resolve conflicts on merge with upstream master

This commit is contained in:
Stephen Birarda 2015-07-20 08:51:48 -07:00
commit 6b11495a20
20 changed files with 627 additions and 310 deletions

View file

@ -53,6 +53,10 @@ var toolIconUrl = HIFI_PUBLIC_BUCKET + "images/tools/";
var toolHeight = 50;
var toolWidth = 50;
var DEGREES_TO_RADIANS = Math.PI / 180.0;
var RADIANS_TO_DEGREES = 180.0 / Math.PI;
var epsilon = 0.001;
var MIN_ANGULAR_SIZE = 2;
var MAX_ANGULAR_SIZE = 45;
var allowLargeModels = true;
@ -658,7 +662,7 @@ function handleIdleMouse() {
idleMouseTimerId = null;
if (isActive) {
highlightEntityUnderCursor(lastMousePosition, true);
}
}
}
function highlightEntityUnderCursor(position, accurateRay) {
@ -1207,6 +1211,49 @@ PropertiesTool = function(opts) {
webView.setVisible(visible);
};
vecToPolar = function(direction) {
var x = direction.x;
var y = direction.y;
var z = direction.z;
var pitch, yaw;
pitch = -Math.asin(y);
var c = Math.cos(-pitch);
if (Math.abs(pitch) > (Math.PI / 2.0 - epsilon)) {
//handle gymbal lock
if (pitch > 0) {
pitch = Math.PI / 2.0;
} else {
pitch = -Math.PI / 2.0;
}
yaw = 0.0;
} else {
if (z < 0) {
if(x > 0 && x < 1) {
yaw = Math.PI - Math.asin(x / c);
} else {
yaw = -Math.asin(x / c) - Math.PI;
}
} else {
yaw = Math.asin(x / c);
}
}
return {
x: pitch * RADIANS_TO_DEGREES,
y: yaw * RADIANS_TO_DEGREES,
z: 0.0 //discard roll component
};
};
polarToVec = function(orientation) {
var pitch = orientation.x * DEGREES_TO_RADIANS;
var yaw = orientation.y * DEGREES_TO_RADIANS;
return {
x: Math.cos(pitch) * Math.sin(yaw),
y: Math.sin(-pitch),
z: Math.cos(pitch) * Math.cos(yaw)
};
}
selectionManager.addEventListener(function() {
data = {
type: 'update',
@ -1216,7 +1263,12 @@ PropertiesTool = function(opts) {
var entity = {};
entity.id = selectionManager.selections[i];
entity.properties = Entities.getEntityProperties(selectionManager.selections[i]);
entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
if (entity.properties.rotation !== undefined) {
entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
}
if (entity.properties.keyLightDirection !== undefined) {
entity.properties.keyLightDirection = vecToPolar(entity.properties.keyLightDirection);
}
selections.push(entity);
}
data.selections = selections;
@ -1244,6 +1296,9 @@ PropertiesTool = function(opts) {
var rotation = data.properties.rotation;
data.properties.rotation = Quat.fromPitchYawRollDegrees(rotation.x, rotation.y, rotation.z);
}
if (data.properties.keyLightDirection !== undefined) {
data.properties.keyLightDirection = polarToVec(data.properties.keyLightDirection);
}
Entities.editEntity(selectionManager.selections[0], data.properties);
if (data.properties.name != undefined) {
entityListTool.sendUpdate();

View file

@ -1,10 +1,10 @@
// stick.js
// sword.js
// examples
//
// Created by Seth Alves on 2015-6-10
// Copyright 2015 High Fidelity, Inc.
//
// Allow avatar to hold a stick
// Allow avatar to hold a sword
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -14,32 +14,48 @@
var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity.
Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js");
var hand = Settings.getValue("highfidelity.sword.hand", "right");
var zombieFight;
var hand = "right";
var nullActionID = "00000000-0000-0000-0000-000000000000";
var controllerID;
var controllerActive;
var stickID = null;
var swordID = null;
var actionID = nullActionID;
var targetIDs = [];
var dimensions = { x: 0.3, y: 0.15, z: 2.0 };
var dimensions = {
x: 0.3,
y: 0.15,
z: 2.0
};
var BUTTON_SIZE = 32;
var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx";
var health = 100;
var healthLossOnHit = 10;
var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj";
var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2";
var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav";
var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav";
var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug
var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js";
var whichModel = "sword";
var originalAvatarCollisionSound;
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () {
return {x: 100, y: 380};
var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")];
var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() {
return {
x: 100,
y: 380
};
});
var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy
var gameStarted = false;
var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary)
var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy
var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f
var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings.
var swordButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -52,12 +68,7 @@ var targetButton = toolBar.addOverlay("image", {
imageURL: TARGET_IMAGE,
alpha: 1
});
var switchHandsButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: SWITCH_HANDS_IMAGE,
alpha: 1
});
var cleanupButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
@ -66,6 +77,24 @@ var cleanupButton = toolBar.addOverlay("image", {
});
var flasher;
var leftTriggerButton = 0;
var leftTriggerValue = 0;
var prevLeftTriggerValue = 0;
var LEFT = 0;
var RIGHT = 1;
var leftPalm = 2 * LEFT;
var rightPalm = 2 * RIGHT;
var rightTriggerButton = 1;
var prevRightTriggerValue = 0;
var rightTriggerValue = 0;
var TRIGGER_THRESHOLD = 0.2;
var swordHeld = false;
function clearFlash() {
if (!flasher) {
return;
@ -74,7 +103,9 @@ function clearFlash() {
Overlays.deleteOverlay(flasher.overlay);
flasher = null;
}
function flash(color) {
return;
clearFlash();
flasher = {};
flasher.overlay = Overlays.addOverlay("text", {
@ -86,42 +117,74 @@ function flash(color) {
flasher.timer = Script.setTimeout(clearFlash, 500);
}
var health = 100;
var display2d, display3d;
function trackAvatarWithText() {
Entities.editEntity(display3d, {
position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}),
position: Vec3.sum(MyAvatar.position, {
x: 0,
y: 1.5,
z: 0
}),
rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0))
});
}
function updateDisplay() {
var text = health.toString();
if (!display2d) {
health = 100;
display2d = Overlays.addOverlay("text", {
text: text,
font: { size: 20 },
color: {red: 0, green: 255, blue: 0},
backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work?
font: {
size: 20
},
color: {
red: 0,
green: 255,
blue: 0
},
backgroundColor: {
red: 100,
green: 100,
blue: 100
}, // Why doesn't this and the next work?
backgroundAlpha: 0.9,
x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons).
y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top.
});
display3d = Entities.addEntity({
name: MyAvatar.displayName + " score",
textColor: {red: 255, green: 255, blue: 255},
textColor: {
red: 255,
green: 255,
blue: 255
},
type: "Text",
text: text,
lineHeight: 0.14,
backgroundColor: {red: 64, green: 64, blue: 64},
dimensions: {x: 0.3, y: 0.2, z: 0.01},
backgroundColor: {
red: 64,
green: 64,
blue: 64
},
dimensions: {
x: 0.3,
y: 0.2,
z: 0.01
},
});
Script.update.connect(trackAvatarWithText);
} else {
Overlays.editOverlay(display2d, {text: text});
Entities.editEntity(display3d, {text: text});
Overlays.editOverlay(display2d, {
text: text
});
Entities.editEntity(display3d, {
text: text
});
}
}
function removeDisplay() {
if (display2d) {
Overlays.deleteOverlay(display2d);
@ -131,97 +194,57 @@ function removeDisplay() {
display3d = null;
}
}
function computeEnergy(collision, entityID) {
var id = entityID || collision.idA || collision.idB;
var entity = id && Entities.getEntityProperties(id);
var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1;
var linearVelocityChange = Vec3.length(collision.velocityChange);
var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange;
return Math.min(Math.max(1.0, Math.round(energy)), 20);
}
function gotHit(collision) {
var energy = computeEnergy(collision);
print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB);
health -= energy;
flash({red: 255, green: 0, blue: 0});
updateDisplay();
}
function scoreHit(idA, idB, collision) {
var energy = computeEnergy(collision, idA);
print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB));
health += energy;
flash({red: 0, green: 255, blue: 0});
Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], {
position: MyAvatar.position,
volume: 0.5
});
health -= healthLossOnHit;
if (health <= 30) {
Overlays.editOverlay(display2d, {
color: {
red: 200,
green: 10,
blue: 10
}
});
}
if (health <= 0 && zombieFight) {
zombieFight.loseGame();
}
flash({
red: 255,
green: 0,
blue: 0
});
updateDisplay();
}
function isFighting() {
return stickID && (actionID !== nullActionID);
return swordID && (actionID !== nullActionID);
}
function initControls() {
print("Sword hand is " + hand);
if (hand === "right") {
controllerID = 3; // right handed
} else {
controllerID = 4; // left handed
}
}
var inHand = false;
function positionStick(stickOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
stickOrientation = Quat.multiply(reorient, stickOrientation);
inHand = false;
Entities.updateAction(stickID, actionID, {
relativePosition: offset,
relativeRotation: stickOrientation,
hand: "right"
});
}
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
// Maybe coordinate with positionStick?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(stickID, actionID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function isControllerActive() {
// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0;
return controllerActive;
}
function mouseMoveEvent(event) {
// When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
if (event.deviceID || !isFighting() || isControllerActive()) {
print('Attempting attachment reset');
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionStick(stickOrientation);
}
function removeSword() {
if (stickID) {
print('deleting action ' + actionID + ' and entity ' + stickID);
Entities.deleteAction(stickID, actionID);
Entities.deleteEntity(stickID);
stickID = null;
if (swordID) {
print('deleting action ' + actionID + ' and entity ' + swordID);
Entities.deleteAction(swordID, actionID);
Entities.deleteEntity(swordID);
swordID = null;
actionID = nullActionID;
Controller.mouseMoveEvent.disconnect(mouseMoveEvent);
MyAvatar.collisionWithEntity.disconnect(gotHit);
@ -232,101 +255,219 @@ function removeSword() {
MyAvatar.collisionSoundURL = originalAvatarCollisionSound;
}
removeDisplay();
swordHeld = false;
}
function cleanUp(leaveButtons) {
removeSword();
targetIDs.forEach(function (id) {
Entities.deleteAction(id.entity, id.action);
Entities.deleteEntity(id.entity);
});
targetIDs = [];
if (!leaveButtons) {
toolBar.cleanup();
}
removeSword();
gameStarted = false;
zombieFight.cleanup();
}
function makeSword() {
initControls();
var swordPosition;
if (!isControllerActive()) { // Dont' knock yourself with sword
swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
} else if (hand === 'right') {
swordPosition = MyAvatar.getRightPalmPosition();
} else {
swordPosition = MyAvatar.getLeftPalmPosition();
}
stickID = Entities.addEntity({
var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0);
swordID = Entities.addEntity({
type: "Model",
name: "sword",
modelURL: swordModel,
compoundShapeURL: swordCollisionShape,
dimensions: dimensions,
position: swordPosition,
rotation: MyAvatar.orientation,
rotation: Quat.fromPitchYawRollDegrees(90, 0, 0),
damping: 0.1,
collisionSoundURL: swordCollisionSoundURL,
restitution: 0.01,
collisionsWillMove: true
collisionsWillMove: true,
});
actionID = Entities.addAction("hold", stickID, {
relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5},
relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}),
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
if (!isControllerActive()) {
grabSword("right");
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
updateDisplay();
}
function grabSword(hand) {
if (!swordID) {
print("Create a sword by clicking on sword icon!")
return;
}
var handRotation;
if (hand === "right") {
handRotation = MyAvatar.getRightPalmRotation();
} else if (hand === "left") {
handRotation = MyAvatar.getLeftPalmRotation();
}
var swordRotation = Entities.getEntityProperties(swordID).rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation);
actionID = Entities.addAction("hold", swordID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: offsetRotation,
hand: hand,
timeScale: 0.05
});
if (actionID === nullActionID) {
print('*** FAILED TO MAKE SWORD ACTION ***');
cleanUp();
} else {
swordHeld = true;
}
if (originalAvatarCollisionSound === undefined) {
originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.)
SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?)
}
MyAvatar.collisionSoundURL = avatarCollisionSoundURL;
Controller.mouseMoveEvent.connect(mouseMoveEvent);
MyAvatar.collisionWithEntity.connect(gotHit);
Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit);
updateDisplay();
}
function releaseSword() {
Entities.deleteAction(swordID, actionID);
actionID = nullActionID;
Entities.editEntity(swordID, {
velocity: {
x: 0,
y: 0,
z: 0
},
angularVelocity: {
x: 0,
y: 0,
z: 0
}
});
swordHeld = false;
}
function update() {
updateControllerState();
}
function updateControllerState() {
rightTriggerValue = Controller.getTriggerValue(rightTriggerButton);
leftTriggerValue = Controller.getTriggerValue(leftTriggerButton);
if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("right")
} else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) {
grabSword("left")
} else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) {
releaseSword();
}
prevRightTriggerValue = rightTriggerValue;
prevLeftTriggerValue = leftTriggerValue;
}
randFloat = function(low, high) {
return low + Math.random() * (high - low);
}
randInt = function(low, high) {
return Math.floor(randFloat(low, high));
}
function positionSword(swordOrientation) {
var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0);
var baseOffset = {
x: -dimensions.z * 0.8,
y: 0,
z: 0
};
var offset = Vec3.multiplyQbyV(reorient, baseOffset);
swordOrientation = Quat.multiply(reorient, swordOrientation);
inHand = false;
Entities.updateAction(swordID, actionID, {
relativePosition: offset,
relativeRotation: swordOrientation,
hand: "right"
});
}
function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
// Maybe coordinate with positionSword?
if (inHand) { // Optimization: bail if we're already inHand.
return;
}
print('Reset to hand');
Entities.updateAction(swordID, actionID, {
relativePosition: {
x: 0.0,
y: 0.0,
z: -dimensions.z * 0.5
},
relativeRotation: Quat.fromVec3Degrees({
x: 45.0,
y: 0.0,
z: 0.0
}),
hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that
timeScale: 0.05 // they do not retain their earlier values if you don't repeat them.
});
inHand = true;
}
function mouseMoveEvent(event) {
//When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
if (event.deviceID || !isFighting() || isControllerActive()) {
resetToHand();
return;
}
var windowCenterX = Window.innerWidth / 2;
var windowCenterY = Window.innerHeight / 2;
var mouseXCenterOffset = event.x - windowCenterX;
var mouseYCenterOffset = event.y - windowCenterY;
var mouseXRatio = mouseXCenterOffset / windowCenterX;
var mouseYRatio = mouseYCenterOffset / windowCenterY;
var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0);
positionSword(swordOrientation);
}
function onClick(event) {
switch (Overlays.getOverlayAtPoint(event)) {
case swordButton:
if (!stickID) {
makeSword();
} else {
removeSword();
}
break;
case targetButton:
var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0});
var boxId = Entities.addEntity({
type: "Box",
name: "dummy",
position: position,
dimensions: {x: 0.3, y: 0.7, z: 0.3},
gravity: {x: 0.0, y: -3.0, z: 0.0},
damping: 0.2,
collisionsWillMove: true
});
case swordButton:
if (!swordID) {
makeSword();
} else {
removeSword();
}
break;
case targetButton:
if (gameStarted) {
return;
}
Script.include("https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js");
zombieFight = new ZombieFight();
zombieFight.initiateZombieApocalypse();
gameStarted = true;
var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0});
var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom,
linearDistance: 2.0,
// linearTimeScale: 0.005
linearTimeScale: 0.1
});
targetIDs.push({entity: boxId, action: action});
break;
case switchHandsButton:
cleanUp('leaveButtons');
hand = hand === "right" ? "left" : "right";
Settings.setValue("highfidelity.sword.hand", hand);
makeSword();
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
break;
case cleanupButton:
cleanUp('leaveButtons');
break;
}
}
Script.scriptEnding.connect(cleanUp);
Controller.mousePressEvent.connect(onClick);
Script.update.connect(update);
Controller.mousePressEvent.connect(onClick);

View file

@ -337,6 +337,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_lastNackTime(usecTimestampNow()),
_lastSendDownstreamAudioStats(usecTimestampNow()),
_isVSyncOn(true),
_isThrottleFPSEnabled(false),
_aboutToQuit(false),
_notifiedPacketVersionMismatchThisDomain(false),
_domainConnectionRefusals(QList<QString>()),
@ -904,6 +905,11 @@ void Application::paintGL() {
{
PerformanceTimer perfTimer("renderOverlay");
// NOTE: There is no batch associated with this renderArgs
// the ApplicationOverlay class assumes it's viewport is setup to be the device size
QSize size = qApp->getDeviceSize();
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
_applicationOverlay.renderOverlay(&renderArgs);
}
@ -2053,13 +2059,6 @@ void Application::setActiveFaceTracker() {
#endif
}
void Application::toggleFaceTrackerMute() {
FaceTracker* faceTracker = getSelectedFaceTracker();
if (faceTracker) {
faceTracker->toggleMute();
}
}
bool Application::exportEntities(const QString& filename, const QVector<EntityItemID>& entityIDs) {
QVector<EntityItemPointer> entities;
@ -2498,7 +2497,13 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("devices");
DeviceTracker::updateAll();
FaceTracker* tracker = getActiveFaceTracker();
FaceTracker* tracker = getSelectedFaceTracker();
if (tracker && Menu::getInstance()->isOptionChecked(MenuOption::MuteFaceTracking) != tracker->isMuted()) {
tracker->toggleMute();
}
tracker = getActiveFaceTracker();
if (tracker && !tracker->isMuted()) {
tracker->update(deltaTime);
@ -4612,6 +4617,10 @@ void Application::setVSyncEnabled() {
#endif
}
void Application::setThrottleFPSEnabled() {
_isThrottleFPSEnabled = Menu::getInstance()->isOptionChecked(MenuOption::ThrottleFPSIfNotFocus);
}
bool Application::isVSyncOn() const {
#if defined(Q_OS_WIN)
if (wglewGetExtension("WGL_EXT_swap_control")) {

View file

@ -356,9 +356,6 @@ signals:
/// Fired when we're rendering in-world interface elements; allows external parties to hook in.
void renderingInWorldInterface();
/// Fired when we're rendering the overlay.
void renderingOverlay();
/// Fired when the import window is closed
void importDone();
@ -420,10 +417,12 @@ public slots:
void domainSettingsReceived(const QJsonObject& domainSettingsObject);
void setVSyncEnabled();
void setThrottleFPSEnabled();
bool isThrottleFPSEnabled() { return _isThrottleFPSEnabled; }
void resetSensors();
void setActiveFaceTracker();
void toggleFaceTrackerMute();
void aboutApp();
void showEditEntitiesHelp();
@ -634,7 +633,8 @@ private:
quint64 _lastSendDownstreamAudioStats;
bool _isVSyncOn;
bool _isThrottleFPSEnabled;
bool _aboutToQuit;
Bookmarks* _bookmarks;

View file

@ -35,7 +35,8 @@ void GLCanvas::stopFrameTimer() {
}
bool GLCanvas::isThrottleRendering() const {
return _throttleRendering || Application::getInstance()->getWindow()->isMinimized();
return (_throttleRendering
|| (Application::getInstance()->getWindow()->isMinimized() && Application::getInstance()->isThrottleFPSEnabled()));
}
int GLCanvas::getDeviceWidth() const {
@ -59,7 +60,8 @@ void GLCanvas::initializeGL() {
void GLCanvas::paintGL() {
PROFILE_RANGE(__FUNCTION__);
if (!_throttleRendering && !Application::getInstance()->getWindow()->isMinimized()) {
if (!_throttleRendering
&& (!Application::getInstance()->getWindow()->isMinimized()) || !Application::getInstance()->isThrottleFPSEnabled()) {
Application::getInstance()->paintGL();
}
}
@ -85,7 +87,8 @@ void GLCanvas::activeChanged(Qt::ApplicationState state) {
default:
// Otherwise, throttle.
if (!_throttleRendering && !Application::getInstance()->isAboutToQuit()) {
if (!_throttleRendering && !Application::getInstance()->isAboutToQuit()
&& Application::getInstance()->isThrottleFPSEnabled()) {
_frameTimer.start(_idleRenderInterval);
_throttleRendering = true;
}

View file

@ -373,6 +373,8 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::RenderTargetFramerateVSyncOn, 0, true,
qApp, SLOT(setVSyncEnabled()));
#endif
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ThrottleFPSIfNotFocus, 0, false,
qApp, SLOT(setThrottleFPSEnabled()));
}
@ -437,8 +439,7 @@ Menu::Menu() {
#if defined(HAVE_FACESHIFT) || defined(HAVE_DDE)
faceTrackingMenu->addSeparator();
addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::MuteFaceTracking,
Qt::CTRL | Qt::SHIFT | Qt::Key_F, true, // DDE face tracking is on by default
qApp, SLOT(toggleFaceTrackerMute()));
Qt::CTRL | Qt::SHIFT | Qt::Key_F, true); // DDE face tracking is on by default
addCheckableActionToQMenuAndActionHash(faceTrackingMenu, MenuOption::AutoMuteAudio, 0, false);
#endif

View file

@ -280,6 +280,7 @@ namespace MenuOption {
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString TestPing = "Test Ping";
const QString ThirdPerson = "Third Person";
const QString ThrottleFPSIfNotFocus = "Throttle FPS If Not Focus";
const QString ToolWindow = "Tool Window";
const QString TransmitterDrive = "Transmitter Drive";
const QString TurnWithHead = "Turn using Head";

View file

@ -38,6 +38,7 @@ AudioScope::AudioScope() :
_scopeOutputLeft(NULL),
_scopeOutputRight(NULL),
_scopeLastFrame(),
_audioScopeBackground(DependencyManager::get<GeometryCache>()->allocateID()),
_audioScopeGrid(DependencyManager::get<GeometryCache>()->allocateID()),
_inputID(DependencyManager::get<GeometryCache>()->allocateID()),
_outputLeftID(DependencyManager::get<GeometryCache>()->allocateID()),
@ -126,22 +127,24 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
int w = (int)SCOPE_WIDTH;
int h = (int)SCOPE_HEIGHT;
gpu::Batch batch;
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setResourceTexture(0, textureCache->getWhiteTexture());
// FIXME - do we really need to reset this here? we know that we're called inside of ApplicationOverlay::renderOverlays
// which already set up our batch for us to have these settings
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
geometryCache->renderQuad(batch, x, y, w, h, backgroundColor);
batch._glLineWidth(1.0f); // default
geometryCache->renderQuad(batch, x, y, w, h, backgroundColor, _audioScopeBackground);
geometryCache->renderGrid(batch, x, y, w, h, gridRows, gridCols, gridColor, _audioScopeGrid);
renderLineStrip(batch, _inputID, inputColor, x, y, _samplesPerScope, _scopeInputOffset, _scopeInput);
renderLineStrip(batch, _outputLeftID, outputLeftColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputLeft);
renderLineStrip(batch, _outputRightD, outputRightColor, x, y, _samplesPerScope, _scopeOutputOffset, _scopeOutputRight);
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
}
void AudioScope::renderLineStrip(gpu::Batch& batch, int id, const glm::vec4& color, int x, int y, int n, int offset, const QByteArray* byteArray) {

View file

@ -69,6 +69,7 @@ private:
QByteArray* _scopeOutputRight;
QByteArray _scopeLastFrame;
int _audioScopeBackground;
int _audioScopeGrid;
int _inputID;
int _outputLeftID;

View file

@ -189,8 +189,8 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
return;
}
GLuint texture = qApp->getApplicationOverlay().getOverlayTexture();
if (!texture) {
gpu::FramebufferPointer overlayFramebuffer = qApp->getApplicationOverlay().getOverlayFramebuffer();
if (!overlayFramebuffer) {
return;
}
@ -209,9 +209,7 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch.setProjectionTransform(mat4());
batch._glBindTexture(GL_TEXTURE_2D, texture);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
geometryCache->renderUnitQuad(batch, vec4(vec3(1), _alpha));
// Doesn't actually render
@ -258,8 +256,8 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
return;
}
GLuint texture = qApp->getApplicationOverlay().getOverlayTexture();
if (!texture) {
gpu::FramebufferPointer overlayFramebuffer = qApp->getApplicationOverlay().getOverlayFramebuffer();
if (!overlayFramebuffer) {
return;
}
@ -275,9 +273,12 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
geometryCache->useSimpleDrawPipeline(batch);
batch._glDisable(GL_DEPTH_TEST);
batch._glDisable(GL_CULL_FACE);
batch._glBindTexture(GL_TEXTURE_2D, texture);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//batch._glBindTexture(GL_TEXTURE_2D, texture);
//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//batch._glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
batch.setResourceTexture(0, overlayFramebuffer->getRenderBuffer(0));
batch.setViewTransform(Transform());
batch.setProjectionTransform(qApp->getEyeProjection(eye));

View file

@ -40,12 +40,6 @@ const float CONNECTION_STATUS_BORDER_LINE_WIDTH = 4.0f;
static const float ORTHO_NEAR_CLIP = -10000;
static const float ORTHO_FAR_CLIP = 10000;
// TODO move somewhere useful
static void fboViewport(QOpenGLFramebufferObject* fbo) {
auto size = fbo->size();
glViewport(0, 0, size.width(), size.height());
}
ApplicationOverlay::ApplicationOverlay()
{
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -82,63 +76,97 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
AvatarInputs::getInstance()->update();
buildFramebufferObject();
if (!_overlayFramebuffer) {
return; // we can't do anything without our frame buffer.
}
// Execute the batch into our framebuffer
_overlayFramebuffer->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
fboViewport(_overlayFramebuffer);
gpu::Batch batch;
renderArgs->_batch = &batch;
int width = _overlayFramebuffer->getWidth();
int height = _overlayFramebuffer->getHeight();
batch.setViewportTransform(glm::ivec4(0, 0, width, height));
batch.setFramebuffer(_overlayFramebuffer);
glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
float depth = 1.0f;
int stencil = 0;
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
// Now render the overlay components together into a single texture
renderOverlays(renderArgs);
renderStatsAndLogs(renderArgs);
renderDomainConnectionStatusBorder(renderArgs);
renderQmlUi(renderArgs);
_overlayFramebuffer->release();
renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
renderAudioScope(renderArgs); // audio scope in the very back
renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
renderStatsAndLogs(renderArgs); // currently renders nothing
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
CHECK_GL_ERROR();
}
void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
if (_uiTexture) {
gpu::Batch batch;
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(mat4());
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch._glBindTexture(GL_TEXTURE_2D, _uiTexture);
geometryCache->renderUnitQuad(batch, glm::vec4(1));
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
}
}
void ApplicationOverlay::renderAudioScope(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setResourceTexture(0, textureCache->getWhiteTexture());
int width = renderArgs->_viewport.z;
int height = renderArgs->_viewport.w;
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch._glLineWidth(1.0f); // default
// Render the audio scope
DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
}
void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
glm::vec2 size = qApp->getCanvasSize();
mat4 legacyProjection = glm::ortho<float>(0, size.x, size.y, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(glm::value_ptr(legacyProjection));
glMatrixMode(GL_MODELVIEW);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(0);
// give external parties a change to hook in
emit qApp->renderingOverlay();
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setResourceTexture(0, textureCache->getWhiteTexture());
int width = renderArgs->_viewport.z;
int height = renderArgs->_viewport.w;
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch._glLineWidth(1.0f); // default
// Render all of the Script based "HUD" aka 2D overlays.
// note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the
// cameral controls for the edit.js
qApp->getOverlays().renderHUD(renderArgs);
DependencyManager::get<AudioScope>()->render(renderArgs, _overlayFramebuffer->size().width(), _overlayFramebuffer->size().height());
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
fboViewport(_overlayFramebuffer);
}
void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) {
@ -183,7 +211,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
});
auto nodeList = DependencyManager::get<NodeList>();
if (nodeList && !nodeList->getDomainHandler().isConnected()) {
gpu::Batch batch;
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
@ -198,37 +226,40 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
//batch.setModelTransform(glm::scale(mat4(), vec3(scaleAmount)));
geometryCache->renderVertices(batch, gpu::LINE_STRIP, _domainStatusBorder);
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
}
}
GLuint ApplicationOverlay::getOverlayTexture() {
if (!_overlayFramebuffer) {
return 0;
}
return _overlayFramebuffer->texture();
}
void ApplicationOverlay::buildFramebufferObject() {
PROFILE_RANGE(__FUNCTION__);
QSize fboSize = qApp->getDeviceSize();
if (_overlayFramebuffer && fboSize == _overlayFramebuffer->size()) {
QSize desiredSize = qApp->getDeviceSize();
int currentWidth = _overlayFramebuffer ? _overlayFramebuffer->getWidth() : 0;
int currentHeight = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
QSize frameBufferCurrentSize(currentWidth, currentHeight);
if (_overlayFramebuffer && desiredSize == frameBufferCurrentSize) {
// Already built
return;
}
if (_overlayFramebuffer) {
delete _overlayFramebuffer;
_overlayFramebuffer.reset();
_overlayDepthTexture.reset();
_overlayColorTexture.reset();
}
_overlayFramebuffer = new QOpenGLFramebufferObject(fboSize, QOpenGLFramebufferObject::Depth);
glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
GLfloat borderColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glBindTexture(GL_TEXTURE_2D, 0);
_overlayFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = desiredSize.width();
auto height = desiredSize.height();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
_overlayColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_overlayFramebuffer->setRenderBuffer(0, _overlayColorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_overlayDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
_overlayFramebuffer->setDepthStencilBuffer(_overlayDepthTexture, depthFormat);
}

View file

@ -25,7 +25,8 @@ public:
~ApplicationOverlay();
void renderOverlay(RenderArgs* renderArgs);
GLuint getOverlayTexture();
gpu::FramebufferPointer getOverlayFramebuffer() const { return _overlayFramebuffer; }
private:
void renderStatsAndLogs(RenderArgs* renderArgs);
@ -33,6 +34,7 @@ private:
void renderRearViewToFbo(RenderArgs* renderArgs);
void renderRearView(RenderArgs* renderArgs);
void renderQmlUi(RenderArgs* renderArgs);
void renderAudioScope(RenderArgs* renderArgs);
void renderOverlays(RenderArgs* renderArgs);
void buildFramebufferObject();
@ -44,7 +46,11 @@ private:
int _magnifierBorder;
ivec2 _previousBorderSize{ -1 };
QOpenGLFramebufferObject* _overlayFramebuffer{ nullptr };
gpu::TexturePointer _overlayDepthTexture;
gpu::TexturePointer _overlayColorTexture;
gpu::FramebufferPointer _overlayFramebuffer;
};
#endif // hifi_ApplicationOverlay_h

View file

@ -98,16 +98,29 @@ void Overlays::cleanupOverlaysToDelete() {
void Overlays::renderHUD(RenderArgs* renderArgs) {
PROFILE_RANGE(__FUNCTION__);
QReadLocker lock(&_lock);
gpu::Batch batch;
renderArgs->_batch = &batch;
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
auto textureCache = DependencyManager::get<TextureCache>();
auto size = qApp->getCanvasSize();
int width = size.x;
int height = size.y;
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
foreach(Overlay::Pointer thisOverlay, _overlaysHUD) {
// Reset all batch pipeline settings between overlay
geometryCache->useSimpleDrawPipeline(batch);
batch.setResourceTexture(0, textureCache->getWhiteTexture()); // FIXME - do we really need to do this??
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.setViewTransform(Transform());
batch._glLineWidth(1.0f); // default
thisOverlay->render(renderArgs);
}
renderArgs->_context->syncCache();
renderArgs->_context->render(batch);
}
unsigned int Overlays::addOverlay(const QString& type, const QScriptValue& properties) {

View file

@ -102,9 +102,10 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui
_params.push_back(nbInstances);
}
void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil) {
void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) {
ADD_COMMAND(clearFramebuffer);
_params.push_back(enableScissor);
_params.push_back(stencil);
_params.push_back(depth);
_params.push_back(color.w);
@ -114,20 +115,20 @@ void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, floa
_params.push_back(targets);
}
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color) {
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0);
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) {
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor);
}
void Batch::clearDepthFramebuffer(float depth) {
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0);
void Batch::clearDepthFramebuffer(float depth, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor);
}
void Batch::clearStencilFramebuffer(int stencil) {
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil);
void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor);
}
void Batch::clearDepthStencilFramebuffer(float depth, int stencil) {
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil);
void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor);
}
@ -212,6 +213,14 @@ void Batch::setStateBlendFactor(const Vec4& factor) {
_params.push_back(factor.w);
}
void Batch::setStateScissorRect(const Vec4i& rect) {
ADD_COMMAND(setStateScissorRect);
_params.push_back(rect.x);
_params.push_back(rect.y);
_params.push_back(rect.z);
_params.push_back(rect.w);
}
void Batch::setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size) {
ADD_COMMAND(setUniformBuffer);

View file

@ -62,11 +62,12 @@ public:
// Clear framebuffer layers
// Targets can be any of the render buffers contained in the Framebuffer
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil);
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
void clearDepthFramebuffer(float depth); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
void clearStencilFramebuffer(int stencil); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
void clearDepthStencilFramebuffer(float depth, int stencil); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
// Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false);
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
// Input Stage
// InputFormat
@ -90,13 +91,18 @@ public:
void setModelTransform(const Transform& model);
void setViewTransform(const Transform& view);
void setProjectionTransform(const Mat4& proj);
void setViewportTransform(const Vec4i& viewport); // Viewport is xy = low left corner in the framebuffer, zw = width height of the viewport
// Viewport is xy = low left corner in framebuffer, zw = width height of the viewport, expressed in pixels
void setViewportTransform(const Vec4i& viewport);
// Pipeline Stage
void setPipeline(const PipelinePointer& pipeline);
void setStateBlendFactor(const Vec4& factor);
// Set the Scissor rect
// the rect coordinates are xy for the low left corner of the rect and zw for the width and height of the rect, expressed in pixels
void setStateScissorRect(const Vec4i& rect);
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
@ -173,6 +179,7 @@ public:
COMMAND_setPipeline,
COMMAND_setStateBlendFactor,
COMMAND_setStateScissorRect,
COMMAND_setUniformBuffer,
COMMAND_setResourceTexture,

View file

@ -33,6 +33,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setPipeline),
(&::gpu::GLBackend::do_setStateBlendFactor),
(&::gpu::GLBackend::do_setStateScissorRect),
(&::gpu::GLBackend::do_setUniformBuffer),
(&::gpu::GLBackend::do_setResourceTexture),
@ -217,17 +218,18 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
uint32 masks = batch._params[paramOffset + 6]._uint;
uint32 masks = batch._params[paramOffset + 7]._uint;
Vec4 color;
color.x = batch._params[paramOffset + 5]._float;
color.y = batch._params[paramOffset + 4]._float;
color.z = batch._params[paramOffset + 3]._float;
color.w = batch._params[paramOffset + 2]._float;
float depth = batch._params[paramOffset + 1]._float;
int stencil = batch._params[paramOffset + 0]._float;
color.x = batch._params[paramOffset + 6]._float;
color.y = batch._params[paramOffset + 5]._float;
color.z = batch._params[paramOffset + 4]._float;
color.w = batch._params[paramOffset + 3]._float;
float depth = batch._params[paramOffset + 2]._float;
int stencil = batch._params[paramOffset + 1]._int;
int useScissor = batch._params[paramOffset + 0]._int;
GLuint glmask = 0;
if (masks & Framebuffer::BUFFER_DEPTH) {
if (masks & Framebuffer::BUFFER_STENCIL) {
glClearStencil(stencil);
glmask |= GL_STENCIL_BUFFER_BIT;
}
@ -252,8 +254,19 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
}
}
// Apply scissor if needed and if not already on
bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable));
if (doEnableScissor) {
glEnable(GL_SCISSOR_TEST);
}
glClear(glmask);
// Restore scissor if needed
if (doEnableScissor) {
glDisable(GL_SCISSOR_TEST);
}
// Restore the color draw buffers only if a frmaebuffer is bound
if (_output._framebuffer && !drawBuffers.empty()) {
auto glFramebuffer = syncGPUObject(*_output._framebuffer);

View file

@ -350,6 +350,7 @@ protected:
// Pipeline Stage
void do_setPipeline(Batch& batch, uint32 paramOffset);
void do_setStateBlendFactor(Batch& batch, uint32 paramOffset);
void do_setStateScissorRect(Batch& batch, uint32 paramOffset);
// Standard update pipeline check that the current Program and current State or good to go for a
void updatePipeline();

View file

@ -753,3 +753,14 @@ void GLBackend::do_setStateBlendFactor(Batch& batch, uint32 paramOffset) {
glBlendColor(factor.x, factor.y, factor.z, factor.w);
(void) CHECK_GL_ERROR();
}
void GLBackend::do_setStateScissorRect(Batch& batch, uint32 paramOffset) {
Vec4 rect(batch._params[paramOffset + 0]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 3]._float);
glScissor(rect.x, rect.y, rect.z, rect.w);
(void) CHECK_GL_ERROR();
}

View file

@ -392,7 +392,6 @@ void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, in
gpu::GLBackend::renderBatch(batch);
}
// TODO: properly handle the x,y,w,h changing for an ID
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
@ -410,8 +409,23 @@ void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int h
Vec3Pair colorKey(glm::vec3(color.x, color.y, rows), glm::vec3(color.z, color.y, cols));
int vertices = (cols + 1 + rows + 1) * 2;
if ((registered && !_registeredAlternateGridBuffers.contains(id)) || (!registered && !_alternateGridBuffers.contains(key))) {
if ((registered && (!_registeredAlternateGridBuffers.contains(id) || _lastRegisteredAlternateGridBuffers[id] != key))
|| (!registered && !_alternateGridBuffers.contains(key))) {
if (registered && _registeredAlternateGridBuffers.contains(id)) {
_registeredAlternateGridBuffers[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderGrid()... RELEASING REGISTERED VERTICES BUFFER";
#endif
}
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
if (registered) {
_registeredAlternateGridBuffers[id] = verticesBuffer;
_lastRegisteredAlternateGridBuffers[id] = key;
} else {
_alternateGridBuffers[key] = verticesBuffer;
}
GLfloat* vertexData = new GLfloat[vertices * 2];
GLfloat* vertex = vertexData;
@ -433,6 +447,8 @@ void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int h
}
// Draw vertical grid lines
for (int i = cols + 1; --i >= 0; ) {
//glVertex2i(tx, y);
//glVertex2i(tx, y + height);
*(vertex++) = tx;
*(vertex++) = y;
@ -443,12 +459,6 @@ void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int h
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
if (registered) {
_registeredAlternateGridBuffers[id] = verticesBuffer;
} else {
_alternateGridBuffers[key] = verticesBuffer;
}
}
if (!_gridColors.contains(colorKey)) {

View file

@ -337,8 +337,9 @@ private:
QHash<int, BatchItemDetails> _registeredDashedLines;
QHash<IntPair, gpu::BufferPointer> _gridBuffers;
QHash<int, gpu::BufferPointer> _registeredAlternateGridBuffers;
QHash<Vec3Pair, gpu::BufferPointer> _alternateGridBuffers;
QHash<int, gpu::BufferPointer> _registeredAlternateGridBuffers;
QHash<int, Vec3Pair> _lastRegisteredAlternateGridBuffers;
QHash<Vec3Pair, gpu::BufferPointer> _gridColors;
QHash<Vec2Pair, gpu::BufferPointer> _sphereVertices;