} else {
|
||||
Window.alert("Can't create PolyVox: would be out of bounds.");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -666,7 +637,7 @@ function handleIdleMouse() {
|
|||
idleMouseTimerId = null;
|
||||
if (isActive) {
|
||||
highlightEntityUnderCursor(lastMousePosition, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function highlightEntityUnderCursor(position, accurateRay) {
|
||||
|
@ -837,15 +808,15 @@ function setupModelMenus() {
|
|||
}
|
||||
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Entity List...", shortcutKey: "CTRL+META+L", afterItem: "Models" });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Large Models", shortcutKey: "CTRL+META+L",
|
||||
afterItem: "Entity List...", isCheckable: true, isChecked: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Small Models", shortcutKey: "CTRL+META+S",
|
||||
afterItem: "Allow Selecting of Large Models", isCheckable: true, isChecked: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
|
||||
afterItem: "Allow Selecting of Small Models", isCheckable: true });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities In Box", shortcutKey: "CTRL+SHIFT+META+A",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities In Box", shortcutKey: "CTRL+SHIFT+META+A",
|
||||
afterItem: "Allow Selecting of Lights" });
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities Touching Box", shortcutKey: "CTRL+SHIFT+META+T",
|
||||
Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities Touching Box", shortcutKey: "CTRL+SHIFT+META+T",
|
||||
afterItem: "Select All Entities In Box" });
|
||||
|
||||
Menu.addMenuItem({ menuName: "File", menuItemName: "Models", isSeparator: true, beforeItem: "Settings" });
|
||||
|
@ -962,7 +933,7 @@ function selectAllEtitiesInCurrentSelectionBox(keepIfTouching) {
|
|||
entities.splice(i, 1);
|
||||
--i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
selectionManager.setSelections(entities);
|
||||
}
|
||||
|
@ -1038,17 +1009,29 @@ function handeMenuEvent(menuItem) {
|
|||
tooltip.show(false);
|
||||
}
|
||||
|
||||
// This function tries to find a reasonable position to place a new entity based on the camera
|
||||
// position. If a reasonable position within the world bounds can't be found, `null` will
|
||||
// be returned. The returned position will also take into account grid snapping settings.
|
||||
function getPositionToCreateEntity() {
|
||||
var distance = cameraManager.enabled ? cameraManager.zoomDistance : DEFAULT_ENTITY_DRAG_DROP_DISTANCE;
|
||||
var direction = Quat.getFront(Camera.orientation);
|
||||
var offset = Vec3.multiply(distance, direction);
|
||||
var position = Vec3.sum(Camera.position, offset);
|
||||
var placementPosition = Vec3.sum(Camera.position, offset);
|
||||
|
||||
position.x = Math.max(0, position.x);
|
||||
position.y = Math.max(0, position.y);
|
||||
position.z = Math.max(0, position.z);
|
||||
var cameraPosition = Camera.position;
|
||||
|
||||
return position;
|
||||
var cameraOutOfBounds = cameraPosition.x < 0 || cameraPosition.y < 0 || cameraPosition.z < 0;
|
||||
var placementOutOfBounds = placementPosition.x < 0 || placementPosition.y < 0 || placementPosition.z < 0;
|
||||
|
||||
if (cameraOutOfBounds && placementOutOfBounds) {
|
||||
return null;
|
||||
}
|
||||
|
||||
placementPosition.x = Math.max(0, placementPosition.x);
|
||||
placementPosition.y = Math.max(0, placementPosition.y);
|
||||
placementPosition.z = Math.max(0, placementPosition.z);
|
||||
|
||||
return placementPosition;
|
||||
}
|
||||
|
||||
function importSVO(importURL) {
|
||||
|
@ -1064,17 +1047,18 @@ function importSVO(importURL) {
|
|||
|
||||
if (success) {
|
||||
var VERY_LARGE = 10000;
|
||||
var position = { x: 0, y: 0, z: 0};
|
||||
var position = { x: 0, y: 0, z: 0 };
|
||||
if (Clipboard.getClipboardContentsLargestDimension() < VERY_LARGE) {
|
||||
position = getPositionToCreateEntity();
|
||||
}
|
||||
if (position.x > 0 && position.y > 0 && position.z > 0) {
|
||||
if (position != null) {
|
||||
var pastedEntityIDs = Clipboard.pasteEntities(position);
|
||||
|
||||
if (isActive) {
|
||||
selectionManager.setSelections(pastedEntityIDs);
|
||||
}
|
||||
Window.raiseMainWindow();
|
||||
|
||||
Window.raiseMainWindow();
|
||||
} else {
|
||||
Window.alert("Can't import objects: objects would be out of bounds.");
|
||||
}
|
||||
|
@ -1264,7 +1248,7 @@ PropertiesTool = function(opts) {
|
|||
if (data.properties.keyLightDirection !== undefined) {
|
||||
data.properties.keyLightDirection = Vec3.fromPolar(
|
||||
data.properties.keyLightDirection.x * DEGREES_TO_RADIANS, data.properties.keyLightDirection.y * DEGREES_TO_RADIANS);
|
||||
}
|
||||
}
|
||||
Entities.editEntity(selectionManager.selections[0], data.properties);
|
||||
if (data.properties.name != undefined) {
|
||||
entityListTool.sendUpdate();
|
||||
|
@ -1360,8 +1344,8 @@ PropertiesTool = function(opts) {
|
|||
var properties = selectionManager.savedProperties[selectionManager.selections[i]];
|
||||
if (properties.type == "Zone") {
|
||||
var centerOfZone = properties.boundingBox.center;
|
||||
var atmosphereCenter = { x: centerOfZone.x,
|
||||
y: centerOfZone.y - properties.atmosphere.innerRadius,
|
||||
var atmosphereCenter = { x: centerOfZone.x,
|
||||
y: centerOfZone.y - properties.atmosphere.innerRadius,
|
||||
z: centerOfZone.z };
|
||||
|
||||
Entities.editEntity(selectionManager.selections[i], {
|
||||
|
|
28
examples/example/games/hitEffect.js
Normal file
28
examples/example/games/hitEffect.js
Normal file
|
@ -0,0 +1,28 @@
|
|||
//
|
||||
// hitEffect.js
|
||||
// examples
|
||||
//
|
||||
// Created by Eric Levin on July 20, 2015
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// An example of how to toggle a screen-space hit effect using the Scene global object.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
|
||||
var hitEffectEnabled = false;
|
||||
|
||||
toggleHitEffect();
|
||||
|
||||
function toggleHitEffect() {
|
||||
Script.setTimeout(function() {
|
||||
hitEffectEnabled = !hitEffectEnabled;
|
||||
Scene.setEngineDisplayHitEffect(hitEffectEnabled);
|
||||
toggleHitEffect();
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
288
examples/example/games/satellite.js
Normal file
288
examples/example/games/satellite.js
Normal file
|
@ -0,0 +1,288 @@
|
|||
//
|
||||
// satellite.js
|
||||
// games
|
||||
//
|
||||
// Created by Bridget Went 7/1/2015.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// A game to bring a satellite model into orbit around an animated earth model .
|
||||
// - Double click to create a new satellite
|
||||
// - Click on the satellite, drag a vector arrow to specify initial velocity
|
||||
// - Release mouse to launch the active satellite
|
||||
// - Orbital movement is calculated using equations of gravitational physics
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
Script.include('../utilities/tools/vector.js');
|
||||
|
||||
var URL = "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/";
|
||||
|
||||
SatelliteGame = function() {
|
||||
var MAX_RANGE = 50.0;
|
||||
var Y_AXIS = {
|
||||
x: 0,
|
||||
y: 1,
|
||||
z: 0
|
||||
}
|
||||
var LIFETIME = 6000;
|
||||
var ERROR_THRESH = 20.0;
|
||||
|
||||
// Create the spinning earth model
|
||||
var EARTH_SIZE = 20.0;
|
||||
var CLOUDS_OFFSET = 0.5;
|
||||
var SPIN = 0.1;
|
||||
var ZONE_DIM = 100.0;
|
||||
var LIGHT_INTENSITY = 1.5;
|
||||
|
||||
Earth = function(position, size) {
|
||||
this.earth = Entities.addEntity({
|
||||
type: "Model",
|
||||
shapeType: 'sphere',
|
||||
modelURL: URL + "earth.fbx",
|
||||
position: position,
|
||||
dimensions: {
|
||||
x: size,
|
||||
y: size,
|
||||
z: size
|
||||
},
|
||||
rotation: Quat.angleAxis(180, {
|
||||
x: 1,
|
||||
y: 0,
|
||||
z: 0
|
||||
}),
|
||||
angularVelocity: {
|
||||
x: 0.00,
|
||||
y: 0.5 * SPIN,
|
||||
z: 0.00
|
||||
},
|
||||
angularDamping: 0.0,
|
||||
damping: 0.0,
|
||||
ignoreCollisions: false,
|
||||
lifetime: 6000,
|
||||
collisionsWillMove: false,
|
||||
visible: true
|
||||
});
|
||||
|
||||
this.clouds = Entities.addEntity({
|
||||
type: "Model",
|
||||
shapeType: 'sphere',
|
||||
modelURL: URL + "clouds.fbx?i=2",
|
||||
position: position,
|
||||
dimensions: {
|
||||
x: size + CLOUDS_OFFSET,
|
||||
y: size + CLOUDS_OFFSET,
|
||||
z: size + CLOUDS_OFFSET
|
||||
},
|
||||
angularVelocity: {
|
||||
x: 0.00,
|
||||
y: SPIN,
|
||||
z: 0.00
|
||||
},
|
||||
angularDamping: 0.0,
|
||||
damping: 0.0,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: false,
|
||||
visible: true
|
||||
});
|
||||
|
||||
this.zone = Entities.addEntity({
|
||||
type: "Zone",
|
||||
position: position,
|
||||
dimensions: {
|
||||
x: ZONE_DIM,
|
||||
y: ZONE_DIM,
|
||||
z: ZONE_DIM
|
||||
},
|
||||
keyLightDirection: Vec3.normalize(Vec3.subtract(position, Camera.getPosition())),
|
||||
keyLightIntensity: LIGHT_INTENSITY
|
||||
});
|
||||
|
||||
this.cleanup = function() {
|
||||
Entities.deleteEntity(this.clouds);
|
||||
Entities.deleteEntity(this.earth);
|
||||
Entities.deleteEntity(this.zone);
|
||||
}
|
||||
}
|
||||
|
||||
// Create earth model
|
||||
var center = Vec3.sum(Camera.getPosition(), Vec3.multiply(MAX_RANGE, Quat.getFront(Camera.getOrientation())));
|
||||
var distance = Vec3.length(Vec3.subtract(center, Camera.getPosition()));
|
||||
var earth = new Earth(center, EARTH_SIZE);
|
||||
|
||||
var satellites = [];
|
||||
var SATELLITE_SIZE = 2.0;
|
||||
var launched = false;
|
||||
var activeSatellite;
|
||||
|
||||
var PERIOD = 4.0;
|
||||
var LARGE_BODY_MASS = 16000.0;
|
||||
var SMALL_BODY_MASS = LARGE_BODY_MASS * 0.000000333;
|
||||
|
||||
Satellite = function(position, planetCenter) {
|
||||
// The Satellite class
|
||||
|
||||
this.launched = false;
|
||||
this.startPosition = position;
|
||||
this.readyToLaunch = false;
|
||||
this.radius = Vec3.length(Vec3.subtract(position, planetCenter));
|
||||
|
||||
this.satellite = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/satellite/satellite.fbx",
|
||||
position: this.startPosition,
|
||||
dimensions: {
|
||||
x: SATELLITE_SIZE,
|
||||
y: SATELLITE_SIZE,
|
||||
z: SATELLITE_SIZE
|
||||
},
|
||||
angularDamping: 0.0,
|
||||
damping: 0.0,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: false,
|
||||
});
|
||||
|
||||
this.getProperties = function() {
|
||||
return Entities.getEntityProperties(this.satellite);
|
||||
}
|
||||
|
||||
this.launch = function() {
|
||||
var prop = Entities.getEntityProperties(this.satellite);
|
||||
var between = Vec3.subtract(planetCenter, prop.position);
|
||||
var radius = Vec3.length(between);
|
||||
this.gravity = (4.0 * Math.PI * Math.PI * Math.pow(radius, 3.0)) / (LARGE_BODY_MASS * PERIOD * PERIOD);
|
||||
|
||||
var initialVelocity = Vec3.normalize(Vec3.cross(between, Y_AXIS));
|
||||
initialVelocity = Vec3.multiply(Math.sqrt((this.gravity * LARGE_BODY_MASS) / radius), initialVelocity);
|
||||
initialVelocity = Vec3.multiply(this.arrow.magnitude, initialVelocity);
|
||||
initialVelocity = Vec3.multiply(Vec3.length(initialVelocity), this.arrow.direction);
|
||||
|
||||
Entities.editEntity(this.satellite, {
|
||||
velocity: initialVelocity
|
||||
});
|
||||
this.launched = true;
|
||||
};
|
||||
|
||||
|
||||
this.update = function(deltaTime) {
|
||||
var prop = Entities.getEntityProperties(this.satellite);
|
||||
var between = Vec3.subtract(prop.position, planetCenter);
|
||||
var radius = Vec3.length(between);
|
||||
var acceleration = -(this.gravity * LARGE_BODY_MASS) * Math.pow(radius, (-2.0));
|
||||
var speed = acceleration * deltaTime;
|
||||
var vel = Vec3.multiply(speed, Vec3.normalize(between));
|
||||
|
||||
var newVelocity = Vec3.sum(prop.velocity, vel);
|
||||
var newPos = Vec3.sum(prop.position, Vec3.multiply(newVelocity, deltaTime));
|
||||
|
||||
Entities.editEntity(this.satellite, {
|
||||
velocity: newVelocity,
|
||||
position: newPos
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
function mouseDoublePressEvent(event) {
|
||||
var pickRay = Camera.computePickRay(event.x, event.y);
|
||||
var addVector = Vec3.multiply(pickRay.direction, distance);
|
||||
var point = Vec3.sum(Camera.getPosition(), addVector);
|
||||
|
||||
// Create a new satellite
|
||||
activeSatellite = new Satellite(point, center);
|
||||
satellites.push(activeSatellite);
|
||||
}
|
||||
|
||||
function mousePressEvent(event) {
|
||||
if (!activeSatellite) {
|
||||
return;
|
||||
}
|
||||
// Reset label
|
||||
if (activeSatellite.arrow) {
|
||||
activeSatellite.arrow.deleteLabel();
|
||||
}
|
||||
var statsPosition = Vec3.sum(Camera.getPosition(), Vec3.multiply(MAX_RANGE * 0.4, Quat.getFront(Camera.getOrientation())));
|
||||
var pickRay = Camera.computePickRay(event.x, event.y)
|
||||
var rayPickResult = Entities.findRayIntersection(pickRay, true);
|
||||
if (rayPickResult.entityID === activeSatellite.satellite) {
|
||||
// Create a draggable vector arrow at satellite position
|
||||
activeSatellite.arrow = new VectorArrow(distance, true, "INITIAL VELOCITY", statsPosition);
|
||||
activeSatellite.arrow.onMousePressEvent(event);
|
||||
activeSatellite.arrow.isDragging = true;
|
||||
}
|
||||
}
|
||||
|
||||
function mouseMoveEvent(event) {
|
||||
if (!activeSatellite || !activeSatellite.arrow || !activeSatellite.arrow.isDragging) {
|
||||
return;
|
||||
}
|
||||
activeSatellite.arrow.onMouseMoveEvent(event);
|
||||
}
|
||||
|
||||
function mouseReleaseEvent(event) {
|
||||
if (!activeSatellite || !activeSatellite.arrow || !activeSatellite.arrow.isDragging) {
|
||||
return;
|
||||
}
|
||||
activeSatellite.arrow.onMouseReleaseEvent(event);
|
||||
activeSatellite.launch();
|
||||
activeSatellite.arrow.cleanup();
|
||||
}
|
||||
|
||||
var counter = 0.0;
|
||||
var CHECK_ENERGY_PERIOD = 500;
|
||||
|
||||
function update(deltaTime) {
|
||||
if (!activeSatellite) {
|
||||
return;
|
||||
}
|
||||
// Update all satellites
|
||||
for (var i = 0; i < satellites.length; i++) {
|
||||
if (!satellites[i].launched) {
|
||||
continue;
|
||||
}
|
||||
satellites[i].update(deltaTime);
|
||||
}
|
||||
|
||||
counter++;
|
||||
if (counter % CHECK_ENERGY_PERIOD == 0) {
|
||||
var prop = activeSatellite.getProperties();
|
||||
var error = calcEnergyError(prop.position, Vec3.length(prop.velocity));
|
||||
if (Math.abs(error) <= ERROR_THRESH) {
|
||||
activeSatellite.arrow.editLabel("Nice job! The satellite has reached a stable orbit.");
|
||||
} else {
|
||||
activeSatellite.arrow.editLabel("Try again! The satellite is in an unstable orbit.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.endGame = function() {
|
||||
for (var i = 0; i < satellites.length; i++) {
|
||||
Entities.deleteEntity(satellites[i].satellite);
|
||||
satellites[i].arrow.cleanup();
|
||||
}
|
||||
earth.cleanup();
|
||||
}
|
||||
|
||||
|
||||
function calcEnergyError(pos, vel) {
|
||||
//Calculate total energy error for active satellite's orbital motion
|
||||
var radius = activeSatellite.radius;
|
||||
var gravity = (4.0 * Math.PI * Math.PI * Math.pow(radius, 3.0)) / (LARGE_BODY_MASS * PERIOD * PERIOD);
|
||||
var initialVelocityCalculated = Math.sqrt((gravity * LARGE_BODY_MASS) / radius);
|
||||
|
||||
var totalEnergy = 0.5 * LARGE_BODY_MASS * Math.pow(initialVelocityCalculated, 2.0) - ((gravity * LARGE_BODY_MASS * SMALL_BODY_MASS) / radius);
|
||||
var measuredEnergy = 0.5 * LARGE_BODY_MASS * Math.pow(vel, 2.0) - ((gravity * LARGE_BODY_MASS * SMALL_BODY_MASS) / Vec3.length(Vec3.subtract(pos, center)));
|
||||
var error = ((measuredEnergy - totalEnergy) / totalEnergy) * 100;
|
||||
return error;
|
||||
}
|
||||
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseDoublePressEvent.connect(mouseDoublePressEvent);
|
||||
Controller.mouseMoveEvent.connect(mouseMoveEvent);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Script.update.connect(update);
|
||||
Script.scriptEnding.connect(this.endGame);
|
||||
|
||||
}
|
669
examples/example/solarsystem.js
Normal file
669
examples/example/solarsystem.js
Normal file
|
@ -0,0 +1,669 @@
|
|||
//
|
||||
// solarsystem.js
|
||||
// games
|
||||
//
|
||||
// Created by Bridget Went, 5/28/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// The start to a project to build a virtual physics classroom to simulate the solar system, gravity, and orbital physics.
|
||||
// - A sun with oribiting planets is created in front of the user
|
||||
// - UI elements allow for adjusting the period, gravity, trails, and energy recalculations
|
||||
// - Click "PAUSE" to pause the animation and show planet labels
|
||||
// - In this mode, double-click a planet label to zoom in on that planet
|
||||
// -Double-clicking on earth label initiates satellite orbiter game
|
||||
// -Press "TAB" to toggle back to solar system view
|
||||
//
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
Script.include('../utilities/tools/cookies.js');
|
||||
Script.include('games/satellite.js');
|
||||
|
||||
var BASE_URL = "https://s3.amazonaws.com/hifi-public/marketplace/hificontent/Scripts/planets/planets/";
|
||||
|
||||
var NUM_PLANETS = 8;
|
||||
|
||||
var trailsEnabled = true;
|
||||
var energyConserved = true;
|
||||
var planetView = false;
|
||||
var earthView = false;
|
||||
var satelliteGame;
|
||||
|
||||
var PANEL_X = 850;
|
||||
var PANEL_Y = 600;
|
||||
var BUTTON_SIZE = 20;
|
||||
var PADDING = 20;
|
||||
|
||||
var DAMPING = 0.0;
|
||||
var LIFETIME = 6000;
|
||||
var ERROR_THRESH = 2.0;
|
||||
var TIME_STEP = 70.0;
|
||||
|
||||
var MAX_POINTS_PER_LINE = 5;
|
||||
var LINE_DIM = 10;
|
||||
var LINE_WIDTH = 3.0;
|
||||
var line;
|
||||
var planetLines = [];
|
||||
var trails = [];
|
||||
|
||||
var BOUNDS = 200;
|
||||
|
||||
|
||||
// Alert user to move if they are too close to domain bounds
|
||||
if (MyAvatar.position.x < BOUNDS || MyAvatar.position.x > TREE_SCALE - BOUNDS || MyAvatar.position.y < BOUNDS || MyAvatar.position.y > TREE_SCALE - BOUNDS || MyAvatar.position.z < BOUNDS || MyAvatar.position.z > TREE_SCALE - BOUNDS) {
|
||||
Window.alert("Please move at least 200m away from domain bounds.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Save intiial avatar and camera position
|
||||
var startingPosition = MyAvatar.position;
|
||||
var startFrame = Window.location.href;
|
||||
|
||||
// Place the sun
|
||||
var MAX_RANGE = 80.0;
|
||||
var SUN_SIZE = 8.0;
|
||||
var center = Vec3.sum(startingPosition, Vec3.multiply(MAX_RANGE, Quat.getFront(Camera.getOrientation())));
|
||||
|
||||
var theSun = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: BASE_URL + "sun.fbx",
|
||||
position: center,
|
||||
dimensions: {
|
||||
x: SUN_SIZE,
|
||||
y: SUN_SIZE,
|
||||
z: SUN_SIZE
|
||||
},
|
||||
angularDamping: DAMPING,
|
||||
damping: DAMPING,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: false
|
||||
});
|
||||
|
||||
var planets = [];
|
||||
var planet_properties = [];
|
||||
|
||||
// Reference values
|
||||
var radius = 7.0;
|
||||
var T_ref = 1.0;
|
||||
var size = 1.0;
|
||||
var M = 250.0;
|
||||
var m = M * 0.000000333;
|
||||
var G = (Math.pow(radius, 3.0) / Math.pow((T_ref / (2.0 * Math.PI)), 2.0)) / M;
|
||||
var G_ref = G;
|
||||
|
||||
// Adjust size and distance as number of planets increases
|
||||
var DELTA_RADIUS = 1.8;
|
||||
var DELTA_SIZE = 0.2;
|
||||
|
||||
function initPlanets() {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var v0 = Math.sqrt((G * M) / radius);
|
||||
var T = (2.0 * Math.PI) * Math.sqrt(Math.pow(radius, 3.0) / (G * M));
|
||||
|
||||
if (i == 0) {
|
||||
var color = {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
};
|
||||
} else if (i == 1) {
|
||||
var color = {
|
||||
red: 255,
|
||||
green: 160,
|
||||
blue: 110
|
||||
};
|
||||
} else if (i == 2) {
|
||||
var color = {
|
||||
red: 10,
|
||||
green: 150,
|
||||
blue: 160
|
||||
};
|
||||
} else if (i == 3) {
|
||||
var color = {
|
||||
red: 180,
|
||||
green: 70,
|
||||
blue: 10
|
||||
};
|
||||
} else if (i == 4) {
|
||||
var color = {
|
||||
red: 250,
|
||||
green: 140,
|
||||
blue: 0
|
||||
};
|
||||
} else if (i == 5) {
|
||||
var color = {
|
||||
red: 235,
|
||||
green: 215,
|
||||
blue: 0
|
||||
};
|
||||
} else if (i == 6) {
|
||||
var color = {
|
||||
red: 135,
|
||||
green: 205,
|
||||
blue: 240
|
||||
};
|
||||
} else if (i == 7) {
|
||||
var color = {
|
||||
red: 30,
|
||||
green: 140,
|
||||
blue: 255
|
||||
};
|
||||
}
|
||||
|
||||
var prop = {
|
||||
radius: radius,
|
||||
position: Vec3.sum(center, {
|
||||
x: radius,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}),
|
||||
lineColor: color,
|
||||
period: T,
|
||||
dimensions: size,
|
||||
velocity: Vec3.multiply(v0, Vec3.normalize({
|
||||
x: 0,
|
||||
y: -0.2,
|
||||
z: 0.9
|
||||
}))
|
||||
};
|
||||
planet_properties.push(prop);
|
||||
|
||||
planets.push(Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: BASE_URL + (i + 1) + ".fbx",
|
||||
position: prop.position,
|
||||
dimensions: {
|
||||
x: prop.dimensions,
|
||||
y: prop.dimensions,
|
||||
z: prop.dimensions
|
||||
},
|
||||
velocity: prop.velocity,
|
||||
angularDamping: DAMPING,
|
||||
damping: DAMPING,
|
||||
ignoreCollisions: false,
|
||||
lifetime: LIFETIME,
|
||||
collisionsWillMove: true,
|
||||
}));
|
||||
|
||||
radius *= DELTA_RADIUS;
|
||||
size += DELTA_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize planets
|
||||
initPlanets();
|
||||
|
||||
|
||||
var labels = [];
|
||||
var labelLines = [];
|
||||
var labelsShowing = false;
|
||||
var LABEL_X = 8.0;
|
||||
var LABEL_Y = 3.0;
|
||||
var LABEL_Z = 1.0;
|
||||
var LABEL_DIST = 8.0;
|
||||
var TEXT_HEIGHT = 1.0;
|
||||
var sunLabel;
|
||||
|
||||
function showLabels() {
|
||||
labelsShowing = true;
|
||||
for (var i = 0; i < NUM_PLANETS; i++) {
|
||||
var properties = planet_properties[i];
|
||||
var text;
|
||||
if (i == 0) {
|
||||
text = "Mercury";
|
||||
} else if (i == 1) {
|
||||
text = "Venus";
|
||||
} else if (i == 2) {
|
||||
text = "Earth";
|
||||
} else if (i == 3) {
|
||||
text = "Mars";
|
||||
} else if (i == 4) {
|
||||
text = "Jupiter";
|
||||
} else if (i == 5) {
|
||||
text = "Saturn";
|
||||
} else if (i == 6) {
|
||||
text = "Uranus";
|
||||
} else if (i == 7) {
|
||||
text = "Neptune";
|
||||
}
|
||||
|
||||
text = text + " Speed: " + Vec3.length(properties.velocity).toFixed(2);
|
||||
|
||||
var labelPos = Vec3.sum(planet_properties[i].position, {
|
||||
x: 0.0,
|
||||
y: LABEL_DIST,
|
||||
z: LABEL_DIST
|
||||
});
|
||||
var linePos = planet_properties[i].position;
|
||||
labelLines.push(Entities.addEntity({
|
||||
type: "Line",
|
||||
position: linePos,
|
||||
dimensions: {
|
||||
x: 20,
|
||||
y: 20,
|
||||
z: 20
|
||||
},
|
||||
lineWidth: 3.0,
|
||||
color: {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
},
|
||||
linePoints: [{
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
}, computeLocalPoint(linePos, labelPos)]
|
||||
}));
|
||||
|
||||
labels.push(Entities.addEntity({
|
||||
type: "Text",
|
||||
text: text,
|
||||
lineHeight: TEXT_HEIGHT,
|
||||
dimensions: {
|
||||
x: LABEL_X,
|
||||
y: LABEL_Y,
|
||||
z: LABEL_Z
|
||||
},
|
||||
position: labelPos,
|
||||
backgroundColor: {
|
||||
red: 10,
|
||||
green: 10,
|
||||
blue: 10
|
||||
},
|
||||
textColor: {
|
||||
red: 255,
|
||||
green: 255,
|
||||
blue: 255
|
||||
},
|
||||
faceCamera: true
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
function hideLabels() {
|
||||
labelsShowing = false;
|
||||
Entities.deleteEntity(sunLabel);
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.deleteEntity(labelLines[i]);
|
||||
Entities.deleteEntity(labels[i]);
|
||||
}
|
||||
labels = [];
|
||||
labelLines = [];
|
||||
}
|
||||
|
||||
var time = 0.0;
|
||||
var elapsed;
|
||||
var counter = 0;
|
||||
var dt = 1.0 / TIME_STEP;
|
||||
|
||||
function update(deltaTime) {
|
||||
if (paused) {
|
||||
return;
|
||||
}
|
||||
deltaTime = dt;
|
||||
time++;
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var properties = planet_properties[i];
|
||||
var between = Vec3.subtract(properties.position, center);
|
||||
var speed = getAcceleration(properties.radius) * deltaTime;
|
||||
var vel = Vec3.multiply(speed, Vec3.normalize(between));
|
||||
|
||||
// Update velocity and position
|
||||
properties.velocity = Vec3.sum(properties.velocity, vel);
|
||||
properties.position = Vec3.sum(properties.position, Vec3.multiply(properties.velocity, deltaTime));
|
||||
Entities.editEntity(planets[i], {
|
||||
velocity: properties.velocity,
|
||||
position: properties.position
|
||||
});
|
||||
|
||||
|
||||
// Create new or update current trail
|
||||
if (trailsEnabled) {
|
||||
var lineStack = planetLines[i];
|
||||
var point = properties.position;
|
||||
var prop = Entities.getEntityProperties(lineStack[lineStack.length - 1]);
|
||||
var linePos = prop.position;
|
||||
|
||||
trails[i].push(computeLocalPoint(linePos, point));
|
||||
|
||||
Entities.editEntity(lineStack[lineStack.length - 1], {
|
||||
linePoints: trails[i]
|
||||
});
|
||||
if (trails[i].length === MAX_POINTS_PER_LINE) {
|
||||
trails[i] = newLine(lineStack, point, properties.period, properties.lineColor);
|
||||
}
|
||||
}
|
||||
|
||||
// Measure total energy every 10 updates, recalibrate velocity if necessary
|
||||
if (energyConserved) {
|
||||
if (counter % 10 === 0) {
|
||||
var error = calcEnergyError(planets[i], properties.radius, properties.v0, properties.velocity, properties.position);
|
||||
if (Math.abs(error) >= ERROR_THRESH) {
|
||||
var speed = adjustVelocity(planets[i], properties.position);
|
||||
properties.velocity = Vec3.multiply(speed, Vec3.normalize(properties.velocity));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
counter++;
|
||||
if (time % TIME_STEP == 0) {
|
||||
elapsed++;
|
||||
}
|
||||
}
|
||||
|
||||
function computeLocalPoint(linePos, worldPoint) {
|
||||
var localPoint = Vec3.subtract(worldPoint, linePos);
|
||||
return localPoint;
|
||||
}
|
||||
|
||||
function getAcceleration(radius) {
|
||||
var acc = -(G * M) * Math.pow(radius, (-2.0));
|
||||
return acc;
|
||||
}
|
||||
|
||||
// Create a new trail
|
||||
function resetTrails(planetIndex) {
|
||||
elapsed = 0.0;
|
||||
var properties = planet_properties[planetIndex];
|
||||
|
||||
var trail = [];
|
||||
var lineStack = [];
|
||||
|
||||
//add the first line to both the line entity stack and the trail
|
||||
trails.push(newLine(lineStack, properties.position, properties.period, properties.lineColor));
|
||||
planetLines.push(lineStack);
|
||||
}
|
||||
|
||||
// Create a new line
|
||||
function newLine(lineStack, point, period, color) {
|
||||
if (elapsed < period) {
|
||||
var line = Entities.addEntity({
|
||||
position: point,
|
||||
type: "Line",
|
||||
color: color,
|
||||
dimensions: {
|
||||
x: LINE_DIM,
|
||||
y: LINE_DIM,
|
||||
z: LINE_DIM
|
||||
},
|
||||
lifetime: LIFETIME,
|
||||
lineWidth: LINE_WIDTH
|
||||
});
|
||||
lineStack.push(line);
|
||||
} else {
|
||||
// Begin overwriting first lines after one full revolution (one period)
|
||||
var firstLine = lineStack.shift();
|
||||
Entities.editEntity(firstLine, {
|
||||
position: point,
|
||||
linePoints: [{
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}]
|
||||
});
|
||||
lineStack.push(firstLine);
|
||||
|
||||
}
|
||||
var points = [];
|
||||
points.push(computeLocalPoint(point, point));
|
||||
return points;
|
||||
}
|
||||
|
||||
// Measure energy error, recalculate velocity to return to initial net energy
|
||||
var totalEnergy;
|
||||
var measuredEnergy;
|
||||
var measuredPE;
|
||||
|
||||
function calcEnergyError(planet, radius, v0, v, pos) {
|
||||
totalEnergy = 0.5 * M * Math.pow(v0, 2.0) - ((G * M * m) / radius);
|
||||
measuredEnergy = 0.5 * M * Math.pow(v, 2.0) - ((G * M * m) / Vec3.length(Vec3.subtract(center, pos)));
|
||||
var error = ((measuredEnergy - totalEnergy) / totalEnergy) * 100;
|
||||
return error;
|
||||
}
|
||||
|
||||
function adjustVelocity(planet, pos) {
|
||||
var measuredPE = -(G * M * m) / Vec3.length(Vec3.subtract(center, pos));
|
||||
return Math.sqrt(2 * (totalEnergy - measuredPE) / M);
|
||||
}
|
||||
|
||||
|
||||
// Allow user to toggle pausing the model, switch to planet view
|
||||
var pauseButton = Overlays.addOverlay("text", {
|
||||
backgroundColor: {
|
||||
red: 200,
|
||||
green: 200,
|
||||
blue: 255
|
||||
},
|
||||
text: "Pause",
|
||||
x: PANEL_X,
|
||||
y: PANEL_Y - 30,
|
||||
width: 70,
|
||||
height: 20,
|
||||
alpha: 1.0,
|
||||
backgroundAlpha: 0.5,
|
||||
visible: true
|
||||
});
|
||||
|
||||
var paused = false;
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({
|
||||
x: event.x,
|
||||
y: event.y
|
||||
});
|
||||
if (clickedOverlay == pauseButton) {
|
||||
paused = !paused;
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.editEntity(planets[i], {
|
||||
velocity: {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0
|
||||
}
|
||||
});
|
||||
}
|
||||
if (paused && !labelsShowing) {
|
||||
Overlays.editOverlay(pauseButton, {
|
||||
text: "Paused",
|
||||
backgroundColor: {
|
||||
red: 255,
|
||||
green: 50,
|
||||
blue: 50
|
||||
}
|
||||
});
|
||||
showLabels();
|
||||
}
|
||||
if (paused == false && labelsShowing) {
|
||||
Overlays.editOverlay(pauseButton, {
|
||||
text: "Pause",
|
||||
backgroundColor: {
|
||||
red: 200,
|
||||
green: 200,
|
||||
blue: 255
|
||||
}
|
||||
});
|
||||
hideLabels();
|
||||
}
|
||||
planetView = false;
|
||||
}
|
||||
}
|
||||
|
||||
function keyPressEvent(event) {
|
||||
// Jump back to solar system view
|
||||
if (event.text == "TAB" && planetView) {
|
||||
if (earthView) {
|
||||
satelliteGame.endGame();
|
||||
earthView = false;
|
||||
}
|
||||
MyAvatar.position = startingPosition;
|
||||
}
|
||||
}
|
||||
|
||||
function mouseDoublePressEvent(event) {
|
||||
if (earthView) {
|
||||
return;
|
||||
}
|
||||
var pickRay = Camera.computePickRay(event.x, event.y)
|
||||
var rayPickResult = Entities.findRayIntersection(pickRay, true);
|
||||
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
if (rayPickResult.entityID === labels[i]) {
|
||||
planetView = true;
|
||||
if (i == 2) {
|
||||
MyAvatar.position = Vec3.sum(center, {
|
||||
x: 200,
|
||||
y: 200,
|
||||
z: 200
|
||||
});
|
||||
Camera.setPosition(Vec3.sum(center, {
|
||||
x: 200,
|
||||
y: 200,
|
||||
z: 200
|
||||
}));
|
||||
earthView = true;
|
||||
satelliteGame = new SatelliteGame();
|
||||
|
||||
} else {
|
||||
MyAvatar.position = Vec3.sum({
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 3.0
|
||||
}, planet_properties[i].position);
|
||||
Camera.lookAt(planet_properties[i].position);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Create UI panel
|
||||
var panel = new Panel(PANEL_X, PANEL_Y);
|
||||
var panelItems = [];
|
||||
|
||||
var g_multiplier = 1.0;
|
||||
panelItems.push(panel.newSlider("Adjust Gravitational Force: ", 0.1, 5.0,
|
||||
function(value) {
|
||||
g_multiplier = value;
|
||||
G = G_ref * g_multiplier;
|
||||
},
|
||||
|
||||
function() {
|
||||
return g_multiplier;
|
||||
},
|
||||
function(value) {
|
||||
return value.toFixed(1) + "x";
|
||||
}));
|
||||
|
||||
var period_multiplier = 1.0;
|
||||
var last_alpha = period_multiplier;
|
||||
panelItems.push(panel.newSlider("Adjust Orbital Period: ", 0.1, 3.0,
|
||||
function(value) {
|
||||
period_multiplier = value;
|
||||
changePeriod(period_multiplier);
|
||||
},
|
||||
function() {
|
||||
return period_multiplier;
|
||||
},
|
||||
function(value) {
|
||||
return (value).toFixed(2) + "x";
|
||||
}));
|
||||
|
||||
panelItems.push(panel.newCheckbox("Leave Trails: ",
|
||||
function(value) {
|
||||
trailsEnabled = value;
|
||||
if (trailsEnabled) {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
resetTrails(i);
|
||||
}
|
||||
//if trails are off and we've already created trails, remove existing trails
|
||||
} else if (planetLines.length != 0) {
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
for (var j = 0; j < planetLines[i].length; ++j) {
|
||||
Entities.deleteEntity(planetLines[i][j]);
|
||||
}
|
||||
planetLines[i] = [];
|
||||
}
|
||||
}
|
||||
},
|
||||
function() {
|
||||
return trailsEnabled;
|
||||
},
|
||||
function(value) {
|
||||
return value;
|
||||
}));
|
||||
|
||||
panelItems.push(panel.newCheckbox("Energy Error Calculations: ",
|
||||
function(value) {
|
||||
energyConserved = value;
|
||||
},
|
||||
function() {
|
||||
return energyConserved;
|
||||
},
|
||||
function(value) {
|
||||
return value;
|
||||
}));
|
||||
|
||||
// Update global G constant, period, poke velocity to new value
|
||||
function changePeriod(alpha) {
|
||||
var ratio = last_alpha / alpha;
|
||||
G = Math.pow(ratio, 2.0) * G;
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
var properties = planet_properties[i];
|
||||
properties.period = ratio * properties.period;
|
||||
properties.velocity = Vec3.multiply(ratio, properties.velocity);
|
||||
|
||||
}
|
||||
last_alpha = alpha;
|
||||
}
|
||||
|
||||
|
||||
// Clean up models, UI panels, lines, and button overlays
|
||||
function scriptEnding() {
|
||||
|
||||
satelliteGame.endGame();
|
||||
|
||||
Entities.deleteEntity(theSun);
|
||||
for (var i = 0; i < NUM_PLANETS; ++i) {
|
||||
Entities.deleteEntity(planets[i]);
|
||||
}
|
||||
Menu.removeMenu("Developer > Scene");
|
||||
panel.destroy();
|
||||
Overlays.deleteOverlay(pauseButton);
|
||||
|
||||
var e = Entities.findEntities(MyAvatar.position, 16000);
|
||||
for (i = 0; i < e.length; i++) {
|
||||
var props = Entities.getEntityProperties(e[i]);
|
||||
if (props.type === "Line" || props.type === "Text") {
|
||||
Entities.deleteEntity(e[i]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Controller.mouseMoveEvent.connect(function panelMouseMoveEvent(event) {
|
||||
return panel.mouseMoveEvent(event);
|
||||
});
|
||||
Controller.mousePressEvent.connect(function panelMousePressEvent(event) {
|
||||
return panel.mousePressEvent(event);
|
||||
});
|
||||
Controller.mouseDoublePressEvent.connect(function panelMouseDoublePressEvent(event) {
|
||||
return panel.mouseDoublePressEvent(event);
|
||||
});
|
||||
Controller.mouseReleaseEvent.connect(function(event) {
|
||||
return panel.mouseReleaseEvent(event);
|
||||
});
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.mouseDoublePressEvent.connect(mouseDoublePressEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
|
@ -141,7 +141,7 @@ CameraManager = function() {
|
|||
|
||||
// Pick a point INITIAL_ZOOM_DISTANCE in front of the camera to use as a focal point
|
||||
that.zoomDistance = INITIAL_ZOOM_DISTANCE;
|
||||
that.targetZoomDistance = that.zoomDistance;
|
||||
that.targetZoomDistance = that.zoomDistance + 3.0;
|
||||
var focalPoint = Vec3.sum(Camera.getPosition(),
|
||||
Vec3.multiply(that.zoomDistance, Quat.getFront(Camera.getOrientation())));
|
||||
|
||||
|
@ -150,6 +150,7 @@ CameraManager = function() {
|
|||
var xzDist = Math.sqrt(dPos.x * dPos.x + dPos.z * dPos.z);
|
||||
|
||||
that.targetPitch = -Math.atan2(dPos.y, xzDist) * 180 / Math.PI;
|
||||
that.targetPitch += (90 - that.targetPitch) / 3.0; // Swing camera "up" to look down at the focal point
|
||||
that.targetYaw = Math.atan2(dPos.x, dPos.z) * 180 / Math.PI;
|
||||
that.pitch = that.targetPitch;
|
||||
that.yaw = that.targetYaw;
|
||||
|
|
File diff suppressed because it is too large
Load diff
186
examples/utilities/tools/vector.js
Normal file
186
examples/utilities/tools/vector.js
Normal file
|
@ -0,0 +1,186 @@
|
|||
//
|
||||
// vector.js
|
||||
// examples
|
||||
//
|
||||
// Created by Bridget Went on 7/1/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// A template for creating vector arrows using line entities. A VectorArrow object creates a
|
||||
// draggable vector arrow where the user clicked at a specified distance from the viewer.
|
||||
// The relative magnitude and direction of the vector may be displayed.
|
||||
//
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
//
|
||||
|
||||
var LINE_DIMENSIONS = 100;
|
||||
var LIFETIME = 6000;
|
||||
var RAD_TO_DEG = 180.0 / Math.PI;
|
||||
|
||||
var LINE_WIDTH = 4;
|
||||
var ARROW_WIDTH = 6;
|
||||
var line, linePosition;
|
||||
var arrow1, arrow2;
|
||||
|
||||
var SCALE = 0.15;
|
||||
var ANGLE = 150.0;
|
||||
|
||||
|
||||
VectorArrow = function(distance, showStats, statsTitle, statsPosition) {
|
||||
this.magnitude = 0;
|
||||
this.direction = {x: 0, y: 0, z: 0};
|
||||
|
||||
this.showStats = showStats;
|
||||
this.isDragging = false;
|
||||
|
||||
this.newLine = function(position) {
|
||||
linePosition = position;
|
||||
var points = [];
|
||||
|
||||
line = Entities.addEntity({
|
||||
position: linePosition,
|
||||
type: "Line",
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
lineWidth: LINE_WIDTH,
|
||||
lifetime: LIFETIME,
|
||||
linePoints: []
|
||||
});
|
||||
|
||||
arrow1 = Entities.addEntity({
|
||||
position: {x: 0, y: 0, z: 0},
|
||||
type: "Line",
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
lineWidth: ARROW_WIDTH,
|
||||
linePoints: [],
|
||||
});
|
||||
|
||||
arrow2 = Entities.addEntity({
|
||||
position: {x: 0, y: 0, z: 0},
|
||||
type: "Line",
|
||||
dimensions: {
|
||||
x: LINE_DIMENSIONS,
|
||||
y: LINE_DIMENSIONS,
|
||||
z: LINE_DIMENSIONS
|
||||
},
|
||||
color: {red: 255, green: 255, blue: 255},
|
||||
lineWidth: ARROW_WIDTH,
|
||||
linePoints: [],
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
var STATS_DIMENSIONS = {
|
||||
x: 4.0,
|
||||
y: 1.5,
|
||||
z: 0.1
|
||||
};
|
||||
var TEXT_HEIGHT = 0.3;
|
||||
|
||||
this.onMousePressEvent = function(event) {
|
||||
|
||||
this.newLine(computeWorldPoint(event));
|
||||
|
||||
if (this.showStats) {
|
||||
this.label = Entities.addEntity({
|
||||
type: "Text",
|
||||
position: statsPosition,
|
||||
dimensions: STATS_DIMENSIONS,
|
||||
lineHeight: TEXT_HEIGHT,
|
||||
faceCamera: true
|
||||
});
|
||||
}
|
||||
|
||||
this.isDragging = true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
this.onMouseMoveEvent = function(event) {
|
||||
|
||||
if (!this.isDragging) {
|
||||
return;
|
||||
}
|
||||
|
||||
var worldPoint = computeWorldPoint(event);
|
||||
var localPoint = computeLocalPoint(event, linePosition);
|
||||
points = [{x: 0, y: 0, z: 0}, localPoint];
|
||||
Entities.editEntity(line, { linePoints: points });
|
||||
|
||||
var nextOffset = Vec3.multiply(SCALE, localPoint);
|
||||
var normOffset = Vec3.normalize(localPoint);
|
||||
var axis = Vec3.cross(normOffset, Quat.getFront(Camera.getOrientation()) );
|
||||
axis = Vec3.cross(axis, normOffset);
|
||||
var rotate1 = Quat.angleAxis(ANGLE, axis);
|
||||
var rotate2 = Quat.angleAxis(-ANGLE, axis);
|
||||
|
||||
// Rotate arrow head to follow direction of the line
|
||||
Entities.editEntity(arrow1, {
|
||||
visible: true,
|
||||
position: worldPoint,
|
||||
linePoints: [{x: 0, y: 0, z: 0}, nextOffset],
|
||||
rotation: rotate1
|
||||
});
|
||||
Entities.editEntity(arrow2, {
|
||||
visible: true,
|
||||
position: worldPoint,
|
||||
linePoints: [{x: 0, y: 0, z: 0}, nextOffset],
|
||||
rotation: rotate2
|
||||
});
|
||||
|
||||
this.magnitude = Vec3.length(localPoint) * 0.1;
|
||||
this.direction = Vec3.normalize(Vec3.subtract(worldPoint, linePosition));
|
||||
|
||||
if (this.showStats) {
|
||||
this.editLabel(statsTitle + " Magnitude " + this.magnitude.toFixed(2) + ", Direction: " +
|
||||
this.direction.x.toFixed(2) + ", " + this.direction.y.toFixed(2) + ", " + this.direction.z.toFixed(2));
|
||||
}
|
||||
}
|
||||
|
||||
this.onMouseReleaseEvent = function() {
|
||||
this.isDragging = false;
|
||||
}
|
||||
|
||||
this.cleanup = function() {
|
||||
Entities.deleteEntity(line);
|
||||
Entities.deleteEntity(arrow1);
|
||||
Entities.deleteEntity(arrow2);
|
||||
}
|
||||
|
||||
this.deleteLabel = function() {
|
||||
Entities.deleteEntity(this.label);
|
||||
}
|
||||
|
||||
this.editLabel = function(str) {
|
||||
if(!this.showStats) {
|
||||
return;
|
||||
}
|
||||
Entities.editEntity(this.label, {
|
||||
text: str
|
||||
});
|
||||
}
|
||||
|
||||
function computeWorldPoint(event) {
|
||||
var pickRay = Camera.computePickRay(event.x, event.y);
|
||||
var addVector = Vec3.multiply(pickRay.direction, distance);
|
||||
return Vec3.sum(Camera.getPosition(), addVector);
|
||||
}
|
||||
|
||||
function computeLocalPoint(event, linePosition) {
|
||||
var localPoint = Vec3.subtract(computeWorldPoint(event), linePosition);
|
||||
return localPoint;
|
||||
}
|
||||
|
||||
}
|
|
@ -2,7 +2,7 @@ set(TARGET_NAME interface)
|
|||
project(${TARGET_NAME})
|
||||
|
||||
# set a default root dir for each of our optional externals if it was not passed
|
||||
set(OPTIONAL_EXTERNALS "Faceshift" "Sixense" "LeapMotion" "RtMidi" "SDL2" "RSSDK")
|
||||
set(OPTIONAL_EXTERNALS "Faceshift" "Sixense" "LeapMotion" "RtMidi" "SDL2" "RSSDK" "connexionClient")
|
||||
foreach(EXTERNAL ${OPTIONAL_EXTERNALS})
|
||||
string(TOUPPER ${EXTERNAL} ${EXTERNAL}_UPPERCASE)
|
||||
if (NOT ${${EXTERNAL}_UPPERCASE}_ROOT_DIR)
|
||||
|
@ -218,33 +218,13 @@ else (APPLE)
|
|||
"${PROJECT_SOURCE_DIR}/resources"
|
||||
$<TARGET_FILE_DIR:${TARGET_NAME}>/resources
|
||||
)
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
if (${OPENGL_INCLUDE_DIR})
|
||||
include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
|
||||
endif ()
|
||||
|
||||
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
|
||||
|
||||
|
||||
# link target to external libraries
|
||||
if (WIN32)
|
||||
add_dependency_external_projects(glew)
|
||||
find_package(GLEW REQUIRED)
|
||||
target_include_directories(${TARGET_NAME} PRIVATE ${GLEW_INCLUDE_DIRS})
|
||||
|
||||
target_link_libraries(${TARGET_NAME} ${GLEW_LIBRARIES} wsock32.lib opengl32.lib Winmm.lib)
|
||||
|
||||
if (USE_NSIGHT)
|
||||
# try to find the Nsight package and add it to the build if we find it
|
||||
find_package(NSIGHT)
|
||||
if (NSIGHT_FOUND)
|
||||
include_directories(${NSIGHT_INCLUDE_DIRS})
|
||||
add_definitions(-DNSIGHT_FOUND)
|
||||
target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
|
||||
endif ()
|
||||
endif()
|
||||
|
||||
# target_link_libraries(${TARGET_NAME} wsock32.lib Winmm.lib)
|
||||
target_link_libraries(${TARGET_NAME} wsock32.lib Winmm.lib)
|
||||
else (WIN32)
|
||||
# Nothing else required on linux apparently
|
||||
endif()
|
||||
endif (APPLE)
|
||||
|
||||
|
|
79
interface/external/connexionclient/Inc/I3dMouseParams.h
vendored
Normal file
79
interface/external/connexionclient/Inc/I3dMouseParams.h
vendored
Normal file
|
@ -0,0 +1,79 @@
|
|||
//
|
||||
// 3DConnexion.cpp
|
||||
// hifi
|
||||
//
|
||||
// Created by MarcelEdward Verhagen on 09-06-15.
|
||||
// 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
|
||||
//
|
||||
|
||||
|
||||
#ifndef I3D_MOUSE_PARAMS_H
|
||||
#define I3D_MOUSE_PARAMS_H
|
||||
|
||||
// Parameters for the 3D mouse based on the SDK from 3Dconnexion
|
||||
|
||||
class I3dMouseSensor {
|
||||
public:
|
||||
enum Speed {
|
||||
SPEED_LOW = 0,
|
||||
SPEED_MID,
|
||||
SPEED_HIGH
|
||||
};
|
||||
|
||||
virtual bool IsPanZoom() const = 0;
|
||||
virtual bool IsRotate() const = 0;
|
||||
virtual Speed GetSpeed() const = 0;
|
||||
|
||||
virtual void SetPanZoom(bool isPanZoom) = 0;
|
||||
virtual void SetRotate(bool isRotate) = 0;
|
||||
virtual void SetSpeed(Speed speed) = 0;
|
||||
|
||||
protected:
|
||||
virtual ~I3dMouseSensor() {}
|
||||
};
|
||||
|
||||
class I3dMouseNavigation {
|
||||
public:
|
||||
enum Pivot {
|
||||
PIVOT_MANUAL = 0,
|
||||
PIVOT_AUTO,
|
||||
PIVOT_AUTO_OVERRIDE
|
||||
};
|
||||
|
||||
enum Navigation {
|
||||
NAVIGATION_OBJECT_MODE = 0,
|
||||
NAVIGATION_CAMERA_MODE,
|
||||
NAVIGATION_FLY_MODE,
|
||||
NAVIGATION_WALK_MODE,
|
||||
NAVIGATION_HELICOPTER_MODE
|
||||
};
|
||||
|
||||
enum PivotVisibility {
|
||||
PIVOT_HIDE = 0,
|
||||
PIVOT_SHOW,
|
||||
PIVOT_SHOW_MOVING
|
||||
};
|
||||
|
||||
virtual Navigation GetNavigationMode() const = 0;
|
||||
virtual Pivot GetPivotMode() const = 0;
|
||||
virtual PivotVisibility GetPivotVisibility() const = 0;
|
||||
virtual bool IsLockHorizon() const = 0;
|
||||
|
||||
virtual void SetLockHorizon(bool bOn) = 0;
|
||||
virtual void SetNavigationMode(Navigation navigation) = 0;
|
||||
virtual void SetPivotMode(Pivot pivot) = 0;
|
||||
virtual void SetPivotVisibility(PivotVisibility visibility) = 0;
|
||||
|
||||
protected:
|
||||
virtual ~I3dMouseNavigation(){}
|
||||
};
|
||||
|
||||
class I3dMouseParam : public I3dMouseSensor, public I3dMouseNavigation {
|
||||
public:
|
||||
virtual ~I3dMouseParam() {}
|
||||
};
|
||||
|
||||
#endif
|
4
interface/external/connexionclient/readme.txt
vendored
Normal file
4
interface/external/connexionclient/readme.txt
vendored
Normal file
|
@ -0,0 +1,4 @@
|
|||
The mac version does not require any files here. 3D connexion should be installed from
|
||||
http://www.3dconnexion.eu/service/drivers.html
|
||||
|
||||
For windows a header file is required Inc/I3dMouseParams.h
|
|
@ -115,6 +115,7 @@
|
|||
#include "devices/MIDIManager.h"
|
||||
#include "devices/OculusManager.h"
|
||||
#include "devices/TV3DManager.h"
|
||||
#include "devices/3Dconnexion.h"
|
||||
|
||||
#include "scripting/AccountScriptingInterface.h"
|
||||
#include "scripting/AudioDeviceScriptingInterface.h"
|
||||
|
@ -639,6 +640,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
|
|||
connect(applicationUpdater.data(), &AutoUpdater::newVersionIsAvailable, dialogsManager.data(), &DialogsManager::showUpdateDialog);
|
||||
applicationUpdater->checkForUpdate();
|
||||
|
||||
// the 3Dconnexion device wants to be initiliazed after a window is displayed.
|
||||
ConnexionClient::init();
|
||||
|
||||
auto& packetReceiver = nodeList->getPacketReceiver();
|
||||
packetReceiver.registerListener(PacketType::DomainConnectionDenied, this, "handleDomainConnectionDeniedPacket");
|
||||
}
|
||||
|
@ -750,6 +754,7 @@ Application::~Application() {
|
|||
|
||||
Leapmotion::destroy();
|
||||
RealSense::destroy();
|
||||
ConnexionClient::destroy();
|
||||
|
||||
qInstallMessageHandler(NULL); // NOTE: Do this as late as possible so we continue to get our log messages
|
||||
}
|
||||
|
@ -767,8 +772,9 @@ void Application::initializeGL() {
|
|||
}
|
||||
#endif
|
||||
|
||||
// Where the gpuContext is created and where the TRUE Backend is created and assigned
|
||||
_gpuContext = std::make_shared<gpu::Context>(new gpu::GLBackend());
|
||||
// Where the gpuContext is initialized and where the TRUE Backend is created and assigned
|
||||
gpu::Context::init<gpu::GLBackend>();
|
||||
_gpuContext = std::make_shared<gpu::Context>();
|
||||
|
||||
initDisplay();
|
||||
qCDebug(interfaceapp, "Initialized Display.");
|
||||
|
@ -995,7 +1001,8 @@ void Application::paintGL() {
|
|||
|
||||
_compositor.displayOverlayTexture(&renderArgs);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!OculusManager::isConnected() || OculusManager::allowSwap()) {
|
||||
PROFILE_RANGE(__FUNCTION__ "/bufferSwap");
|
||||
_glWidget->swapBuffers();
|
||||
|
@ -1007,6 +1014,13 @@ void Application::paintGL() {
|
|||
_frameCount++;
|
||||
_numFramesSinceLastResize++;
|
||||
Stats::getInstance()->setRenderDetails(renderArgs._details);
|
||||
|
||||
|
||||
// Reset the gpu::Context Stages
|
||||
// Back to the default framebuffer;
|
||||
gpu::Batch batch;
|
||||
batch.resetStages();
|
||||
renderArgs._context->render(batch);
|
||||
}
|
||||
|
||||
void Application::runTests() {
|
||||
|
@ -1480,6 +1494,7 @@ void Application::focusOutEvent(QFocusEvent* event) {
|
|||
_keyboardMouseDevice.focusOutEvent(event);
|
||||
SixenseManager::getInstance().focusOutEvent();
|
||||
SDL2Manager::getInstance()->focusOutEvent();
|
||||
ConnexionData::getInstance().focusOutEvent();
|
||||
|
||||
// synthesize events for keys currently pressed, since we may not get their release events
|
||||
foreach (int key, _keysPressed) {
|
||||
|
@ -3264,6 +3279,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
|
|||
renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
|
||||
|
||||
renderContext._drawItemStatus = sceneInterface->doEngineDisplayItemStatus();
|
||||
renderContext._drawHitEffect = sceneInterface->doEngineDisplayHitEffect();
|
||||
|
||||
renderContext._occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
|
||||
|
||||
|
@ -3381,7 +3397,7 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
|
|||
// This was removed in commit 71e59cfa88c6563749594e25494102fe01db38e9 but could be further
|
||||
// investigated in order to adapt the technique while fixing the head rendering issue,
|
||||
// but the complexity of the hack suggests that a better approach
|
||||
_mirrorCamera.setPosition(_myAvatar->getHead()->getEyePosition() +
|
||||
_mirrorCamera.setPosition(_myAvatar->getDefaultEyePosition() +
|
||||
_myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale());
|
||||
}
|
||||
_mirrorCamera.setProjection(glm::perspective(glm::radians(fov), aspect, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP));
|
||||
|
|
|
@ -28,7 +28,7 @@ enum CameraMode
|
|||
};
|
||||
|
||||
Q_DECLARE_METATYPE(CameraMode);
|
||||
// static int cameraModeId = qRegisterMetaType<CameraMode>();
|
||||
static int cameraModeId = qRegisterMetaType<CameraMode>();
|
||||
|
||||
class Camera : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#define hifi_GLCanvas_h
|
||||
|
||||
#include <QDebug>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <QGLWidget>
|
||||
#include <QTimer>
|
||||
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
#include "devices/Faceshift.h"
|
||||
#include "devices/RealSense.h"
|
||||
#include "devices/SixenseManager.h"
|
||||
#include "devices/3Dconnexion.h"
|
||||
#include "MainWindow.h"
|
||||
#include "scripting/MenuScriptingInterface.h"
|
||||
#if defined(Q_OS_MAC) || defined(Q_OS_WIN)
|
||||
|
@ -248,8 +249,6 @@ Menu::Menu() {
|
|||
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true);
|
||||
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true,
|
||||
avatar, SLOT(updateMotionBehavior()));
|
||||
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false,
|
||||
avatar, SLOT(updateMotionBehavior()));
|
||||
|
||||
MenuWrapper* viewMenu = addMenu("View");
|
||||
|
||||
|
@ -447,6 +446,11 @@ Menu::Menu() {
|
|||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderLookAtVectors, 0, false);
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderFocusIndicator, 0, false);
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ShowWhosLookingAtMe, 0, false);
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu,
|
||||
MenuOption::Connexion,
|
||||
0, false,
|
||||
&ConnexionClient::getInstance(),
|
||||
SLOT(toggleConnexion(bool)));
|
||||
|
||||
MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
|
||||
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::AlignForearmsWithWrists, 0, false);
|
||||
|
|
|
@ -160,6 +160,7 @@ namespace MenuOption {
|
|||
const QString CenterPlayerInView = "Center Player In View";
|
||||
const QString Chat = "Chat...";
|
||||
const QString Collisions = "Collisions";
|
||||
const QString Connexion = "Activate 3D Connexion Devices";
|
||||
const QString Console = "Console...";
|
||||
const QString ControlWithSpeech = "Control With Speech";
|
||||
const QString CopyAddress = "Copy Address to Clipboard";
|
||||
|
@ -272,7 +273,6 @@ namespace MenuOption {
|
|||
const QString SimpleShadows = "Simple";
|
||||
const QString SixenseEnabled = "Enable Hydra Support";
|
||||
const QString SixenseMouseInput = "Enable Sixense Mouse Input";
|
||||
const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations";
|
||||
const QString Stars = "Stars";
|
||||
const QString Stats = "Stats";
|
||||
const QString StopAllScripts = "Stop All Scripts";
|
||||
|
|
|
@ -106,7 +106,7 @@ bool ModelPackager::loadModel() {
|
|||
}
|
||||
qCDebug(interfaceapp) << "Reading FBX file : " << _fbxInfo.filePath();
|
||||
QByteArray fbxContents = fbx.readAll();
|
||||
_geometry = readFBX(fbxContents, QVariantHash());
|
||||
_geometry = readFBX(fbxContents, QVariantHash(), _fbxInfo.filePath());
|
||||
|
||||
// make sure we have some basic mappings
|
||||
populateBasicMapping(_mapping, _fbxInfo.filePath(), _geometry);
|
||||
|
|
|
@ -14,8 +14,6 @@
|
|||
#include <mutex>
|
||||
|
||||
#include <QElapsedTimer>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <DependencyManager.h>
|
||||
|
@ -154,6 +152,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
|
|||
auto state = gpu::StatePointer(new gpu::State());
|
||||
// enable decal blend
|
||||
state->setDepthTest(gpu::State::DepthTest(false));
|
||||
state->setAntialiasedLineEnable(true); // line smoothing also smooth points
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
_starsPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
||||
|
@ -207,8 +206,6 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
|
|||
batch._glUniform1f(_timeSlot, secs);
|
||||
geometryCache->renderUnitCube(batch);
|
||||
|
||||
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
|
||||
|
||||
static const size_t VERTEX_STRIDE = sizeof(StarVertex);
|
||||
size_t offset = offsetof(StarVertex, position);
|
||||
gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
|
||||
|
@ -217,14 +214,11 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
|
|||
|
||||
// Render the stars
|
||||
batch.setPipeline(_starsPipeline);
|
||||
batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT);
|
||||
batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
batch._glEnable(GL_POINT_SMOOTH);
|
||||
|
||||
batch.setInputFormat(streamFormat);
|
||||
batch.setInputBuffer(VERTICES_SLOT, posView);
|
||||
batch.setInputBuffer(COLOR_SLOT, colView);
|
||||
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
|
||||
|
||||
|
||||
renderArgs->_context->render(batch);
|
||||
}
|
||||
|
|
|
@ -166,7 +166,8 @@ public:
|
|||
|
||||
virtual void computeShapeInfo(ShapeInfo& shapeInfo);
|
||||
|
||||
friend class AvatarManager;
|
||||
void setMotionState(AvatarMotionState* motionState) { _motionState = motionState; }
|
||||
AvatarMotionState* getMotionState() { return _motionState; }
|
||||
|
||||
protected:
|
||||
SkeletonModel _skeletonModel;
|
||||
|
@ -195,7 +196,7 @@ protected:
|
|||
glm::vec3 _worldUpDirection;
|
||||
float _stringLength;
|
||||
bool _moving; ///< set when position is changing
|
||||
|
||||
|
||||
// protected methods...
|
||||
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
|
||||
|
@ -220,7 +221,7 @@ protected:
|
|||
virtual void updateJointMappings();
|
||||
|
||||
render::ItemID _renderItemID;
|
||||
|
||||
|
||||
private:
|
||||
bool _initialized;
|
||||
NetworkTexturePointer _billboardTexture;
|
||||
|
@ -228,9 +229,9 @@ private:
|
|||
bool _isLookAtTarget;
|
||||
|
||||
void renderBillboard(RenderArgs* renderArgs);
|
||||
|
||||
|
||||
float getBillboardSize() const;
|
||||
|
||||
|
||||
static int _jointConesID;
|
||||
|
||||
int _voiceSphereID;
|
||||
|
|
|
@ -179,11 +179,11 @@ AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWe
|
|||
// protected
|
||||
void AvatarManager::removeAvatarMotionState(AvatarSharedPointer avatar) {
|
||||
auto rawPointer = std::static_pointer_cast<Avatar>(avatar);
|
||||
AvatarMotionState* motionState= rawPointer->_motionState;
|
||||
AvatarMotionState* motionState = rawPointer->getMotionState();
|
||||
if (motionState) {
|
||||
// clean up physics stuff
|
||||
motionState->clearObjectBackPointer();
|
||||
rawPointer->_motionState = nullptr;
|
||||
rawPointer->setMotionState(nullptr);
|
||||
_avatarMotionStates.remove(motionState);
|
||||
_motionStatesToAdd.remove(motionState);
|
||||
_motionStatesToDelete.push_back(motionState);
|
||||
|
@ -307,7 +307,7 @@ void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
|
|||
AvatarHash::iterator avatarItr = _avatarHash.find(id);
|
||||
if (avatarItr != _avatarHash.end()) {
|
||||
auto avatar = std::static_pointer_cast<Avatar>(avatarItr.value());
|
||||
AvatarMotionState* motionState = avatar->_motionState;
|
||||
AvatarMotionState* motionState = avatar->getMotionState();
|
||||
if (motionState) {
|
||||
motionState->addDirtyFlags(EntityItem::DIRTY_SHAPE);
|
||||
} else {
|
||||
|
@ -316,7 +316,7 @@ void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
|
|||
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
|
||||
if (shape) {
|
||||
AvatarMotionState* motionState = new AvatarMotionState(avatar.get(), shape);
|
||||
avatar->_motionState = motionState;
|
||||
avatar->setMotionState(motionState);
|
||||
_motionStatesToAdd.insert(motionState);
|
||||
_avatarMotionStates.insert(motionState);
|
||||
}
|
||||
|
|
|
@ -25,6 +25,7 @@ FaceModel::FaceModel(Head* owningHead, RigPointer rig) :
|
|||
|
||||
void FaceModel::simulate(float deltaTime, bool fullUpdate) {
|
||||
updateGeometry();
|
||||
|
||||
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
|
||||
glm::vec3 neckPosition;
|
||||
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
|
||||
|
@ -37,15 +38,20 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
setRotation(neckParentRotation);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
|
||||
|
||||
|
||||
setPupilDilation(_owningHead->getPupilDilation());
|
||||
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
|
||||
|
||||
|
||||
// FIXME - this is very expensive, we shouldn't do it if we don't have to
|
||||
//invalidCalculatedMeshBoxes();
|
||||
|
||||
if (isActive()) {
|
||||
setOffset(-_geometry->getFBXGeometry().neckPivot);
|
||||
|
||||
for (int i = 0; i < _rig->getJointStateCount(); i++) {
|
||||
maybeUpdateNeckAndEyeRotation(i);
|
||||
}
|
||||
|
||||
Model::simulateInternal(deltaTime);
|
||||
}
|
||||
}
|
||||
|
@ -84,7 +90,7 @@ void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentSta
|
|||
joint.rotation, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
void FaceModel::updateJointState(int index) {
|
||||
void FaceModel::maybeUpdateNeckAndEyeRotation(int index) {
|
||||
const JointState& state = _rig->getJointState(index);
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
@ -99,9 +105,6 @@ void FaceModel::updateJointState(int index) {
|
|||
maybeUpdateEyeRotation(this, parentState, joint, index);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_rig->updateFaceJointState(index, parentTransform);
|
||||
}
|
||||
|
||||
bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
|
||||
|
|
|
@ -19,23 +19,23 @@ class Head;
|
|||
/// A face formed from a linear mix of blendshapes according to a set of coefficients.
|
||||
class FaceModel : public Model {
|
||||
Q_OBJECT
|
||||
|
||||
|
||||
public:
|
||||
|
||||
FaceModel(Head* owningHead, RigPointer rig);
|
||||
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true);
|
||||
|
||||
virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index);
|
||||
virtual void maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, int index);
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index);
|
||||
void maybeUpdateEyeRotation(Model* model, const JointState& parentState, const FBXJoint& joint, int index);
|
||||
void maybeUpdateNeckAndEyeRotation(int index);
|
||||
|
||||
/// Retrieve the positions of up to two eye meshes.
|
||||
/// \return whether or not both eye meshes were found
|
||||
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
|
||||
private:
|
||||
|
||||
|
||||
Head* _owningHead;
|
||||
};
|
||||
|
||||
|
|
|
@ -97,7 +97,6 @@ MyAvatar::MyAvatar(RigPointer rig) :
|
|||
_lookAtTargetAvatar(),
|
||||
_shouldRender(true),
|
||||
_billboardValid(false),
|
||||
_feetTouchFloor(true),
|
||||
_eyeContactTarget(LEFT_EYE),
|
||||
_realWorldFieldOfView("realWorldFieldOfView",
|
||||
DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
|
||||
|
@ -159,9 +158,6 @@ void MyAvatar::update(float deltaTime) {
|
|||
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
|
||||
|
||||
simulate(deltaTime);
|
||||
if (_feetTouchFloor) {
|
||||
_skeletonModel.updateStandingFoot();
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::simulate(float deltaTime) {
|
||||
|
@ -600,7 +596,6 @@ void MyAvatar::saveData() {
|
|||
for (int i = 0; i < animationHandles.size(); i++) {
|
||||
settings.setArrayIndex(i);
|
||||
const AnimationHandlePointer& pointer = animationHandles.at(i);
|
||||
qCDebug(interfaceapp) << "Save animation" << pointer->getURL().toString();
|
||||
settings.setValue("role", pointer->getRole());
|
||||
settings.setValue("url", pointer->getURL());
|
||||
settings.setValue("fps", pointer->getFPS());
|
||||
|
@ -908,15 +903,15 @@ void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
|
|||
void MyAvatar::setJointData(int index, const glm::quat& rotation) {
|
||||
if (QThread::currentThread() == thread()) {
|
||||
// HACK: ATM only JS scripts call setJointData() on MyAvatar so we hardcode the priority
|
||||
_skeletonModel.setJointState(index, true, rotation, SCRIPT_PRIORITY);
|
||||
_rig->setJointState(index, true, rotation, SCRIPT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::clearJointData(int index) {
|
||||
if (QThread::currentThread() == thread()) {
|
||||
// HACK: ATM only JS scripts call clearJointData() on MyAvatar so we hardcode the priority
|
||||
_skeletonModel.setJointState(index, false, glm::quat(), 0.0f);
|
||||
_skeletonModel.clearJointAnimationPriority(index);
|
||||
_rig->setJointState(index, false, glm::quat(), 0.0f);
|
||||
_rig->clearJointAnimationPriority(index);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -927,7 +922,7 @@ void MyAvatar::clearJointsData() {
|
|||
void MyAvatar::clearJointAnimationPriorities() {
|
||||
int numStates = _skeletonModel.getJointStateCount();
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
_skeletonModel.clearJointAnimationPriority(i);
|
||||
_rig->clearJointAnimationPriority(i);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -967,12 +962,8 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|||
Avatar::setSkeletonModelURL(skeletonModelURL);
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
_billboardValid = false;
|
||||
|
||||
if (_useFullAvatar) {
|
||||
_skeletonModel.setVisibleInScene(_prevShouldDrawHead, scene);
|
||||
} else {
|
||||
_skeletonModel.setVisibleInScene(true, scene);
|
||||
}
|
||||
_skeletonModel.setVisibleInScene(true, scene);
|
||||
_headBoneSet.clear();
|
||||
}
|
||||
|
||||
void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName) {
|
||||
|
@ -1076,11 +1067,7 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
|
|||
// The avatar is rotated PI about the yAxis, so we have to correct for it
|
||||
// to get the skeleton offset contribution in the world-frame.
|
||||
const glm::quat FLIP = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glm::vec3 skeletonOffset = _skeletonOffset;
|
||||
if (_feetTouchFloor) {
|
||||
skeletonOffset += _skeletonModel.getStandingOffset();
|
||||
}
|
||||
return _position + getOrientation() * FLIP * skeletonOffset;
|
||||
return _position + getOrientation() * FLIP * _skeletonOffset;
|
||||
}
|
||||
return Avatar::getPosition();
|
||||
}
|
||||
|
@ -1182,17 +1169,45 @@ void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::initHeadBones() {
|
||||
int neckJointIndex = -1;
|
||||
if (_skeletonModel.getGeometry()) {
|
||||
neckJointIndex = _skeletonModel.getGeometry()->getFBXGeometry().neckJointIndex;
|
||||
}
|
||||
if (neckJointIndex == -1) {
|
||||
return;
|
||||
}
|
||||
_headBoneSet.clear();
|
||||
std::queue<int> q;
|
||||
q.push(neckJointIndex);
|
||||
_headBoneSet.insert(neckJointIndex);
|
||||
|
||||
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
|
||||
while (q.size() > 0) {
|
||||
int jointIndex = q.front();
|
||||
for (int i = 0; i < _skeletonModel.getJointStateCount(); i++) {
|
||||
if (jointIndex == _skeletonModel.getParentJointIndex(i)) {
|
||||
_headBoneSet.insert(i);
|
||||
q.push(i);
|
||||
}
|
||||
}
|
||||
q.pop();
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::preRender(RenderArgs* renderArgs) {
|
||||
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
const bool shouldDrawHead = shouldRenderHead(renderArgs);
|
||||
|
||||
_skeletonModel.initWhenReady(scene);
|
||||
if (_skeletonModel.initWhenReady(scene)) {
|
||||
initHeadBones();
|
||||
_skeletonModel.setCauterizeBoneSet(_headBoneSet);
|
||||
}
|
||||
|
||||
if (shouldDrawHead != _prevShouldDrawHead) {
|
||||
if (_useFullAvatar) {
|
||||
_skeletonModel.setVisibleInScene(true, scene);
|
||||
_rig->setFirstPerson(!shouldDrawHead);
|
||||
_skeletonModel.setCauterizeBones(!shouldDrawHead);
|
||||
} else {
|
||||
getHead()->getFaceModel().setVisibleInScene(shouldDrawHead, scene);
|
||||
}
|
||||
|
@ -1548,7 +1563,6 @@ void MyAvatar::updateMotionBehavior() {
|
|||
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
|
||||
}
|
||||
_characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
|
||||
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
|
||||
}
|
||||
|
||||
//Renders sixense laser pointers for UI selection with controllers
|
||||
|
|
|
@ -39,51 +39,40 @@ public:
|
|||
MyAvatar(RigPointer rig);
|
||||
~MyAvatar();
|
||||
|
||||
QByteArray toByteArray();
|
||||
|
||||
void reset();
|
||||
void update(float deltaTime);
|
||||
void simulate(float deltaTime);
|
||||
void preRender(RenderArgs* renderArgs);
|
||||
void updateFromTrackers(float deltaTime);
|
||||
|
||||
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
|
||||
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f) override;
|
||||
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
|
||||
|
||||
// setters
|
||||
void setLeanScale(float scale) { _leanScale = scale; }
|
||||
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
|
||||
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
|
||||
|
||||
// getters
|
||||
float getLeanScale() const { return _leanScale; }
|
||||
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
|
||||
bool getShouldRenderLocally() const { return _shouldRender; }
|
||||
|
||||
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
|
||||
|
||||
|
||||
const QList<AnimationHandlePointer>& getAnimationHandles() const { return _rig->getAnimationHandles(); }
|
||||
AnimationHandlePointer addAnimationHandle() { return _rig->createAnimationHandle(); }
|
||||
void removeAnimationHandle(const AnimationHandlePointer& handle) { _rig->removeAnimationHandle(handle); }
|
||||
|
||||
/// Allows scripts to run animations.
|
||||
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
|
||||
bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
|
||||
bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
/// Stops an animation as identified by a URL.
|
||||
Q_INVOKABLE void stopAnimation(const QString& url);
|
||||
|
||||
|
||||
/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
|
||||
/// animation for the role.
|
||||
Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
|
||||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
|
||||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
/// Stops an animation identified by its role.
|
||||
Q_INVOKABLE void stopAnimationByRole(const QString& role);
|
||||
|
||||
Q_INVOKABLE AnimationDetails getAnimationDetailsByRole(const QString& role);
|
||||
Q_INVOKABLE AnimationDetails getAnimationDetails(const QString& url);
|
||||
|
||||
void clearJointAnimationPriorities();
|
||||
|
||||
// get/set avatar data
|
||||
void saveData();
|
||||
void loadData();
|
||||
|
@ -94,32 +83,27 @@ public:
|
|||
// Set what driving keys are being pressed to control thrust levels
|
||||
void clearDriveKeys();
|
||||
void setDriveKeys(int key, float val) { _driveKeys[key] = val; };
|
||||
bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
|
||||
|
||||
void relayDriveKeysToCharacterController();
|
||||
|
||||
bool isMyAvatar() const { return true; }
|
||||
|
||||
eyeContactTarget getEyeContactTarget();
|
||||
|
||||
virtual int parseDataFromBuffer(const QByteArray& buffer);
|
||||
|
||||
static void sendKillAvatar();
|
||||
|
||||
|
||||
Q_INVOKABLE glm::vec3 getTrackedHeadPosition() const { return _trackedHeadPosition; }
|
||||
Q_INVOKABLE glm::vec3 getHeadPosition() const { return getHead()->getPosition(); }
|
||||
Q_INVOKABLE float getHeadFinalYaw() const { return getHead()->getFinalYaw(); }
|
||||
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
|
||||
Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
|
||||
Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
|
||||
|
||||
|
||||
Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
|
||||
|
||||
|
||||
Q_INVOKABLE glm::vec3 getTargetAvatarPosition() const { return _targetAvatarPosition; }
|
||||
|
||||
AvatarWeakPointer getLookAtTargetAvatar() const { return _lookAtTargetAvatar; }
|
||||
void updateLookAtTargetAvatar();
|
||||
void clearLookAtTargetAvatar();
|
||||
|
||||
|
||||
virtual void setJointRotations(QVector<glm::quat> jointRotations);
|
||||
virtual void setJointData(int index, const glm::quat& rotation);
|
||||
virtual void clearJointData(int index);
|
||||
|
@ -128,7 +112,8 @@ public:
|
|||
Q_INVOKABLE void useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelName = QString());
|
||||
Q_INVOKABLE void useHeadURL(const QUrl& headURL, const QString& modelName = QString());
|
||||
Q_INVOKABLE void useBodyURL(const QUrl& bodyURL, const QString& modelName = QString());
|
||||
Q_INVOKABLE void useHeadAndBodyURLs(const QUrl& headURL, const QUrl& bodyURL, const QString& headName = QString(), const QString& bodyName = QString());
|
||||
Q_INVOKABLE void useHeadAndBodyURLs(const QUrl& headURL, const QUrl& bodyURL,
|
||||
const QString& headName = QString(), const QString& bodyName = QString());
|
||||
|
||||
Q_INVOKABLE bool getUseFullAvatar() const { return _useFullAvatar; }
|
||||
Q_INVOKABLE const QUrl& getFullAvatarURLFromPreferences() const { return _fullAvatarURLFromPreferences; }
|
||||
|
@ -143,48 +128,30 @@ public:
|
|||
|
||||
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
|
||||
|
||||
virtual glm::vec3 getSkeletonPosition() const;
|
||||
void updateLocalAABox();
|
||||
DynamicCharacterController* getCharacterController() { return &_characterController; }
|
||||
|
||||
void clearJointAnimationPriorities();
|
||||
|
||||
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
|
||||
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
|
||||
QString getScriptedMotorFrame() const;
|
||||
|
||||
void setScriptedMotorVelocity(const glm::vec3& velocity);
|
||||
void setScriptedMotorTimescale(float timescale);
|
||||
void setScriptedMotorFrame(QString frame);
|
||||
|
||||
const QString& getCollisionSoundURL() {return _collisionSoundURL; }
|
||||
void setCollisionSoundURL(const QString& url);
|
||||
|
||||
void clearScriptableSettings();
|
||||
|
||||
virtual void attach(const QString& modelURL, const QString& jointName = QString(),
|
||||
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
|
||||
bool allowDuplicates = false, bool useSaved = true);
|
||||
|
||||
/// Renders a laser pointer for UI picking
|
||||
void renderLaserPointers(gpu::Batch& batch);
|
||||
|
||||
glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
|
||||
|
||||
const RecorderPointer getRecorder() const { return _recorder; }
|
||||
const PlayerPointer getPlayer() const { return _player; }
|
||||
|
||||
|
||||
float getBoomLength() const { return _boomLength; }
|
||||
void setBoomLength(float boomLength) { _boomLength = boomLength; }
|
||||
|
||||
|
||||
static const float ZOOM_MIN;
|
||||
static const float ZOOM_MAX;
|
||||
static const float ZOOM_DEFAULT;
|
||||
|
||||
|
||||
public slots:
|
||||
void increaseSize();
|
||||
void decreaseSize();
|
||||
void resetSize();
|
||||
|
||||
|
||||
void goToLocation(const glm::vec3& newPosition,
|
||||
bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
|
||||
bool shouldFaceLocation = false);
|
||||
|
@ -204,7 +171,7 @@ public slots:
|
|||
void clearReferential();
|
||||
bool setModelReferential(const QUuid& id);
|
||||
bool setJointReferential(const QUuid& id, int jointIndex);
|
||||
|
||||
|
||||
bool isRecording();
|
||||
qint64 recorderElapsed();
|
||||
void startRecording();
|
||||
|
@ -213,7 +180,7 @@ public slots:
|
|||
void loadLastRecording();
|
||||
|
||||
virtual void rebuildSkeletonBody();
|
||||
|
||||
|
||||
signals:
|
||||
void transformChanged();
|
||||
void newCollisionSoundURL(const QUrl& url);
|
||||
|
@ -221,6 +188,33 @@ signals:
|
|||
|
||||
private:
|
||||
|
||||
QByteArray toByteArray();
|
||||
void simulate(float deltaTime);
|
||||
void updateFromTrackers(float deltaTime);
|
||||
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
|
||||
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f) override;
|
||||
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
|
||||
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
|
||||
bool getShouldRenderLocally() const { return _shouldRender; }
|
||||
bool getDriveKeys(int key) { return _driveKeys[key] != 0.0f; };
|
||||
bool isMyAvatar() const { return true; }
|
||||
virtual int parseDataFromBuffer(const QByteArray& buffer);
|
||||
virtual glm::vec3 getSkeletonPosition() const;
|
||||
|
||||
glm::vec3 getScriptedMotorVelocity() const { return _scriptedMotorVelocity; }
|
||||
float getScriptedMotorTimescale() const { return _scriptedMotorTimescale; }
|
||||
QString getScriptedMotorFrame() const;
|
||||
void setScriptedMotorVelocity(const glm::vec3& velocity);
|
||||
void setScriptedMotorTimescale(float timescale);
|
||||
void setScriptedMotorFrame(QString frame);
|
||||
virtual void attach(const QString& modelURL, const QString& jointName = QString(),
|
||||
const glm::vec3& translation = glm::vec3(), const glm::quat& rotation = glm::quat(), float scale = 1.0f,
|
||||
bool allowDuplicates = false, bool useSaved = true);
|
||||
|
||||
void renderLaserPointers(gpu::Batch& batch);
|
||||
const RecorderPointer getRecorder() const { return _recorder; }
|
||||
const PlayerPointer getPlayer() const { return _player; }
|
||||
|
||||
bool cameraInsideHead() const;
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
|
@ -235,7 +229,7 @@ private:
|
|||
bool _wasPushing;
|
||||
bool _isPushing;
|
||||
bool _isBraking;
|
||||
|
||||
|
||||
float _boomLength;
|
||||
|
||||
float _trapDuration; // seconds that avatar has been trapped by collisions
|
||||
|
@ -256,36 +250,37 @@ private:
|
|||
bool _shouldRender;
|
||||
bool _billboardValid;
|
||||
float _oculusYawOffset;
|
||||
|
||||
bool _feetTouchFloor;
|
||||
|
||||
eyeContactTarget _eyeContactTarget;
|
||||
|
||||
RecorderPointer _recorder;
|
||||
|
||||
|
||||
glm::vec3 _trackedHeadPosition;
|
||||
|
||||
|
||||
Setting::Handle<float> _realWorldFieldOfView;
|
||||
|
||||
// private methods
|
||||
|
||||
// private methods
|
||||
void updateOrientation(float deltaTime);
|
||||
glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool isHovering);
|
||||
glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
|
||||
void updatePosition(float deltaTime);
|
||||
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
|
||||
void maybeUpdateBillboard();
|
||||
|
||||
void initHeadBones();
|
||||
|
||||
// Avatar Preferences
|
||||
bool _useFullAvatar = false;
|
||||
QUrl _fullAvatarURLFromPreferences;
|
||||
QUrl _headURLFromPreferences;
|
||||
QUrl _skeletonURLFromPreferences;
|
||||
|
||||
|
||||
QString _headModelName;
|
||||
QString _bodyModelName;
|
||||
QString _fullAvatarModelName;
|
||||
|
||||
RigPointer _rig;
|
||||
bool _prevShouldDrawHead;
|
||||
std::unordered_set<int> _headBoneSet;
|
||||
};
|
||||
|
||||
#endif // hifi_MyAvatar_h
|
||||
|
|
|
@ -22,12 +22,6 @@
|
|||
#include "Util.h"
|
||||
#include "InterfaceLogging.h"
|
||||
|
||||
enum StandingFootState {
|
||||
LEFT_FOOT,
|
||||
RIGHT_FOOT,
|
||||
NO_FOOT
|
||||
};
|
||||
|
||||
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
|
||||
Model(rig, parent),
|
||||
_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
|
||||
|
@ -36,9 +30,6 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
|
|||
_boundingCapsuleRadius(0.0f),
|
||||
_boundingCapsuleHeight(0.0f),
|
||||
_defaultEyeModelPosition(glm::vec3(0.0f, 0.0f, 0.0f)),
|
||||
_standingFoot(NO_FOOT),
|
||||
_standingOffset(0.0f),
|
||||
_clampedFootPosition(0.0f),
|
||||
_headClipDistance(DEFAULT_NEAR_CLIP)
|
||||
{
|
||||
assert(_rig);
|
||||
|
@ -51,7 +42,7 @@ SkeletonModel::~SkeletonModel() {
|
|||
void SkeletonModel::initJointStates(QVector<JointState> states) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform, geometry.neckJointIndex);
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform);
|
||||
|
||||
// Determine the default eye position for avatar scale = 1.0
|
||||
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
|
||||
|
@ -92,32 +83,27 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
|
|||
const float PALM_PRIORITY = DEFAULT_PRIORITY;
|
||||
const float LEAN_PRIORITY = DEFAULT_PRIORITY;
|
||||
|
||||
|
||||
void SkeletonModel::updateClusterMatrices() {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
if (_showTrueJointTransforms) {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointVisibleTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
||||
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
if (_owningAvatar->isMyAvatar()) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
Rig::HeadParameters params;
|
||||
params.leanSideways = _owningAvatar->getHead()->getFinalLeanSideways();
|
||||
params.leanForward = _owningAvatar->getHead()->getFinalLeanSideways();
|
||||
params.torsoTwist = _owningAvatar->getHead()->getTorsoTwist();
|
||||
params.localHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInLocalFrame();
|
||||
params.worldHeadOrientation = _owningAvatar->getHead()->getFinalOrientationInWorldFrame();
|
||||
params.eyeLookAt = _owningAvatar->getHead()->getCorrectedLookAtPosition();
|
||||
params.eyeSaccade = _owningAvatar->getHead()->getSaccade();
|
||||
params.leanJointIndex = geometry.leanJointIndex;
|
||||
params.neckJointIndex = geometry.neckJointIndex;
|
||||
params.leftEyeJointIndex = geometry.leftEyeJointIndex;
|
||||
params.rightEyeJointIndex = geometry.rightEyeJointIndex;
|
||||
|
||||
_rig->updateFromHeadParameters(params);
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
||||
|
@ -175,14 +161,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
// if (_isFirstPerson) {
|
||||
// cauterizeHead();
|
||||
// updateClusterMatrices();
|
||||
// }
|
||||
if (_rig->getJointsAreDirty()) {
|
||||
updateClusterMatrices();
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
|
||||
|
@ -263,55 +241,6 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
|
|||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::updateJointState(int index) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
|
||||
const JointState joint = _rig->getJointState(index);
|
||||
if (joint.getParentIndex() >= 0 && joint.getParentIndex() < _rig->getJointStateCount()) {
|
||||
const JointState parentState = _rig->getJointState(joint.getParentIndex());
|
||||
if (index == geometry.leanJointIndex) {
|
||||
maybeUpdateLeanRotation(parentState, index);
|
||||
|
||||
} else if (index == geometry.neckJointIndex) {
|
||||
maybeUpdateNeckRotation(parentState, joint.getFBXJoint(), index);
|
||||
|
||||
} else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) {
|
||||
maybeUpdateEyeRotation(parentState, joint.getFBXJoint(), index);
|
||||
}
|
||||
}
|
||||
|
||||
_rig->updateJointState(index, parentTransform);
|
||||
|
||||
if (index == _geometry->getFBXGeometry().rootJointIndex) {
|
||||
_rig->clearJointTransformTranslation(index);
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, int index) {
|
||||
if (!_owningAvatar->isMyAvatar()) {
|
||||
return;
|
||||
}
|
||||
// get the rotation axes in joint space and use them to adjust the rotation
|
||||
glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
|
||||
glm::quat inverse = glm::inverse(parentState.getRotation() * _rig->getJointDefaultRotationInParentFrame(index));
|
||||
_rig->setJointRotationInConstrainedFrame(index,
|
||||
glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanSideways(), inverse * zAxis)
|
||||
* glm::angleAxis(- RADIANS_PER_DEGREE * _owningAvatar->getHead()->getFinalLeanForward(), inverse * xAxis)
|
||||
* glm::angleAxis(RADIANS_PER_DEGREE * _owningAvatar->getHead()->getTorsoTwist(), inverse * yAxis)
|
||||
* _rig->getJointState(index).getFBXJoint().rotation, LEAN_PRIORITY);
|
||||
}
|
||||
|
||||
void SkeletonModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index) {
|
||||
_owningAvatar->getHead()->getFaceModel().maybeUpdateNeckRotation(parentState, joint, index);
|
||||
}
|
||||
|
||||
void SkeletonModel::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, int index) {
|
||||
_owningAvatar->getHead()->getFaceModel().maybeUpdateEyeRotation(this, parentState, joint, index);
|
||||
}
|
||||
|
||||
void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
|
||||
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
|
||||
return;
|
||||
|
@ -563,65 +492,6 @@ glm::vec3 SkeletonModel::getDefaultEyeModelPosition() const {
|
|||
return _owningAvatar->getScale() * _defaultEyeModelPosition;
|
||||
}
|
||||
|
||||
/// \return offset of hips after foot animation
|
||||
void SkeletonModel::updateStandingFoot() {
|
||||
if (_geometry == NULL) {
|
||||
return;
|
||||
}
|
||||
glm::vec3 offset(0.0f);
|
||||
int leftFootIndex = _geometry->getFBXGeometry().leftToeJointIndex;
|
||||
int rightFootIndex = _geometry->getFBXGeometry().rightToeJointIndex;
|
||||
|
||||
if (leftFootIndex != -1 && rightFootIndex != -1) {
|
||||
glm::vec3 leftPosition, rightPosition;
|
||||
getJointPosition(leftFootIndex, leftPosition);
|
||||
getJointPosition(rightFootIndex, rightPosition);
|
||||
|
||||
int lowestFoot = (leftPosition.y < rightPosition.y) ? LEFT_FOOT : RIGHT_FOOT;
|
||||
const float MIN_STEP_HEIGHT_THRESHOLD = 0.05f;
|
||||
bool oneFoot = fabsf(leftPosition.y - rightPosition.y) > MIN_STEP_HEIGHT_THRESHOLD;
|
||||
int currentFoot = oneFoot ? lowestFoot : _standingFoot;
|
||||
|
||||
if (_standingFoot == NO_FOOT) {
|
||||
currentFoot = lowestFoot;
|
||||
}
|
||||
if (currentFoot != _standingFoot) {
|
||||
if (_standingFoot == NO_FOOT) {
|
||||
// pick the lowest foot
|
||||
glm::vec3 lowestPosition = (currentFoot == LEFT_FOOT) ? leftPosition : rightPosition;
|
||||
// we ignore zero length positions which can happen for a few frames until skeleton is fully loaded
|
||||
if (glm::length(lowestPosition) > 0.0f) {
|
||||
_standingFoot = currentFoot;
|
||||
_clampedFootPosition = lowestPosition;
|
||||
}
|
||||
} else {
|
||||
// swap feet
|
||||
_standingFoot = currentFoot;
|
||||
glm::vec3 nextPosition = leftPosition;
|
||||
glm::vec3 prevPosition = rightPosition;
|
||||
if (_standingFoot == RIGHT_FOOT) {
|
||||
nextPosition = rightPosition;
|
||||
prevPosition = leftPosition;
|
||||
}
|
||||
glm::vec3 oldOffset = _clampedFootPosition - prevPosition;
|
||||
_clampedFootPosition = oldOffset + nextPosition;
|
||||
offset = _clampedFootPosition - nextPosition;
|
||||
}
|
||||
} else {
|
||||
glm::vec3 nextPosition = (_standingFoot == LEFT_FOOT) ? leftPosition : rightPosition;
|
||||
offset = _clampedFootPosition - nextPosition;
|
||||
}
|
||||
|
||||
// clamp the offset to not exceed some max distance
|
||||
const float MAX_STEP_OFFSET = 1.0f;
|
||||
float stepDistance = glm::length(offset);
|
||||
if (stepDistance > MAX_STEP_OFFSET) {
|
||||
offset *= (MAX_STEP_OFFSET / stepDistance);
|
||||
}
|
||||
}
|
||||
_standingOffset = offset;
|
||||
}
|
||||
|
||||
float DENSITY_OF_WATER = 1000.0f; // kg/m^3
|
||||
float MIN_JOINT_MASS = 1.0f;
|
||||
float VERY_BIG_MASS = 1.0e6f;
|
||||
|
|
|
@ -21,69 +21,69 @@ class MuscleConstraint;
|
|||
/// A skeleton loaded from a model.
|
||||
class SkeletonModel : public Model {
|
||||
Q_OBJECT
|
||||
|
||||
|
||||
public:
|
||||
|
||||
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
|
||||
~SkeletonModel();
|
||||
|
||||
|
||||
virtual void initJointStates(QVector<JointState> states);
|
||||
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true);
|
||||
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
|
||||
|
||||
void renderIKConstraints(gpu::Batch& batch);
|
||||
|
||||
|
||||
/// Returns the index of the left hand joint, or -1 if not found.
|
||||
int getLeftHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().leftHandJointIndex : -1; }
|
||||
|
||||
|
||||
/// Returns the index of the right hand joint, or -1 if not found.
|
||||
int getRightHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().rightHandJointIndex : -1; }
|
||||
|
||||
/// Retrieve the position of the left hand
|
||||
/// \return true whether or not the position was found
|
||||
bool getLeftHandPosition(glm::vec3& position) const;
|
||||
|
||||
|
||||
/// Retrieve the position of the right hand
|
||||
/// \return true whether or not the position was found
|
||||
bool getRightHandPosition(glm::vec3& position) const;
|
||||
|
||||
|
||||
/// Restores some fraction of the default position of the left hand.
|
||||
/// \param fraction the fraction of the default position to restore
|
||||
/// \return whether or not the left hand joint was found
|
||||
bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
|
||||
|
||||
|
||||
/// Gets the position of the left shoulder.
|
||||
/// \return whether or not the left shoulder joint was found
|
||||
bool getLeftShoulderPosition(glm::vec3& position) const;
|
||||
|
||||
|
||||
/// Returns the extended length from the left hand to its last free ancestor.
|
||||
float getLeftArmLength() const;
|
||||
|
||||
|
||||
/// Restores some fraction of the default position of the right hand.
|
||||
/// \param fraction the fraction of the default position to restore
|
||||
/// \return whether or not the right hand joint was found
|
||||
bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
|
||||
|
||||
|
||||
/// Gets the position of the right shoulder.
|
||||
/// \return whether or not the right shoulder joint was found
|
||||
bool getRightShoulderPosition(glm::vec3& position) const;
|
||||
|
||||
|
||||
/// Returns the extended length from the right hand to its first free ancestor.
|
||||
float getRightArmLength() const;
|
||||
|
||||
/// Returns the position of the head joint.
|
||||
/// \return whether or not the head was found
|
||||
bool getHeadPosition(glm::vec3& headPosition) const;
|
||||
|
||||
|
||||
/// Returns the position of the neck joint.
|
||||
/// \return whether or not the neck was found
|
||||
bool getNeckPosition(glm::vec3& neckPosition) const;
|
||||
|
||||
|
||||
/// Returns the rotation of the neck joint's parent from default orientation
|
||||
/// \return whether or not the neck was found
|
||||
bool getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const;
|
||||
|
||||
|
||||
/// Retrieve the positions of up to two eye meshes.
|
||||
/// \return whether or not both eye meshes were found
|
||||
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
@ -92,10 +92,6 @@ public:
|
|||
/// \return whether or not the head was found.
|
||||
glm::vec3 getDefaultEyeModelPosition() const;
|
||||
|
||||
/// skeleton offset caused by moving feet
|
||||
void updateStandingFoot();
|
||||
const glm::vec3& getStandingOffset() const { return _standingOffset; }
|
||||
|
||||
void computeBoundingShape(const FBXGeometry& geometry);
|
||||
void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
|
||||
float getBoundingCapsuleRadius() const { return _boundingCapsuleRadius; }
|
||||
|
@ -119,27 +115,14 @@ protected:
|
|||
/// \param jointIndex index of joint in model
|
||||
/// \param position position of joint in model-frame
|
||||
void applyHandPosition(int jointIndex, const glm::vec3& position);
|
||||
|
||||
|
||||
void applyPalmData(int jointIndex, PalmData& palm);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
void maybeUpdateLeanRotation(const JointState& parentState, int index);
|
||||
void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index);
|
||||
void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, int index);
|
||||
|
||||
void updateClusterMatrices();
|
||||
void cauterizeHead();
|
||||
void initHeadBones();
|
||||
void invalidateHeadBones();
|
||||
|
||||
private:
|
||||
|
||||
void renderJointConstraints(gpu::Batch& batch, int jointIndex);
|
||||
void renderOrientationDirections(gpu::Batch& batch, int jointIndex,
|
||||
void renderOrientationDirections(gpu::Batch& batch, int jointIndex,
|
||||
glm::vec3 position, const glm::quat& orientation, float size);
|
||||
|
||||
|
||||
struct OrientationLineIDs {
|
||||
int _up;
|
||||
int _front;
|
||||
|
@ -154,7 +137,7 @@ private:
|
|||
void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation);
|
||||
|
||||
bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
|
||||
Avatar* _owningAvatar;
|
||||
|
||||
glm::vec3 _boundingCapsuleLocalOffset;
|
||||
|
@ -162,9 +145,6 @@ private:
|
|||
float _boundingCapsuleHeight;
|
||||
|
||||
glm::vec3 _defaultEyeModelPosition;
|
||||
int _standingFoot;
|
||||
glm::vec3 _standingOffset;
|
||||
glm::vec3 _clampedFootPosition;
|
||||
|
||||
float _headClipDistance; // Near clip distance to use if no separate head model
|
||||
};
|
||||
|
|
1013
interface/src/devices/3Dconnexion.cpp
Executable file
1013
interface/src/devices/3Dconnexion.cpp
Executable file
File diff suppressed because it is too large
Load diff
244
interface/src/devices/3Dconnexion.h
Executable file
244
interface/src/devices/3Dconnexion.h
Executable file
|
@ -0,0 +1,244 @@
|
|||
// 3DConnexion.h
|
||||
// hifi
|
||||
//
|
||||
// Created by Marcel Verhagen on 09-06-15.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_ConnexionClient_h
|
||||
#define hifi_ConnexionClient_h
|
||||
|
||||
#include <qobject.h>
|
||||
#include <qlibrary.h>
|
||||
#include "InterfaceLogging.h"
|
||||
#include "Application.h"
|
||||
|
||||
#include "ui/UserInputMapper.h"
|
||||
|
||||
#ifndef HAVE_CONNEXIONCLIENT
|
||||
class ConnexionClient : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
static ConnexionClient& getInstance();
|
||||
static void init() {};
|
||||
static void destroy() {};
|
||||
static bool Is3dmouseAttached() { return false; };
|
||||
public slots:
|
||||
void toggleConnexion(bool shouldEnable) {};
|
||||
};
|
||||
#endif // NOT_HAVE_CONNEXIONCLIENT
|
||||
|
||||
#ifdef HAVE_CONNEXIONCLIENT
|
||||
// the windows connexion rawinput
|
||||
#ifdef _WIN32
|
||||
|
||||
#include "I3dMouseParams.h"
|
||||
#include <QAbstractNativeEventFilter>
|
||||
#include <QAbstractEventDispatcher>
|
||||
#include <Winsock2.h>
|
||||
#include <windows.h>
|
||||
|
||||
// windows rawinput parameters
|
||||
class MouseParameters : public I3dMouseParam {
|
||||
public:
|
||||
MouseParameters();
|
||||
~MouseParameters();
|
||||
|
||||
// I3dmouseSensor interface
|
||||
bool IsPanZoom() const;
|
||||
bool IsRotate() const;
|
||||
Speed GetSpeed() const;
|
||||
|
||||
void SetPanZoom(bool isPanZoom);
|
||||
void SetRotate(bool isRotate);
|
||||
void SetSpeed(Speed speed);
|
||||
|
||||
// I3dmouseNavigation interface
|
||||
Navigation GetNavigationMode() const;
|
||||
Pivot GetPivotMode() const;
|
||||
PivotVisibility GetPivotVisibility() const;
|
||||
bool IsLockHorizon() const;
|
||||
|
||||
void SetLockHorizon(bool bOn);
|
||||
void SetNavigationMode(Navigation navigation);
|
||||
void SetPivotMode(Pivot pivot);
|
||||
void SetPivotVisibility(PivotVisibility visibility);
|
||||
|
||||
static bool Is3dmouseAttached();
|
||||
|
||||
private:
|
||||
MouseParameters(const MouseParameters&);
|
||||
const MouseParameters& operator = (const MouseParameters&);
|
||||
|
||||
Navigation fNavigation;
|
||||
Pivot fPivot;
|
||||
PivotVisibility fPivotVisibility;
|
||||
bool fIsLockHorizon;
|
||||
|
||||
bool fIsPanZoom;
|
||||
bool fIsRotate;
|
||||
Speed fSpeed;
|
||||
};
|
||||
|
||||
class ConnexionClient : public QObject, public QAbstractNativeEventFilter {
|
||||
Q_OBJECT
|
||||
public:
|
||||
ConnexionClient();
|
||||
~ConnexionClient();
|
||||
|
||||
static ConnexionClient& getInstance();
|
||||
|
||||
ConnexionClient* client;
|
||||
static void init();
|
||||
static void destroy();
|
||||
|
||||
static bool Is3dmouseAttached();
|
||||
|
||||
I3dMouseParam& MouseParams();
|
||||
const I3dMouseParam& MouseParams() const;
|
||||
|
||||
virtual void Move3d(HANDLE device, std::vector<float>& motionData);
|
||||
virtual void On3dmouseKeyDown(HANDLE device, int virtualKeyCode);
|
||||
virtual void On3dmouseKeyUp(HANDLE device, int virtualKeyCode);
|
||||
|
||||
virtual bool nativeEventFilter(const QByteArray& eventType, void* message, long* result) Q_DECL_OVERRIDE
|
||||
{
|
||||
MSG* msg = static_cast< MSG * >(message);
|
||||
return ConnexionClient::RawInputEventFilter(message, result);
|
||||
}
|
||||
|
||||
public slots:
|
||||
void toggleConnexion(bool shouldEnable);
|
||||
|
||||
signals:
|
||||
void Move3d(std::vector<float>& motionData);
|
||||
void On3dmouseKeyDown(int virtualKeyCode);
|
||||
void On3dmouseKeyUp(int virtualKeyCode);
|
||||
|
||||
private:
|
||||
bool InitializeRawInput(HWND hwndTarget);
|
||||
|
||||
static bool RawInputEventFilter(void* msg, long* result);
|
||||
|
||||
void OnRawInput(UINT nInputCode, HRAWINPUT hRawInput);
|
||||
UINT GetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
|
||||
bool TranslateRawInputData(UINT nInputCode, PRAWINPUT pRawInput);
|
||||
void On3dmouseInput();
|
||||
|
||||
class TInputData {
|
||||
public:
|
||||
TInputData() : fAxes(6) {}
|
||||
|
||||
bool IsZero() {
|
||||
return (0.0f == fAxes[0] && 0.0f == fAxes[1] && 0.0f == fAxes[2] &&
|
||||
0.0f == fAxes[3] && 0.0f == fAxes[4] && 0.0f == fAxes[5]);
|
||||
}
|
||||
|
||||
int fTimeToLive; // For telling if the device was unplugged while sending data
|
||||
bool fIsDirty;
|
||||
std::vector<float> fAxes;
|
||||
|
||||
};
|
||||
|
||||
HWND fWindow;
|
||||
|
||||
// Data cache to handle multiple rawinput devices
|
||||
std::map< HANDLE, TInputData> fDevice2Data;
|
||||
std::map< HANDLE, unsigned long> fDevice2Keystate;
|
||||
|
||||
// 3dmouse parameters
|
||||
MouseParameters f3dMouseParams; // Rotate, Pan Zoom etc.
|
||||
|
||||
// use to calculate distance traveled since last event
|
||||
DWORD fLast3dmouseInputTime;
|
||||
};
|
||||
|
||||
// the osx connexion api
|
||||
#else
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include "3DconnexionClient/ConnexionClientAPI.h"
|
||||
|
||||
class ConnexionClient : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
static ConnexionClient& getInstance();
|
||||
static bool Is3dmouseAttached();
|
||||
static void init();
|
||||
static void destroy();
|
||||
public slots:
|
||||
void toggleConnexion(bool shouldEnable);
|
||||
};
|
||||
|
||||
#endif // __APPLE__
|
||||
|
||||
#endif // HAVE_CONNEXIONCLIENT
|
||||
|
||||
|
||||
// connnects to the userinputmapper
|
||||
class ConnexionData : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
static ConnexionData& getInstance();
|
||||
ConnexionData();
|
||||
|
||||
enum PositionChannel {
|
||||
POSITION_AXIS_X_POS = 1,
|
||||
POSITION_AXIS_X_NEG = 2,
|
||||
POSITION_AXIS_Y_POS = 3,
|
||||
POSITION_AXIS_Y_NEG = 4,
|
||||
POSITION_AXIS_Z_POS = 5,
|
||||
POSITION_AXIS_Z_NEG = 6,
|
||||
ROTATION_AXIS_X_POS = 7,
|
||||
ROTATION_AXIS_X_NEG = 8,
|
||||
ROTATION_AXIS_Y_POS = 9,
|
||||
ROTATION_AXIS_Y_NEG = 10,
|
||||
ROTATION_AXIS_Z_POS = 11,
|
||||
ROTATION_AXIS_Z_NEG = 12
|
||||
};
|
||||
|
||||
enum ButtonChannel {
|
||||
BUTTON_1 = 1,
|
||||
BUTTON_2 = 2,
|
||||
BUTTON_3 = 3
|
||||
};
|
||||
|
||||
typedef std::unordered_set<int> ButtonPressedMap;
|
||||
typedef std::map<int, float> AxisStateMap;
|
||||
|
||||
float getButton(int channel) const;
|
||||
float getAxis(int channel) const;
|
||||
|
||||
UserInputMapper::Input makeInput(ConnexionData::PositionChannel axis);
|
||||
UserInputMapper::Input makeInput(ConnexionData::ButtonChannel button);
|
||||
|
||||
void registerToUserInputMapper(UserInputMapper& mapper);
|
||||
void assignDefaultInputMapping(UserInputMapper& mapper);
|
||||
|
||||
void update();
|
||||
void focusOutEvent();
|
||||
|
||||
int getDeviceID() { return _deviceID; }
|
||||
void setDeviceID(int deviceID) { _deviceID = deviceID; }
|
||||
|
||||
QString _name;
|
||||
|
||||
glm::vec3 cc_position;
|
||||
glm::vec3 cc_rotation;
|
||||
int clientId;
|
||||
|
||||
void setButton(int lastButtonState);
|
||||
void handleAxisEvent();
|
||||
|
||||
protected:
|
||||
int _deviceID = 0;
|
||||
|
||||
ButtonPressedMap _buttonPressedMap;
|
||||
AxisStateMap _axisStateMap;
|
||||
};
|
||||
|
||||
#endif // defined(hifi_ConnexionClient_h)
|
|
@ -11,16 +11,16 @@
|
|||
//
|
||||
|
||||
#include "OculusManager.h"
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <QDesktopWidget>
|
||||
#include <QGuiApplication>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <QScreen>
|
||||
#include <CursorManager.h>
|
||||
#include <QOpenGLTimerQuery>
|
||||
#include <QGLWidget>
|
||||
|
||||
#include <CursorManager.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <avatar/AvatarManager.h>
|
||||
#include <avatar/MyAvatar.h>
|
||||
|
|
|
@ -9,13 +9,14 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "TV3DManager.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "gpu/GLBackend.h"
|
||||
#include "Application.h"
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include "TV3DManager.h"
|
||||
#include "Application.h"
|
||||
#include "Menu.h"
|
||||
|
||||
int TV3DManager::_screenWidth = 1;
|
||||
|
@ -63,6 +64,7 @@ void TV3DManager::setFrustum(Camera& whichCamera) {
|
|||
}
|
||||
|
||||
void TV3DManager::configureCamera(Camera& whichCamera, int screenWidth, int screenHeight) {
|
||||
#ifdef THIS_CURRENTLY_BROKEN_WAITING_FOR_DISPLAY_PLUGINS
|
||||
if (screenHeight == 0) {
|
||||
screenHeight = 1; // prevent divide by 0
|
||||
}
|
||||
|
@ -72,6 +74,7 @@ void TV3DManager::configureCamera(Camera& whichCamera, int screenWidth, int scre
|
|||
setFrustum(whichCamera);
|
||||
|
||||
glViewport (0, 0, _screenWidth, _screenHeight); // sets drawing viewport
|
||||
#endif
|
||||
}
|
||||
|
||||
void TV3DManager::display(RenderArgs* renderArgs, Camera& whichCamera) {
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
|
||||
class Camera;
|
||||
class RenderArgs;
|
||||
|
||||
struct eyeFrustum {
|
||||
double left;
|
||||
|
|
|
@ -117,7 +117,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
|
|||
batch.setProjectionTransform(mat4());
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setViewTransform(Transform());
|
||||
batch._glBindTexture(GL_TEXTURE_2D, _uiTexture);
|
||||
batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _uiTexture);
|
||||
|
||||
geometryCache->renderUnitQuad(batch, glm::vec4(1));
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ void AnimationReader::run() {
|
|||
QSharedPointer<Resource> animation = _animation.toStrongRef();
|
||||
if (!animation.isNull()) {
|
||||
QMetaObject::invokeMethod(animation.data(), "setGeometry",
|
||||
Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash())));
|
||||
Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash(), _reply->property("url").toString())));
|
||||
}
|
||||
_reply->deleteLater();
|
||||
}
|
||||
|
|
|
@ -176,7 +176,9 @@ void AnimationHandle::applyFrame(float frameIndex) {
|
|||
safeMix(floorFrame.rotations.at(i),
|
||||
ceilFrame.rotations.at(i),
|
||||
frameFraction),
|
||||
_priority);
|
||||
_priority,
|
||||
false,
|
||||
_mix);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,6 +63,7 @@ public:
|
|||
|
||||
void setPriority(float priority);
|
||||
float getPriority() const { return _priority; }
|
||||
void setMix(float mix) { _mix = mix; }
|
||||
|
||||
void setMaskedJoints(const QStringList& maskedJoints);
|
||||
const QStringList& getMaskedJoints() const { return _maskedJoints; }
|
||||
|
@ -119,6 +120,7 @@ private:
|
|||
QString _role;
|
||||
QUrl _url;
|
||||
float _priority;
|
||||
float _mix;
|
||||
|
||||
QStringList _maskedJoints;
|
||||
QVector<int> _jointMappings;
|
||||
|
|
|
@ -23,24 +23,7 @@ void AvatarRig::updateJointState(int index, glm::mat4 parentTransform) {
|
|||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
state.computeTransform(parentTransform);
|
||||
} else {
|
||||
// guard against out-of-bounds access to _jointStates
|
||||
if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
|
||||
const JointState& parentState = _jointStates.at(parentIndex);
|
||||
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AvatarRig::updateFaceJointState(int index, glm::mat4 parentTransform) {
|
||||
JointState& state = _jointStates[index];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
|
||||
// compute model transforms
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
state.computeTransform(parentTransform);
|
||||
clearJointTransformTranslation(index);
|
||||
} else {
|
||||
// guard against out-of-bounds access to _jointStates
|
||||
if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
|
||||
|
|
|
@ -22,7 +22,6 @@ class AvatarRig : public Rig {
|
|||
public:
|
||||
~AvatarRig() {}
|
||||
virtual void updateJointState(int index, glm::mat4 parentTransform);
|
||||
virtual void updateFaceJointState(int index, glm::mat4 parentTransform);
|
||||
};
|
||||
|
||||
#endif // hifi_AvatarRig_h
|
||||
|
|
|
@ -22,7 +22,6 @@ class EntityRig : public Rig {
|
|||
public:
|
||||
~EntityRig() {}
|
||||
virtual void updateJointState(int index, glm::mat4 parentTransform);
|
||||
virtual void updateFaceJointState(int index, glm::mat4 parentTransform) { }
|
||||
};
|
||||
|
||||
#endif // hifi_EntityRig_h
|
||||
|
|
|
@ -232,12 +232,13 @@ glm::quat JointState::computeVisibleParentRotation() const {
|
|||
return _visibleRotation * glm::inverse(_fbxJoint->preRotation * _visibleRotationInConstrainedFrame * _fbxJoint->postRotation);
|
||||
}
|
||||
|
||||
void JointState::setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain) {
|
||||
void JointState::setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain, float mix) {
|
||||
if (priority >= _animationPriority || _animationPriority == 0.0f) {
|
||||
if (constrain && _constraint) {
|
||||
_constraint->softClamp(targetRotation, _rotationInConstrainedFrame, 0.5f);
|
||||
}
|
||||
setRotationInConstrainedFrameInternal(targetRotation);
|
||||
auto rotation = (mix == 1.0f) ? targetRotation : safeMix(getRotationInConstrainedFrame(), targetRotation, mix);
|
||||
setRotationInConstrainedFrameInternal(rotation);
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -84,7 +84,7 @@ public:
|
|||
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
|
||||
void setRotationInBindFrame(const glm::quat& rotation, float priority, bool constrain = false);
|
||||
|
||||
void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain = false);
|
||||
void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, bool constrain = false, float mix = 1.0f);
|
||||
void setVisibleRotationInConstrainedFrame(const glm::quat& targetRotation);
|
||||
const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; }
|
||||
const glm::quat& getVisibleRotationInConstrainedFrame() const { return _visibleRotationInConstrainedFrame; }
|
||||
|
|
|
@ -16,6 +16,25 @@
|
|||
#include "AnimationLogging.h"
|
||||
#include "Rig.h"
|
||||
|
||||
void Rig::HeadParameters::dump() const {
|
||||
qCDebug(animation, "HeadParameters =");
|
||||
qCDebug(animation, " leanSideways = %0.5f", leanSideways);
|
||||
qCDebug(animation, " leanForward = %0.5f", leanForward);
|
||||
qCDebug(animation, " torsoTwist = %0.5f", torsoTwist);
|
||||
glm::vec3 axis = glm::axis(localHeadOrientation);
|
||||
float theta = glm::angle(localHeadOrientation);
|
||||
qCDebug(animation, " localHeadOrientation axis = (%.5f, %.5f, %.5f), theta = %0.5f", axis.x, axis.y, axis.z, theta);
|
||||
axis = glm::axis(worldHeadOrientation);
|
||||
theta = glm::angle(worldHeadOrientation);
|
||||
qCDebug(animation, " worldHeadOrientation axis = (%.5f, %.5f, %.5f), theta = %0.5f", axis.x, axis.y, axis.z, theta);
|
||||
qCDebug(animation, " eyeLookAt = (%.5f, %.5f, %.5f)", eyeLookAt.x, eyeLookAt.y, eyeLookAt.z);
|
||||
qCDebug(animation, " eyeSaccade = (%.5f, %.5f, %.5f)", eyeSaccade.x, eyeSaccade.y, eyeSaccade.z);
|
||||
qCDebug(animation, " leanJointIndex = %.d", leanJointIndex);
|
||||
qCDebug(animation, " neckJointIndex = %.d", neckJointIndex);
|
||||
qCDebug(animation, " leftEyeJointIndex = %.d", leftEyeJointIndex);
|
||||
qCDebug(animation, " rightEyeJointIndex = %.d", rightEyeJointIndex);
|
||||
}
|
||||
|
||||
void insertSorted(QList<AnimationHandlePointer>& handles, const AnimationHandlePointer& handle) {
|
||||
for (QList<AnimationHandlePointer>::iterator it = handles.begin(); it != handles.end(); it++) {
|
||||
if (handle->getPriority() > (*it)->getPriority()) {
|
||||
|
@ -124,9 +143,8 @@ void Rig::deleteAnimations() {
|
|||
_animationHandles.clear();
|
||||
}
|
||||
|
||||
float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform, int neckJointIndex) {
|
||||
float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform) {
|
||||
_jointStates = states;
|
||||
_neckJointIndex = neckJointIndex;
|
||||
initJointTransforms(parentTransform);
|
||||
|
||||
int numStates = _jointStates.size();
|
||||
|
@ -142,8 +160,6 @@ float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform
|
|||
_jointStates[i].slaveVisibleTransform();
|
||||
}
|
||||
|
||||
initHeadBones();
|
||||
|
||||
return radius;
|
||||
}
|
||||
|
||||
|
@ -195,8 +211,7 @@ JointState Rig::getJointState(int jointIndex) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return JointState();
|
||||
}
|
||||
// return _jointStates[jointIndex];
|
||||
return maybeCauterizeHead(jointIndex);
|
||||
return _jointStates[jointIndex];
|
||||
}
|
||||
|
||||
bool Rig::getJointStateRotation(int index, glm::quat& rotation) const {
|
||||
|
@ -270,8 +285,7 @@ bool Rig::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position,
|
|||
return false;
|
||||
}
|
||||
// position is in world-frame
|
||||
// position = translation + rotation * _jointStates[jointIndex].getPosition();
|
||||
position = translation + rotation * maybeCauterizeHead(jointIndex).getPosition();
|
||||
position = translation + rotation * _jointStates[jointIndex].getPosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -280,7 +294,7 @@ bool Rig::getJointPosition(int jointIndex, glm::vec3& position) const {
|
|||
return false;
|
||||
}
|
||||
// position is in model-frame
|
||||
position = extractTranslation(maybeCauterizeHead(jointIndex).getTransform());
|
||||
position = extractTranslation(_jointStates[jointIndex].getTransform());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -288,7 +302,7 @@ bool Rig::getJointRotationInWorldFrame(int jointIndex, glm::quat& result, const
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getRotation();
|
||||
result = rotation * _jointStates[jointIndex].getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -296,7 +310,7 @@ bool Rig::getJointRotation(int jointIndex, glm::quat& rotation) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
rotation = maybeCauterizeHead(jointIndex).getRotation();
|
||||
rotation = _jointStates[jointIndex].getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -304,7 +318,7 @@ bool Rig::getJointCombinedRotation(int jointIndex, glm::quat& result, const glm:
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getRotation();
|
||||
result = rotation * _jointStates[jointIndex].getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -315,7 +329,7 @@ bool Rig::getVisibleJointPositionInWorldFrame(int jointIndex, glm::vec3& positio
|
|||
return false;
|
||||
}
|
||||
// position is in world-frame
|
||||
position = translation + rotation * maybeCauterizeHead(jointIndex).getVisiblePosition();
|
||||
position = translation + rotation * _jointStates[jointIndex].getVisiblePosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -323,7 +337,7 @@ bool Rig::getVisibleJointRotationInWorldFrame(int jointIndex, glm::quat& result,
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getVisibleRotation();
|
||||
result = rotation * _jointStates[jointIndex].getVisibleRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -331,24 +345,23 @@ glm::mat4 Rig::getJointTransform(int jointIndex) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return glm::mat4();
|
||||
}
|
||||
return maybeCauterizeHead(jointIndex).getTransform();
|
||||
return _jointStates[jointIndex].getTransform();
|
||||
}
|
||||
|
||||
glm::mat4 Rig::getJointVisibleTransform(int jointIndex) const {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return glm::mat4();
|
||||
}
|
||||
return maybeCauterizeHead(jointIndex).getVisibleTransform();
|
||||
return _jointStates[jointIndex].getVisibleTransform();
|
||||
}
|
||||
|
||||
void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation) {
|
||||
|
||||
if (_enableRig) {
|
||||
glm::vec3 front = worldRotation * IDENTITY_FRONT;
|
||||
float forwardSpeed = glm::dot(worldVelocity, front);
|
||||
float rotationalSpeed = glm::angle(front, _lastFront) / deltaTime;
|
||||
bool isWalking = std::abs(forwardSpeed) > 0.01;
|
||||
bool isTurning = std::abs(rotationalSpeed) > 0.5;
|
||||
bool isWalking = std::abs(forwardSpeed) > 0.01f;
|
||||
bool isTurning = std::abs(rotationalSpeed) > 0.5f;
|
||||
|
||||
// Crude, until we have blending:
|
||||
isTurning = isTurning && !isWalking; // Only one of walk/turn, walk wins.
|
||||
|
@ -367,7 +380,7 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
|||
startAnimationByRole(newRole);
|
||||
qCDebug(animation) << deltaTime << ":" << worldVelocity << "." << front << "=> " << forwardSpeed << newRole;
|
||||
}
|
||||
|
||||
|
||||
_lastPosition = worldPosition;
|
||||
_lastFront = front;
|
||||
_isWalking = isWalking;
|
||||
|
@ -377,7 +390,10 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
|||
}
|
||||
|
||||
void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
|
||||
int nAnimationsSoFar = 0;
|
||||
foreach (const AnimationHandlePointer& handle, _runningAnimations) {
|
||||
handle->setMix(1.0f / ++nAnimationsSoFar);
|
||||
handle->setPriority(1.0);
|
||||
handle->simulate(deltaTime);
|
||||
}
|
||||
|
||||
|
@ -624,16 +640,16 @@ glm::vec3 Rig::getJointDefaultTranslationInConstrainedFrame(int jointIndex) {
|
|||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return glm::vec3();
|
||||
}
|
||||
return maybeCauterizeHead(jointIndex).getDefaultTranslationInConstrainedFrame();
|
||||
return _jointStates[jointIndex].getDefaultTranslationInConstrainedFrame();
|
||||
}
|
||||
|
||||
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, bool constrain) {
|
||||
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, bool constrain, float mix) {
|
||||
glm::quat endRotation;
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return endRotation;
|
||||
}
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
state.setRotationInConstrainedFrame(targetRotation, priority, constrain);
|
||||
state.setRotationInConstrainedFrame(targetRotation, priority, constrain, mix);
|
||||
endRotation = state.getRotationInConstrainedFrame();
|
||||
return endRotation;
|
||||
}
|
||||
|
@ -669,53 +685,70 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
|
|||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return glm::quat();
|
||||
}
|
||||
return maybeCauterizeHead(jointIndex).getDefaultRotationInParentFrame();
|
||||
return _jointStates[jointIndex].getDefaultRotationInParentFrame();
|
||||
}
|
||||
|
||||
void Rig::initHeadBones() {
|
||||
if (_neckJointIndex == -1) {
|
||||
return;
|
||||
}
|
||||
_headBones.clear();
|
||||
std::queue<int> q;
|
||||
q.push(_neckJointIndex);
|
||||
_headBones.push_back(_neckJointIndex);
|
||||
void Rig::updateFromHeadParameters(const HeadParameters& params) {
|
||||
updateLeanJoint(params.leanJointIndex, params.leanSideways, params.leanForward, params.torsoTwist);
|
||||
updateNeckJoint(params.neckJointIndex, params.localHeadOrientation, params.leanSideways, params.leanForward, params.torsoTwist);
|
||||
updateEyeJoint(params.leftEyeJointIndex, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
|
||||
updateEyeJoint(params.rightEyeJointIndex, params.worldHeadOrientation, params.eyeLookAt, params.eyeSaccade);
|
||||
}
|
||||
|
||||
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
|
||||
while (q.size() > 0) {
|
||||
int jointIndex = q.front();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& fbxJoint = _jointStates[i].getFBXJoint();
|
||||
if (jointIndex == fbxJoint.parentIndex) {
|
||||
_headBones.push_back(i);
|
||||
q.push(i);
|
||||
}
|
||||
}
|
||||
q.pop();
|
||||
void Rig::updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist) {
|
||||
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
|
||||
auto& parentState = _jointStates[_jointStates[index].getParentIndex()];
|
||||
|
||||
// get the rotation axes in joint space and use them to adjust the rotation
|
||||
glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
|
||||
glm::quat inverse = glm::inverse(parentState.getRotation() * getJointDefaultRotationInParentFrame(index));
|
||||
setJointRotationInConstrainedFrame(index,
|
||||
glm::angleAxis(- RADIANS_PER_DEGREE * leanSideways, inverse * zAxis) *
|
||||
glm::angleAxis(- RADIANS_PER_DEGREE * leanForward, inverse * xAxis) *
|
||||
glm::angleAxis(RADIANS_PER_DEGREE * torsoTwist, inverse * yAxis) *
|
||||
getJointState(index).getFBXJoint().rotation, DEFAULT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
JointState Rig::maybeCauterizeHead(int jointIndex) const {
|
||||
// if (_headBones.contains(jointIndex)) {
|
||||
// XXX fix this... make _headBones a hash? add a flag to JointState?
|
||||
if (_neckJointIndex != -1 &&
|
||||
_isFirstPerson &&
|
||||
std::find(_headBones.begin(), _headBones.end(), jointIndex) != _headBones.end()) {
|
||||
glm::vec4 trans = _jointStates[jointIndex].getTransform()[3];
|
||||
glm::vec4 zero(0, 0, 0, 0);
|
||||
glm::mat4 newXform(zero, zero, zero, trans);
|
||||
JointState jointStateCopy = _jointStates[jointIndex];
|
||||
jointStateCopy.setTransform(newXform);
|
||||
jointStateCopy.setVisibleTransform(newXform);
|
||||
return jointStateCopy;
|
||||
} else {
|
||||
return _jointStates[jointIndex];
|
||||
void Rig::updateNeckJoint(int index, const glm::quat& localHeadOrientation, float leanSideways, float leanForward, float torsoTwist) {
|
||||
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
|
||||
auto& parentState = _jointStates[_jointStates[index].getParentIndex()];
|
||||
auto joint = _jointStates[index].getFBXJoint();
|
||||
|
||||
// get the rotation axes in joint space and use them to adjust the rotation
|
||||
glm::mat3 axes = glm::mat3_cast(glm::quat());
|
||||
glm::mat3 inverse = glm::mat3(glm::inverse(parentState.getTransform() *
|
||||
glm::translate(getJointDefaultTranslationInConstrainedFrame(index)) *
|
||||
joint.preTransform * glm::mat4_cast(joint.preRotation)));
|
||||
glm::vec3 pitchYawRoll = safeEulerAngles(localHeadOrientation);
|
||||
glm::vec3 lean = glm::radians(glm::vec3(leanForward, torsoTwist, leanSideways));
|
||||
pitchYawRoll -= lean;
|
||||
setJointRotationInConstrainedFrame(index,
|
||||
glm::angleAxis(-pitchYawRoll.z, glm::normalize(inverse * axes[2])) *
|
||||
glm::angleAxis(pitchYawRoll.y, glm::normalize(inverse * axes[1])) *
|
||||
glm::angleAxis(-pitchYawRoll.x, glm::normalize(inverse * axes[0])) *
|
||||
joint.rotation, DEFAULT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::setFirstPerson(bool isFirstPerson) {
|
||||
if (_isFirstPerson != isFirstPerson) {
|
||||
_isFirstPerson = isFirstPerson;
|
||||
_jointsAreDirty = true;
|
||||
void Rig::updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade) {
|
||||
if (index >= 0 && _jointStates[index].getParentIndex() >= 0) {
|
||||
auto& parentState = _jointStates[_jointStates[index].getParentIndex()];
|
||||
auto joint = _jointStates[index].getFBXJoint();
|
||||
|
||||
// NOTE: at the moment we do the math in the world-frame, hence the inverse transform is more complex than usual.
|
||||
glm::mat4 inverse = glm::inverse(parentState.getTransform() *
|
||||
glm::translate(getJointDefaultTranslationInConstrainedFrame(index)) *
|
||||
joint.preTransform * glm::mat4_cast(joint.preRotation * joint.rotation));
|
||||
glm::vec3 front = glm::vec3(inverse * glm::vec4(worldHeadOrientation * IDENTITY_FRONT, 0.0f));
|
||||
glm::vec3 lookAtDelta = lookAt;
|
||||
glm::vec3 lookAt = glm::vec3(inverse * glm::vec4(lookAtDelta + glm::length(lookAtDelta) * saccade, 1.0f));
|
||||
glm::quat between = rotationBetween(front, lookAt);
|
||||
const float MAX_ANGLE = 30.0f * RADIANS_PER_DEGREE;
|
||||
float angle = glm::clamp(glm::angle(between), -MAX_ANGLE, MAX_ANGLE);
|
||||
glm::quat rot = glm::angleAxis(angle, glm::axis(between));
|
||||
setJointRotationInConstrainedFrame(index, rot * joint.rotation, DEFAULT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -47,11 +47,26 @@ typedef std::shared_ptr<AnimationHandle> AnimationHandlePointer;
|
|||
class Rig;
|
||||
typedef std::shared_ptr<Rig> RigPointer;
|
||||
|
||||
|
||||
class Rig : public QObject, public std::enable_shared_from_this<Rig> {
|
||||
|
||||
public:
|
||||
|
||||
struct HeadParameters {
|
||||
float leanSideways = 0.0f; // degrees
|
||||
float leanForward = 0.0f; // degrees
|
||||
float torsoTwist = 0.0f; // degrees
|
||||
glm::quat localHeadOrientation = glm::quat();
|
||||
glm::quat worldHeadOrientation = glm::quat();
|
||||
glm::vec3 eyeLookAt = glm::vec3(); // world space
|
||||
glm::vec3 eyeSaccade = glm::vec3(); // world space
|
||||
int leanJointIndex = -1;
|
||||
int neckJointIndex = -1;
|
||||
int leftEyeJointIndex = -1;
|
||||
int rightEyeJointIndex = -1;
|
||||
|
||||
void dump() const;
|
||||
};
|
||||
|
||||
virtual ~Rig() {}
|
||||
|
||||
RigPointer getRigPointer() { return shared_from_this(); }
|
||||
|
@ -75,7 +90,7 @@ public:
|
|||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
|
||||
|
||||
float initJointStates(QVector<JointState> states, glm::mat4 parentTransform, int neckJointIndex);
|
||||
float initJointStates(QVector<JointState> states, glm::mat4 parentTransform);
|
||||
bool jointStatesEmpty() { return _jointStates.isEmpty(); };
|
||||
int getJointStateCount() const { return _jointStates.size(); }
|
||||
int indexOfJoint(const QString& jointName) ;
|
||||
|
@ -124,32 +139,27 @@ public:
|
|||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority, bool constrain = false);
|
||||
glm::vec3 getJointDefaultTranslationInConstrainedFrame(int jointIndex);
|
||||
glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
|
||||
float priority, bool constrain = false);
|
||||
float priority, bool constrain = false, float mix = 1.0f);
|
||||
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
|
||||
void updateVisibleJointStates();
|
||||
|
||||
virtual void updateJointState(int index, glm::mat4 parentTransform) = 0;
|
||||
virtual void updateFaceJointState(int index, glm::mat4 parentTransform) = 0;
|
||||
|
||||
virtual void setFirstPerson(bool isFirstPerson);
|
||||
virtual bool getIsFirstPerson() const { return _isFirstPerson; }
|
||||
|
||||
bool getJointsAreDirty() { return _jointsAreDirty; }
|
||||
void setEnableRig(bool isEnabled) { _enableRig = isEnabled; }
|
||||
|
||||
void updateFromHeadParameters(const HeadParameters& params);
|
||||
|
||||
protected:
|
||||
|
||||
void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
|
||||
void updateNeckJoint(int index, const glm::quat& localHeadOrientation, float leanSideways, float leanForward, float torsoTwist);
|
||||
void updateEyeJoint(int index, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
QList<AnimationHandlePointer> _animationHandles;
|
||||
QList<AnimationHandlePointer> _runningAnimations;
|
||||
|
||||
JointState maybeCauterizeHead(int jointIndex) const;
|
||||
void initHeadBones();
|
||||
bool _isFirstPerson = false;
|
||||
std::vector<int> _headBones;
|
||||
bool _jointsAreDirty = false;
|
||||
int _neckJointIndex = -1;
|
||||
|
||||
bool _enableRig;
|
||||
bool _isWalking;
|
||||
bool _isTurning;
|
||||
|
|
|
@ -35,7 +35,7 @@
|
|||
#include <PolyVoxCore/Material.h>
|
||||
|
||||
#include "model/Geometry.h"
|
||||
#include "gpu/GLBackend.h"
|
||||
#include "gpu/Context.h"
|
||||
#include "EntityTreeRenderer.h"
|
||||
#include "RenderablePolyVoxEntityItem.h"
|
||||
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
|
||||
#include "RenderableWebEntityItem.h"
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <QMouseEvent>
|
||||
#include <QQuickItem>
|
||||
#include <QQuickWindow>
|
||||
|
@ -24,7 +23,7 @@
|
|||
#include <GLMHelpers.h>
|
||||
#include <PathUtils.h>
|
||||
#include <TextureCache.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "EntityTreeRenderer.h"
|
||||
|
||||
|
@ -178,8 +177,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
|
|||
batch.setModelTransform(getTransformToCenter());
|
||||
bool textured = false, culled = false, emissive = false;
|
||||
if (_texture) {
|
||||
batch._glActiveTexture(GL_TEXTURE0);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, _texture);
|
||||
batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _texture);
|
||||
textured = emissive = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -155,9 +155,9 @@ void ParticleEffectEntityItem::computeAndUpdateDimensions() {
|
|||
float yMin = std::min(yApex, yEnd);
|
||||
|
||||
// times 2 because dimensions are diameters not radii.
|
||||
glm::vec3 dims(2.0f * std::max(fabs(xMin), fabs(xMax)),
|
||||
2.0f * std::max(fabs(yMin), fabs(yMax)),
|
||||
2.0f * std::max(fabs(zMin), fabs(zMax)));
|
||||
glm::vec3 dims(2.0f * std::max(fabsf(xMin), fabsf(xMax)),
|
||||
2.0f * std::max(fabsf(yMin), fabsf(yMax)),
|
||||
2.0f * std::max(fabsf(zMin), fabsf(zMax)));
|
||||
|
||||
EntityItem::setDimensions(dims);
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include <QTextStream>
|
||||
#include <QtDebug>
|
||||
#include <QtEndian>
|
||||
#include <QFileInfo>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
@ -1452,9 +1453,21 @@ void buildModelMesh(ExtractedMesh& extracted) {
|
|||
}
|
||||
#endif // USE_MODEL_MESH
|
||||
|
||||
QByteArray fileOnUrl(const QByteArray& filenameString, const QString& url) {
|
||||
QString path = QFileInfo(url).path();
|
||||
QByteArray filename = filenameString;
|
||||
QFileInfo checkFile(path + "/" + filename.replace('\\', '/'));
|
||||
//check if the file exists at the RelativeFileName
|
||||
if (checkFile.exists() && checkFile.isFile()) {
|
||||
filename = filename.replace('\\', '/');
|
||||
} else {
|
||||
// there is no texture at the fbx dir with the filename added. Assume it is in the fbx dir.
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
}
|
||||
return filename;
|
||||
}
|
||||
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
QHash<QString, ExtractedMesh> meshes;
|
||||
QHash<QString, QString> modelIDsToNames;
|
||||
QHash<QString, int> meshIDsToMeshIndices;
|
||||
|
@ -1779,9 +1792,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
TextureParam tex;
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
// trim off any path information
|
||||
QByteArray filename = subobject.properties.at(0).toByteArray();
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
filename = fileOnUrl(filename, url);
|
||||
textureFilenames.insert(getID(object.properties), filename);
|
||||
} else if (subobject.name == "TextureName") {
|
||||
// trim the name from the timestamp
|
||||
|
@ -1855,7 +1867,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "RelativeFilename") {
|
||||
filename = subobject.properties.at(0).toByteArray();
|
||||
filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1);
|
||||
filename = fileOnUrl(filename, url);
|
||||
|
||||
} else if (subobject.name == "Content" && !subobject.properties.isEmpty()) {
|
||||
content = subobject.properties.at(0).toByteArray();
|
||||
|
@ -2686,12 +2698,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
return geometry;
|
||||
}
|
||||
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
QBuffer buffer(const_cast<QByteArray*>(&model));
|
||||
buffer.open(QIODevice::ReadOnly);
|
||||
return readFBX(&buffer, mapping, loadLightmaps, lightmapLevel);
|
||||
return readFBX(&buffer, mapping, url, loadLightmaps, lightmapLevel);
|
||||
}
|
||||
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) {
|
||||
return extractFBXGeometry(parseFBX(device), mapping, loadLightmaps, lightmapLevel);
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) {
|
||||
return extractFBXGeometry(parseFBX(device), mapping, url, loadLightmaps, lightmapLevel);
|
||||
}
|
||||
|
|
|
@ -267,10 +267,10 @@ Q_DECLARE_METATYPE(FBXGeometry)
|
|||
|
||||
/// Reads FBX geometry from the supplied model and mapping data.
|
||||
/// \exception QString if an error occurs in parsing
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
|
||||
/// Reads FBX geometry from the supplied model and mapping data.
|
||||
/// \exception QString if an error occurs in parsing
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
|
||||
|
||||
#endif // hifi_FBXReader_h
|
||||
|
|
|
@ -305,7 +305,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi
|
|||
}
|
||||
QByteArray token = tokenizer.getDatum();
|
||||
//qCDebug(modelformat) << token;
|
||||
if (token == "g") {
|
||||
// we don't support separate objects in the same file, so treat "o" the same as "g".
|
||||
if (token == "g" || token == "o") {
|
||||
if (sawG) {
|
||||
// we've encountered the beginning of the next group.
|
||||
tokenizer.pushBackToken(OBJTokenizer::DATUM_TOKEN);
|
||||
|
|
|
@ -21,23 +21,26 @@ elseif (WIN32)
|
|||
|
||||
if (USE_NSIGHT)
|
||||
# try to find the Nsight package and add it to the build if we find it
|
||||
# note that this will also enable NSIGHT profilers in all the projects linking gpu
|
||||
find_package(NSIGHT)
|
||||
if (NSIGHT_FOUND)
|
||||
include_directories(${NSIGHT_INCLUDE_DIRS})
|
||||
add_definitions(-DNSIGHT_FOUND)
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${NSIGHT_INCLUDE_DIRS})
|
||||
target_compile_definitions(${TARGET_NAME} PUBLIC NSIGHT_FOUND)
|
||||
target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
|
||||
endif ()
|
||||
endif()
|
||||
elseif (ANDROID)
|
||||
target_link_libraries(${TARGET_NAME} "-lGLESv3" "-lEGL")
|
||||
else ()
|
||||
find_package(GLEW REQUIRED)
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${GLEW_INCLUDE_DIRS})
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
if (${OPENGL_INCLUDE_DIR})
|
||||
include_directories(SYSTEM "${OPENGL_INCLUDE_DIR}")
|
||||
endif ()
|
||||
|
||||
target_link_libraries(${TARGET_NAME} "${OPENGL_LIBRARY}")
|
||||
|
||||
target_include_directories(${TARGET_NAME} PUBLIC ${OPENGL_INCLUDE_DIR})
|
||||
|
||||
target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" "${OPENGL_LIBRARY}")
|
||||
|
||||
endif (APPLE)
|
||||
|
|
|
@ -8,13 +8,9 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include <string.h>
|
||||
|
||||
#include "Batch.h"
|
||||
#include "GPUConfig.h"
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
#include "nvToolsExt.h"
|
||||
|
@ -288,15 +284,7 @@ void Batch::getQuery(const QueryPointer& query) {
|
|||
_params.push_back(_queries.cache(query));
|
||||
}
|
||||
|
||||
void push_back(Batch::Params& params, const vec3& v) {
|
||||
params.push_back(v.x);
|
||||
params.push_back(v.y);
|
||||
params.push_back(v.z);
|
||||
void Batch::resetStages() {
|
||||
ADD_COMMAND(resetStages);
|
||||
}
|
||||
|
||||
void push_back(Batch::Params& params, const vec4& v) {
|
||||
params.push_back(v.x);
|
||||
params.push_back(v.y);
|
||||
params.push_back(v.z);
|
||||
params.push_back(v.a);
|
||||
}
|
||||
|
|
|
@ -94,7 +94,7 @@ public:
|
|||
void setResourceTexture(uint32 slot, const TexturePointer& view);
|
||||
void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
|
||||
|
||||
// Framebuffer Stage
|
||||
// Ouput Stage
|
||||
void setFramebuffer(const FramebufferPointer& framebuffer);
|
||||
|
||||
// Clear framebuffer layers
|
||||
|
@ -113,34 +113,17 @@ public:
|
|||
void endQuery(const QueryPointer& query);
|
||||
void getQuery(const QueryPointer& query);
|
||||
|
||||
// Reset the stage caches and states
|
||||
void resetStages();
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
// For now, instead of calling the raw gl Call, use the equivalent call on the batch so the call is beeing recorded
|
||||
// THe implementation of these functions is in GLBackend.cpp
|
||||
|
||||
void _glEnable(unsigned int cap);
|
||||
void _glDisable(unsigned int cap);
|
||||
void _glActiveBindTexture(unsigned int unit, unsigned int target, unsigned int texture);
|
||||
|
||||
void _glEnableClientState(unsigned int array);
|
||||
void _glDisableClientState(unsigned int array);
|
||||
|
||||
void _glCullFace(unsigned int mode);
|
||||
void _glAlphaFunc(unsigned int func, float ref);
|
||||
|
||||
void _glDepthFunc(unsigned int func);
|
||||
void _glDepthMask(unsigned char flag);
|
||||
void _glDepthRange(float zNear, float zFar);
|
||||
|
||||
void _glBindBuffer(unsigned int target, unsigned int buffer);
|
||||
|
||||
void _glBindTexture(unsigned int target, unsigned int texture);
|
||||
void _glActiveTexture(unsigned int texture);
|
||||
void _glTexParameteri(unsigned int target, unsigned int pname, int param);
|
||||
|
||||
void _glDrawBuffers(int n, const unsigned int* bufs);
|
||||
|
||||
void _glUseProgram(unsigned int program);
|
||||
void _glUniform1i(int location, int v0);
|
||||
void _glUniform1f(int location, float v0);
|
||||
void _glUniform2f(int location, float v0, float v1);
|
||||
|
@ -150,9 +133,6 @@ public:
|
|||
void _glUniform4iv(int location, int count, const int* value);
|
||||
void _glUniformMatrix4fv(int location, int count, unsigned char transpose, const float* value);
|
||||
|
||||
void _glEnableVertexAttribArray(int location);
|
||||
void _glDisableVertexAttribArray(int location);
|
||||
|
||||
void _glColor4f(float red, float green, float blue, float alpha);
|
||||
void _glLineWidth(float width);
|
||||
|
||||
|
@ -186,31 +166,13 @@ public:
|
|||
COMMAND_endQuery,
|
||||
COMMAND_getQuery,
|
||||
|
||||
COMMAND_resetStages,
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
COMMAND_glEnable,
|
||||
COMMAND_glDisable,
|
||||
COMMAND_glActiveBindTexture,
|
||||
|
||||
COMMAND_glEnableClientState,
|
||||
COMMAND_glDisableClientState,
|
||||
|
||||
COMMAND_glCullFace,
|
||||
COMMAND_glAlphaFunc,
|
||||
|
||||
COMMAND_glDepthFunc,
|
||||
COMMAND_glDepthMask,
|
||||
COMMAND_glDepthRange,
|
||||
|
||||
COMMAND_glBindBuffer,
|
||||
|
||||
COMMAND_glBindTexture,
|
||||
COMMAND_glActiveTexture,
|
||||
COMMAND_glTexParameteri,
|
||||
|
||||
COMMAND_glDrawBuffers,
|
||||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1i,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniform2f,
|
||||
|
@ -220,9 +182,6 @@ public:
|
|||
COMMAND_glUniform4iv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glEnableVertexAttribArray,
|
||||
COMMAND_glDisableVertexAttribArray,
|
||||
|
||||
COMMAND_glColor4f,
|
||||
COMMAND_glLineWidth,
|
||||
|
||||
|
|
|
@ -21,10 +21,9 @@
|
|||
<@def VERSION_HEADER #version 120
|
||||
#extension GL_EXT_gpu_shader4 : enable@>
|
||||
<@else@>
|
||||
<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
|
||||
<@def VERSION_HEADER #version 120
|
||||
#extension GL_EXT_gpu_shader4 : enable@>
|
||||
<@def GPU_FEATURE_PROFILE GPU_CORE@>
|
||||
<@def GPU_TRANSFORM_PROFILE GPU_CORE@>
|
||||
<@def VERSION_HEADER #version 430 compatibility@>
|
||||
<@endif@>
|
||||
|
||||
<@endif@>
|
||||
|
|
|
@ -10,13 +10,16 @@
|
|||
//
|
||||
#include "Context.h"
|
||||
|
||||
// this include should disappear! as soon as the gpu::Context is in place
|
||||
#include "GLBackend.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
Context::Context(Backend* backend) :
|
||||
_backend(backend) {
|
||||
Context::CreateBackend Context::_createBackendCallback = nullptr;
|
||||
Context::MakeProgram Context::_makeProgramCallback = nullptr;
|
||||
std::once_flag Context::_initialized;
|
||||
|
||||
Context::Context() {
|
||||
if (_createBackendCallback) {
|
||||
_backend.reset(_createBackendCallback());
|
||||
}
|
||||
}
|
||||
|
||||
Context::Context(const Context& context) {
|
||||
|
@ -26,8 +29,8 @@ Context::~Context() {
|
|||
}
|
||||
|
||||
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
|
||||
if (shader.isProgram()) {
|
||||
return GLBackend::makeProgram(shader, bindings);
|
||||
if (shader.isProgram() && _makeProgramCallback) {
|
||||
return _makeProgramCallback(shader, bindings);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -45,3 +48,4 @@ void Context::syncCache() {
|
|||
void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
|
||||
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
|
||||
}
|
||||
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#define hifi_gpu_Context_h
|
||||
|
||||
#include <assert.h>
|
||||
#include <mutex>
|
||||
|
||||
#include "Batch.h"
|
||||
|
||||
|
@ -26,13 +27,12 @@ namespace gpu {
|
|||
|
||||
class Backend {
|
||||
public:
|
||||
|
||||
virtual~ Backend() {};
|
||||
|
||||
virtual void render(Batch& batch) = 0;
|
||||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
||||
|
||||
class TransformObject {
|
||||
public:
|
||||
Mat4 _model;
|
||||
|
@ -118,7 +118,21 @@ protected:
|
|||
|
||||
class Context {
|
||||
public:
|
||||
Context(Backend* backend);
|
||||
typedef Backend* (*CreateBackend)();
|
||||
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
|
||||
// This one call must happen before any context is created or used (Shader::MakeProgram) in order to setup the Backend and any singleton data needed
|
||||
template <class T>
|
||||
static void init() {
|
||||
std::call_once(_initialized, [] {
|
||||
_createBackendCallback = T::createBackend;
|
||||
_makeProgramCallback = T::makeProgram;
|
||||
T::init();
|
||||
});
|
||||
}
|
||||
|
||||
Context();
|
||||
~Context();
|
||||
|
||||
void render(Batch& batch);
|
||||
|
@ -132,13 +146,17 @@ public:
|
|||
protected:
|
||||
Context(const Context& context);
|
||||
|
||||
std::unique_ptr<Backend> _backend;
|
||||
|
||||
// This function can only be called by "static Shader::makeProgram()"
|
||||
// makeProgramShader(...) make a program shader ready to be used in a Batch.
|
||||
// It compiles the sub shaders, link them and defines the Slots and their bindings.
|
||||
// If the shader passed is not a program, nothing happens.
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
std::unique_ptr<Backend> _backend;
|
||||
static CreateBackend _createBackendCallback;
|
||||
static MakeProgram _makeProgramCallback;
|
||||
static std::once_flag _initialized;
|
||||
|
||||
friend class Shader;
|
||||
};
|
||||
|
|
|
@ -8,9 +8,9 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include <mutex>
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
#include <mutex>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
using namespace gpu;
|
||||
|
@ -46,28 +46,10 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_endQuery),
|
||||
(&::gpu::GLBackend::do_getQuery),
|
||||
|
||||
(&::gpu::GLBackend::do_glEnable),
|
||||
(&::gpu::GLBackend::do_glDisable),
|
||||
(&::gpu::GLBackend::do_resetStages),
|
||||
|
||||
(&::gpu::GLBackend::do_glEnableClientState),
|
||||
(&::gpu::GLBackend::do_glDisableClientState),
|
||||
(&::gpu::GLBackend::do_glActiveBindTexture),
|
||||
|
||||
(&::gpu::GLBackend::do_glCullFace),
|
||||
(&::gpu::GLBackend::do_glAlphaFunc),
|
||||
|
||||
(&::gpu::GLBackend::do_glDepthFunc),
|
||||
(&::gpu::GLBackend::do_glDepthMask),
|
||||
(&::gpu::GLBackend::do_glDepthRange),
|
||||
|
||||
(&::gpu::GLBackend::do_glBindBuffer),
|
||||
|
||||
(&::gpu::GLBackend::do_glBindTexture),
|
||||
(&::gpu::GLBackend::do_glActiveTexture),
|
||||
(&::gpu::GLBackend::do_glTexParameteri),
|
||||
|
||||
(&::gpu::GLBackend::do_glDrawBuffers),
|
||||
|
||||
(&::gpu::GLBackend::do_glUseProgram),
|
||||
(&::gpu::GLBackend::do_glUniform1i),
|
||||
(&::gpu::GLBackend::do_glUniform1f),
|
||||
(&::gpu::GLBackend::do_glUniform2f),
|
||||
|
@ -77,19 +59,11 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_glUniform4iv),
|
||||
(&::gpu::GLBackend::do_glUniformMatrix4fv),
|
||||
|
||||
(&::gpu::GLBackend::do_glEnableVertexAttribArray),
|
||||
(&::gpu::GLBackend::do_glDisableVertexAttribArray),
|
||||
|
||||
(&::gpu::GLBackend::do_glColor4f),
|
||||
(&::gpu::GLBackend::do_glLineWidth),
|
||||
};
|
||||
|
||||
GLBackend::GLBackend() :
|
||||
_input(),
|
||||
_transform(),
|
||||
_pipeline(),
|
||||
_output()
|
||||
{
|
||||
void GLBackend::init() {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [] {
|
||||
qCDebug(gpulogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
|
||||
|
@ -115,6 +89,13 @@ GLBackend::GLBackend() :
|
|||
#endif
|
||||
|
||||
#if defined(Q_OS_LINUX)
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err) {
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
qCDebug(gpulogging, "Error: %s\n", glewGetErrorString(err));
|
||||
}
|
||||
qCDebug(gpulogging, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
|
||||
// TODO: Write the correct code for Linux...
|
||||
/* if (wglewGetExtension("WGL_EXT_swap_control")) {
|
||||
int swapInterval = wglGetSwapIntervalEXT();
|
||||
|
@ -122,12 +103,25 @@ GLBackend::GLBackend() :
|
|||
}*/
|
||||
#endif
|
||||
});
|
||||
}
|
||||
|
||||
Backend* GLBackend::createBackend() {
|
||||
return new GLBackend();
|
||||
}
|
||||
|
||||
GLBackend::GLBackend() :
|
||||
_input(),
|
||||
_transform(),
|
||||
_pipeline(),
|
||||
_output()
|
||||
{
|
||||
initInput();
|
||||
initTransform();
|
||||
}
|
||||
|
||||
GLBackend::~GLBackend() {
|
||||
resetStages();
|
||||
|
||||
killInput();
|
||||
killTransform();
|
||||
}
|
||||
|
@ -246,6 +240,22 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
|
||||
resetStages();
|
||||
}
|
||||
|
||||
void GLBackend::resetStages() {
|
||||
resetInputStage();
|
||||
resetPipelineStage();
|
||||
resetTransformStage();
|
||||
resetUniformStage();
|
||||
resetResourceStage();
|
||||
resetOutputStage();
|
||||
resetQueryStage();
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
@ -255,211 +265,24 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
|
|||
//#define DO_IT_NOW(call, offset) runLastCommand();
|
||||
#define DO_IT_NOW(call, offset)
|
||||
|
||||
|
||||
void Batch::_glEnable(GLenum cap) {
|
||||
ADD_COMMAND_GL(glEnable);
|
||||
|
||||
_params.push_back(cap);
|
||||
|
||||
DO_IT_NOW(_glEnable, 1);
|
||||
}
|
||||
void GLBackend::do_glEnable(Batch& batch, uint32 paramOffset) {
|
||||
glEnable(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDisable(GLenum cap) {
|
||||
ADD_COMMAND_GL(glDisable);
|
||||
|
||||
_params.push_back(cap);
|
||||
|
||||
DO_IT_NOW(_glDisable, 1);
|
||||
}
|
||||
void GLBackend::do_glDisable(Batch& batch, uint32 paramOffset) {
|
||||
glDisable(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glEnableClientState(GLenum array) {
|
||||
ADD_COMMAND_GL(glEnableClientState);
|
||||
|
||||
_params.push_back(array);
|
||||
|
||||
DO_IT_NOW(_glEnableClientState, 1);
|
||||
}
|
||||
void GLBackend::do_glEnableClientState(Batch& batch, uint32 paramOffset) {
|
||||
glEnableClientState(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDisableClientState(GLenum array) {
|
||||
ADD_COMMAND_GL(glDisableClientState);
|
||||
|
||||
_params.push_back(array);
|
||||
|
||||
DO_IT_NOW(_glDisableClientState, 1);
|
||||
}
|
||||
void GLBackend::do_glDisableClientState(Batch& batch, uint32 paramOffset) {
|
||||
glDisableClientState(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glCullFace(GLenum mode) {
|
||||
ADD_COMMAND_GL(glCullFace);
|
||||
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glCullFace, 1);
|
||||
}
|
||||
void GLBackend::do_glCullFace(Batch& batch, uint32 paramOffset) {
|
||||
glCullFace(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glAlphaFunc(GLenum func, GLclampf ref) {
|
||||
ADD_COMMAND_GL(glAlphaFunc);
|
||||
|
||||
_params.push_back(ref);
|
||||
_params.push_back(func);
|
||||
|
||||
DO_IT_NOW(_glAlphaFunc, 2);
|
||||
}
|
||||
void GLBackend::do_glAlphaFunc(Batch& batch, uint32 paramOffset) {
|
||||
glAlphaFunc(
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDepthFunc(GLenum func) {
|
||||
ADD_COMMAND_GL(glDepthFunc);
|
||||
|
||||
_params.push_back(func);
|
||||
|
||||
DO_IT_NOW(_glDepthFunc, 1);
|
||||
}
|
||||
void GLBackend::do_glDepthFunc(Batch& batch, uint32 paramOffset) {
|
||||
glDepthFunc(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDepthMask(GLboolean flag) {
|
||||
ADD_COMMAND_GL(glDepthMask);
|
||||
|
||||
_params.push_back(flag);
|
||||
|
||||
DO_IT_NOW(_glDepthMask, 1);
|
||||
}
|
||||
void GLBackend::do_glDepthMask(Batch& batch, uint32 paramOffset) {
|
||||
glDepthMask(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDepthRange(GLfloat zNear, GLfloat zFar) {
|
||||
ADD_COMMAND_GL(glDepthRange);
|
||||
|
||||
_params.push_back(zFar);
|
||||
_params.push_back(zNear);
|
||||
|
||||
DO_IT_NOW(_glDepthRange, 2);
|
||||
}
|
||||
void GLBackend::do_glDepthRange(Batch& batch, uint32 paramOffset) {
|
||||
glDepthRange(
|
||||
batch._params[paramOffset + 1]._float,
|
||||
batch._params[paramOffset + 0]._float);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glBindBuffer(GLenum target, GLuint buffer) {
|
||||
ADD_COMMAND_GL(glBindBuffer);
|
||||
|
||||
_params.push_back(buffer);
|
||||
_params.push_back(target);
|
||||
|
||||
DO_IT_NOW(_glBindBuffer, 2);
|
||||
}
|
||||
void GLBackend::do_glBindBuffer(Batch& batch, uint32 paramOffset) {
|
||||
glBindBuffer(
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
batch._params[paramOffset + 0]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glBindTexture(GLenum target, GLuint texture) {
|
||||
ADD_COMMAND_GL(glBindTexture);
|
||||
void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) {
|
||||
ADD_COMMAND_GL(glActiveBindTexture);
|
||||
|
||||
_params.push_back(texture);
|
||||
_params.push_back(target);
|
||||
_params.push_back(unit);
|
||||
|
||||
DO_IT_NOW(_glBindTexture, 2);
|
||||
|
||||
DO_IT_NOW(_glActiveBindTexture, 3);
|
||||
}
|
||||
void GLBackend::do_glBindTexture(Batch& batch, uint32 paramOffset) {
|
||||
void GLBackend::do_glActiveBindTexture(Batch& batch, uint32 paramOffset) {
|
||||
glActiveTexture(batch._params[paramOffset + 2]._uint);
|
||||
glBindTexture(
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
batch._params[paramOffset + 0]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glActiveTexture(GLenum texture) {
|
||||
ADD_COMMAND_GL(glActiveTexture);
|
||||
|
||||
_params.push_back(texture);
|
||||
|
||||
DO_IT_NOW(_glActiveTexture, 1);
|
||||
}
|
||||
void GLBackend::do_glActiveTexture(Batch& batch, uint32 paramOffset) {
|
||||
glActiveTexture(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glTexParameteri(GLenum target, GLenum pname, GLint param) {
|
||||
ADD_COMMAND_GL(glTexParameteri);
|
||||
|
||||
_params.push_back(param);
|
||||
_params.push_back(pname);
|
||||
_params.push_back(target);
|
||||
|
||||
DO_IT_NOW(glTexParameteri, 3);
|
||||
}
|
||||
void GLBackend::do_glTexParameteri(Batch& batch, uint32 paramOffset) {
|
||||
glTexParameteri(batch._params[paramOffset + 2]._uint,
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
batch._params[paramOffset + 0]._int);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
|
||||
ADD_COMMAND_GL(glDrawBuffers);
|
||||
|
||||
_params.push_back(cacheData(n * sizeof(GLenum), bufs));
|
||||
_params.push_back(n);
|
||||
|
||||
DO_IT_NOW(_glDrawBuffers, 2);
|
||||
}
|
||||
void GLBackend::do_glDrawBuffers(Batch& batch, uint32 paramOffset) {
|
||||
glDrawBuffers(
|
||||
batch._params[paramOffset + 1]._uint,
|
||||
(const GLenum*)batch.editData(batch._params[paramOffset + 0]._uint));
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUseProgram(GLuint program) {
|
||||
ADD_COMMAND_GL(glUseProgram);
|
||||
|
||||
_params.push_back(program);
|
||||
|
||||
DO_IT_NOW(_glUseProgram, 1);
|
||||
}
|
||||
void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) {
|
||||
|
||||
_pipeline._program = batch._params[paramOffset]._uint;
|
||||
// for this call we still want to execute the glUseProgram in the order of the glCOmmand to avoid any issue
|
||||
_pipeline._invalidProgram = false;
|
||||
glUseProgram(_pipeline._program);
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glUniform1i(GLint location, GLint v0) {
|
||||
if (location < 0) {
|
||||
return;
|
||||
|
@ -660,30 +483,6 @@ void GLBackend::do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glEnableVertexAttribArray(GLint location) {
|
||||
ADD_COMMAND_GL(glEnableVertexAttribArray);
|
||||
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glEnableVertexAttribArray, 1);
|
||||
}
|
||||
void GLBackend::do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset) {
|
||||
glEnableVertexAttribArray(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDisableVertexAttribArray(GLint location) {
|
||||
ADD_COMMAND_GL(glDisableVertexAttribArray);
|
||||
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glDisableVertexAttribArray, 1);
|
||||
}
|
||||
void GLBackend::do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset) {
|
||||
glDisableVertexAttribArray(batch._params[paramOffset]._uint);
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
ADD_COMMAND_GL(glColor4f);
|
||||
|
||||
|
|
|
@ -18,16 +18,21 @@
|
|||
#include "GPUConfig.h"
|
||||
|
||||
#include "Context.h"
|
||||
#include "Batch.h"
|
||||
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class GLBackend : public Backend {
|
||||
public:
|
||||
|
||||
// Context Backend static interface required
|
||||
friend class Context;
|
||||
static void init();
|
||||
static Backend* createBackend();
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
|
||||
|
||||
explicit GLBackend(bool syncCache);
|
||||
GLBackend();
|
||||
public:
|
||||
|
||||
virtual ~GLBackend();
|
||||
|
||||
virtual void render(Batch& batch);
|
||||
|
@ -49,7 +54,6 @@ public:
|
|||
|
||||
static void checkGLStackStable(std::function<void()> f);
|
||||
|
||||
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
|
||||
|
||||
|
||||
class GLBuffer : public GPUObject {
|
||||
|
@ -91,9 +95,9 @@ public:
|
|||
|
||||
#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
||||
#else
|
||||
GLuint _transformObject_model = -1;
|
||||
GLuint _transformCamera_viewInverse = -1;
|
||||
GLuint _transformCamera_viewport = -1;
|
||||
GLint _transformObject_model = -1;
|
||||
GLint _transformCamera_viewInverse = -1;
|
||||
GLint _transformCamera_viewport = -1;
|
||||
#endif
|
||||
|
||||
GLShader();
|
||||
|
@ -195,8 +199,17 @@ public:
|
|||
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
|
||||
static const int MAX_NUM_INPUT_BUFFERS = 16;
|
||||
|
||||
uint32 getNumInputBuffers() const { return _input._buffersState.size(); }
|
||||
uint32 getNumInputBuffers() const { return _input._invalidBuffers.size(); }
|
||||
|
||||
// this is the maximum per shader stage on the low end apple
|
||||
// TODO make it platform dependant at init time
|
||||
static const int MAX_NUM_UNIFORM_BUFFERS = 12;
|
||||
uint32 getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; }
|
||||
|
||||
// this is the maximum per shader stage on the low end apple
|
||||
// TODO make it platform dependant at init time
|
||||
static const int MAX_NUM_RESOURCE_TEXTURES = 16;
|
||||
uint32 getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; }
|
||||
|
||||
// The State setters called by the GLState::Commands when a new state is assigned
|
||||
void do_setStateFillMode(int32 mode);
|
||||
|
@ -250,12 +263,16 @@ protected:
|
|||
void killInput();
|
||||
void syncInputStateCache();
|
||||
void updateInput();
|
||||
void resetInputStage();
|
||||
struct InputStageState {
|
||||
bool _invalidFormat = true;
|
||||
Stream::FormatPointer _format;
|
||||
|
||||
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
|
||||
ActivationCache _attributeActivation;
|
||||
|
||||
typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
|
||||
BuffersState _buffersState;
|
||||
BuffersState _invalidBuffers;
|
||||
|
||||
Buffers _buffers;
|
||||
Offsets _bufferOffsets;
|
||||
|
@ -266,23 +283,20 @@ protected:
|
|||
Offset _indexBufferOffset;
|
||||
Type _indexBufferType;
|
||||
|
||||
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
|
||||
ActivationCache _attributeActivation;
|
||||
|
||||
GLuint _defaultVAO;
|
||||
|
||||
InputStageState() :
|
||||
_invalidFormat(true),
|
||||
_format(0),
|
||||
_buffersState(0),
|
||||
_buffers(_buffersState.size(), BufferPointer(0)),
|
||||
_bufferOffsets(_buffersState.size(), 0),
|
||||
_bufferStrides(_buffersState.size(), 0),
|
||||
_bufferVBOs(_buffersState.size(), 0),
|
||||
_attributeActivation(0),
|
||||
_invalidBuffers(0),
|
||||
_buffers(_invalidBuffers.size(), BufferPointer(0)),
|
||||
_bufferOffsets(_invalidBuffers.size(), 0),
|
||||
_bufferStrides(_invalidBuffers.size(), 0),
|
||||
_bufferVBOs(_invalidBuffers.size(), 0),
|
||||
_indexBuffer(0),
|
||||
_indexBufferOffset(0),
|
||||
_indexBufferType(UINT32),
|
||||
_attributeActivation(0),
|
||||
_defaultVAO(0)
|
||||
{}
|
||||
} _input;
|
||||
|
@ -298,6 +312,7 @@ protected:
|
|||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncTransformStateCache();
|
||||
void updateTransform();
|
||||
void resetTransformStage();
|
||||
struct TransformStageState {
|
||||
TransformObject _transformObject;
|
||||
TransformCamera _transformCamera;
|
||||
|
@ -330,12 +345,31 @@ protected:
|
|||
|
||||
// Uniform Stage
|
||||
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void releaseUniformBuffer(int slot);
|
||||
void resetUniformStage();
|
||||
struct UniformStageState {
|
||||
Buffers _buffers;
|
||||
|
||||
UniformStageState():
|
||||
_buffers(MAX_NUM_UNIFORM_BUFFERS, nullptr)
|
||||
{}
|
||||
} _uniform;
|
||||
|
||||
// Resource Stage
|
||||
void do_setResourceTexture(Batch& batch, uint32 paramOffset);
|
||||
|
||||
struct UniformStageState {
|
||||
|
||||
};
|
||||
|
||||
void releaseResourceTexture(int slot);
|
||||
void resetResourceStage();
|
||||
struct ResourceStageState {
|
||||
Textures _textures;
|
||||
|
||||
ResourceStageState():
|
||||
_textures(MAX_NUM_RESOURCE_TEXTURES, nullptr)
|
||||
{}
|
||||
|
||||
} _resource;
|
||||
|
||||
// Pipeline Stage
|
||||
void do_setPipeline(Batch& batch, uint32 paramOffset);
|
||||
void do_setStateBlendFactor(Batch& batch, uint32 paramOffset);
|
||||
|
@ -349,6 +383,7 @@ protected:
|
|||
void syncPipelineStateCache();
|
||||
// Grab the actual gl state into it's gpu::State equivalent. THis is used by the above call syncPipleineStateCache()
|
||||
void getCurrentGLState(State::Data& state);
|
||||
void resetPipelineStage();
|
||||
|
||||
struct PipelineStageState {
|
||||
|
||||
|
@ -388,6 +423,7 @@ protected:
|
|||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncOutputStateCache();
|
||||
void resetOutputStage();
|
||||
|
||||
struct OutputStageState {
|
||||
|
||||
|
@ -402,31 +438,20 @@ protected:
|
|||
void do_endQuery(Batch& batch, uint32 paramOffset);
|
||||
void do_getQuery(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void resetQueryStage();
|
||||
struct QueryStageState {
|
||||
|
||||
};
|
||||
|
||||
// Reset stages
|
||||
void do_resetStages(Batch& batch, uint32 paramOffset);
|
||||
void resetStages();
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
void do_glEnable(Batch& batch, uint32 paramOffset);
|
||||
void do_glDisable(Batch& batch, uint32 paramOffset);
|
||||
void do_glActiveBindTexture(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glEnableClientState(Batch& batch, uint32 paramOffset);
|
||||
void do_glDisableClientState(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glCullFace(Batch& batch, uint32 paramOffset);
|
||||
void do_glAlphaFunc(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glDepthFunc(Batch& batch, uint32 paramOffset);
|
||||
void do_glDepthMask(Batch& batch, uint32 paramOffset);
|
||||
void do_glDepthRange(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glBindBuffer(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glBindTexture(Batch& batch, uint32 paramOffset);
|
||||
void do_glActiveTexture(Batch& batch, uint32 paramOffset);
|
||||
void do_glTexParameteri(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glDrawBuffers(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glUseProgram(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform1i(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform1f(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniform2f(Batch& batch, uint32 paramOffset);
|
||||
|
@ -436,9 +461,6 @@ protected:
|
|||
void do_glUniform4iv(Batch& batch, uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset);
|
||||
void do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void do_glColor4f(Batch& batch, uint32 paramOffset);
|
||||
void do_glLineWidth(Batch& batch, uint32 paramOffset);
|
||||
|
||||
|
|
|
@ -52,7 +52,7 @@ void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
|
|||
}
|
||||
|
||||
if (isModified) {
|
||||
_input._buffersState.set(channel);
|
||||
_input._invalidBuffers.set(channel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -154,7 +154,7 @@ void GLBackend::updateInput() {
|
|||
_stats._ISNumFormatChanges++;
|
||||
}
|
||||
|
||||
if (_input._buffersState.any()) {
|
||||
if (_input._invalidBuffers.any()) {
|
||||
int numBuffers = _input._buffers.size();
|
||||
auto buffer = _input._buffers.data();
|
||||
auto vbo = _input._bufferVBOs.data();
|
||||
|
@ -162,7 +162,7 @@ void GLBackend::updateInput() {
|
|||
auto stride = _input._bufferStrides.data();
|
||||
|
||||
for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
|
||||
if (_input._buffersState.test(bufferNum)) {
|
||||
if (_input._invalidBuffers.test(bufferNum)) {
|
||||
glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride));
|
||||
}
|
||||
buffer++;
|
||||
|
@ -170,11 +170,11 @@ void GLBackend::updateInput() {
|
|||
offset++;
|
||||
stride++;
|
||||
}
|
||||
_input._buffersState.reset();
|
||||
_input._invalidBuffers.reset();
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
#else
|
||||
if (_input._invalidFormat || _input._buffersState.any()) {
|
||||
if (_input._invalidFormat || _input._invalidBuffers.any()) {
|
||||
|
||||
if (_input._invalidFormat) {
|
||||
InputStageState::ActivationCache newActivation;
|
||||
|
@ -232,7 +232,7 @@ void GLBackend::updateInput() {
|
|||
if ((channelIt).first < buffers.size()) {
|
||||
int bufferNum = (channelIt).first;
|
||||
|
||||
if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
|
||||
if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
|
||||
// GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
|
||||
GLuint vbo = _input._bufferVBOs[bufferNum];
|
||||
if (boundVBO != vbo) {
|
||||
|
@ -240,7 +240,7 @@ void GLBackend::updateInput() {
|
|||
(void) CHECK_GL_ERROR();
|
||||
boundVBO = vbo;
|
||||
}
|
||||
_input._buffersState[bufferNum] = false;
|
||||
_input._invalidBuffers[bufferNum] = false;
|
||||
|
||||
for (unsigned int i = 0; i < channel._slots.size(); i++) {
|
||||
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
|
||||
|
@ -285,6 +285,51 @@ void GLBackend::updateInput() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void GLBackend::resetInputStage() {
|
||||
// Reset index buffer
|
||||
_input._indexBufferType = UINT32;
|
||||
_input._indexBufferOffset = 0;
|
||||
_input._indexBuffer.reset();
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
|
||||
#if defined(SUPPORT_VAO)
|
||||
// TODO
|
||||
#else
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
size_t i = 0;
|
||||
#if defined(SUPPORT_LEGACY_OPENGL)
|
||||
for (; i < NUM_CLASSIC_ATTRIBS; i++) {
|
||||
glDisableClientState(attributeSlotToClassicAttribName[i]);
|
||||
}
|
||||
glVertexPointer(4, GL_FLOAT, 0, 0);
|
||||
glNormalPointer(GL_FLOAT, 0, 0);
|
||||
glColorPointer(4, GL_FLOAT, 0, 0);
|
||||
glTexCoordPointer(4, GL_FLOAT, 0, 0);
|
||||
#endif
|
||||
|
||||
for (; i < _input._attributeActivation.size(); i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Reset vertex buffer and format
|
||||
_input._format.reset();
|
||||
_input._invalidFormat = false;
|
||||
_input._attributeActivation.reset();
|
||||
|
||||
for (int i = 0; i < _input._buffers.size(); i++) {
|
||||
_input._buffers[i].reset();
|
||||
_input._bufferOffsets[i] = 0;
|
||||
_input._bufferStrides[i] = 0;
|
||||
_input._bufferVBOs[i] = 0;
|
||||
}
|
||||
_input._invalidBuffers.reset();
|
||||
|
||||
}
|
||||
|
||||
void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
|
||||
_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
|
||||
|
|
|
@ -177,6 +177,13 @@ void GLBackend::syncOutputStateCache() {
|
|||
_output._framebuffer.reset();
|
||||
}
|
||||
|
||||
void GLBackend::resetOutputStage() {
|
||||
if (_output._framebuffer) {
|
||||
_output._framebuffer.reset();
|
||||
_output._drawFBO = 0;
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
|
||||
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
|
||||
|
@ -206,12 +213,21 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
if (masks & Framebuffer::BUFFER_STENCIL) {
|
||||
glClearStencil(stencil);
|
||||
glmask |= GL_STENCIL_BUFFER_BIT;
|
||||
// TODO: we will probably need to also check the write mask of stencil like we do
|
||||
// for depth buffer, but as would say a famous Fez owner "We'll cross that bridge when we come to it"
|
||||
}
|
||||
|
||||
bool restoreDepthMask = false;
|
||||
if (masks & Framebuffer::BUFFER_DEPTH) {
|
||||
glClearDepth(depth);
|
||||
glmask |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
bool cacheDepthMask = _pipeline._stateCache.depthTest.getWriteMask();
|
||||
if (!cacheDepthMask) {
|
||||
restoreDepthMask = true;
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<GLenum> drawBuffers;
|
||||
if (masks & Framebuffer::BUFFER_COLORS) {
|
||||
|
@ -245,6 +261,11 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
|
|||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
// Restore write mask meaning turn back off
|
||||
if (restoreDepthMask) {
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
// Restore the color draw buffers only if a frmaebuffer is bound
|
||||
if (_output._framebuffer && !drawBuffers.empty()) {
|
||||
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
|
||||
|
|
|
@ -164,15 +164,74 @@ void GLBackend::updatePipeline() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void GLBackend::resetPipelineStage() {
|
||||
// First reset State to default
|
||||
State::Signature resetSignature(0);
|
||||
resetPipelineState(resetSignature);
|
||||
_pipeline._state = nullptr;
|
||||
_pipeline._invalidState = false;
|
||||
|
||||
// Second the shader side
|
||||
_pipeline._invalidProgram = false;
|
||||
_pipeline._program = 0;
|
||||
_pipeline._pipeline.reset();
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::releaseUniformBuffer(int slot) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
auto& buf = _uniform._buffers[slot];
|
||||
if (buf) {
|
||||
auto* object = Backend::getGPUObject<GLBackend::GLBuffer>(*buf);
|
||||
if (object) {
|
||||
GLuint bo = object->_buffer;
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, slot, 0); // RELEASE
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
buf.reset();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLBackend::resetUniformStage() {
|
||||
for (int i = 0; i < _uniform._buffers.size(); i++) {
|
||||
releaseUniformBuffer(i);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 3]._uint;
|
||||
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
|
||||
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
|
||||
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
|
||||
|
||||
|
||||
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
GLuint bo = getBufferID(*uniformBuffer);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
|
||||
if (!uniformBuffer) {
|
||||
releaseUniformBuffer(slot);
|
||||
return;
|
||||
}
|
||||
|
||||
// check cache before thinking
|
||||
if (_uniform._buffers[slot] == uniformBuffer) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Sync BufferObject
|
||||
auto* object = GLBackend::syncGPUObject(*uniformBuffer);
|
||||
if (object) {
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, slot, object->_buffer, rangeStart, rangeSize);
|
||||
|
||||
_uniform._buffers[slot] = uniformBuffer;
|
||||
(void) CHECK_GL_ERROR();
|
||||
} else {
|
||||
releaseResourceTexture(slot);
|
||||
return;
|
||||
}
|
||||
#else
|
||||
// because we rely on the program uniform mechanism we need to have
|
||||
// the program bound, thank you MacOSX Legacy profile.
|
||||
|
@ -184,19 +243,49 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
|||
// NOT working so we ll stick to the uniform float array until we move to core profile
|
||||
// GLuint bo = getBufferID(*uniformBuffer);
|
||||
//glUniformBufferEXT(_shader._program, slot, bo);
|
||||
#endif
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLBackend::releaseResourceTexture(int slot) {
|
||||
auto& tex = _resource._textures[slot];
|
||||
if (tex) {
|
||||
auto* object = Backend::getGPUObject<GLBackend::GLTexture>(*tex);
|
||||
if (object) {
|
||||
GLuint to = object->_texture;
|
||||
GLuint target = object->_target;
|
||||
glActiveTexture(GL_TEXTURE0 + slot);
|
||||
glBindTexture(target, 0); // RELEASE
|
||||
|
||||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
tex.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::resetResourceStage() {
|
||||
for (int i = 0; i < _resource._textures.size(); i++) {
|
||||
releaseResourceTexture(i);
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 1]._uint;
|
||||
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
if (!uniformTexture) {
|
||||
if (!resourceTexture) {
|
||||
releaseResourceTexture(slot);
|
||||
return;
|
||||
}
|
||||
// check cache before thinking
|
||||
if (_resource._textures[slot] == resourceTexture) {
|
||||
return;
|
||||
}
|
||||
|
||||
GLTexture* object = GLBackend::syncGPUObject(*uniformTexture);
|
||||
// Always make sure the GLObject is in sync
|
||||
GLTexture* object = GLBackend::syncGPUObject(*resourceTexture);
|
||||
if (object) {
|
||||
GLuint to = object->_texture;
|
||||
GLuint target = object->_target;
|
||||
|
@ -205,7 +294,10 @@ void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
|
|||
|
||||
(void) CHECK_GL_ERROR();
|
||||
|
||||
_resource._textures[slot] = resourceTexture;
|
||||
|
||||
} else {
|
||||
releaseResourceTexture(slot);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
|
||||
|
||||
|
@ -104,3 +103,7 @@ void GLBackend::do_getQuery(Batch& batch, uint32 paramOffset) {
|
|||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::resetQueryStage() {
|
||||
}
|
||||
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackendShared.h"
|
||||
#include "Format.h"
|
||||
|
||||
|
@ -542,7 +541,12 @@ ElementResource getFormatFromGLUniform(GLenum gltype) {
|
|||
};
|
||||
|
||||
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
, Shader::SlotSet& fakeBuffers
|
||||
#endif
|
||||
) {
|
||||
GLint uniformsCount = 0;
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
|
@ -583,6 +587,15 @@ int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, S
|
|||
}
|
||||
|
||||
if (elementResource._resource == Resource::BUFFER) {
|
||||
#if (GPU_FEATURE_PROFILE == GPU_LEGACY)
|
||||
// if in legacy profile, we fake the uniform buffer with an array
|
||||
// this is where we detect it assuming it's explicitely assinged a binding
|
||||
auto requestedBinding = slotBindings.find(std::string(sname));
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
// found one buffer!
|
||||
fakeBuffers.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
}
|
||||
#endif
|
||||
uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
} else {
|
||||
// For texture/Sampler, the location is the actual binding value
|
||||
|
@ -640,14 +653,13 @@ int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindin
|
|||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
GLint binding = -1;
|
||||
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
|
||||
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, name);
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
|
||||
|
||||
|
||||
GLuint blockIndex = glGetUniformBlockIndex(glprogram, name);
|
||||
|
||||
// CHeck if there is a requested binding for this block
|
||||
|
@ -738,8 +750,12 @@ bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindin
|
|||
Shader::SlotSet uniforms;
|
||||
Shader::SlotSet textures;
|
||||
Shader::SlotSet samplers;
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers);
|
||||
|
||||
#else
|
||||
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers, buffers);
|
||||
#endif
|
||||
|
||||
Shader::SlotSet inputs;
|
||||
makeInputSlots(object->_program, slotBindings, inputs);
|
||||
|
||||
|
|
|
@ -11,11 +11,10 @@
|
|||
#ifndef hifi_gpu_GLBackend_Shared_h
|
||||
#define hifi_gpu_GLBackend_Shared_h
|
||||
|
||||
#include "GLBackend.h"
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include "Batch.h"
|
||||
#include "GPULogging.h"
|
||||
#include "GLBackend.h"
|
||||
|
||||
static const GLenum _primitiveToGLmode[gpu::NUM_PRIMITIVES] = {
|
||||
GL_POINTS,
|
||||
|
|
|
@ -482,9 +482,15 @@ void GLBackend::syncPipelineStateCache() {
|
|||
State::Data state;
|
||||
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
// Point size is always on
|
||||
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
|
||||
glEnable(GL_PROGRAM_POINT_SIZE_EXT);
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
|
||||
getCurrentGLState(state);
|
||||
State::Signature signature = State::evalSignature(state);
|
||||
|
||||
|
||||
_pipeline._stateCache = state;
|
||||
_pipeline._stateSignatureCache = signature;
|
||||
}
|
||||
|
|
|
@ -184,4 +184,6 @@ void GLBackend::updateTransform() {
|
|||
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::resetTransformStage() {
|
||||
|
||||
}
|
||||
|
|
|
@ -34,11 +34,11 @@
|
|||
#elif defined(ANDROID)
|
||||
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glext.h>
|
||||
|
||||
#define GPU_FEATURE_PROFILE GPU_LEGACY
|
||||
#define GPU_TRANSFORM_PROFILE GPU_LEGACY
|
||||
#include <GL/glew.h>
|
||||
|
||||
#define GPU_FEATURE_PROFILE GPU_CORE
|
||||
#define GPU_TRANSFORM_PROFILE GPU_CORE
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -13,13 +13,13 @@
|
|||
|
||||
#include <bitset>
|
||||
#include <map>
|
||||
#include <qurl.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "gpu/Resource.h"
|
||||
#include "gpu/Texture.h"
|
||||
|
||||
#include <qurl.h>
|
||||
|
||||
namespace model {
|
||||
|
||||
|
|
|
@ -9,15 +9,12 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "gpu/StandardShaderLib.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
|
@ -164,7 +161,7 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
|
|||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR);
|
||||
gpu::State::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_blendPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
|
@ -176,7 +173,6 @@ void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, cons
|
|||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
gpu::Batch batch;
|
||||
|
||||
|
|
|
@ -12,12 +12,12 @@
|
|||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <PathUtils.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
#include <PathUtils.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "GeometryCache.h"
|
||||
|
@ -291,7 +291,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
locations = &_directionalAmbientSphereLightCascadedShadowMapLocations;
|
||||
}
|
||||
batch.setPipeline(program);
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const GLfloat*) &_viewState->getShadowDistances());
|
||||
batch._glUniform3fv(locations->shadowDistances, 1, (const float*) &_viewState->getShadowDistances());
|
||||
|
||||
} else {
|
||||
if (useSkyboxCubemap) {
|
||||
|
@ -325,7 +325,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
sh = (*_skybox->getCubemap()->getIrradiance());
|
||||
}
|
||||
for (int i =0; i <gpu::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const GLfloat*) (&sh) + i * 4);
|
||||
batch._glUniform4fv(locations->ambientSphere + i, 1, (const float*) (&sh) + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -340,7 +340,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
if (_atmosphere && (locations->atmosphereBufferUnit >= 0)) {
|
||||
batch.setUniformBuffer(locations->atmosphereBufferUnit, _atmosphere->getDataBuffer());
|
||||
}
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(locations->invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
}
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
|
@ -419,9 +419,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch._glUniform2f(_pointLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_pointLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
batch._glUniformMatrix4fv(_pointLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _pointLights) {
|
||||
auto& light = _allocatedLights[lightID];
|
||||
|
@ -467,9 +467,9 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch._glUniform2f(_spotLightLocations.depthTexCoordOffset, depthTexCoordOffsetS, depthTexCoordOffsetT);
|
||||
batch._glUniform2f(_spotLightLocations.depthTexCoordScale, depthTexCoordScaleS, depthTexCoordScaleT);
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const GLfloat* >(&invViewMat));
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.invViewMat, 1, false, reinterpret_cast< const float* >(&invViewMat));
|
||||
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const GLfloat* >(&texcoordMat));
|
||||
batch._glUniformMatrix4fv(_spotLightLocations.texcoordMat, 1, false, reinterpret_cast< const float* >(&texcoordMat));
|
||||
|
||||
for (auto lightID : _spotLights) {
|
||||
auto light = _allocatedLights[lightID];
|
||||
|
@ -489,7 +489,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
if ((eyeHalfPlaneDistance > -nearRadius) &&
|
||||
(glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
|
||||
coneParam.w = 0.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
|
||||
|
@ -509,7 +509,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
batch.setViewTransform(viewMat);
|
||||
} else {
|
||||
coneParam.w = 1.0f;
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
|
||||
batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const float* >(&coneParam));
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(light->getPosition());
|
||||
|
@ -595,9 +595,9 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
|
|||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 3));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("shadowMap"), 4));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), 5));
|
||||
const GLint LIGHT_GPU_SLOT = 3;
|
||||
const int LIGHT_GPU_SLOT = 3;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_GPU_SLOT));
|
||||
const GLint ATMOSPHERE_GPU_SLOT = 4;
|
||||
const int ATMOSPHERE_GPU_SLOT = 4;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("atmosphereBufferUnit"), ATMOSPHERE_GPU_SLOT));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
@ -614,13 +614,8 @@ void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char
|
|||
locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
|
||||
locations.coneParam = program->getUniforms().findLocation("coneParam");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getBuffers().findLocation("atmosphereBufferUnit");
|
||||
#else
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
locations.atmosphereBufferUnit = program->getUniforms().findLocation("atmosphereBufferUnit");
|
||||
#endif
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
if (lightVolume) {
|
||||
|
@ -677,10 +672,10 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
|||
int ringFloatOffset = slices * 3;
|
||||
|
||||
|
||||
GLfloat* vertexData = new GLfloat[verticesSize];
|
||||
GLfloat* vertexRing0 = vertexData;
|
||||
GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
float* vertexData = new float[verticesSize];
|
||||
float* vertexRing0 = vertexData;
|
||||
float* vertexRing1 = vertexRing0 + ringFloatOffset;
|
||||
float* vertexRing2 = vertexRing1 + ringFloatOffset;
|
||||
|
||||
for (int i = 0; i < slices; i++) {
|
||||
float theta = TWO_PI * i / slices;
|
||||
|
@ -746,7 +741,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
|||
*(index++) = capVertex;
|
||||
}
|
||||
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(GLushort) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
_spotLightMesh->setIndexBuffer(gpu::BufferView(new gpu::Buffer(sizeof(unsigned short) * indices, (gpu::Byte*) indexData), gpu::Element::INDEX_UINT16));
|
||||
delete[] indexData;
|
||||
|
||||
model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
|
||||
|
|
|
@ -18,7 +18,6 @@
|
|||
#include <QMap>
|
||||
#include <QQueue>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
|
||||
|
|
|
@ -9,22 +9,22 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include <QNetworkReply>
|
||||
#include <QRunnable>
|
||||
#include <QThreadPool>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <FSTReader.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include "TextureCache.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include "standardTransformPNTC_vert.h"
|
||||
#include "standardDrawTexture_frag.h"
|
||||
|
@ -1998,7 +1998,7 @@ void GeometryReader::run() {
|
|||
} else if (_url.path().toLower().endsWith("palaceoforinthilian4.fbx")) {
|
||||
lightmapLevel = 3.5f;
|
||||
}
|
||||
fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel);
|
||||
fbxgeo = readFBX(_reply, _mapping, _url.path(), grabLightmaps, lightmapLevel);
|
||||
} else if (_url.path().toLower().endsWith(".obj")) {
|
||||
fbxgeo = OBJReader().readOBJ(_reply, _mapping, &_url);
|
||||
}
|
||||
|
|
86
libraries/render-utils/src/HitEffect.cpp
Normal file
86
libraries/render-utils/src/HitEffect.cpp
Normal file
|
@ -0,0 +1,86 @@
|
|||
//
|
||||
// HitEffect.cpp
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Andrzej Kapolka on 7/14/13.
|
||||
// Copyright 2013 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 this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
|
||||
|
||||
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "HitEffect.h"
|
||||
#include "TextureCache.h"
|
||||
#include "DependencyManager.h"
|
||||
#include "ViewFrustum.h"
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "hit_effect_vert.h"
|
||||
#include "hit_effect_frag.h"
|
||||
|
||||
|
||||
HitEffect::HitEffect() {
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
|
||||
if (!_hitEffectPipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(hit_effect_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(hit_effect_frag)));
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
state->setDepthTest(false, false, gpu::LESS_EQUAL);
|
||||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_hitEffectPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _hitEffectPipeline;
|
||||
}
|
||||
|
||||
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setModelTransform(Transform());
|
||||
|
||||
batch.setPipeline(getHitEffectPipeline());
|
||||
|
||||
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glm::vec2 bottomLeft(-1.0f, -1.0f);
|
||||
glm::vec2 topRight(1.0f, 1.0f);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, color);
|
||||
|
||||
|
||||
// Ready to render
|
||||
args->_context->render((batch));
|
||||
|
||||
}
|
||||
|
33
libraries/render-utils/src/HitEffect.h
Normal file
33
libraries/render-utils/src/HitEffect.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
//
|
||||
// hitEffect.h
|
||||
// hifi
|
||||
//
|
||||
// Created by eric levin on 7/17/15.
|
||||
//
|
||||
//
|
||||
|
||||
#ifndef hifi_hitEffect_h
|
||||
#define hifi_hitEffect_h
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include "render/DrawTask.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class ProgramObject;
|
||||
|
||||
class HitEffect {
|
||||
public:
|
||||
|
||||
HitEffect();
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
typedef render::Job::Model<HitEffect> JobModel;
|
||||
|
||||
const gpu::PipelinePointer& getHitEffectPipeline();
|
||||
|
||||
private:
|
||||
|
||||
gpu::PipelinePointer _hitEffectPipeline;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -17,18 +17,16 @@
|
|||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <GeometryUtil.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <PathUtils.h>
|
||||
#include <PerfStat.h>
|
||||
#include "PhysicsEntity.h"
|
||||
#include <ViewFrustum.h>
|
||||
#include <render/Scene.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "AnimationHandle.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "Model.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
|
@ -66,6 +64,7 @@ Model::Model(RigPointer rig, QObject* parent) :
|
|||
_snapModelToRegistrationPoint(false),
|
||||
_snappedToRegistrationPoint(false),
|
||||
_showTrueJointTransforms(true),
|
||||
_cauterizeBones(false),
|
||||
_lodDistance(0.0f),
|
||||
_pupilDilation(0.0f),
|
||||
_url("http://invalid.com"),
|
||||
|
@ -93,7 +92,7 @@ Model::~Model() {
|
|||
}
|
||||
|
||||
Model::RenderPipelineLib Model::_renderPipelineLib;
|
||||
const GLint MATERIAL_GPU_SLOT = 3;
|
||||
const int MATERIAL_GPU_SLOT = 3;
|
||||
|
||||
void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
||||
gpu::ShaderPointer& vertexShader,
|
||||
|
@ -186,13 +185,9 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model:
|
|||
locations.specularTextureUnit = program->getTextures().findLocation("specularMap");
|
||||
locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap");
|
||||
|
||||
#if (GPU_FEATURE_PROFILE == GPU_CORE)
|
||||
locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
#else
|
||||
locations.materialBufferUnit = program->getUniforms().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getUniforms().findLocation("lightBuffer");
|
||||
#endif
|
||||
|
||||
locations.clusterMatrices = program->getUniforms().findLocation("clusterMatrices");
|
||||
|
||||
locations.clusterIndices = program->getInputs().findLocation("clusterIndices");;
|
||||
|
@ -451,6 +446,7 @@ bool Model::updateGeometry() {
|
|||
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
state.cauterizedClusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
auto buffer = std::make_shared<gpu::Buffer>();
|
||||
|
@ -471,7 +467,7 @@ bool Model::updateGeometry() {
|
|||
void Model::initJointStates(QVector<JointState> states) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform, geometry.neckJointIndex);
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform);
|
||||
}
|
||||
|
||||
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
|
||||
|
@ -1045,10 +1041,6 @@ void Model::clearJointState(int index) {
|
|||
_rig->clearJointState(index);
|
||||
}
|
||||
|
||||
void Model::clearJointAnimationPriority(int index) {
|
||||
_rig->clearJointAnimationPriority(index);
|
||||
}
|
||||
|
||||
void Model::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
|
||||
_rig->setJointState(index, valid, rotation, priority);
|
||||
}
|
||||
|
@ -1336,6 +1328,12 @@ void Model::simulateInternal(float deltaTime) {
|
|||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
updateRig(deltaTime, parentTransform);
|
||||
|
||||
glm::mat4 zeroScale(glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
||||
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
||||
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
||||
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
auto cauterizeMatrix = _rig->getJointTransform(geometry.neckJointIndex) * zeroScale;
|
||||
|
||||
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
|
@ -1343,18 +1341,34 @@ void Model::simulateInternal(float deltaTime) {
|
|||
if (_showTrueJointTransforms) {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
auto jointMatrix =_rig->getJointTransform(cluster.jointIndex);
|
||||
state.clusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
|
||||
|
||||
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
|
||||
if (!_cauterizeBoneSet.empty()) {
|
||||
if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
|
||||
jointMatrix = cauterizeMatrix;
|
||||
}
|
||||
state.cauterizedClusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointVisibleTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
auto jointMatrix = _rig->getJointVisibleTransform(cluster.jointIndex);
|
||||
state.clusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
|
||||
|
||||
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
|
||||
if (!_cauterizeBoneSet.empty()) {
|
||||
if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
|
||||
jointMatrix = cauterizeMatrix;
|
||||
}
|
||||
state.cauterizedClusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// post the blender if we're not currently waiting for one to finish
|
||||
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
||||
|
@ -1362,12 +1376,6 @@ void Model::simulateInternal(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::updateJointState(int index) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_rig->updateJointState(index, parentTransform);
|
||||
}
|
||||
|
||||
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
@ -1610,12 +1618,21 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
}
|
||||
|
||||
if (isSkinned) {
|
||||
batch._glUniformMatrix4fv(locations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
const float* bones;
|
||||
if (_cauterizeBones) {
|
||||
bones = (const float*)state.cauterizedClusterMatrices.constData();
|
||||
} else {
|
||||
bones = (const float*)state.clusterMatrices.constData();
|
||||
}
|
||||
batch._glUniformMatrix4fv(locations->clusterMatrices, state.clusterMatrices.size(), false, bones);
|
||||
_transforms[0] = Transform();
|
||||
_transforms[0].preTranslate(_translation);
|
||||
} else {
|
||||
_transforms[0] = Transform(state.clusterMatrices[0]);
|
||||
if (_cauterizeBones) {
|
||||
_transforms[0] = Transform(state.cauterizedClusterMatrices[0]);
|
||||
} else {
|
||||
_transforms[0] = Transform(state.clusterMatrices[0]);
|
||||
}
|
||||
_transforms[0].preTranslate(_translation);
|
||||
}
|
||||
batch.setModelTransform(_transforms[0]);
|
||||
|
|
|
@ -18,10 +18,10 @@
|
|||
#include <QMutex>
|
||||
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
#include <functional>
|
||||
|
||||
#include <AABox.h>
|
||||
#include <AnimationCache.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryUtil.h>
|
||||
#include <gpu/Stream.h>
|
||||
|
@ -148,10 +148,6 @@ public:
|
|||
/// Sets the distance parameter used for LOD computations.
|
||||
void setLODDistance(float distance) { _lodDistance = distance; }
|
||||
|
||||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _rig->getRunningAnimations(); }
|
||||
/// Clear the joint animation priority
|
||||
void clearJointAnimationPriority(int index);
|
||||
|
||||
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f, bool forceRescale = false);
|
||||
bool getScaleToFit() const { return _scaleToFit; } /// is scale to fit enabled
|
||||
|
||||
|
@ -172,6 +168,9 @@ public:
|
|||
/// \return true if joint exists
|
||||
bool getJointRotation(int jointIndex, glm::quat& rotation) const;
|
||||
|
||||
/// Returns the index of the parent of the indexed joint, or -1 if not found.
|
||||
int getParentJointIndex(int jointIndex) const;
|
||||
|
||||
void inverseKinematics(int jointIndex, glm::vec3 position, const glm::quat& rotation, float priority);
|
||||
|
||||
/// Returns the extents of the model in its bind pose.
|
||||
|
@ -187,6 +186,12 @@ public:
|
|||
bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
|
||||
const glm::vec3& getScaleToFitDimensions() const { return _scaleToFitDimensions; } /// the dimensions model is scaled to
|
||||
|
||||
void setCauterizeBones(bool flag) { _cauterizeBones = flag; }
|
||||
bool getCauterizeBones() const { return _cauterizeBones; }
|
||||
|
||||
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
|
||||
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
|
||||
|
||||
protected:
|
||||
|
||||
void setPupilDilation(float dilation) { _pupilDilation = dilation; }
|
||||
|
@ -218,9 +223,6 @@ protected:
|
|||
/// Clear the joint states
|
||||
void clearJointState(int index);
|
||||
|
||||
/// Returns the index of the parent of the indexed joint, or -1 if not found.
|
||||
int getParentJointIndex(int jointIndex) const;
|
||||
|
||||
/// Returns the index of the last free ancestor of the indexed joint, or -1 if not found.
|
||||
int getLastFreeJointIndex(int jointIndex) const;
|
||||
|
||||
|
@ -255,9 +257,12 @@ protected:
|
|||
class MeshState {
|
||||
public:
|
||||
QVector<glm::mat4> clusterMatrices;
|
||||
QVector<glm::mat4> cauterizedClusterMatrices;
|
||||
};
|
||||
|
||||
QVector<MeshState> _meshStates;
|
||||
std::unordered_set<int> _cauterizeBoneSet;
|
||||
bool _cauterizeBones;
|
||||
|
||||
// returns 'true' if needs fullUpdate after geometry change
|
||||
bool updateGeometry();
|
||||
|
@ -271,9 +276,6 @@ protected:
|
|||
void simulateInternal(float deltaTime);
|
||||
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
/// \param jointIndex index of joint in model structure
|
||||
/// \param position position of joint in model-frame
|
||||
/// \param rotation rotation of joint in model-frame
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
|
||||
//
|
||||
// RenderDeferredTask.cpp
|
||||
// render-utils/src/
|
||||
|
@ -10,16 +11,15 @@
|
|||
//
|
||||
#include "RenderDeferredTask.h"
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <PerfStat.h>
|
||||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "TextureCache.h"
|
||||
#include "HitEffect.h"
|
||||
|
||||
#include "render/DrawStatus.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
|
@ -78,6 +78,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
|
||||
auto& renderedOpaques = _jobs.back().getOutput();
|
||||
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
|
||||
|
||||
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
|
||||
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
|
||||
_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
|
||||
|
@ -105,8 +106,10 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_drawStatusJobIndex = _jobs.size() - 1;
|
||||
|
||||
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
|
||||
_jobs.push_back(Job(new HitEffect::JobModel("HitEffect")));
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawHitEffectJobIndex = _jobs.size() -1;
|
||||
|
||||
_jobs.push_back(Job(new ResetGLState::JobModel()));
|
||||
|
||||
// Give ourselves 3 frmaes of timer queries
|
||||
_timerQueries.push_back(std::make_shared<gpu::Query>());
|
||||
|
@ -133,6 +136,10 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
|
||||
// Make sure we turn the displayItemStatus on/off
|
||||
setDrawItemStatus(renderContext->_drawItemStatus);
|
||||
|
||||
//Make sure we display hit effect on screen, as desired from a script
|
||||
setDrawHitEffect(renderContext->_drawHitEffect);
|
||||
|
||||
|
||||
// TODO: turn on/off AO through menu item
|
||||
setOcclusionStatus(renderContext->_occlusionStatus);
|
||||
|
|
|
@ -78,9 +78,13 @@ public:
|
|||
render::Jobs _jobs;
|
||||
|
||||
int _drawStatusJobIndex = -1;
|
||||
int _drawHitEffectJobIndex = -1;
|
||||
|
||||
void setDrawItemStatus(bool draw) { if (_drawStatusJobIndex >= 0) { _jobs[_drawStatusJobIndex].setEnabled(draw); } }
|
||||
bool doDrawItemStatus() const { if (_drawStatusJobIndex >= 0) { return _jobs[_drawStatusJobIndex].isEnabled(); } else { return false; } }
|
||||
|
||||
void setDrawHitEffect(bool draw) { if (_drawHitEffectJobIndex >= 0) { _jobs[_drawHitEffectJobIndex].setEnabled(draw); } }
|
||||
bool doDrawHitEffect() const { if (_drawHitEffectJobIndex >=0) { return _jobs[_drawHitEffectJobIndex].isEnabled(); } else { return false; } }
|
||||
|
||||
int _occlusionJobIndex = -1;
|
||||
|
||||
|
|
|
@ -16,16 +16,15 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <QNetworkReply>
|
||||
#include <QPainter>
|
||||
#include <QRunnable>
|
||||
#include <QThreadPool>
|
||||
#include <qimagereader.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
|
||||
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
|
|
|
@ -18,6 +18,9 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
// Based on NVidia HBAO implementation in D3D11
|
||||
// http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html
|
||||
|
||||
varying vec2 varTexcoord;
|
||||
|
||||
uniform sampler2D depthTexture;
|
||||
|
@ -30,80 +33,213 @@ uniform float g_intensity;
|
|||
uniform float bufferWidth;
|
||||
uniform float bufferHeight;
|
||||
|
||||
#define SAMPLE_COUNT 4
|
||||
const float PI = 3.14159265;
|
||||
|
||||
float getRandom(vec2 uv) {
|
||||
const vec2 FocalLen = vec2(1.0, 1.0);
|
||||
|
||||
const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0);
|
||||
|
||||
const vec2 AORes = vec2(1024.0, 768.0);
|
||||
const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0);
|
||||
const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0;
|
||||
|
||||
const float AOStrength = 1.9;
|
||||
const float R = 0.3;
|
||||
const float R2 = 0.3*0.3;
|
||||
const float NegInvR2 = - 1.0 / (0.3*0.3);
|
||||
const float TanBias = tan(30.0 * PI / 180.0);
|
||||
const float MaxRadiusPixels = 50.0;
|
||||
|
||||
const int NumDirections = 6;
|
||||
const int NumSamples = 4;
|
||||
|
||||
float ViewSpaceZFromDepth(float d){
|
||||
// [0,1] -> [-1,1] clip space
|
||||
d = d * 2.0 - 1.0;
|
||||
|
||||
// Get view space Z
|
||||
return -1.0 / (LinMAD.x * d + LinMAD.y);
|
||||
}
|
||||
|
||||
vec3 UVToViewSpace(vec2 uv, float z){
|
||||
//uv = UVToViewA * uv + UVToViewB;
|
||||
return vec3(uv * z, z);
|
||||
}
|
||||
|
||||
vec3 GetViewPos(vec2 uv){
|
||||
float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r);
|
||||
return UVToViewSpace(uv, z);
|
||||
}
|
||||
|
||||
vec3 GetViewPosPoint(ivec2 uv){
|
||||
vec2 coord = vec2(gl_FragCoord.xy) + uv;
|
||||
//float z = texelFetch(texture0, coord, 0).r;
|
||||
float z = texture2D(depthTexture, uv).r;
|
||||
return UVToViewSpace(uv, z);
|
||||
}
|
||||
|
||||
float TanToSin(float x){
|
||||
return x * inversesqrt(x*x + 1.0);
|
||||
}
|
||||
|
||||
float InvLength(vec2 V){
|
||||
return inversesqrt(dot(V,V));
|
||||
}
|
||||
|
||||
float Tangent(vec3 V){
|
||||
return V.z * InvLength(V.xy);
|
||||
}
|
||||
|
||||
float BiasedTangent(vec3 V){
|
||||
return V.z * InvLength(V.xy) + TanBias;
|
||||
}
|
||||
|
||||
float Tangent(vec3 P, vec3 S){
|
||||
return -(P.z - S.z) * InvLength(S.xy - P.xy);
|
||||
}
|
||||
|
||||
float Length2(vec3 V){
|
||||
return dot(V,V);
|
||||
}
|
||||
|
||||
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
|
||||
vec3 V1 = Pr - P;
|
||||
vec3 V2 = P - Pl;
|
||||
return (Length2(V1) < Length2(V2)) ? V1 : V2;
|
||||
}
|
||||
|
||||
vec2 SnapUVOffset(vec2 uv){
|
||||
return round(uv * AORes) * InvAORes;
|
||||
}
|
||||
|
||||
float Falloff(float d2){
|
||||
return d2 * NegInvR2 + 1.0f;
|
||||
}
|
||||
|
||||
float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
|
||||
float ao = 0;
|
||||
|
||||
// Offset the first coord with some noise
|
||||
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
|
||||
deltaUV = SnapUVOffset( deltaUV );
|
||||
|
||||
// Calculate the tangent vector
|
||||
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
|
||||
|
||||
// Get the angle of the tangent vector from the viewspace axis
|
||||
float tanH = BiasedTangent(T);
|
||||
float sinH = TanToSin(tanH);
|
||||
|
||||
float tanS;
|
||||
float d2;
|
||||
vec3 S;
|
||||
|
||||
// Sample to find the maximum angle
|
||||
for(float s = 1; s <= numSamples; ++s){
|
||||
uv += deltaUV;
|
||||
S = GetViewPos(uv);
|
||||
tanS = Tangent(P, S);
|
||||
d2 = Length2(S - P);
|
||||
|
||||
// Is the sample within the radius and the angle greater?
|
||||
if(d2 < R2 && tanS > tanH)
|
||||
{
|
||||
float sinS = TanToSin(tanS);
|
||||
// Apply falloff based on the distance
|
||||
ao += Falloff(d2) * (sinS - sinH);
|
||||
|
||||
tanH = tanS;
|
||||
sinH = sinS;
|
||||
}
|
||||
}
|
||||
return ao;
|
||||
}
|
||||
|
||||
vec2 RotateDirections(vec2 Dir, vec2 CosSin){
|
||||
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
|
||||
}
|
||||
|
||||
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
|
||||
// Avoid oversampling if numSteps is greater than the kernel radius in pixels
|
||||
numSteps = min(NumSamples, rayRadiusPix);
|
||||
|
||||
// Divide by Ns+1 so that the farthest samples are not fully attenuated
|
||||
float stepSizePix = rayRadiusPix / (numSteps + 1);
|
||||
|
||||
// Clamp numSteps if it is greater than the max kernel footprint
|
||||
float maxNumSteps = MaxRadiusPixels / stepSizePix;
|
||||
if (maxNumSteps < numSteps)
|
||||
{
|
||||
// Use dithering to avoid AO discontinuities
|
||||
numSteps = floor(maxNumSteps + rand);
|
||||
numSteps = max(numSteps, 1);
|
||||
stepSizePix = MaxRadiusPixels / numSteps;
|
||||
}
|
||||
|
||||
// Step size in uv space
|
||||
stepSizeUv = stepSizePix * InvAORes;
|
||||
}
|
||||
|
||||
float getRandom(vec2 uv){
|
||||
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec3 sampleKernel[4] = { vec3(0.2, 0.0, 0.0),
|
||||
vec3(0.0, 0.2, 0.0),
|
||||
vec3(0.0, 0.0, 0.2),
|
||||
vec3(0.2, 0.2, 0.2) };
|
||||
void main(void){
|
||||
float numDirections = NumDirections;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
vec3 P, Pr, Pl, Pt, Pb;
|
||||
P = GetViewPos(varTexcoord);
|
||||
|
||||
vec3 eyeDir = vec3(0.0, 0.0, -3.0);
|
||||
vec3 cameraPositionWorldSpace;
|
||||
<$transformEyeToWorldDir(cam, eyeDir, cameraPositionWorldSpace)$>
|
||||
// Sample neighboring pixels
|
||||
Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0));
|
||||
Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0));
|
||||
Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y));
|
||||
Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y));
|
||||
|
||||
vec4 depthColor = texture2D(depthTexture, varTexcoord);
|
||||
// Calculate tangent basis vectors using the minimum difference
|
||||
vec3 dPdu = MinDiff(P, Pr, Pl);
|
||||
vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x);
|
||||
|
||||
// z in non linear range [0,1]
|
||||
float depthVal = depthColor.r;
|
||||
// conversion into NDC [-1,1]
|
||||
float zNDC = depthVal * 2.0 - 1.0;
|
||||
float n = 1.0; // the near plane
|
||||
float f = 30.0; // the far plane
|
||||
float l = -1.0; // left
|
||||
float r = 1.0; // right
|
||||
float b = -1.0; // bottom
|
||||
float t = 1.0; // top
|
||||
|
||||
// conversion into eye space
|
||||
float zEye = 2*f*n / (zNDC*(f-n)-(f+n));
|
||||
// Converting from pixel coordinates to NDC
|
||||
float xNDC = gl_FragCoord.x/bufferWidth * 2.0 - 1.0;
|
||||
float yNDC = gl_FragCoord.y/bufferHeight * 2.0 - 1.0;
|
||||
// Unprojecting X and Y from NDC to eye space
|
||||
float xEye = -zEye*(xNDC*(r-l)+(r+l))/(2.0*n);
|
||||
float yEye = -zEye*(yNDC*(t-b)+(t+b))/(2.0*n);
|
||||
vec3 currentFragEyeSpace = vec3(xEye, yEye, zEye);
|
||||
vec3 currentFragWorldSpace;
|
||||
<$transformEyeToWorldDir(cam, currentFragEyeSpace, currentFragWorldSpace)$>
|
||||
|
||||
vec3 cameraToPositionRay = normalize(currentFragWorldSpace - cameraPositionWorldSpace);
|
||||
vec3 origin = cameraToPositionRay * depthVal + cameraPositionWorldSpace;
|
||||
|
||||
vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz);
|
||||
//normal = normalize(normal * normalMatrix);
|
||||
|
||||
vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
|
||||
vec3 tangent = normalize(rvec - normal * dot(rvec, normal));
|
||||
vec3 bitangent = cross(normal, tangent);
|
||||
mat3 tbn = mat3(tangent, bitangent, normal);
|
||||
|
||||
float occlusion = 0.0;
|
||||
|
||||
for (int i = 0; i < SAMPLE_COUNT; ++i) {
|
||||
vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad;
|
||||
vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0);
|
||||
|
||||
offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
|
||||
float depth = length(samplePos - cameraPositionWorldSpace);
|
||||
|
||||
float sampleDepthVal = texture2D(depthTexture, offset.xy).r;
|
||||
|
||||
float rangeDelta = abs(depthVal - sampleDepthVal);
|
||||
float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
|
||||
|
||||
occlusion += rangeCheck * step(sampleDepthVal, depth);
|
||||
}
|
||||
|
||||
occlusion = 1.0 - occlusion / float(SAMPLE_COUNT);
|
||||
occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0);
|
||||
gl_FragColor = vec4(vec3(occlusion), 1.0);
|
||||
}
|
||||
// Get the random samples from the noise function
|
||||
vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
|
||||
|
||||
// Calculate the projected size of the hemisphere
|
||||
vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z;
|
||||
float rayRadiusPix = rayRadiusUV.x * AORes.x;
|
||||
|
||||
float ao = 1.0;
|
||||
|
||||
// Make sure the radius of the evaluated hemisphere is more than a pixel
|
||||
if(rayRadiusPix > 1.0){
|
||||
ao = 0.0;
|
||||
float numSteps;
|
||||
vec2 stepSizeUV;
|
||||
|
||||
// Compute the number of steps
|
||||
ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
|
||||
|
||||
float alpha = 2.0 * PI / numDirections;
|
||||
|
||||
// Calculate the horizon occlusion of each direction
|
||||
for(float d = 0; d < numDirections; ++d){
|
||||
float theta = alpha * d;
|
||||
|
||||
// Apply noise to the direction
|
||||
vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
|
||||
vec2 deltaUV = dir * stepSizeUV;
|
||||
|
||||
// Sample the pixels along the direction
|
||||
ao += HorizonOcclusion( deltaUV,
|
||||
P,
|
||||
dPdu,
|
||||
dPdv,
|
||||
random.z,
|
||||
numSteps);
|
||||
}
|
||||
|
||||
// Average the results and produce the final AO
|
||||
ao = 1.0 - ao / numDirections * AOStrength;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(vec3(ao), 1.0);
|
||||
}
|
24
libraries/render-utils/src/hit_effect.slf
Normal file
24
libraries/render-utils/src/hit_effect.slf
Normal file
|
@ -0,0 +1,24 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// hit_effect.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Eric Levin on 7/20
|
||||
// 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 DeferredBufferWrite.slh@>
|
||||
|
||||
varying vec2 varQuadPosition;
|
||||
|
||||
void main(void) {
|
||||
vec2 center = vec2(0.0, 0.0);
|
||||
float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
|
||||
float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
|
||||
gl_FragColor = vec4(1.0, 0.0, 0.0, alpha);
|
||||
}
|
24
libraries/render-utils/src/hit_effect.slv
Normal file
24
libraries/render-utils/src/hit_effect.slv
Normal file
|
@ -0,0 +1,24 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// hit_effect.vert
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Eric Levin on 7/20/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec2 varQuadPosition;
|
||||
|
||||
void main(void) {
|
||||
varQuadPosition = gl_Vertex.xy;
|
||||
gl_Position = gl_Vertex;
|
||||
}
|
|
@ -21,9 +21,6 @@ uniform sampler2D blurredOcclusionTexture;
|
|||
void main(void) {
|
||||
vec4 occlusionColor = texture2D(blurredOcclusionTexture, varTexcoord);
|
||||
|
||||
if(occlusionColor.r > 0.8 && occlusionColor.r <= 1.0) {
|
||||
gl_FragColor = vec4(vec3(0.0), 0.0);
|
||||
} else {
|
||||
gl_FragColor = vec4(vec3(occlusionColor.r), 1.0);
|
||||
}
|
||||
gl_FragColor = vec4(vec3(0.0), occlusionColor.r);
|
||||
|
||||
}
|
||||
|
|
|
@ -15,15 +15,11 @@
|
|||
#include <assert.h>
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/GPULogging.h>
|
||||
|
||||
#include <ViewFrustum.h>
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include <gpu/Context.h>
|
||||
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
#include "drawItemStatus_vert.h"
|
||||
|
@ -152,17 +148,17 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
const unsigned int VEC3_ADRESS_OFFSET = 3;
|
||||
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
|
||||
batch.draw(gpu::LINES, 24, 0);
|
||||
}
|
||||
|
||||
batch.setPipeline(getDrawItemStatusPipeline());
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const GLint*) (itemStatus + i));
|
||||
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const int*) (itemStatus + i));
|
||||
|
||||
batch.draw(gpu::TRIANGLES, 24, 0);
|
||||
}
|
||||
|
@ -171,4 +167,4 @@ void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContex
|
|||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((batch));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,12 +14,10 @@
|
|||
#include <algorithm>
|
||||
#include <assert.h>
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <PerfStat.h>
|
||||
#include <RenderArgs.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <gpu/Context.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
@ -216,46 +214,6 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
|
|||
}
|
||||
}
|
||||
|
||||
void addClearStateCommands(gpu::Batch& batch) {
|
||||
batch._glDepthMask(true);
|
||||
batch._glDepthFunc(GL_LESS);
|
||||
batch._glDisable(GL_CULL_FACE);
|
||||
|
||||
batch._glActiveTexture(GL_TEXTURE0 + 1);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, 0);
|
||||
batch._glActiveTexture(GL_TEXTURE0 + 2);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, 0);
|
||||
batch._glActiveTexture(GL_TEXTURE0 + 3);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, 0);
|
||||
batch._glActiveTexture(GL_TEXTURE0);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
batch._glDisableClientState(GL_NORMAL_ARRAY);
|
||||
batch._glDisableClientState(GL_VERTEX_ARRAY);
|
||||
batch._glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
batch._glDisableClientState(GL_COLOR_ARRAY);
|
||||
batch._glDisableVertexAttribArray(gpu::Stream::TANGENT);
|
||||
batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
batch._glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
batch._glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
batch._glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Back to no program
|
||||
batch._glUseProgram(0);
|
||||
}
|
||||
void ResetGLState::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
|
||||
gpu::Batch theBatch;
|
||||
addClearStateCommands(theBatch);
|
||||
assert(renderContext->args);
|
||||
renderContext->args->_context->render(theBatch);
|
||||
}
|
||||
|
||||
void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
|
|
@ -260,14 +260,6 @@ public:
|
|||
typedef Job::Model<DrawBackground> JobModel;
|
||||
};
|
||||
|
||||
class ResetGLState {
|
||||
public:
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
typedef Job::Model<ResetGLState> JobModel;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class DrawSceneTask : public Task {
|
||||
public:
|
||||
|
|
|
@ -50,6 +50,7 @@ public:
|
|||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
bool _drawItemStatus = false;
|
||||
bool _drawHitEffect = false;
|
||||
|
||||
bool _occlusionStatus = false;
|
||||
|
||||
|
|
|
@ -109,6 +109,9 @@ public:
|
|||
|
||||
Q_INVOKABLE void setEngineDisplayItemStatus(bool display) { _drawItemStatus = display; }
|
||||
Q_INVOKABLE bool doEngineDisplayItemStatus() { return _drawItemStatus; }
|
||||
|
||||
Q_INVOKABLE void setEngineDisplayHitEffect(bool display) { _drawHitEffect = display; }
|
||||
Q_INVOKABLE bool doEngineDisplayHitEffect() { return _drawHitEffect; }
|
||||
|
||||
signals:
|
||||
void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
|
||||
|
@ -141,6 +144,8 @@ protected:
|
|||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
bool _drawItemStatus = false;
|
||||
|
||||
bool _drawHitEffect = false;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -73,7 +73,7 @@ void RigTests::initTestCase() {
|
|||
}
|
||||
|
||||
_rig = std::make_shared<AvatarRig>();
|
||||
_rig->initJointStates(jointStates, glm::mat4(), geometry.neckJointIndex);
|
||||
_rig->initJointStates(jointStates, glm::mat4());
|
||||
std::cout << "Rig is ready " << geometry.joints.count() << " joints " << std::endl;
|
||||
}
|
||||
|
||||
|
|
|
@ -9,13 +9,16 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "BulletUtilTests.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
//#include "PhysicsTestUtil.h"
|
||||
#include <BulletUtil.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "BulletUtilTests.h"
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Constants
|
||||
const glm::vec3 origin(0.0f);
|
||||
|
|
|
@ -13,9 +13,6 @@
|
|||
#define hifi_BulletUtilTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
class BulletUtilTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
|
@ -9,11 +9,15 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "MeshMassPropertiesTests.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <MeshMassProperties.h>
|
||||
|
||||
#include "MeshMassPropertiesTests.h"
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
const btScalar acceptableRelativeError(1.0e-5f);
|
||||
const btScalar acceptableAbsoluteError(1.0e-4f);
|
||||
|
|
|
@ -13,12 +13,6 @@
|
|||
#define hifi_MeshMassPropertiesTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <QtGlobal>
|
||||
|
||||
// Add additional qtest functionality (the include order is important!)
|
||||
#include "BulletTestUtils.h"
|
||||
#include "GlmTestUtils.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Relative error macro (see errorTest in BulletTestUtils.h)
|
||||
#define QCOMPARE_WITH_RELATIVE_ERROR(actual, expected, relativeError) \
|
||||
|
|
1936
tests/physics/src/ShapeColliderTests.cpp
Normal file
1936
tests/physics/src/ShapeColliderTests.cpp
Normal file
File diff suppressed because it is too large
Load diff
53
tests/physics/src/ShapeColliderTests.h
Normal file
53
tests/physics/src/ShapeColliderTests.h
Normal file
|
@ -0,0 +1,53 @@
|
|||
//
|
||||
// ShapeColliderTests.h
|
||||
// tests/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows on 02/21/2014.
|
||||
// Copyright 2014 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
|
||||
//
|
||||
|
||||
#ifndef hifi_ShapeColliderTests_h
|
||||
#define hifi_ShapeColliderTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
|
||||
class ShapeColliderTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
private slots:
|
||||
void initTestCase();
|
||||
|
||||
void sphereMissesSphere();
|
||||
void sphereTouchesSphere();
|
||||
|
||||
void sphereMissesCapsule();
|
||||
void sphereTouchesCapsule();
|
||||
|
||||
void capsuleMissesCapsule();
|
||||
void capsuleTouchesCapsule();
|
||||
|
||||
void sphereTouchesAACubeFaces();
|
||||
void sphereTouchesAACubeEdges();
|
||||
void sphereTouchesAACubeCorners();
|
||||
void sphereMissesAACube();
|
||||
|
||||
void capsuleMissesAACube();
|
||||
void capsuleTouchesAACube();
|
||||
|
||||
void rayHitsSphere();
|
||||
void rayBarelyHitsSphere();
|
||||
void rayBarelyMissesSphere();
|
||||
void rayHitsCapsule();
|
||||
void rayMissesCapsule();
|
||||
void rayHitsPlane();
|
||||
void rayMissesPlane();
|
||||
void rayHitsAACube();
|
||||
void rayMissesAACube();
|
||||
|
||||
void measureTimeOfCollisionDispatch();
|
||||
};
|
||||
|
||||
#endif // hifi_ShapeColliderTests_h
|
|
@ -8,30 +8,35 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
||||
#include <QWindow>
|
||||
#include <QFile>
|
||||
#include <QTime>
|
||||
#include <QImage>
|
||||
#include <QTimer>
|
||||
#include <QElapsedTimer>
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QResizeEvent>
|
||||
#include <QLoggingCategory>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QApplication>
|
||||
#include <QOpenGLDebugLogger>
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <PathUtils.h>
|
||||
#include <QApplication>
|
||||
#include <QDir>
|
||||
#include <QElapsedTimer>
|
||||
#include <QFile>
|
||||
#include <QImage>
|
||||
#include <QLoggingCategory>
|
||||
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLDebugLogger>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QResizeEvent>
|
||||
#include <QTime>
|
||||
#include <QTimer>
|
||||
#include <QWindow>
|
||||
|
||||
|
||||
|
||||
#include <PathUtils.h>
|
||||
|
||||
class RateCounter {
|
||||
std::vector<float> times;
|
||||
|
@ -119,6 +124,10 @@ public:
|
|||
show();
|
||||
makeCurrent();
|
||||
|
||||
gpu::Context::init<gpu::GLBackend>();
|
||||
|
||||
|
||||
|
||||
{
|
||||
QOpenGLDebugLogger* logger = new QOpenGLDebugLogger(this);
|
||||
logger->initialize(); // initializes in the current context, i.e. ctx
|
||||
|
@ -130,23 +139,6 @@ public:
|
|||
}
|
||||
qDebug() << (const char*)glGetString(GL_VERSION);
|
||||
|
||||
#ifdef WIN32
|
||||
glewExperimental = true;
|
||||
GLenum err = glewInit();
|
||||
if (GLEW_OK != err) {
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
const GLubyte * errStr = glewGetErrorString(err);
|
||||
qDebug("Error: %s\n", errStr);
|
||||
}
|
||||
qDebug("Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
|
||||
|
||||
if (wglewGetExtension("WGL_EXT_swap_control")) {
|
||||
int swapInterval = wglGetSwapIntervalEXT();
|
||||
qDebug("V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
|
||||
}
|
||||
glGetError();
|
||||
#endif
|
||||
|
||||
//_textRenderer[0] = TextRenderer::getInstance(SANS_FONT_FAMILY, 12, false);
|
||||
//_textRenderer[1] = TextRenderer::getInstance(SERIF_FONT_FAMILY, 12, false,
|
||||
// TextRenderer::SHADOW_EFFECT);
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include <StreamUtils.h>
|
||||
|
||||
#include "AngularConstraintTests.h"
|
||||
#include "../QTestExtensions.h"
|
||||
|
||||
// Computes the error value between two quaternions (using glm::dot)
|
||||
float getErrorDifference(const glm::quat& a, const glm::quat& b) {
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#ifndef hifi_AngularConstraintTests_h
|
||||
#define hifi_AngularConstraintTests_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <QtTest/QtTest>
|
||||
|
||||
class AngularConstraintTests : public QObject {
|
||||
|
@ -21,10 +22,6 @@ private slots:
|
|||
void testConeRollerConstraint();
|
||||
};
|
||||
|
||||
// Use QCOMPARE_WITH_ABS_ERROR and define it for glm::quat
|
||||
#include <glm/glm.hpp>
|
||||
float getErrorDifference (const glm::quat& a, const glm::quat& b);
|
||||
QTextStream & operator << (QTextStream& stream, const glm::quat& q);
|
||||
#include "../QTestExtensions.h"
|
||||
float getErrorDifference(const glm::quat& a, const glm::quat& b);
|
||||
|
||||
#endif // hifi_AngularConstraintTests_h
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
|
||||
#include <limits>
|
||||
#include <qqueue.h>
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
QTEST_MAIN(MovingPercentileTests)
|
||||
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#define hifi_MovingPercentileTests_h
|
||||
|
||||
#include <QtTest/QtTest>
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
class MovingPercentileTests : public QObject {
|
||||
Q_OBJECT
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue