diff --git a/examples/edit.js b/examples/edit.js index dfbace7be6..544f3c94b6 100644 --- a/examples/edit.js +++ b/examples/edit.js @@ -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(); diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index 178a48f35a..41223401c3 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -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); \ No newline at end of file diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 0e5b581979..c73d4b9fff 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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()), @@ -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& entityIDs) { QVector 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")) { diff --git a/interface/src/Application.h b/interface/src/Application.h index 67a67974bb..5fdea22745 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -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; diff --git a/interface/src/GLCanvas.cpp b/interface/src/GLCanvas.cpp index aff7c75cc9..be7ed6ec72 100644 --- a/interface/src/GLCanvas.cpp +++ b/interface/src/GLCanvas.cpp @@ -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; } diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 3bf695f3a1..3b958c740d 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -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 diff --git a/interface/src/Menu.h b/interface/src/Menu.h index da51b92975..cdfcd2a3b8 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -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"; diff --git a/interface/src/audio/AudioScope.cpp b/interface/src/audio/AudioScope.cpp index 4b4e86e7f4..75a5137ca4 100644 --- a/interface/src/audio/AudioScope.cpp +++ b/interface/src/audio/AudioScope.cpp @@ -38,6 +38,7 @@ AudioScope::AudioScope() : _scopeOutputLeft(NULL), _scopeOutputRight(NULL), _scopeLastFrame(), + _audioScopeBackground(DependencyManager::get()->allocateID()), _audioScopeGrid(DependencyManager::get()->allocateID()), _inputID(DependencyManager::get()->allocateID()), _outputLeftID(DependencyManager::get()->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->useSimpleDrawPipeline(batch); auto textureCache = DependencyManager::get(); 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(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) { diff --git a/interface/src/audio/AudioScope.h b/interface/src/audio/AudioScope.h index 4ff4b55c29..0b716d7666 100644 --- a/interface/src/audio/AudioScope.h +++ b/interface/src/audio/AudioScope.h @@ -69,6 +69,7 @@ private: QByteArray* _scopeOutputRight; QByteArray _scopeLastFrame; + int _audioScopeBackground; int _audioScopeGrid; int _inputID; int _outputLeftID; diff --git a/interface/src/ui/ApplicationCompositor.cpp b/interface/src/ui/ApplicationCompositor.cpp index 4623109cdd..cd28ca0732 100644 --- a/interface/src/ui/ApplicationCompositor.cpp +++ b/interface/src/ui/ApplicationCompositor.cpp @@ -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)); diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index 860a108349..da76e9c032 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -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(); @@ -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->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->useSimpleDrawPipeline(batch); + auto textureCache = DependencyManager::get(); + batch.setResourceTexture(0, textureCache->getWhiteTexture()); + int width = renderArgs->_viewport.z; + int height = renderArgs->_viewport.w; + mat4 legacyProjection = glm::ortho(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()->render(renderArgs, width, height); +} + void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) { PROFILE_RANGE(__FUNCTION__); - glm::vec2 size = qApp->getCanvasSize(); - mat4 legacyProjection = glm::ortho(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->useSimpleDrawPipeline(batch); + auto textureCache = DependencyManager::get(); + batch.setResourceTexture(0, textureCache->getWhiteTexture()); + int width = renderArgs->_viewport.z; + int height = renderArgs->_viewport.w; + mat4 legacyProjection = glm::ortho(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()->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(); if (nodeList && !nodeList->getDomainHandler().isConnected()) { - gpu::Batch batch; + gpu::Batch& batch = *renderArgs->_batch; auto geometryCache = DependencyManager::get(); 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); } diff --git a/interface/src/ui/ApplicationOverlay.h b/interface/src/ui/ApplicationOverlay.h index 2f434ed7e1..6aa5d2a9e8 100644 --- a/interface/src/ui/ApplicationOverlay.h +++ b/interface/src/ui/ApplicationOverlay.h @@ -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 diff --git a/interface/src/ui/overlays/Overlays.cpp b/interface/src/ui/overlays/Overlays.cpp index e4401b32ef..63b87a30ae 100644 --- a/interface/src/ui/overlays/Overlays.cpp +++ b/interface/src/ui/overlays/Overlays.cpp @@ -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(); + auto textureCache = DependencyManager::get(); + + auto size = qApp->getCanvasSize(); + int width = size.x; + int height = size.y; + mat4 legacyProjection = glm::ortho(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) { diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index 5fbac3bc6c..9f75f9a94f 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -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); diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index 244ede7151..ac4f624bda 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -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, diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index adbef7cb31..ea7dca09b5 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -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); diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 491897b281..aedf058c82 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -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(); diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index e898a29245..787fb35a4b 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -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(); +} diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp index 2bf41bc9b3..b8a6fd939d 100644 --- a/libraries/render-utils/src/GeometryCache.cpp +++ b/libraries/render-utils/src/GeometryCache.cpp @@ -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)) { diff --git a/libraries/render-utils/src/GeometryCache.h b/libraries/render-utils/src/GeometryCache.h index 2e64489c3e..47490bca0d 100644 --- a/libraries/render-utils/src/GeometryCache.h +++ b/libraries/render-utils/src/GeometryCache.h @@ -337,8 +337,9 @@ private: QHash _registeredDashedLines; QHash _gridBuffers; - QHash _registeredAlternateGridBuffers; QHash _alternateGridBuffers; + QHash _registeredAlternateGridBuffers; + QHash _lastRegisteredAlternateGridBuffers; QHash _gridColors; QHash _sphereVertices;