merge and update based on sam's changes

This commit is contained in:
SamGondelman 2018-05-31 16:19:41 -07:00
commit 86ee5c12d8
216 changed files with 3633 additions and 1789 deletions

View file

@ -9,15 +9,17 @@ Note: The prerequisites will require about 10 GB of space on your drive. You wil
If you dont have Community or Professional edition of Visual Studio 2017, download [Visual Studio Community 2017](https://www.visualstudio.com/downloads/).
When selecting components, check "Desktop development with C++." Also check "Windows 8.1 SDK and UCRT SDK" and "VC++ 2015.3 v140 toolset (x86,x64)" on the Summary toolbar on the right.
When selecting components, check "Desktop development with C++." Also on the right on the Summary toolbar, check "Windows 8.1 SDK and UCRT SDK" and "VC++ 2015.3 v140 toolset (x86,x64)".
### Step 2. Installing CMake
Download and install the latest version of CMake 3.9. Download the file named win64-x64 Installer from the [CMake Website](https://cmake.org/download/). Make sure to check "Add CMake to system PATH for all users" when prompted during installation.
Download and install the latest version of CMake 3.9.
Download the file named win64-x64 Installer from the [CMake Website](https://cmake.org/download/). You can access the installer on this [3.9 Version page](https://cmake.org/files/v3.9/). During installation, make sure to check "Add CMake to system PATH for all users" when prompted.
### Step 3. Installing Qt
Download and install the [Qt Online Installer](https://www.qt.io/download-open-source/?hsCtaTracking=f977210e-de67-475f-a32b-65cec207fd03%7Cd62710cd-e1db-46aa-8d4d-2f1c1ffdacea). While installing, you only need to have the following components checked under Qt 5.10.1: "msvc2017 64-bit", "Qt WebEngine", and "Qt Script (Deprecated)".
Download and install the [Qt Open Source Online Installer](https://www.qt.io/download-open-source/?hsCtaTracking=f977210e-de67-475f-a32b-65cec207fd03%7Cd62710cd-e1db-46aa-8d4d-2f1c1ffdacea). While installing, you only need to have the following components checked under Qt 5.10.1: "msvc2017 64-bit", "Qt WebEngine", and "Qt Script (Deprecated)".
Note: Installing the Sources is optional but recommended if you have room for them (~2GB).
@ -56,9 +58,9 @@ Where `%HIFI_DIR%` is the directory for the highfidelity repository.
Open `%HIFI_DIR%\build\hifi.sln` using Visual Studio.
Change the Solution Configuration (next to the green play button) from "Debug" to "Release" for best performance.
Change the Solution Configuration (menu ribbon under the menu bar, next to the green play button) from "Debug" to "Release" for best performance.
Run `Build > Build Solution`.
Run from the menu bar `Build > Build Solution`.
### Step 9. Testing Interface
@ -66,7 +68,7 @@ Create another environment variable (see Step #4)
* Set "Variable name": `_NO_DEBUG_HEAP`
* Set "Variable value": `1`
In Visual Studio, right+click "interface" under the Apps folder in Solution Explorer and select "Set as Startup Project". Run `Debug > Start Debugging`.
In Visual Studio, right+click "interface" under the Apps folder in Solution Explorer and select "Set as Startup Project". Run from the menu bar `Debug > Start Debugging`.
Now, you should have a full build of High Fidelity and be able to run the Interface using Visual Studio. Please check our [Docs](https://wiki.highfidelity.com/wiki/Main_Page) for more information regarding the programming workflow.

View file

@ -27,6 +27,14 @@ android {
'-DDISABLE_KTX_CACHE=OFF'
}
}
signingConfigs {
release {
storeFile project.hasProperty("HIFI_ANDROID_KEYSTORE") ? file(HIFI_ANDROID_KEYSTORE) : null
storePassword project.hasProperty("HIFI_ANDROID_KEYSTORE_PASSWORD") ? HIFI_ANDROID_KEYSTORE_PASSWORD : ''
keyAlias project.hasProperty("HIFI_ANDROID_KEY_ALIAS") ? HIFI_ANDROID_KEY_ALIAS : ''
keyPassword project.hasProperty("HIFI_ANDROID_KEY_PASSWORD") ? HIFI_ANDROID_KEY_PASSWORD : ''
}
}
}
compileOptions {
@ -38,6 +46,10 @@ android {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
signingConfig project.hasProperty("HIFI_ANDROID_KEYSTORE") &&
project.hasProperty("HIFI_ANDROID_KEYSTORE_PASSWORD") &&
project.hasProperty("HIFI_ANDROID_KEY_ALIAS") &&
project.hasProperty("HIFI_ANDROID_KEY_PASSWORD")? signingConfigs.release : null
}
}

View file

@ -49,12 +49,6 @@
android:label="@string/app_name"
android:launchMode="singleTop"
>
<intent-filter>
<category android:name="com.google.intent.category.DAYDREAM"/>
<action android:name="android.intent.action.MAIN" />
</intent-filter>
<meta-data android:name="android.app.lib_name" android:value="native-lib"/>
<meta-data android:name="android.app.qt_libs_resource_id" android:resource="@array/qt_libs"/>
<meta-data android:name="android.app.bundled_in_lib_resource_id" android:resource="@array/bundled_in_lib"/>

View file

@ -66,17 +66,17 @@ ext {
def baseFolder = new File(HIFI_ANDROID_PRECOMPILED)
def appDir = new File(projectDir, 'app')
def jniFolder = new File(appDir, 'src/main/jniLibs/arm64-v8a')
def baseUrl = 'https://hifi-public.s3.amazonaws.com/austin/android/'
def baseUrl = ''
def qtFile='qt-5.9.3_linux_armv8-libcpp_openssl.tgz'
def qtFile='https://hifi-public.s3.amazonaws.com/austin/android/qt-5.9.3_linux_armv8-libcpp_openssl.tgz'
def qtChecksum='04599670ccca84bd2b15f6915568eb2d'
def qtVersionId='PeoqzN31n.YvLfs9JE2SgHgZ4.IaKAlt'
if (Os.isFamily(Os.FAMILY_MAC)) {
qtFile = 'qt-5.9.3_osx_armv8-libcpp_openssl.tgz'
qtFile = 'https://hifi-public.s3.amazonaws.com/austin/android/qt-5.9.3_osx_armv8-libcpp_openssl.tgz'
qtChecksum='4b02de9d67d6bfb202355a808d2d9c59'
qtVersionId='HygCmtMLPYioyil0DfXckGVzhw2SXZA9'
} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
qtFile = 'qt-5.9.3_win_armv8-libcpp_openssl.tgz'
qtFile = 'https://hifi-public.s3.amazonaws.com/austin/android/qt-5.9.3_win_armv8-libcpp_openssl.tgz'
qtChecksum='c3e25db64002d0f43cf565e0ef708911'
qtVersionId='HeVObSVLCBoc7yY7He1oBMvPIH0VkClT'
}
@ -88,58 +88,58 @@ def packages = [
checksum: qtChecksum,
],
bullet: [
file: 'bullet-2.83_armv8-libcpp.tgz',
versionId: 'ljb7v.1IjVRqyopUKVDbVnLA4z88J8Eo',
checksum: '2c558d604fce337f5eba3eb7ec1252fd',
file: 'https://hifi-public.s3.amazonaws.com/dependencies/android/bullet-2.88_armv8-libcpp.tgz',
versionId: 'S8YaoED0Cl8sSb8fSV7Q2G1lQJSNDxqg',
checksum: '81642779ccb110f8c7338e8739ac38a0',
],
draco: [
file: 'draco_armv8-libcpp.tgz',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/draco_armv8-libcpp.tgz',
versionId: 'cA3tVJSmkvb1naA3l6D_Jv2Noh.4yc4m',
checksum: '617a80d213a5ec69fbfa21a1f2f738cd',
],
glad: [
file: 'glad_armv8-libcpp.zip',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/glad_armv8-libcpp.zip',
versionId: 'Q9szthzeye8fFyAA.cY26Lgn2B8kezEE',
checksum: 'a8ee8584cf1ccd34766c7ddd9d5e5449',
],
glm: [
file: 'glm-0.9.8.tgz',
versionId: 'BlkJNwaYV2Gfy5XwMeU7K0uzPDRKFMt2',
checksum: 'd2b42cee31d2bc17bab6ce69e6b3f30a',
file: 'https://hifi-public.s3.amazonaws.com/dependencies/android/glm-0.9.8.5-patched.tgz',
versionId: 'cskfMoJrFlAeqI3WPxemyO_Cxt7rT9EJ',
checksum: '067b5fe16b220b5b1a1039ba51b062ae',
],
gvr: [
file: 'gvrsdk_v1.101.0.tgz',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/gvrsdk_v1.101.0.tgz',
versionId: 'UTberAIFraEfF9IVjoV66u1DTPTopgeY',
checksum: '57fd02baa069176ba18597a29b6b4fc7',
],
nvtt: [
file: 'nvtt_armv8-libcpp.zip',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/nvtt_armv8-libcpp.zip',
versionId: 'vLqrqThvpq4gp75BHMAqO6HhfTXaa0An',
checksum: 'eb46d0b683e66987190ed124aabf8910',
sharedLibFolder: 'lib',
includeLibs: ['libnvtt.so', 'libnvmath.so', 'libnvimage.so', 'libnvcore.so'],
],
openssl: [
file: 'openssl-1.1.0g_armv8.tgz',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/openssl-1.1.0g_armv8.tgz',
versionId: 'DmahmSGFS4ltpHyTdyQvv35WOeUOiib9',
checksum: 'cabb681fbccd79594f65fcc266e02f32',
],
polyvox: [
file: 'polyvox_armv8-libcpp.tgz',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/polyvox_armv8-libcpp.tgz',
versionId: 'LDJtzMTvdm4SAc2KYg8Cg6uwWk4Vq3e3',
checksum: '349ad5b72aaf2749ca95d847e60c5314',
sharedLibFolder: 'lib',
includeLibs: ['Release/libPolyVoxCore.so', 'libPolyVoxUtil.so'],
],
tbb: [
file: 'tbb-2018_U1_armv8_libcpp.tgz',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/tbb-2018_U1_armv8_libcpp.tgz',
versionId: 'YZliDD8.Menh1IVXKEuLPeO3xAjJ1UdF',
checksum: '20768f298f53b195e71b414b0ae240c4',
sharedLibFolder: 'lib/release',
includeLibs: ['libtbb.so', 'libtbbmalloc.so'],
],
hifiAC: [
file: 'libplugins_libhifiCodec.zip',
file: 'https://hifi-public.s3.amazonaws.com/austin/android/libplugins_libhifiCodec.zip',
versionId: 'mzKhsRCgVmloqq5bvE.0IwYK1NjGQc_G',
checksum: '9412a8e12c88a4096c1fc843bb9fe52d',
sharedLibFolder: '',
@ -150,15 +150,15 @@ def packages = [
def scribeLocalFile='scribe' + EXEC_SUFFIX
def scribeFile='scribe_linux_x86_64'
def scribeFile='https://hifi-public.s3.amazonaws.com/austin/android/scribe_linux_x86_64'
def scribeChecksum='ca4b904f52f4f993c29175ba96798fa6'
def scribeVersion='wgpf4dB2Ltzg4Lb2jJ4nPFsHoDkmK_OO'
if (Os.isFamily(Os.FAMILY_MAC)) {
scribeFile = 'scribe_osx_x86_64'
scribeFile = 'https://hifi-public.s3.amazonaws.com/austin/android/scribe_osx_x86_64'
scribeChecksum='72db9d32d4e1e50add755570ac5eb749'
scribeVersion='o_NbPrktzEYtBkQf3Tn7zc1nZWzM52w6'
} else if (Os.isFamily(Os.FAMILY_WINDOWS)) {
scribeFile = 'scribe_win32_x86_64.exe'
scribeFile = 'https://hifi-public.s3.amazonaws.com/austin/android/scribe_win32_x86_64.exe'
scribeChecksum='678e43d290c90fda670c6fefe038a06d'
scribeVersion='GCCJxlmd2irvNOFWfZR0U1UCLHndHQrC'
}
@ -608,4 +608,4 @@ task testElf (dependsOn: 'externalNativeBuildDebug') {
}
}
}
*/
*/

View file

@ -17,8 +17,8 @@ include(ExternalProject)
if (WIN32)
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.83-ccd-and-cmake-fixes.tgz
URL_MD5 03051bf112dcc78ddd296f9cab38fd68
URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.88.tgz
URL_MD5 0a6876607ebe83e227427215f15946fd
CMAKE_ARGS ${PLATFORM_CMAKE_ARGS} -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DBUILD_EXTRAS=0 -DINSTALL_LIBS=1 -DBUILD_BULLET3=0 -DBUILD_OPENGL3_DEMOS=0 -DBUILD_BULLET2_DEMOS=0 -DBUILD_UNIT_TESTS=0 -DUSE_GLUT=0 -DUSE_DX11=0
LOG_DOWNLOAD 1
LOG_CONFIGURE 1
@ -28,8 +28,8 @@ if (WIN32)
else ()
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.83-ccd-and-cmake-fixes.tgz
URL_MD5 03051bf112dcc78ddd296f9cab38fd68
URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.88.tgz
URL_MD5 0a6876607ebe83e227427215f15946fd
CMAKE_ARGS ${PLATFORM_CMAKE_ARGS} -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DBUILD_EXTRAS=0 -DINSTALL_LIBS=1 -DBUILD_BULLET3=0 -DBUILD_OPENGL3_DEMOS=0 -DBUILD_BULLET2_DEMOS=0 -DBUILD_UNIT_TESTS=0 -DUSE_GLUT=0
LOG_DOWNLOAD 1
LOG_CONFIGURE 1

View file

@ -3,8 +3,8 @@ set(EXTERNAL_NAME glm)
include(ExternalProject)
ExternalProject_Add(
${EXTERNAL_NAME}
URL https://hifi-public.s3.amazonaws.com/dependencies/glm-0.9.8.zip
URL_MD5 579ac77a3110befa3244d68c0ceb7281
URL https://hifi-public.s3.amazonaws.com/dependencies/glm-0.9.8.5-patched.zip
URL_MD5 7d39ecc1cea275427534c3cfd6dd63f0
BINARY_DIR ${EXTERNAL_PROJECT_PREFIX}/build
CMAKE_ARGS -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> ${EXTERNAL_ARGS}
LOG_DOWNLOAD 1
@ -18,4 +18,4 @@ set_target_properties(${EXTERNAL_NAME} PROPERTIES FOLDER "hidden/externals")
ExternalProject_Get_Property(${EXTERNAL_NAME} INSTALL_DIR)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${INSTALL_DIR}/include CACHE PATH "List of glm include directories")
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${INSTALL_DIR}/include CACHE PATH "List of glm include directories")

View file

@ -4,8 +4,8 @@ set(EXTERNAL_NAME serverless-content)
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://cdn.highfidelity.com/content-sets/serverless-tutorial-RC67-v4.zip
URL_MD5 ba32aed18bfeaac4ccaf5ebb8ea3e804
URL http://cdn.highfidelity.com/content-sets/serverless-tutorial-RC68.zip
URL_MD5 a068f74d4045e257cfa7926fe6e38ad5
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""

View file

@ -61,16 +61,21 @@ macro(SETUP_HIFI_TESTCASE)
endif()
endforeach()
# Find test classes to build into test executables.
# Warn about any .cpp files that are *not* test classes (*Test[s].cpp), since those files will not be used.
foreach (SRC_FILE ${TEST_PROJ_SRC_FILES})
string(REGEX MATCH ".+Tests?\\.cpp$" TEST_CPP_FILE ${SRC_FILE})
string(REGEX MATCH ".+\\.cpp$" NON_TEST_CPP_FILE ${SRC_FILE})
string(REGEX MATCH ".+\\.qrc$" QRC_FILE ${SRC_FILE})
if (TEST_CPP_FILE)
list(APPEND TEST_CASE_FILES ${TEST_CPP_FILE})
elseif (NON_TEST_CPP_FILE)
message(WARNING "ignoring .cpp file (not a test class -- this will not be linked or compiled!): " ${NON_TEST_CPP_FILE})
endif ()
if (QRC_FILE)
list(APPEND EXTRA_FILES ${QRC_FILE})
endif()
endforeach ()
if (TEST_CASE_FILES)
@ -88,7 +93,7 @@ macro(SETUP_HIFI_TESTCASE)
# grab the implemenation and header files
set(TARGET_SRCS ${TEST_FILE}) # only one source / .cpp file (the test class)
add_executable(${TARGET_NAME} ${TEST_FILE})
add_executable(${TARGET_NAME} ${TEST_FILE} ${EXTRA_FILES})
add_test(${TARGET_NAME}-test ${TARGET_NAME})
set_target_properties(${TARGET_NAME} PROPERTIES
EXCLUDE_FROM_DEFAULT_BUILD TRUE

View file

@ -479,7 +479,7 @@ SharedNodePointer DomainGatekeeper::processAgentConnectRequest(const NodeConnect
limitedNodeList->killNodeWithUUID(existingNodeID);
}
// add the connecting node (or re-use the matched one from eachNodeBreakable above)
// add the connecting node
SharedNodePointer newNode = addVerifiedNodeFromConnectRequest(nodeConnection);
// set the edit rights for this user
@ -508,26 +508,22 @@ SharedNodePointer DomainGatekeeper::processAgentConnectRequest(const NodeConnect
return newNode;
}
SharedNodePointer DomainGatekeeper::addVerifiedNodeFromConnectRequest(const NodeConnectionData& nodeConnection,
QUuid nodeID) {
SharedNodePointer DomainGatekeeper::addVerifiedNodeFromConnectRequest(const NodeConnectionData& nodeConnection) {
HifiSockAddr discoveredSocket = nodeConnection.senderSockAddr;
SharedNetworkPeer connectedPeer = _icePeers.value(nodeConnection.connectUUID);
if (connectedPeer) {
// this user negotiated a connection with us via ICE, so re-use their ICE client ID
nodeID = nodeConnection.connectUUID;
if (connectedPeer->getActiveSocket()) {
// set their discovered socket to whatever the activated socket on the network peer object was
discoveredSocket = *connectedPeer->getActiveSocket();
}
} else {
// we got a connectUUID we didn't recognize, either use the hinted node ID or randomly generate a new one
if (nodeID.isNull()) {
nodeID = QUuid::createUuid();
}
if (connectedPeer && connectedPeer->getActiveSocket()) {
// set their discovered socket to whatever the activated socket on the network peer object was
discoveredSocket = *connectedPeer->getActiveSocket();
}
// create a new node ID for the verified connecting node
auto nodeID = QUuid::createUuid();
// add a mapping from connection node ID to ICE peer ID
// so that we can remove the ICE peer once we see this node connect
_nodeToICEPeerIDs.insert(nodeID, nodeConnection.connectUUID);
auto limitedNodeList = DependencyManager::get<LimitedNodeList>();
Node::LocalID newLocalID = findOrCreateLocalID(nodeID);
@ -541,6 +537,15 @@ SharedNodePointer DomainGatekeeper::addVerifiedNodeFromConnectRequest(const Node
return newNode;
}
void DomainGatekeeper::cleanupICEPeerForNode(const QUuid& nodeID) {
// remove this node ID from our node to ICE peer ID map
// and the associated ICE peer (if it still exists)
auto icePeerID = _nodeToICEPeerIDs.take(nodeID);
if (!icePeerID.isNull()) {
_icePeers.remove(icePeerID);
}
}
bool DomainGatekeeper::verifyUserSignature(const QString& username,
const QByteArray& usernameSignature,
const HifiSockAddr& senderSockAddr) {

View file

@ -39,8 +39,8 @@ public:
void addPendingAssignedNode(const QUuid& nodeUUID, const QUuid& assignmentUUID,
const QUuid& walletUUID, const QString& nodeVersion);
QUuid assignmentUUIDForPendingAssignment(const QUuid& tempUUID);
void removeICEPeer(const QUuid& peerUUID) { _icePeers.remove(peerUUID); }
void cleanupICEPeerForNode(const QUuid& nodeID);
Node::LocalID findOrCreateLocalID(const QUuid& uuid);
@ -77,8 +77,7 @@ private:
SharedNodePointer processAgentConnectRequest(const NodeConnectionData& nodeConnection,
const QString& username,
const QByteArray& usernameSignature);
SharedNodePointer addVerifiedNodeFromConnectRequest(const NodeConnectionData& nodeConnection,
QUuid nodeID = QUuid());
SharedNodePointer addVerifiedNodeFromConnectRequest(const NodeConnectionData& nodeConnection);
bool verifyUserSignature(const QString& username, const QByteArray& usernameSignature,
const HifiSockAddr& senderSockAddr);
@ -101,6 +100,10 @@ private:
std::unordered_map<QUuid, PendingAssignedNodeData> _pendingAssignedNodes;
QHash<QUuid, SharedNetworkPeer> _icePeers;
using ConnectingNodeID = QUuid;
using ICEPeerID = QUuid;
QHash<ConnectingNodeID, ICEPeerID> _nodeToICEPeerIDs;
QHash<QString, QUuid> _connectionTokenHash;

View file

@ -1017,15 +1017,22 @@ void DomainServer::processListRequestPacket(QSharedPointer<ReceivedMessage> mess
sendingNode->setPublicSocket(nodeRequestData.publicSockAddr);
sendingNode->setLocalSocket(nodeRequestData.localSockAddr);
// update the NodeInterestSet in case there have been any changes
DomainServerNodeData* nodeData = static_cast<DomainServerNodeData*>(sendingNode->getLinkedData());
if (!nodeData->hasCheckedIn()) {
nodeData->setHasCheckedIn(true);
// on first check in, make sure we've cleaned up any ICE peer for this node
_gatekeeper.cleanupICEPeerForNode(sendingNode->getUUID());
}
// guard against patched agents asking to hear about other agents
auto safeInterestSet = nodeRequestData.interestList.toSet();
if (sendingNode->getType() == NodeType::Agent) {
safeInterestSet.remove(NodeType::Agent);
}
// update the NodeInterestSet in case there have been any changes
nodeData->setNodeInterestSet(safeInterestSet);
// update the connecting hostname in case it has changed
@ -2945,7 +2952,7 @@ void DomainServer::nodeAdded(SharedNodePointer node) {
void DomainServer::nodeKilled(SharedNodePointer node) {
// if this peer connected via ICE then remove them from our ICE peers hash
_gatekeeper.removeICEPeer(node->getUUID());
_gatekeeper.cleanupICEPeerForNode(node->getUUID());
DomainServerNodeData* nodeData = static_cast<DomainServerNodeData*>(node->getLinkedData());
@ -2978,6 +2985,8 @@ void DomainServer::nodeKilled(SharedNodePointer node) {
}
}
}
broadcastNodeDisconnect(node);
}
SharedAssignmentPointer DomainServer::dequeueMatchingAssignment(const QUuid& assignmentUUID, NodeType_t nodeType) {
@ -3163,18 +3172,23 @@ void DomainServer::handleKillNode(SharedNodePointer nodeToKill) {
const QUuid& nodeUUID = nodeToKill->getUUID();
limitedNodeList->killNodeWithUUID(nodeUUID);
}
static auto removedNodePacket = NLPacket::create(PacketType::DomainServerRemovedNode, NUM_BYTES_RFC4122_UUID);
void DomainServer::broadcastNodeDisconnect(const SharedNodePointer& disconnectedNode) {
auto limitedNodeList = DependencyManager::get<LimitedNodeList>();
static auto removedNodePacket = NLPacket::create(PacketType::DomainServerRemovedNode, NUM_BYTES_RFC4122_UUID, true);
removedNodePacket->reset();
removedNodePacket->write(nodeUUID.toRfc4122());
removedNodePacket->write(disconnectedNode->getUUID().toRfc4122());
// broadcast out the DomainServerRemovedNode message
limitedNodeList->eachMatchingNode([this, &nodeToKill](const SharedNodePointer& otherNode) -> bool {
limitedNodeList->eachMatchingNode([this, &disconnectedNode](const SharedNodePointer& otherNode) -> bool {
// only send the removed node packet to nodes that care about the type of node this was
return isInInterestSet(otherNode, nodeToKill);
return isInInterestSet(otherNode, disconnectedNode);
}, [&limitedNodeList](const SharedNodePointer& otherNode){
limitedNodeList->sendUnreliablePacket(*removedNodePacket, *otherNode);
auto removedNodePacketCopy = NLPacket::createCopy(*removedNodePacket);
limitedNodeList->sendPacket(std::move(removedNodePacketCopy), *otherNode);
});
}

View file

@ -165,6 +165,7 @@ private:
unsigned int countConnectedUsers();
void handleKillNode(SharedNodePointer nodeToKill);
void broadcastNodeDisconnect(const SharedNodePointer& disconnnectedNode);
void sendDomainListToNode(const SharedNodePointer& node, const HifiSockAddr& senderSockAddr);

View file

@ -67,8 +67,11 @@ public:
const QString& getPlaceName() { return _placeName; }
void setPlaceName(const QString& placeName) { _placeName = placeName; }
bool wasAssigned() const { return _wasAssigned; };
bool wasAssigned() const { return _wasAssigned; }
void setWasAssigned(bool wasAssigned) { _wasAssigned = wasAssigned; }
bool hasCheckedIn() const { return _hasCheckedIn; }
void setHasCheckedIn(bool hasCheckedIn) { _hasCheckedIn = hasCheckedIn; }
private:
QJsonObject overrideValuesIfNeeded(const QJsonObject& newStats);
@ -94,6 +97,8 @@ private:
QString _placeName;
bool _wasAssigned { false };
bool _hasCheckedIn { false };
};
#endif // hifi_DomainServerNodeData_h

View file

@ -163,10 +163,18 @@ TextField {
text: textField.label
colorScheme: textField.colorScheme
anchors.left: parent.left
anchors.right: parent.right
Binding on anchors.right {
when: parent.right
value: parent.right
}
Binding on wrapMode {
when: parent.right
value: Text.WordWrap
}
anchors.bottom: parent.top
anchors.bottomMargin: 3
wrapMode: Text.WordWrap
visible: label != ""
}
}

View file

@ -57,7 +57,7 @@ ModalWindow {
property int iconSize: 40
property bool selectDirectory: false;
property bool showHidden: false;
property bool showHidden: true;
// FIXME implement
property bool multiSelect: false;
property bool saveDialog: false;
@ -324,8 +324,10 @@ ModalWindow {
showDirsFirst: true
showDotAndDotDot: false
showFiles: !root.selectDirectory
showHidden: root.showHidden
Component.onCompleted: {
showFiles = !root.selectDirectory
showHidden = root.showHidden
}
onFolderChanged: {

View file

@ -58,7 +58,7 @@ ModalWindow {
property int iconSize: 40
property bool selectDirectory: false;
property bool showHidden: false;
property bool showHidden: true;
// FIXME implement
property bool multiSelect: false;
property bool saveDialog: false;
@ -325,8 +325,10 @@ ModalWindow {
showDirsFirst: true
showDotAndDotDot: false
showFiles: !root.selectDirectory
showHidden: root.showHidden
Component.onCompleted: {
showFiles = !root.selectDirectory
showHidden = root.showHidden
}
onFolderChanged: {

View file

@ -55,7 +55,7 @@ TabletModalWindow {
property int iconSize: 40
property bool selectDirectory: false;
property bool showHidden: false;
property bool showHidden: true;
// FIXME implement
property bool multiSelect: false;
property bool saveDialog: false;
@ -288,8 +288,10 @@ TabletModalWindow {
showDirsFirst: true
showDotAndDotDot: false
showFiles: !root.selectDirectory
showHidden: root.showHidden
Component.onCompleted: {
showFiles = !root.selectDirectory
showHidden = root.showHidden
}
onFolderChanged: {

View file

@ -52,7 +52,7 @@ Rectangle {
property int iconSize: 40
property bool selectDirectory: false;
property bool showHidden: false;
property bool showHidden: true;
// FIXME implement
property bool multiSelect: false;
property bool saveDialog: false;
@ -280,8 +280,10 @@ Rectangle {
showDirsFirst: true
showDotAndDotDot: false
showFiles: !root.selectDirectory
showHidden: root.showHidden
Component.onCompleted: {
showFiles = !root.selectDirectory
showHidden = root.showHidden
}
onFolderChanged: {

View file

@ -717,7 +717,7 @@ private:
* <tr><td><code>NavigationFocused</code></td><td>number</td><td>number</td><td><em>Not used.</em></td></tr>
* </tbody>
* </table>
* @typedef Controller.Hardware-Application
* @typedef {object} Controller.Hardware-Application
*/
static const QString STATE_IN_HMD = "InHMD";
@ -2492,6 +2492,7 @@ void Application::cleanupBeforeQuit() {
}
_window->saveGeometry();
_gpuContext->shutdown();
// Destroy third party processes after scripts have finished using them.
#ifdef HAVE_DDE
@ -3011,9 +3012,11 @@ void Application::onDesktopRootItemCreated(QQuickItem* rootItem) {
auto surfaceContext = DependencyManager::get<OffscreenUi>()->getSurfaceContext();
surfaceContext->setContextProperty("Stats", Stats::getInstance());
#if !defined(Q_OS_ANDROID)
auto offscreenUi = DependencyManager::get<OffscreenUi>();
auto qml = PathUtils::qmlUrl("AvatarInputsBar.qml");
offscreenUi->show(qml, "AvatarInputsBar");
#endif
}
void Application::updateCamera(RenderArgs& renderArgs, float deltaTime) {
@ -4632,12 +4635,6 @@ void Application::idle() {
_overlayConductor.update(secondsSinceLastUpdate);
auto myAvatar = getMyAvatar();
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !(myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN));
cameraMenuChanged();
}
_gameLoopCounter.increment();
}
@ -5184,6 +5181,21 @@ void Application::cameraModeChanged() {
cameraMenuChanged();
}
void Application::changeViewAsNeeded(float boomLength) {
// Switch between first and third person views as needed
// This is called when the boom length has changed
bool boomLengthGreaterThanMinimum = (boomLength > MyAvatar::ZOOM_MIN);
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON && boomLengthGreaterThanMinimum) {
Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, false);
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, true);
cameraMenuChanged();
} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON && !boomLengthGreaterThanMinimum) {
Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, true);
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, false);
cameraMenuChanged();
}
}
void Application::cameraMenuChanged() {
auto menu = Menu::getInstance();

View file

@ -417,6 +417,8 @@ public slots:
void updateVerboseLogging();
void changeViewAsNeeded(float boomLength);
private slots:
void onDesktopRootItemCreated(QQuickItem* qmlContext);
void onDesktopRootContextCreated(QQmlContext* qmlContext);
@ -649,7 +651,7 @@ private:
quint64 _lastFaceTrackerUpdate;
render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
render::EnginePointer _renderEngine{ new render::Engine() };
render::EnginePointer _renderEngine{ new render::RenderEngine() };
gpu::ContextPointer _gpuContext; // initialized during window creation
mutable QMutex _renderArgsMutex{ QMutex::Recursive };

View file

@ -25,7 +25,7 @@ class FancyCamera : public Camera {
// FIXME: JSDoc 3.5.5 doesn't augment @property definitions. The following definition is repeated in Camera.h.
/**jsdoc
* @property cameraEntity {Uuid} The ID of the entity that the camera position and orientation follow when the camera is in
* @property {Uuid} cameraEntity The ID of the entity that the camera position and orientation follow when the camera is in
* entity mode.
*/
Q_PROPERTY(QUuid cameraEntity READ getCameraEntity WRITE setCameraEntity)

View file

@ -104,6 +104,9 @@ void AvatarManager::updateMyAvatar(float deltaTime) {
PerformanceWarning warn(showWarnings, "AvatarManager::updateMyAvatar()");
_myAvatar->update(deltaTime);
render::Transaction transaction;
_myAvatar->updateRenderItem(transaction);
qApp->getMain3DScene()->enqueueTransaction(transaction);
quint64 now = usecTimestampNow();
quint64 dt = now - _lastSendAvatarDataTime;

View file

@ -160,7 +160,7 @@ QUuid AvatarMotionState::getSimulatorID() const {
}
// virtual
void AvatarMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
void AvatarMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
group = BULLET_COLLISION_GROUP_OTHER_AVATAR;
mask = Physics::getDefaultCollisionMask(group);
}

View file

@ -65,7 +65,7 @@ public:
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
virtual float getMass() const override;

View file

@ -1127,7 +1127,11 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
return Avatar::setEnableMeshVisible(isEnabled);
}
bool MyAvatar::getEnableMeshVisible() const {
return Avatar::getEnableMeshVisible();
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
@ -1479,7 +1483,10 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_skeletonModelChangeCount++;
int skeletonModelChangeCount = _skeletonModelChangeCount;
Avatar::setSkeletonModelURL(skeletonModelURL);
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
_skeletonModel->setTagMask(render::hifi::TAG_NONE);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene());
_headBoneSet.clear();
_cauterizationNeedsUpdate = true;
@ -2054,14 +2061,12 @@ void MyAvatar::preDisplaySide(const RenderArgs* renderArgs) {
_attachmentData[i].jointName.compare("RightEye", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("HeadTop_End", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
uint8_t modelRenderTagBits = shouldDrawHead ? render::ItemKey::TAG_BITS_0 : render::ItemKey::TAG_BITS_NONE;
modelRenderTagBits |= render::ItemKey::TAG_BITS_1;
_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene(),
modelRenderTagBits, false);
uint8_t modelRenderTagBits = shouldDrawHead ? render::hifi::TAG_ALL_VIEWS : render::hifi::TAG_SECONDARY_VIEW;
uint8_t castShadowRenderTagBits = render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1;
_attachmentModels[i]->setCanCastShadow(true, qApp->getMain3DScene(),
castShadowRenderTagBits, false);
_attachmentModels[i]->setTagMask(modelRenderTagBits);
_attachmentModels[i]->setGroupCulled(false);
_attachmentModels[i]->setCanCastShadow(true);
_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene());
}
}
}
@ -2245,9 +2250,15 @@ void MyAvatar::updateActionMotor(float deltaTime) {
_actionMotorVelocity = getSensorToWorldScale() * (_walkSpeed.get() * _walkSpeedScalar) * direction;
}
float previousBoomLength = _boomLength;
float boomChange = getDriveKey(ZOOM);
_boomLength += 2.0f * _boomLength * boomChange + boomChange * boomChange;
_boomLength = glm::clamp<float>(_boomLength, ZOOM_MIN, ZOOM_MAX);
// May need to change view if boom length has changed
if (previousBoomLength != _boomLength) {
qApp->changeViewAsNeeded(_boomLength);
}
}
void MyAvatar::updatePosition(float deltaTime) {

View file

@ -121,7 +121,7 @@ class MyAvatar : public Avatar {
* while flying.
* @property {number} hmdRollControlDeadZone=8 - The amount of HMD roll, in degrees, required before your avatar turns if
* <code>hmdRollControlEnabled</code> is enabled.
* @property hmdRollControlRate {number} If hmdRollControlEnabled is true, this value determines the maximum turn rate of
* @property {number} hmdRollControlRate If hmdRollControlEnabled is true, this value determines the maximum turn rate of
* your avatar when rolling your HMD in degrees per second.
* @property {number} userHeight=1.75 - The height of the user in sensor space.
* @property {number} userEyeHeight=1.65 - The estimated height of the user's eyes in sensor space. <em>Read-only.</em>
@ -1159,7 +1159,7 @@ public slots:
* @function MyAvatar.getEnableMeshVisible
* @returns {boolean} <code>true</code> if your avatar's mesh is visible, otherwise <code>false</code>.
*/
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
bool getEnableMeshVisible() const override;
/**jsdoc
* Set whether or not your avatar mesh is visible.
@ -1171,7 +1171,7 @@ public slots:
* MyAvatar.setEnableMeshVisible(true);
* }, 10000);
*/
void setEnableMeshVisible(bool isEnabled);
virtual void setEnableMeshVisible(bool isEnabled) override;
/**jsdoc
* @function MyAvatar.setEnableInverseKinematics
@ -1402,7 +1402,7 @@ private:
SharedSoundPointer _collisionSound;
MyCharacterController _characterController;
int16_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
int32_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;

View file

@ -22,21 +22,22 @@
* @hifi-interface
* @hifi-client-entity
*
* @property PICK_NOTHING {number} A filter flag. Don't intersect with anything. <em>Read-only.</em>
* @property PICK_ENTITIES {number} A filter flag. Include entities when intersecting. <em>Read-only.</em>
* @property PICK_OVERLAYS {number} A filter flag. Include overlays when intersecting. <em>Read-only.</em>
* @property PICK_AVATARS {number} A filter flag. Include avatars when intersecting. <em>Read-only.</em>
* @property PICK_HUD {number} A filter flag. Include the HUD sphere when intersecting in HMD mode. <em>Read-only.</em>
* @property PICK_COARSE {number} A filter flag. Pick against coarse meshes, instead of exact meshes. <em>Read-only.</em>
* @property PICK_INCLUDE_INVISIBLE {number} A filter flag. Include invisible objects when intersecting. <em>Read-only.</em>
* @property PICK_INCLUDE_NONCOLLIDABLE {number} A filter flag. Include non-collidable objects when intersecting.
* @property {number} PICK_NOTHING A filter flag. Don't intersect with anything. <em>Read-only.</em>
* @property {number} PICK_ENTITIES A filter flag. Include entities when intersecting. <em>Read-only.</em>
* @property {number} PICK_OVERLAYS A filter flag. Include overlays when intersecting. <em>Read-only.</em>
* @property {number} PICK_AVATARS A filter flag. Include avatars when intersecting. <em>Read-only.</em>
* @property {number} PICK_HUD A filter flag. Include the HUD sphere when intersecting in HMD mode. <em>Read-only.</em>
* @property {number} PICK_COARSE A filter flag. Pick against coarse meshes, instead of exact meshes. <em>Read-only.</em>
* @property {number} PICK_INCLUDE_INVISIBLE A filter flag. Include invisible objects when intersecting. <em>Read-only.</em>
* @property {number} PICK_INCLUDE_NONCOLLIDABLE A filter flag. Include non-collidable objects when intersecting.
* <em>Read-only.</em>
* @property PICK_ALL_INTERSECTIONS {number} <em>Read-only.</em>
* @property INTERSECTED_NONE {number} An intersection type. Intersected nothing with the given filter flags. <em>Read-only.</em>
* @property INTERSECTED_ENTITY {number} An intersection type. Intersected an entity. <em>Read-only.</em>
* @property INTERSECTED_OVERLAY {number} An intersection type. Intersected an overlay. <em>Read-only.</em>
* @property INTERSECTED_AVATAR {number} An intersection type. Intersected an avatar. <em>Read-only.</em>
* @property INTERSECTED_HUD {number} An intersection type. Intersected the HUD sphere. <em>Read-only.</em>
* @property {number} PICK_ALL_INTERSECTIONS <em>Read-only.</em>
* @property {number} INTERSECTED_NONE An intersection type. Intersected nothing with the given filter flags.
* <em>Read-only.</em>
* @property {number} INTERSECTED_ENTITY An intersection type. Intersected an entity. <em>Read-only.</em>
* @property {number} INTERSECTED_OVERLAY An intersection type. Intersected an overlay. <em>Read-only.</em>
* @property {number} INTERSECTED_AVATAR An intersection type. Intersected an avatar. <em>Read-only.</em>
* @property {number} INTERSECTED_HUD An intersection type. Intersected the HUD sphere. <em>Read-only.</em>
* @property {number} perFrameTimeBudget - The max number of usec to spend per frame updating Pick results. <em>Read-only.</em>
*/
@ -99,7 +100,7 @@ public:
/**jsdoc
* An intersection result for a Ray Pick.
*
* @typedef {Object} RayPickResult
* @typedef {object} RayPickResult
* @property {number} type The intersection type.
* @property {boolean} intersects If there was a valid intersection (type != INTERSECTED_NONE)
* @property {Uuid} objectID The ID of the intersected object. Uuid.NULL for the HUD or invalid intersections.
@ -113,7 +114,7 @@ public:
/**jsdoc
* An intersection result for a Stylus Pick.
*
* @typedef {Object} StylusPickResult
* @typedef {object} StylusPickResult
* @property {number} type The intersection type.
* @property {boolean} intersects If there was a valid intersection (type != INTERSECTED_NONE)
* @property {Uuid} objectID The ID of the intersected object. Uuid.NULL for the HUD or invalid intersections.

View file

@ -68,14 +68,14 @@ unsigned int PointerScriptingInterface::createStylus(const QVariant& properties)
* A set of properties used to define the visual aspect of a Ray Pointer in the case that the Pointer is not intersecting something. Same as a {@link Pointers.RayPointerRenderState},
* but with an additional distance field.
*
* @typedef {Object} Pointers.DefaultRayPointerRenderState
* @typedef {object} Pointers.DefaultRayPointerRenderState
* @augments Pointers.RayPointerRenderState
* @property {number} distance The distance at which to render the end of this Ray Pointer, if one is defined.
*/
/**jsdoc
* A set of properties used to define the visual aspect of a Ray Pointer in the case that the Pointer is intersecting something.
*
* @typedef {Object} Pointers.RayPointerRenderState
* @typedef {object} Pointers.RayPointerRenderState
* @property {string} name The name of this render state, used by {@link Pointers.setRenderState} and {@link Pointers.editRenderState}
* @property {Overlays.OverlayProperties} [start] All of the properties you would normally pass to {@link Overlays.addOverlay}, plus the type (as a <code>type</code> field).
* An overlay to represent the beginning of the Ray Pointer, if desired.
@ -87,7 +87,7 @@ unsigned int PointerScriptingInterface::createStylus(const QVariant& properties)
/**jsdoc
* A trigger mechanism for Ray Pointers.
*
* @typedef {Object} Pointers.Trigger
* @typedef {object} Pointers.Trigger
* @property {Controller.Standard|Controller.Actions|function} action This can be a built-in Controller action, like Controller.Standard.LTClick, or a function that evaluates to >= 1.0 when you want to trigger <code>button</code>.
* @property {string} button Which button to trigger. "Primary", "Secondary", "Tertiary", and "Focus" are currently supported. Only "Primary" will trigger clicks on web surfaces. If "Focus" is triggered,
* it will try to set the entity or overlay focus to the object at which the Pointer is aimed. Buttons besides the first three will still trigger events, but event.button will be "None".

View file

@ -14,6 +14,7 @@
#include <shared/FileUtils.h>
#include <shared/QtHelpers.h>
#include <DependencyManager.h>
#include <MainWindow.h>
#include <OffscreenUi.h>
#include <StatTracker.h>
#include <Trace.h>
@ -186,3 +187,7 @@ void TestScriptingInterface::saveObject(QVariant variant, const QString& filenam
file.write(jsonData);
file.close();
}
void TestScriptingInterface::showMaximized() {
qApp->getWindow()->showMaximized();
}

View file

@ -27,70 +27,128 @@ public slots:
/**jsdoc
* Exits the application
* @function Test.quit
*/
void quit();
/**jsdoc
* Waits for all texture transfers to be complete
* @function Test.waitForTextureIdle
*/
void waitForTextureIdle();
/**jsdoc
* Waits for all pending downloads to be complete
* @function Test.waitForDownloadIdle
*/
void waitForDownloadIdle();
/**jsdoc
* Waits for all file parsing operations to be complete
* @function Test.waitForProcessingIdle
*/
void waitForProcessingIdle();
/**jsdoc
* Waits for all pending downloads, parsing and texture transfers to be complete
* @function Test.waitIdle
*/
void waitIdle();
/**jsdoc
* Waits for establishment of connection to server
* @function Test.waitForConnection
* @param {int} maxWaitMs [default=10000] - Number of milliseconds to wait
*/
bool waitForConnection(qint64 maxWaitMs = 10000);
/**jsdoc
* Waits a specific number of milliseconds
* @function Test.wait
* @param {int} milliseconds - Number of milliseconds to wait
*/
void wait(int milliseconds);
/**jsdoc
* Waits for all pending downloads, parsing and texture transfers to be complete
* @function Test.loadTestScene
* @param {string} sceneFile - URL of scene to load
*/
bool loadTestScene(QString sceneFile);
/**jsdoc
* Clears all caches
* @function Test.clear
*/
void clear();
/**jsdoc
* Start recording Chrome compatible tracing events
* logRules can be used to specify a set of logging category rules to limit what gets captured
* @function Test.startTracing
* @param {string} logrules [defaultValue=""] - See implementation for explanation
*/
bool startTracing(QString logrules = "");
/**jsdoc
* Stop recording Chrome compatible tracing events and serialize recorded events to a file
* Using a filename with a .gz extension will automatically compress the output file
* @function Test.stopTracing
* @param {string} filename - Name of file to save to
* @returns {bool} True if successful.
*/
bool stopTracing(QString filename);
/**jsdoc
* Starts a specific trace event
* @function Test.startTraceEvent
* @param {string} name - Name of event
*/
void startTraceEvent(QString name);
/**jsdoc
* Stop a specific name event
* Using a filename with a .gz extension will automatically compress the output file
* @function Test.endTraceEvent
* @param {string} filename - Name of event
*/
void endTraceEvent(QString name);
/**jsdoc
* Write detailed timing stats of next physics stepSimulation() to filename
* @function Test.savePhysicsSimulationStats
* @param {string} filename - Name of file to save to
*/
void savePhysicsSimulationStats(QString filename);
/**jsdoc
* Profiles a specific function
* @function Test.savePhysicsSimulationStats
* @param {string} name - Name used to reference the function
* @param {function} function - Function to profile
*/
Q_INVOKABLE void profileRange(const QString& name, QScriptValue function);
/**jsdoc
* Clear all caches (menu command Reload Content)
* @function Test.clearCaches
*/
void clearCaches();
/**jsdoc
* Save a JSON object to a file in the test results location
* @function Test.saveObject
* @param {string} name - Name of the object
* @param {string} filename - Name of file to save to
*/
void saveObject(QVariant v, const QString& filename);
/**jsdoc
* Maximizes the window
* @function Test.showMaximized
*/
void showMaximized();
private:
bool waitForCondition(qint64 maxWaitMs, std::function<bool()> condition);
QString _testResultsLocation;

View file

@ -522,7 +522,7 @@ int WindowScriptingInterface::openMessageBox(QString title, QString text, int bu
* <tr> <td><strong>RestoreDefaults</strong></td> <td><code>0x8000000</code></td> <td>"Restore Defaults"</td> </tr>
* </tbody>
* </table>
* @typedef Window.MessageBoxButton
* @typedef {number} Window.MessageBoxButton
*/
int WindowScriptingInterface::createMessageBox(QString title, QString text, int buttons, int defaultButton) {
auto messageBox = DependencyManager::get<OffscreenUi>()->createMessageBox(OffscreenUi::ICON_INFORMATION, title, text,

View file

@ -470,7 +470,7 @@ public slots:
* </tr>
* </tbody>
* </table>
* @typedef Window.DisplayTexture
* @typedef {string} Window.DisplayTexture
*/
bool setDisplayTexture(const QString& name);
@ -523,16 +523,21 @@ public slots:
int openMessageBox(QString title, QString text, int buttons, int defaultButton);
/**jsdoc
* Open the given resource in the Interface window or in a web browser depending on the url scheme
* Open a URL in the Interface window or other application, depending on the URL's scheme. If the URL starts with
* <code>hifi://</code> then that URL is navigated to in Interface, otherwise the URL is opened in the application the OS
* associates with the URL's scheme (e.g., a Web browser for <code>http://</code>).
* @function Window.openUrl
* @param {string} url - The resource to open
* @param {string} url - The URL to open.
*/
void openUrl(const QUrl& url);
/**jsdoc
* (Android only) Open the requested Activity and optionally back to the scene when the activity is done
* Open an Android activity and optionally return back to the scene when the activity is completed. <em>Android only.</em>
* @function Window.openAndroidActivity
* @param {string} activityName - The name of the activity to open. One of "Home", "Login" or "Privacy Policy"
* @param {string} activityName - The name of the activity to open: one of <code>"Home"</code>, <code>"Login"</code>, or
* <code>"Privacy Policy"</code>.
* @param {boolean} backToScene - If <code>true</code>, the user is automatically returned back to the scene when the
* activity is completed.
*/
void openAndroidActivity(const QString& activityName, const bool backToScene);

View file

@ -46,6 +46,13 @@ bool Billboard3DOverlay::applyTransformTo(Transform& transform, bool force) {
return transformChanged;
}
void Billboard3DOverlay::update(float duration) {
if (isFacingAvatar()) {
_renderVariableDirty = true;
}
Parent::update(duration);
}
Transform Billboard3DOverlay::evalRenderTransform() {
Transform transform = getTransform();
bool transformChanged = applyTransformTo(transform, true);

View file

@ -18,6 +18,7 @@
class Billboard3DOverlay : public Planar3DOverlay, public PanelAttachable, public Billboardable {
Q_OBJECT
using Parent = Planar3DOverlay;
public:
Billboard3DOverlay() {}
@ -26,6 +27,8 @@ public:
void setProperties(const QVariantMap& properties) override;
QVariant getProperty(const QString& property) override;
void update(float duration) override;
protected:
virtual bool applyTransformTo(Transform& transform, bool force = false) override;

View file

@ -51,11 +51,6 @@ void Image3DOverlay::update(float deltatime) {
_texture = DependencyManager::get<TextureCache>()->getTexture(_url);
_textureIsLoaded = false;
}
if (usecTimestampNow() > _transformExpiry) {
Transform transform = getTransform();
applyTransformTo(transform);
setTransform(transform);
}
Parent::update(deltatime);
}

View file

@ -103,10 +103,9 @@ void ModelOverlay::update(float deltatime) {
if (_visibleDirty) {
_visibleDirty = false;
// don't show overlays in mirrors or spectator-cam unless _isVisibleInSecondaryCamera is true
_model->setVisibleInScene(getVisible(), scene,
render::ItemKey::TAG_BITS_0 |
(_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE),
false);
uint8_t modelRenderTagMask = (_isVisibleInSecondaryCamera ? render::hifi::TAG_ALL_VIEWS : render::hifi::TAG_MAIN_VIEW);
_model->setTagMask(modelRenderTagMask, scene);
_model->setVisibleInScene(getVisible(), scene);
}
if (_drawInFrontDirty) {
_drawInFrontDirty = false;

View file

@ -132,7 +132,6 @@ private:
namespace render {
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay);
template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay);
template <> int payloadGetLayer(const Overlay::Pointer& overlay);
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args);
template <> const ShapeKey shapeGetShapeKey(const Overlay::Pointer& overlay);
template <> uint32_t metaFetchMetaSubItems(const Overlay::Pointer& overlay, ItemIDs& subItems);

View file

@ -53,7 +53,7 @@ const OverlayID UNKNOWN_OVERLAY_ID = OverlayID();
* @property {number} distance - The distance from the {@link PickRay} origin to the intersection point.
* @property {Vec3} surfaceNormal - The normal of the overlay surface at the intersection point.
* @property {Vec3} intersection - The position of the intersection point.
* @property {Object} extraInfo Additional intersection details, if available.
* @property {object} extraInfo Additional intersection details, if available.
*/
class RayToOverlayIntersectionResult {
public:
@ -482,7 +482,7 @@ public slots:
/**jsdoc
* Check if there is an overlay of a given ID.
* @function Overlays.isAddedOverly
* @function Overlays.isAddedOverlay
* @param {Uuid} overlayID - The ID to check.
* @returns {boolean} <code>true</code> if an overlay with the given ID exists, <code>false</code> otherwise.
*/

View file

@ -35,14 +35,18 @@ namespace render {
auto builder = ItemKey::Builder().withTypeShape();
if (overlay->is3D()) {
auto overlay3D = std::static_pointer_cast<Base3DOverlay>(overlay);
if (overlay3D->getDrawInFront() || overlay3D->getDrawHUDLayer()) {
builder.withLayered();
if (overlay3D->getDrawInFront()) {
builder.withLayer(render::hifi::LAYER_3D_FRONT);
} else if (overlay3D->getDrawHUDLayer()) {
builder.withLayer(render::hifi::LAYER_3D_HUD);
}
if (overlay->isTransparent()) {
builder.withTransparent();
}
} else {
builder.withViewSpace();
builder.withLayer(render::hifi::LAYER_2D);
}
if (!overlay->getVisible()) {
@ -50,30 +54,14 @@ namespace render {
}
// always visible in primary view. if isVisibleInSecondaryCamera, also draw in secondary view
uint32_t viewTaskBits = render::ItemKey::TAG_BITS_0 |
(overlay->getIsVisibleInSecondaryCamera() ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE);
builder.withTagBits(viewTaskBits);
render::hifi::Tag viewTagBits = overlay->getIsVisibleInSecondaryCamera() ? render::hifi::TAG_ALL_VIEWS : render::hifi::TAG_MAIN_VIEW;
builder.withTagBits(viewTagBits);
return builder.build();
}
template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) {
return overlay->getBounds();
}
template <> int payloadGetLayer(const Overlay::Pointer& overlay) {
if (overlay->is3D()) {
auto overlay3D = std::dynamic_pointer_cast<Base3DOverlay>(overlay);
if (overlay3D->getDrawInFront()) {
return Item::LAYER_3D_FRONT;
} else if (overlay3D->getDrawHUDLayer()) {
return Item::LAYER_3D_HUD;
} else {
return Item::LAYER_3D;
}
} else {
return Item::LAYER_2D;
}
}
template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
if (args) {
overlay->render(args);
@ -83,7 +71,6 @@ namespace render {
return overlay->getShapeKey();
}
template <> uint32_t metaFetchMetaSubItems(const Overlay::Pointer& overlay, ItemIDs& subItems) {
return overlay->fetchMetaSubItems(subItems);
}

View file

@ -83,15 +83,6 @@ xColor Text3DOverlay::getBackgroundColor() {
return result;
}
void Text3DOverlay::update(float deltatime) {
if (usecTimestampNow() > _transformExpiry) {
Transform transform = getTransform();
applyTransformTo(transform);
setTransform(transform);
}
Parent::update(deltatime);
}
void Text3DOverlay::render(RenderArgs* args) {
if (!_renderVisible || !getParentVisible()) {
return; // do nothing if we're not visible
@ -306,13 +297,4 @@ QSizeF Text3DOverlay::textSize(const QString& text) const {
float pointToWorldScale = (maxHeight / FIXED_FONT_SCALING_RATIO) * _lineHeight;
return QSizeF(extents.x, extents.y) * pointToWorldScale;
}
bool Text3DOverlay::findRayIntersection(const glm::vec3 &origin, const glm::vec3 &direction, float &distance,
BoxFace &face, glm::vec3& surfaceNormal) {
Transform transform = getTransform();
applyTransformTo(transform, true);
setTransform(transform);
return Billboard3DOverlay::findRayIntersection(origin, direction, distance, face, surfaceNormal);
}
}

View file

@ -30,8 +30,6 @@ public:
~Text3DOverlay();
virtual void render(RenderArgs* args) override;
virtual void update(float deltatime) override;
virtual const render::ShapeKey getShapeKey() override;
// getters
@ -60,9 +58,6 @@ public:
QSizeF textSize(const QString& test) const; // Meters
virtual bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, glm::vec3& surfaceNormal) override;
virtual Text3DOverlay* createClone() const override;
private:

View file

@ -259,7 +259,6 @@ void Web3DOverlay::setupQmlSurface() {
_webSurface->getSurfaceContext()->setContextProperty("Web3DOverlay", this);
_webSurface->getSurfaceContext()->setContextProperty("Window", DependencyManager::get<WindowScriptingInterface>().data());
_webSurface->getSurfaceContext()->setContextProperty("Reticle", qApp->getApplicationCompositor().getReticleInterface());
_webSurface->getSurfaceContext()->setContextProperty("desktop", DependencyManager::get<OffscreenUi>()->getDesktop());
_webSurface->getSurfaceContext()->setContextProperty("HiFiAbout", AboutUtil::getInstance());
// Override min fps for tablet UI, for silky smooth scrolling

View file

@ -70,7 +70,7 @@ public:
* @function AnimationCache.prefetch
* @param {string} url - URL of the resource to prefetch.
* @param {object} [extra=null]
* @returns {Resource}
* @returns {ResourceObject}
*/
/**jsdoc
@ -79,7 +79,7 @@ public:
* @param {string} url - URL of the resource to load.
* @param {string} [fallback=""] - Fallback URL if load of the desired URL fails.
* @param {} [extra=null]
* @returns {Resource}
* @returns {object}
*/
@ -87,7 +87,7 @@ public:
* Returns animation resource for particular animation.
* @function AnimationCache.getAnimation
* @param {string} url - URL to load.
* @returns {Resource} animation
* @returns {AnimationObject} animation
*/
Q_INVOKABLE AnimationPointer getAnimation(const QString& url) { return getAnimation(QUrl(url)); }
Q_INVOKABLE AnimationPointer getAnimation(const QUrl& url);
@ -104,6 +104,17 @@ private:
Q_DECLARE_METATYPE(AnimationPointer)
/**jsdoc
* @class AnimationObject
*
* @hifi-interface
* @hifi-client-entity
* @hifi-server-entity
* @hifi-assignment-client
*
* @property {string[]} jointNames
* @property {FBXAnimationFrame[]} frames
*/
/// An animation loaded from the network.
class Animation : public Resource {
Q_OBJECT
@ -118,9 +129,16 @@ public:
virtual bool isLoaded() const override;
/**jsdoc
* @function AnimationObject.getJointNames
* @returns {string[]}
*/
Q_INVOKABLE QStringList getJointNames() const;
/**jsdoc
* @function AnimationObject.getFrames
* @returns {FBXAnimationFrame[]}
*/
Q_INVOKABLE QVector<FBXAnimationFrame> getFrames() const;
const QVector<FBXAnimationFrame>& getFramesReference() const;

View file

@ -77,6 +77,17 @@ private:
typedef QSharedPointer<Sound> SharedSoundPointer;
/**jsdoc
* @class SoundObject
*
* @hifi-interface
* @hifi-client-entity
* @hifi-server-entity
* @hifi-assignment-client
*
* @property {boolean} downloaded
* @property {number} duration
*/
class SoundScriptingInterface : public QObject {
Q_OBJECT
@ -90,6 +101,10 @@ public:
bool isReady() const { return _sound->isReady(); }
float getDuration() { return _sound->getDuration(); }
/**jsdoc
* @function SoundObject.ready
* @returns {Signal}
*/
signals:
void ready();

View file

@ -64,7 +64,7 @@ public:
* @function SoundCache.prefetch
* @param {string} url - URL of the resource to prefetch.
* @param {object} [extra=null]
* @returns {Resource}
* @returns {ResourceObject}
*/
/**jsdoc
@ -73,14 +73,14 @@ public:
* @param {string} url - URL of the resource to load.
* @param {string} [fallback=""] - Fallback URL if load of the desired URL fails.
* @param {} [extra=null]
* @returns {Resource}
* @returns {object}
*/
/**jsdoc
* @function SoundCache.getSound
* @param {string} url
* @returns {object}
* @returns {SoundObject}
*/
Q_INVOKABLE SharedSoundPointer getSound(const QUrl& url);
protected:

View file

@ -52,10 +52,15 @@ const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
namespace render {
template <> const ItemKey payloadGetKey(const AvatarSharedPointer& avatar) {
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1).withMetaCullGroup();
ItemKey::Builder keyBuilder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(render::hifi::TAG_ALL_VIEWS).withMetaCullGroup();
auto avatarPtr = static_pointer_cast<Avatar>(avatar);
if (!avatarPtr->getEnableMeshVisible()) {
keyBuilder.withInvisible();
}
return keyBuilder.build();
}
template <> const Item::Bound payloadGetBound(const AvatarSharedPointer& avatar) {
return static_pointer_cast<Avatar>(avatar)->getBounds();
return static_pointer_cast<Avatar>(avatar)->getRenderBounds();
}
template <> void payloadRender(const AvatarSharedPointer& avatar, RenderArgs* args) {
auto avatarPtr = static_pointer_cast<Avatar>(avatar);
@ -164,6 +169,11 @@ AABox Avatar::getBounds() const {
return _skeletonModel->getRenderableMeshBound();
}
AABox Avatar::getRenderBounds() const {
return _renderBound;
}
void Avatar::animateScaleChanges(float deltaTime) {
if (_isAnimatingScale) {
@ -569,16 +579,26 @@ static TextRenderer3D* textRenderer(TextRendererType type) {
void Avatar::addToScene(AvatarSharedPointer self, const render::ScenePointer& scene, render::Transaction& transaction) {
auto avatarPayload = new render::Payload<AvatarData>(self);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
auto avatarPayloadPointer = std::shared_ptr<render::Payload<AvatarData>>(avatarPayload);
if (_renderItemID == render::Item::INVALID_ITEM_ID) {
_renderItemID = scene->allocateID();
}
// INitialize the _render bound as we are creating the avatar render item
_renderBound = getBounds();
transaction.resetItem(_renderItemID, avatarPayloadPointer);
_skeletonModel->addToScene(scene, transaction);
_skeletonModel->setTagMask(render::hifi::TAG_ALL_VIEWS);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setCanCastShadow(true);
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
processMaterials();
for (auto& attachmentModel : _attachmentModels) {
attachmentModel->addToScene(scene, transaction);
attachmentModel->setTagMask(render::hifi::TAG_ALL_VIEWS);
attachmentModel->setGroupCulled(false);
attachmentModel->setCanCastShadow(true);
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
_mustFadeIn = true;
@ -637,7 +657,15 @@ void Avatar::removeFromScene(AvatarSharedPointer self, const render::ScenePointe
void Avatar::updateRenderItem(render::Transaction& transaction) {
if (render::Item::isValidID(_renderItemID)) {
transaction.updateItem<render::Payload<AvatarData>>(_renderItemID, [](render::Payload<AvatarData>& p) {});
auto renderBound = getBounds();
transaction.updateItem<AvatarData>(_renderItemID,
[renderBound](AvatarData& avatar) {
auto avatarPtr = dynamic_cast<Avatar*>(&avatar);
if (avatarPtr) {
avatarPtr->_renderBound = renderBound;
}
}
);
}
}
@ -759,6 +787,18 @@ void Avatar::render(RenderArgs* renderArgs) {
}
}
void Avatar::setEnableMeshVisible(bool isEnabled) {
if (_isMeshVisible != isEnabled) {
_isMeshVisible = isEnabled;
_needMeshVisibleSwitch = true;
}
}
bool Avatar::getEnableMeshVisible() const {
return _isMeshVisible;
}
void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
bool canTryFade{ false };
@ -770,6 +810,12 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
if (_skeletonModel->isRenderable() && _skeletonModel->needsFixupInScene()) {
_skeletonModel->removeFromScene(scene, transaction);
_skeletonModel->addToScene(scene, transaction);
_skeletonModel->setTagMask(render::hifi::TAG_ALL_VIEWS);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setCanCastShadow(true);
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
processMaterials();
canTryFade = true;
_isAnimatingScale = true;
@ -778,9 +824,25 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
if (attachmentModel->isRenderable() && attachmentModel->needsFixupInScene()) {
attachmentModel->removeFromScene(scene, transaction);
attachmentModel->addToScene(scene, transaction);
attachmentModel->setTagMask(render::hifi::TAG_ALL_VIEWS);
attachmentModel->setGroupCulled(false);
attachmentModel->setCanCastShadow(true);
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
}
if (_needMeshVisibleSwitch) {
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
for (auto attachmentModel : _attachmentModels) {
if (attachmentModel->isRenderable()) {
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
}
updateRenderItem(transaction);
_needMeshVisibleSwitch = false;
}
if (_mustFadeIn && canTryFade) {
// Do it now to be sure all the sub items are ready and the fade is sent to them too
fade(transaction, render::Transition::USER_ENTER_DOMAIN);

View file

@ -74,7 +74,6 @@ public:
virtual void instantiableAvatar() = 0;
typedef render::Payload<AvatarData> Payload;
typedef std::shared_ptr<render::Item::PayloadInterface> PayloadPointer;
void init();
void updateAvatarEntities();
@ -292,7 +291,7 @@ public:
*/
/**jsdoc
* Information about a single joint in an Avatar's skeleton hierarchy.
* @typedef MyAvatar.SkeletonJoint
* @typedef {object} MyAvatar.SkeletonJoint
* @property {string} name - Joint name.
* @property {number} index - Joint index.
* @property {number} parentIndex - Index of this joint's parent (-1 if no parent).
@ -322,6 +321,7 @@ public:
bool hasNewJointData() const { return _hasNewJointData; }
float getBoundingRadius() const;
AABox getRenderBounds() const; // THis call is accessible from rendering thread only to report the bounding box of the avatar during the frame.
void addToScene(AvatarSharedPointer self, const render::ScenePointer& scene);
void ensureInScene(AvatarSharedPointer self, const render::ScenePointer& scene);
@ -356,6 +356,10 @@ public:
virtual void setAvatarEntityDataChanged(bool value) override;
// Show hide the model representation of the avatar
virtual void setEnableMeshVisible(bool isEnabled);
virtual bool getEnableMeshVisible() const;
void addMaterial(graphics::MaterialLayer material, const std::string& parentMaterialName) override;
void removeMaterial(graphics::MaterialPointer material, const std::string& parentMaterialName) override;
@ -532,6 +536,10 @@ protected:
std::mutex _materialsLock;
void processMaterials();
AABox _renderBound;
bool _isMeshVisible{ true };
bool _needMeshVisibleSwitch{ true };
};
#endif // hifi_Avatar_h

View file

@ -35,7 +35,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
_useDualQuaternionSkinning = true;
// Avatars all cast shadow
_canCastShadow = true;
setCanCastShadow(true);
assert(_owningAvatar);
}

View file

@ -2363,7 +2363,7 @@ glm::vec3 AvatarData::getAbsoluteJointTranslationInObjectFrame(int index) const
}
/**jsdoc
* @typedef AttachmentData
* @typedef {object} AttachmentData
* @property {string} modelUrl
* @property {string} jointName
* @property {Vec3} translation

View file

@ -578,8 +578,7 @@ public:
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @example <caption>Set your avatar to it's default T-pose for a while.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/user/pages/06.api-reference/25.myavatar/t-pose.png" />
* </caption>
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/t-pose.png" /></caption>
* // Set all joint translations and rotations to defaults.
* var i, length, rotation, translation;
* for (i = 0, length = MyAvatar.getJointNames().length; i < length; i++) {
@ -680,8 +679,7 @@ public:
* @param {string} name - The name of the joint.
* @param {Quat} rotation - The rotation of the joint relative to its parent.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
* <img alt="Avatar in T-pose with arm rotated"
* src="https://docs.highfidelity.com/user/pages/06.api-reference/25.myavatar/armpose.png" /></caption>
* <img alt="Avatar in T-pose with arm rotated" src="https://docs.highfidelity.com/images/armpose.png" /></caption>
* // Set all joint translations and rotations to defaults.
* var i, length, rotation, translation;
* for (i = 0, length = MyAvatar.getJointNames().length; i < length; i++) {
@ -713,8 +711,7 @@ public:
* @param {Vec3} translation - The translation of the joint relative to its parent.
* @example <caption>Stretch your avatar's neck. Depending on the avatar you are using, you will either see a gap between
* the head and body or you will see the neck stretched.<br />
* <img alt="Avatar with neck stretched"
* src="https://docs.highfidelity.com/user/pages/06.api-reference/25.myavatar/stretched-neck.png" /></caption>
* <img alt="Avatar with neck stretched" src="https://docs.highfidelity.com/images/stretched-neck.png" /></caption>
* // Stretch your avatar's neck.
* MyAvatar.setJointTranslation("Neck", { x: 0, y: 25, z: 0 });
*
@ -798,8 +795,7 @@ public:
* @param {Quat[]} jointRotations - The rotations for all joints in the avatar. The values are in the same order as the
* array returned by {@link MyAvatar.getJointNames} or {@link Avatar.getJointNames}.
* @example <caption>Set your avatar to its default T-pose then rotate its right arm.<br />
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/user/pages/06.api-reference/25.myavatar/armpose.png" />
* </caption>
* <img alt="Avatar in T-pose" src="https://docs.highfidelity.com/images/armpose.png" /></caption>
* // Set all joint translations and rotations to defaults.
* var i, length, rotation, translation;
* for (i = 0, length = MyAvatar.getJointNames().length; i < length; i++) {

View file

@ -307,7 +307,7 @@ namespace controller {
* action.</td></tr>
* </tbody>
* </table>
* @typedef Controller.Actions
* @typedef {object} Controller.Actions
*/
// Device functions
Input::NamedVector ActionsDevice::getAvailableInputs() const {

View file

@ -79,7 +79,7 @@ enum Hand {
* {@link Controller.Hardware-Vive}.</td></tr>
* </tbody>
* </table>
* @typedef Controller.Hardware
* @typedef {object} Controller.Hardware
* @example <caption>List all the currently available <code>Controller.Hardware</code> properties.</caption>
* function printProperties(string, item) {
* print(string);

View file

@ -231,7 +231,7 @@ void StandardController::focusOutEvent() {
*
* </tbody>
* </table>
* @typedef Controller.Standard
* @typedef {object} Controller.Standard
*/
Input::NamedVector StandardController::getAvailableInputs() const {
static Input::NamedVector availableInputs {

View file

@ -46,6 +46,8 @@
const char* SRGB_TO_LINEAR_FRAG = R"SCRIBE(
// OpenGLDisplayPlugin_present.frag
uniform sampler2D colorMap;
in vec2 varTexCoord0;

View file

@ -157,20 +157,20 @@ Item::Bound EntityRenderer::getBound() {
return _bound;
}
uint32_t EntityRenderer::getViewTagBits() const {
return render::ItemKey::TAG_BITS_0 | (_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE);
render::hifi::Tag EntityRenderer::getTagMask() const {
return _isVisibleInSecondaryCamera ? render::hifi::TAG_ALL_VIEWS : render::hifi::TAG_MAIN_VIEW;
}
ItemKey EntityRenderer::getKey() {
if (isTransparent()) {
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getViewTagBits());
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask());
}
// This allows shapes to cast shadows
if (_canCastShadow) {
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getViewTagBits()).withShadowCaster();
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getTagMask()).withShadowCaster();
} else {
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getViewTagBits());
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(getTagMask());
}
}

View file

@ -18,6 +18,7 @@
#include "AbstractViewStateInterface.h"
#include "EntitiesRendererLogging.h"
#include <graphics-scripting/Forward.h>
#include <RenderHifi.h>
class EntityTreeRenderer;
@ -74,7 +75,7 @@ protected:
virtual Item::Bound getBound() override;
virtual void render(RenderArgs* args) override final;
virtual uint32_t metaFetchMetaSubItems(ItemIDs& subItems) override;
virtual uint32_t getViewTagBits() const;
virtual render::hifi::Tag getTagMask() const;
// Returns true if the item in question needs to have updateInScene called because of internal rendering state changes
virtual bool needsRenderUpdate() const;

View file

@ -43,7 +43,7 @@ void MaterialEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer&
ItemKey MaterialEntityRenderer::getKey() {
ItemKey::Builder builder;
builder.withTypeShape().withTagBits(getViewTagBits());
builder.withTypeShape().withTagBits(getTagMask());
if (!_visible) {
builder.withInvisible();

View file

@ -1060,9 +1060,9 @@ ModelEntityRenderer::ModelEntityRenderer(const EntityItemPointer& entity) : Pare
void ModelEntityRenderer::setKey(bool didVisualGeometryRequestSucceed) {
if (didVisualGeometryRequestSucceed) {
_itemKey = ItemKey::Builder().withTypeMeta().withTagBits(getViewTagBits());
_itemKey = ItemKey::Builder().withTypeMeta().withTagBits(getTagMask());
} else {
_itemKey = ItemKey::Builder().withTypeMeta().withTypeShape().withTagBits(getViewTagBits());
_itemKey = ItemKey::Builder().withTypeMeta().withTypeShape().withTagBits(getTagMask());
}
}
@ -1070,11 +1070,11 @@ ItemKey ModelEntityRenderer::getKey() {
return _itemKey;
}
uint32_t ModelEntityRenderer::getViewTagBits() const {
render::hifi::Tag ModelEntityRenderer::getTagMask() const {
// Default behavior for model is to not be visible in main view if cauterized (aka parented to the avatar's neck joint)
return _cauterized ?
(_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE) : // draw in every view except the main one (view zero) (unless not visible in other views)
Parent::getViewTagBits(); // calculate which views to be shown in
(_isVisibleInSecondaryCamera ? render::hifi::TAG_SECONDARY_VIEW : render::hifi::TAG_NONE) :
Parent::getTagMask(); // calculate which views to be shown in
}
uint32_t ModelEntityRenderer::metaFetchMetaSubItems(ItemIDs& subItems) {
@ -1394,18 +1394,22 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
entity->updateModelBounds();
entity->stopModelOverrideIfNoParent();
uint32_t viewTaskBits = getViewTagBits();
if (model->isVisible() != _visible || model->getViewTagBits() != viewTaskBits) {
render::hifi::Tag tagMask = getTagMask();
if (model->isVisible() != _visible) {
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
model->setVisibleInScene(_visible, scene, viewTaskBits, false);
model->setVisibleInScene(_visible, scene);
}
if (model->getTagMask() != tagMask) {
model->setTagMask(tagMask, scene);
}
// TODO? early exit here when not visible?
if (model->canCastShadow() != _canCastShadow) {
model->setCanCastShadow(_canCastShadow, scene, viewTaskBits, false);
model->setCanCastShadow(_canCastShadow, scene);
}
if (_needsCollisionGeometryUpdate) {

View file

@ -164,7 +164,7 @@ protected:
void flagForCollisionGeometryUpdate();
void setCollisionMeshKey(const void* key);
uint32_t getViewTagBits() const override;
render::hifi::Tag getTagMask() const override;
void setIsVisibleInSecondaryCamera(bool value) override;

View file

@ -147,9 +147,9 @@ void ParticleEffectEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEn
ItemKey ParticleEffectEntityRenderer::getKey() {
if (_visible) {
return ItemKey::Builder::transparentShape().withTagBits(getViewTagBits());
return ItemKey::Builder::transparentShape().withTagBits(getTagMask());
} else {
return ItemKey::Builder().withInvisible().withTagBits(getViewTagBits()).build();
return ItemKey::Builder().withInvisible().withTagBits(getTagMask()).build();
}
}

View file

@ -112,7 +112,7 @@ PolyLineEntityRenderer::PolyLineEntityRenderer(const EntityItemPointer& entity)
}
ItemKey PolyLineEntityRenderer::getKey() {
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getViewTagBits());
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(getTagMask());
}
ShapeKey PolyLineEntityRenderer::getShapeKey() {

View file

@ -169,7 +169,7 @@ public:
}
protected:
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape().withTagBits(getViewTagBits()); }
virtual ItemKey getKey() override { return ItemKey::Builder::opaqueShape().withTagBits(getTagMask()); }
virtual ShapeKey getShapeKey() override;
virtual bool needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const override;
virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;

View file

@ -139,7 +139,7 @@ bool ShapeEntityRenderer::isTransparent() const {
ItemKey ShapeEntityRenderer::getKey() {
ItemKey::Builder builder;
builder.withTypeShape().withTypeMeta().withTagBits(getViewTagBits());
builder.withTypeShape().withTypeMeta().withTagBits(getTagMask());
withReadLock([&] {
if (isTransparent()) {

View file

@ -269,7 +269,7 @@ void ZoneEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointe
ItemKey ZoneEntityRenderer::getKey() {
return ItemKey::Builder().withTypeMeta().withTagBits(getViewTagBits()).build();
return ItemKey::Builder().withTypeMeta().withTagBits(getTagMask()).build();
}
bool ZoneEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const {

View file

@ -46,7 +46,7 @@ bool operator!=(const AnimationPropertyGroup& a, const AnimationPropertyGroup& b
/**jsdoc
* The AnimationProperties are used to configure an animation.
* @typedef Entities.AnimationProperties
* @typedef {object} Entities.AnimationProperties
* @property {string} url="" - The URL of the FBX file that has the animation.
* @property {number} fps=30 - The speed in frames/s that the animation is played at.
* @property {number} firstFrame=0 - The first frame to play in the animation.

View file

@ -817,7 +817,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
READ_ENTITY_PROPERTY(PROP_VISIBLE, bool, setVisible);
READ_ENTITY_PROPERTY(PROP_CAN_CAST_SHADOW, bool, setCanCastShadow);
READ_ENTITY_PROPERTY(PROP_COLLISIONLESS, bool, setCollisionless);
READ_ENTITY_PROPERTY(PROP_COLLISION_MASK, uint8_t, setCollisionMask);
READ_ENTITY_PROPERTY(PROP_COLLISION_MASK, uint16_t, setCollisionMask);
READ_ENTITY_PROPERTY(PROP_DYNAMIC, bool, setDynamic);
READ_ENTITY_PROPERTY(PROP_LOCKED, bool, setLocked);
READ_ENTITY_PROPERTY(PROP_USER_DATA, QString, setUserData);
@ -1850,7 +1850,7 @@ void EntityItem::setCollisionless(bool value) {
});
}
void EntityItem::setCollisionMask(uint8_t value) {
void EntityItem::setCollisionMask(uint16_t value) {
withWriteLock([&] {
if ((_collisionMask & ENTITY_COLLISION_MASK_DEFAULT) != (value & ENTITY_COLLISION_MASK_DEFAULT)) {
_collisionMask = (value & ENTITY_COLLISION_MASK_DEFAULT);
@ -1915,7 +1915,7 @@ void EntityItem::setCreated(quint64 value) {
});
}
void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const {
void EntityItem::computeCollisionGroupAndFinalMask(int32_t& group, int32_t& mask) const {
if (_collisionless) {
group = BULLET_COLLISION_GROUP_COLLISIONLESS;
mask = 0;
@ -1928,7 +1928,7 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
group = BULLET_COLLISION_GROUP_STATIC;
}
uint8_t userMask = getCollisionMask();
uint16_t userMask = getCollisionMask();
if ((bool)(userMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(userMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
@ -1942,7 +1942,7 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
if ((bool)(_flags & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING)) {
userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
}
mask = Physics::getDefaultCollisionMask(group) & (int16_t)(userMask);
mask = Physics::getDefaultCollisionMask(group) & (int32_t)(userMask);
}
}
@ -2818,8 +2818,8 @@ bool EntityItem::getCollisionless() const {
return result;
}
uint8_t EntityItem::getCollisionMask() const {
uint8_t result;
uint16_t EntityItem::getCollisionMask() const {
uint16_t result;
withReadLock([&] {
result = _collisionMask;
});

View file

@ -291,10 +291,10 @@ public:
bool getCollisionless() const;
void setCollisionless(bool value);
uint8_t getCollisionMask() const;
void setCollisionMask(uint8_t value);
uint16_t getCollisionMask() const;
void setCollisionMask(uint16_t value);
void computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const;
void computeCollisionGroupAndFinalMask(int32_t& group, int32_t& mask) const;
bool getDynamic() const;
void setDynamic(bool value);
@ -584,7 +584,7 @@ protected:
bool _isVisibleInSecondaryCamera { ENTITY_ITEM_DEFAULT_VISIBLE_IN_SECONDARY_CAMERA };
bool _canCastShadow{ ENTITY_ITEM_DEFAULT_CAN_CAST_SHADOW };
bool _collisionless { ENTITY_ITEM_DEFAULT_COLLISIONLESS };
uint8_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
uint16_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
bool _dynamic { ENTITY_ITEM_DEFAULT_DYNAMIC };
bool _locked { ENTITY_ITEM_DEFAULT_LOCKED };
QString _userData { ENTITY_ITEM_DEFAULT_USER_DATA };

View file

@ -130,7 +130,7 @@ void buildStringToMaterialMappingModeLookup() {
addMaterialMappingMode(PROJECTED);
}
QString getCollisionGroupAsString(uint8_t group) {
QString getCollisionGroupAsString(uint16_t group) {
switch (group) {
case USER_COLLISION_GROUP_DYNAMIC:
return "dynamic";
@ -146,7 +146,7 @@ QString getCollisionGroupAsString(uint8_t group) {
return "";
}
uint8_t getCollisionGroupAsBitMask(const QStringRef& name) {
uint16_t getCollisionGroupAsBitMask(const QStringRef& name) {
if (0 == name.compare(QString("dynamic"))) {
return USER_COLLISION_GROUP_DYNAMIC;
} else if (0 == name.compare(QString("static"))) {
@ -164,7 +164,7 @@ uint8_t getCollisionGroupAsBitMask(const QStringRef& name) {
QString EntityItemProperties::getCollisionMaskAsString() const {
QString maskString("");
for (int i = 0; i < NUM_USER_COLLISION_GROUPS; ++i) {
uint8_t group = 0x01 << i;
uint16_t group = 0x0001 << i;
if (group & _collisionMask) {
maskString.append(getCollisionGroupAsString(group));
maskString.append(',');
@ -175,7 +175,7 @@ QString EntityItemProperties::getCollisionMaskAsString() const {
void EntityItemProperties::setCollisionMaskFromString(const QString& maskString) {
QVector<QStringRef> groups = maskString.splitRef(',');
uint8_t mask = 0x00;
uint16_t mask = 0x0000;
for (auto groupName : groups) {
mask |= getCollisionGroupAsBitMask(groupName);
}
@ -487,10 +487,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
* @property {boolean} locked=false - Whether or not the entity can be edited or deleted. If <code>true</code> then the
* entity's properties other than <code>locked</code> cannot be changed, and the entity cannot be deleted.
* @property {boolean} visible=true - Whether or not the entity is rendered. If <code>true</code> then the entity is rendered.
* @property {boolean} canCastShadows=true - Whether or not the entity casts shadows. Currently applicable only to
* @property {boolean} canCastShadow=true - Whether or not the entity can cast a shadow. Currently applicable only to
* {@link Entities.EntityType|Model} and {@link Entities.EntityType|Shape} entities. Shadows are cast if inside a
* {@link Entities.EntityType|Zone} entity with <code>castShadows</code> enabled in its
* {@link Entities.EntityProperties-Zone|keyLight} property.
* @property {boolean} isVisibleInSecondaryCamera=true - Whether or not the entity is rendered in the secondary camera. If <code>true</code> then the entity is rendered.
*
* @property {Vec3} position=0,0,0 - The position of the entity.
* @property {Quat} rotation=0,0,0,1 - The orientation of the entity with respect to world coordinates.
@ -1400,7 +1401,7 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
/**jsdoc
* The axis-aligned bounding box of an entity.
* @typedef Entities.BoundingBox
* @typedef {object} Entities.BoundingBox
* @property {Vec3} brn - The bottom right near (minimum axes values) corner of the AA box.
* @property {Vec3} tfl - The top far left (maximum axes values) corner of the AA box.
* @property {Vec3} center - The center of the AA box.
@ -1522,7 +1523,7 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
COPY_PROPERTY_FROM_QSCRIPTVALUE(localRenderAlpha, float, setLocalRenderAlpha);
COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionless, bool, setCollisionless);
COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(ignoreForCollisions, bool, setCollisionless, getCollisionless); // legacy support
COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionMask, uint8_t, setCollisionMask);
COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionMask, uint16_t, setCollisionMask);
COPY_PROPERTY_FROM_QSCRIPTVALUE_ENUM(collidesWith, CollisionMask);
COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(collisionsWillMove, bool, setDynamic, getDynamic); // legacy support
COPY_PROPERTY_FROM_QSCRIPTVALUE(dynamic, bool, setDynamic);
@ -2581,7 +2582,7 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VISIBLE, bool, setVisible);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_CAN_CAST_SHADOW, bool, setCanCastShadow);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISIONLESS, bool, setCollisionless);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISION_MASK, uint8_t, setCollisionMask);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISION_MASK, uint16_t, setCollisionMask);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DYNAMIC, bool, setDynamic);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_LOCKED, bool, setLocked);
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_USER_DATA, QString, setUserData);

View file

@ -148,7 +148,7 @@ public:
DEFINE_PROPERTY_REF(PROP_ANGULAR_VELOCITY, AngularVelocity, angularVelocity, glm::vec3, ENTITY_ITEM_DEFAULT_ANGULAR_VELOCITY);
DEFINE_PROPERTY(PROP_ANGULAR_DAMPING, AngularDamping, angularDamping, float, ENTITY_ITEM_DEFAULT_ANGULAR_DAMPING);
DEFINE_PROPERTY(PROP_COLLISIONLESS, Collisionless, collisionless, bool, ENTITY_ITEM_DEFAULT_COLLISIONLESS);
DEFINE_PROPERTY(PROP_COLLISION_MASK, CollisionMask, collisionMask, uint8_t, ENTITY_COLLISION_MASK_DEFAULT);
DEFINE_PROPERTY(PROP_COLLISION_MASK, CollisionMask, collisionMask, uint16_t, ENTITY_COLLISION_MASK_DEFAULT);
DEFINE_PROPERTY(PROP_DYNAMIC, Dynamic, dynamic, bool, ENTITY_ITEM_DEFAULT_DYNAMIC);
DEFINE_PROPERTY(PROP_IS_SPOTLIGHT, IsSpotlight, isSpotlight, bool, LightEntityItem::DEFAULT_IS_SPOTLIGHT);
DEFINE_PROPERTY(PROP_INTENSITY, Intensity, intensity, float, LightEntityItem::DEFAULT_INTENSITY);

View file

@ -1688,15 +1688,21 @@ QVector<QUuid> EntityScriptingInterface::getChildrenIDs(const QUuid& parentID) {
if (!_entityTree) {
return result;
}
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(parentID);
if (!entity) {
qCDebug(entities) << "EntityScriptingInterface::getChildrenIDs - no entity with ID" << parentID;
return result;
}
_entityTree->withReadLock([&] {
entity->forEachChild([&](SpatiallyNestablePointer child) {
QSharedPointer<SpatialParentFinder> parentFinder = DependencyManager::get<SpatialParentFinder>();
if (!parentFinder) {
return;
}
bool success;
SpatiallyNestableWeakPointer parentWP = parentFinder->find(parentID, success);
if (!success) {
return;
}
SpatiallyNestablePointer parent = parentWP.lock();
if (!parent) {
return;
}
parent->forEachChild([&](SpatiallyNestablePointer child) {
result.push_back(child->getID());
});
});

View file

@ -1226,12 +1226,11 @@ public slots:
/**jsdoc
* Get the IDs of entities, overlays, and avatars that are directly parented to an entity. To get all descendants of an
* entity, recurse on the IDs returned by the function.
* Get the IDs of entities, overlays, and avatars that are directly parented to an entity, overlay, or avatar model. Recurse on the IDs returned by the function to get all descendants of an entity, overlay, or avatar.
* @function Entities.getChildrenIDs
* @param {Uuid} parentID - The ID of the entity to get the children IDs of.
* @param {Uuid} parentID - The ID of the entity, overlay, or avatar to get the children IDs of.
* @returns {Uuid[]} An array of entity, overlay, and avatar IDs that are parented directly to the <code>parentID</code>
* entity. Does not include children's children, etc. The array is empty if no children can be found or
* entity, overlay, or avatar. Does not include children's children, etc. The array is empty if no children can be found or
* <code>parentID</code> cannot be found.
* @example <caption>Report the children of an entity.</caption>
* function createEntity(description, position, parent) {

View file

@ -35,7 +35,7 @@ class ReadBitstreamToTreeParams;
* @property {Vec3} direction=0,-1,0 - The direction the light is shining.
* @property {boolean} castShadows=false - If <code>true</code> then shadows are cast. Shadows are cast by avatars, plus
* {@link Entities.EntityType|Model} and {@link Entities.EntityType|Shape} entities that have their
* <code>{@link Entities.EntityProperties|canCastShadows}</code> property set to <code>true</code>.
* <code>{@link Entities.EntityProperties|canCastShadow}</code> property set to <code>true</code>.
*/
class KeyLightPropertyGroup : public PropertyGroup {
public:

View file

@ -258,6 +258,11 @@ public:
QHash<QString, size_t> texcoordSetMap;
};
/**jsdoc
* @typedef {object} FBXAnimationFrame
* @property {Quat[]} rotations
* @property {Vec3[]} translations
*/
/// A single animation frame extracted from an FBX document.
class FBXAnimationFrame {
public:

View file

@ -1174,7 +1174,7 @@ bool GLTFReader::addArrayOfType(const QByteArray& bin, int byteOffset, int byteL
break;
}
case GLTFAccessorComponentType::UNSIGNED_INT: {
readArray<quint8>(bin, byteOffset, byteLength, outarray, accessorType);
readArray<quint32>(bin, byteOffset, byteLength, outarray, accessorType);
break;
}
case GLTFAccessorComponentType::UNSIGNED_SHORT: {

View file

@ -190,7 +190,7 @@ namespace GLTFBufferViewTarget {
struct GLTFBufferView {
int buffer; //required
int byteLength; //required
int byteOffset;
int byteOffset { 0 };
int target;
QMap<QString, bool> defined;
void dump() {
@ -470,7 +470,7 @@ namespace GLTFAccessorComponentType {
}
struct GLTFAccessor {
int bufferView;
int byteOffset;
int byteOffset { 0 };
int componentType; //required
int count; //required
int type; //required

View file

@ -2,15 +2,64 @@
#include "GLLogging.h"
namespace gl {
#include <QtCore/QJsonDocument>
#include <QtCore/QJsonValue>
#include <QtCore/QJsonObject>
#include <QtCore/QFileInfo>
#include <QtCore/QCryptographicHash>
#include <shared/FileUtils.h>
using namespace gl;
void Uniform::load(GLuint glprogram, int index) {
const GLint NAME_LENGTH = 256;
GLchar glname[NAME_LENGTH];
GLint length = 0;
glGetActiveUniform(glprogram, index, NAME_LENGTH, &length, &size, &type, glname);
name = std::string(glname, length);
location = glGetUniformLocation(glprogram, glname);
}
Uniforms gl::loadUniforms(GLuint glprogram) {
GLint uniformsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
Uniforms result;
result.resize(uniformsCount);
for (int i = 0; i < uniformsCount; i++) {
result[i].load(glprogram, i);
}
return result;
}
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message) {
bool gl::compileShader(GLenum shaderDomain,
const std::string& shaderSource,
GLuint& shaderObject,
GLuint& programObject,
std::string& message) {
return compileShader(shaderDomain, std::vector<std::string>{ shaderSource }, shaderObject, programObject, message);
}
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message) {
bool gl::compileShader(GLenum shaderDomain, const std::string& shaderSource, GLuint& shaderObject, std::string& message) {
return compileShader(shaderDomain, std::vector<std::string>{ shaderSource }, shaderObject, message);
}
#endif
if (shaderSource.empty()) {
#ifdef SEPARATE_PROGRAM
bool gl::compileShader(GLenum shaderDomain,
const std::string& shaderSource,
GLuint& shaderObject,
GLuint& programObject,
std::string& message) {
#else
bool gl::compileShader(GLenum shaderDomain,
const std::vector<std::string>& shaderSources,
GLuint& shaderObject,
std::string& message) {
#endif
if (shaderSources.empty()) {
qCDebug(glLogging) << "GLShader::compileShader - no GLSL shader source code ? so failed to create";
return false;
}
@ -23,9 +72,11 @@ namespace gl {
}
// Assign the source
const int NUM_SOURCE_STRINGS = 2;
const GLchar* srcstr[] = { defines.c_str(), shaderSource.c_str() };
glShaderSource(glshader, NUM_SOURCE_STRINGS, srcstr, NULL);
std::vector<const GLchar*> cstrs;
for (const auto& str : shaderSources) {
cstrs.push_back(str.c_str());
}
glShaderSource(glshader, static_cast<GLint>(cstrs.size()), cstrs.data(), NULL);
// Compile !
glCompileShader(glshader);
@ -66,7 +117,7 @@ namespace gl {
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
for (const auto& s : cstrs) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
@ -142,7 +193,7 @@ namespace gl {
return true;
}
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary) {
GLuint gl::compileProgram(const std::vector<GLuint>& glshaders, std::string& message, CachedShader& cachedShader) {
// A brand new program:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
@ -150,14 +201,21 @@ GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message
return 0;
}
// glProgramParameteri(glprogram, GL_PROGRAM_, GL_TRUE);
// Create the program from the sub shaders
for (auto so : glshaders) {
glAttachShader(glprogram, so);
}
bool binaryLoaded = false;
// Link!
glLinkProgram(glprogram);
if (glshaders.empty() && cachedShader) {
glProgramBinary(glprogram, cachedShader.format, cachedShader.binary.data(), (GLsizei)cachedShader.binary.size());
binaryLoaded = true;
} else {
// glProgramParameteri(glprogram, GL_PROGRAM_, GL_TRUE);
// Create the program from the sub shaders
for (auto so : glshaders) {
glAttachShader(glprogram, so);
}
// Link!
glLinkProgram(glprogram);
}
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
@ -205,25 +263,73 @@ GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message
}
// If linked get the binaries
if (linked) {
if (linked && !binaryLoaded) {
GLint binaryLength = 0;
glGetProgramiv(glprogram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
if (binaryLength > 0) {
GLint numBinFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
if (numBinFormats > 0) {
binary.resize(binaryLength);
std::vector<GLint> binFormats(numBinFormats);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, binFormats.data());
GLenum programBinFormat;
glGetProgramBinary(glprogram, binaryLength, NULL, &programBinFormat, binary.data());
}
cachedShader.binary.resize(binaryLength);
glGetProgramBinary(glprogram, binaryLength, NULL, &cachedShader.format, cachedShader.binary.data());
}
}
return glprogram;
}
const QString& getShaderCacheFile() {
static const QString SHADER_CACHE_FOLDER{ "shaders" };
static const QString SHADER_CACHE_FILE_NAME{ "cache.json" };
static const QString SHADER_CACHE_FILE = FileUtils::standardPath(SHADER_CACHE_FOLDER) + SHADER_CACHE_FILE_NAME;
return SHADER_CACHE_FILE;
}
static const char* SHADER_JSON_TYPE_KEY = "type";
static const char* SHADER_JSON_SOURCE_KEY = "source";
static const char* SHADER_JSON_DATA_KEY = "data";
void gl::loadShaderCache(ShaderCache& cache) {
QString shaderCacheFile = getShaderCacheFile();
if (QFileInfo(shaderCacheFile).exists()) {
QString json = FileUtils::readFile(shaderCacheFile);
auto root = QJsonDocument::fromJson(json.toUtf8()).object();
for (const auto& qhash : root.keys()) {
auto programObject = root[qhash].toObject();
QByteArray qbinary = QByteArray::fromBase64(programObject[SHADER_JSON_DATA_KEY].toString().toUtf8());
std::string hash = qhash.toStdString();
auto& cachedShader = cache[hash];
cachedShader.binary.resize(qbinary.size());
memcpy(cachedShader.binary.data(), qbinary.data(), qbinary.size());
cachedShader.format = (GLenum)programObject[SHADER_JSON_TYPE_KEY].toInt();
cachedShader.source = programObject[SHADER_JSON_SOURCE_KEY].toString().toStdString();
}
}
}
void gl::saveShaderCache(const ShaderCache& cache) {
QByteArray json;
{
QVariantMap variantMap;
for (const auto& entry : cache) {
const auto& key = entry.first;
const auto& type = entry.second.format;
const auto& binary = entry.second.binary;
QVariantMap qentry;
qentry[SHADER_JSON_TYPE_KEY] = QVariant(type);
qentry[SHADER_JSON_SOURCE_KEY] = QString(entry.second.source.c_str());
qentry[SHADER_JSON_DATA_KEY] = QByteArray{ binary.data(), (int)binary.size() }.toBase64();
variantMap[key.c_str()] = qentry;
}
json = QJsonDocument::fromVariant(variantMap).toJson(QJsonDocument::Indented);
}
if (!json.isEmpty()) {
QString shaderCacheFile = getShaderCacheFile();
QFile saveFile(shaderCacheFile);
saveFile.open(QFile::WriteOnly | QFile::Text | QFile::Truncate);
saveFile.write(json);
saveFile.close();
}
}
std::string gl::getShaderHash(const std::string& shaderSource) {
return QCryptographicHash::hash(QByteArray(shaderSource.c_str()), QCryptographicHash::Md5).toBase64().toStdString();
}

View file

@ -14,15 +14,47 @@
#include <vector>
#include <string>
#include <unordered_map>
namespace gl {
struct Uniform {
std::string name;
GLint size{ -1 };
GLenum type{ GL_FLOAT };
GLint location{ -1 };
void load(GLuint glprogram, int index);
};
using Uniforms = std::vector<Uniform>;
Uniforms loadUniforms(GLuint glprogram);
struct CachedShader {
GLenum format{ 0 };
std::string source;
std::vector<char> binary;
inline operator bool() const {
return format != 0 && !binary.empty();
}
};
using ShaderCache = std::unordered_map<std::string, CachedShader>;
std::string getShaderHash(const std::string& shaderSource);
void loadShaderCache(ShaderCache& cache);
void saveShaderCache(const ShaderCache& cache);
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, GLuint &shaderObject, GLuint &programObject, std::string& message);
bool compileShader(GLenum shaderDomain, const std::vector<std::string>& shaderSources, GLuint &shaderObject, GLuint &programObject, std::string& message);
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, GLuint &shaderObject, std::string& message);
bool compileShader(GLenum shaderDomain, const std::vector<std::string>& shaderSources, GLuint &shaderObject, std::string& message);
#endif
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary);
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, CachedShader& binary);
}

View file

@ -124,13 +124,16 @@ void GLBackend::init() {
GLBackend::GLBackend() {
_pipeline._cameraCorrectionBuffer._buffer->flush();
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &_uboAlignment);
initShaderBinaryCache();
}
GLBackend::~GLBackend() {}
GLBackend::~GLBackend() {
void GLBackend::shutdown() {
killInput();
killTransform();
killTextureManagementStage();
killShaderBinaryCache();
}
void GLBackend::renderPassTransfer(const Batch& batch) {

View file

@ -23,6 +23,7 @@
#include <QtCore/QLoggingCategory>
#include <gl/Config.h>
#include <gl/GLShaders.h>
#include <gpu/Forward.h>
#include <gpu/Context.h>
@ -71,6 +72,9 @@ public:
virtual ~GLBackend();
// Shutdown rendering and persist any required resources
void shutdown() override;
void setCameraCorrection(const Mat4& correction, const Mat4& prevRenderView, bool reset = false);
void render(const Batch& batch) final override;
@ -455,6 +459,13 @@ protected:
virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
virtual std::string getBackendShaderHeader() const = 0;
// For a program, this will return a string containing all the source files (without any
// backend headers or defines). For a vertex, fragment or geometry shader, this will
// return the fully customized shader with all the version and backend specific
// preprocessor directives
// The program string returned can be used as a key for a cache of shader binaries
// The shader strings can be reliably sent to the low level `compileShader` functions
virtual std::string getShaderSource(const Shader& shader, int version) final;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {
public:
@ -465,12 +476,12 @@ protected:
ElementResource getFormatFromGLUniform(GLenum gltype);
static const GLint UNUSED_SLOT {-1};
static bool isUnusedSlot(GLint binding) { return (binding == UNUSED_SLOT); }
virtual int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
virtual int makeUniformSlots(const ShaderObject& program, const Shader::BindingSet& slotBindings,
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers);
virtual int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
virtual int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& resourceBuffers) = 0;
virtual int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
virtual int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
virtual int makeUniformBlockSlots(const ShaderObject& program, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
virtual int makeResourceBufferSlots(const ShaderObject& program, const Shader::BindingSet& slotBindings, Shader::SlotSet& resourceBuffers) = 0;
virtual int makeInputSlots(const ShaderObject& program, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
virtual int makeOutputSlots(const ShaderObject& program, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
// Synchronize the state cache of this Backend with the actual real state of the GL Context
@ -489,6 +500,19 @@ protected:
void resetStages();
// Stores cached binary versions of the shaders for quicker startup on subsequent runs
// Note that shaders in the cache can still fail to load due to hardware or driver
// changes that invalidate the cached binary, in which case we fall back on compiling
// the source again
struct ShaderBinaryCache {
std::mutex _mutex;
std::vector<GLint> _formats;
std::unordered_map<std::string, ::gl::CachedShader> _binaries;
} _shaderBinaryCache;
virtual void initShaderBinaryCache();
virtual void killShaderBinaryCache();
struct TextureManagementStageState {
bool _sparseCapable { false };
GLTextureTransferEnginePointer _transferEngine;

View file

@ -11,6 +11,8 @@
using namespace gpu;
using namespace gpu::gl;
using CachedShader = ::gl::CachedShader;
// Shader domain
static const size_t NUM_SHADER_DOMAINS = 3;
@ -68,9 +70,45 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
static std::string getShaderTypeString(Shader::Type type) {
switch (type) {
case Shader::Type::VERTEX:
return "vertex";
case Shader::Type::PIXEL:
return "pixel";
case Shader::Type::GEOMETRY:
return "geometry";
case Shader::Type::PROGRAM:
return "program";
default:
qFatal("Unexpected shader type %d", type);
Q_UNREACHABLE();
}
}
std::string GLBackend::getShaderSource(const Shader& shader, int version) {
if (shader.isProgram()) {
std::string result;
result.append("// VERSION " + std::to_string(version));
for (const auto& subShader : shader.getShaders()) {
result.append("//-------- ");
result.append(getShaderTypeString(subShader->getType()));
result.append("\n");
result.append(subShader->getSource().getCode());
}
return result;
}
std::string shaderDefines = getBackendShaderHeader() + "\n"
+ (supportsBindless() ? textureTableVersion : "\n")
+ DOMAIN_DEFINES[shader.getType()] + "\n"
+ VERSION_DEFINES[version];
return shaderDefines + "\n" + shader.getSource().getCode();
}
GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
@ -78,11 +116,7 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::Co
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n"
+ (supportsBindless() ? textureTableVersion : "\n")
+ DOMAIN_DEFINES[shader.getType()] + "\n"
+ VERSION_DEFINES[version];
auto shaderSource = getShaderSource(shader, version);
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
@ -90,7 +124,7 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::Co
// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
// The handler tells us if we should retry or not while returning a modified version of the source.
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
@ -101,7 +135,7 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::Co
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderObject.glshader, compilationLogs[version].message);
}
if (!compilationLogs[version].compiled) {
@ -120,43 +154,80 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::Co
return object;
}
std::atomic<size_t> gpuBinaryShadersLoaded;
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
}
GLShader::ShaderObjects programObjects;
program.incrementCompilationAttempt();
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
auto programSource = getShaderSource(program, version);
auto hash = ::gl::getShaderHash(programSource);
// Let's go through every shaders and make sure they are ready to go
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
compilationLogs[version].compiled = false;
compilationLogs[version].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");
program.setCompilationLogs(compilationLogs);
return nullptr;
CachedShader cachedBinary;
{
Lock shaderCacheLock{ _shaderBinaryCache._mutex };
if (_shaderBinaryCache._binaries.count(hash) != 0) {
cachedBinary = _shaderBinaryCache._binaries[hash];
}
}
GLuint glprogram = 0;
// If we have a cached binary program, try to load it instead of compiling the individual shaders
if (cachedBinary) {
glprogram = ::gl::compileProgram({}, compilationLogs[version].message, cachedBinary);
if (0 != glprogram) {
++gpuBinaryShadersLoaded;
}
}
// If we have no program, then either no cached binary, or the binary failed to load (perhaps a GPU driver update invalidated the cache)
if (0 == glprogram) {
cachedBinary = CachedShader();
{
std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };
_shaderBinaryCache._binaries.erase(hash);
}
// Let's go through every shaders and make sure they are ready to go
std::vector<GLuint> shaderGLObjects;
shaderGLObjects.reserve(program.getShaders().size());
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
compilationLogs[version].compiled = false;
compilationLogs[version].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, cachedBinary);
if (cachedBinary) {
cachedBinary.source = programSource;
std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };
_shaderBinaryCache._binaries[hash] = cachedBinary;
}
}
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
compilationLogs[version].compiled = true;
programObject.glprogram = glprogram;
makeProgramBindings(programObject);
}
// Compilation feedback
@ -338,20 +409,15 @@ GLBackend::ElementResource GLBackend::getFormatFromGLUniform(GLenum gltype) {
};
int GLBackend::makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
int GLBackend::makeUniformSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
GLint uniformsCount = 0;
auto& glprogram = shaderProgram.glprogram;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
for (int i = 0; i < uniformsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint location = glGetUniformLocation(glprogram, name);
for (const auto& uniform : shaderProgram.uniforms) {
const auto& type = uniform.type;
const auto& location = uniform.location;
const auto& size = uniform.size;
const auto& name = uniform.name;
const GLint INVALID_UNIFORM_LOCATION = -1;
// Try to make sense of the gltype
@ -359,8 +425,8 @@ int GLBackend::makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slot
// The uniform as a standard var type
if (location != INVALID_UNIFORM_LOCATION) {
auto sname = uniform.name;
// Let's make sure the name doesn't contains an array element
std::string sname(name);
auto foundBracket = sname.find_first_of('[');
if (foundBracket != std::string::npos) {
// std::string arrayname = sname.substr(0, foundBracket);
@ -397,10 +463,11 @@ int GLBackend::makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slot
}
}
return uniformsCount;
return static_cast<uint32_t>(shaderProgram.uniforms.size());
}
int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
int GLBackend::makeUniformBlockSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
const auto& glprogram = shaderProgram.glprogram;
GLint buffersCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
@ -479,7 +546,8 @@ int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet&
return buffersCount;
}
int GLBackend::makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
int GLBackend::makeInputSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
const auto& glprogram = shaderProgram.glprogram;
GLint inputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
@ -501,7 +569,7 @@ int GLBackend::makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBi
return inputsCount;
}
int GLBackend::makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
int GLBackend::makeOutputSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
/* GLint outputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
@ -525,67 +593,19 @@ void GLBackend::makeProgramBindings(ShaderObject& shaderObject) {
if (!shaderObject.glprogram) {
return;
}
GLuint glprogram = shaderObject.glprogram;
GLint loc = -1;
//Check for gpu specific attribute slotBindings
loc = glGetAttribLocation(glprogram, "inPosition");
if (loc >= 0 && loc != gpu::Stream::POSITION) {
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
}
loc = glGetAttribLocation(glprogram, "inNormal");
if (loc >= 0 && loc != gpu::Stream::NORMAL) {
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
}
loc = glGetAttribLocation(glprogram, "inColor");
if (loc >= 0 && loc != gpu::Stream::COLOR) {
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
}
loc = glGetAttribLocation(glprogram, "inTexCoord0");
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
}
loc = glGetAttribLocation(glprogram, "inTangent");
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
}
char attribName[] = "inTexCoordn";
for (auto i = 0; i < 4; i++) {
auto streamId = gpu::Stream::TEXCOORD1 + i;
attribName[strlen(attribName) - 1] = '1' + i;
loc = glGetAttribLocation(glprogram, attribName);
if (loc >= 0 && loc != streamId) {
glBindAttribLocation(glprogram, streamId, attribName);
}
}
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
}
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
}
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
}
// Link again to take into account the assigned attrib location
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
}
void GLBackend::initShaderBinaryCache() {
GLint numBinFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
if (numBinFormats > 0) {
_shaderBinaryCache._formats.resize(numBinFormats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, _shaderBinaryCache._formats.data());
}
::gl::loadShaderCache(_shaderBinaryCache._binaries);
}
void GLBackend::killShaderBinaryCache() {
::gl::saveShaderCache(_shaderBinaryCache._binaries);
}

View file

@ -68,22 +68,23 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = object->_shaderObjects[version];
if (shaderObject.glprogram) {
shaderObject.uniforms = ::gl::loadUniforms(shaderObject.glprogram);
Shader::SlotSet buffers;
backend.makeUniformBlockSlots(shaderObject.glprogram, slotBindings, buffers);
backend.makeUniformBlockSlots(shaderObject, slotBindings, buffers);
Shader::SlotSet uniforms;
Shader::SlotSet textures;
Shader::SlotSet samplers;
backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, samplers);
backend.makeUniformSlots(shaderObject, slotBindings, uniforms, textures, samplers);
Shader::SlotSet resourceBuffers;
backend.makeResourceBufferSlots(shaderObject.glprogram, slotBindings, resourceBuffers);
backend.makeResourceBufferSlots(shaderObject, slotBindings, resourceBuffers);
Shader::SlotSet inputs;
backend.makeInputSlots(shaderObject.glprogram, slotBindings, inputs);
backend.makeInputSlots(shaderObject, slotBindings, inputs);
Shader::SlotSet outputs;
backend.makeOutputSlots(shaderObject.glprogram, slotBindings, outputs);
backend.makeOutputSlots(shaderObject, slotBindings, outputs);
// Define the public slots only from the default version
if (version == 0) {

View file

@ -9,14 +9,17 @@
#define hifi_gpu_gl_GLShader_h
#include "GLShared.h"
#include <gl/GLShaders.h>
namespace gpu { namespace gl {
struct ShaderObject {
using Uniforms = ::gl::Uniforms;
GLuint glshader { 0 };
GLuint glprogram { 0 };
GLint transformCameraSlot { -1 };
GLint transformObjectSlot { -1 };
Uniforms uniforms;
};
class GLShader : public GPUObject {

View file

@ -173,7 +173,7 @@ protected:
std::string getBackendShaderHeader() const override;
void makeProgramBindings(ShaderObject& shaderObject) override;
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
int makeResourceBufferSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
};

View file

@ -22,20 +22,13 @@ std::string GL41Backend::getBackendShaderHeader() const {
return header;
}
int GL41Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
int GL41Backend::makeResourceBufferSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
GLint ssboCount = 0;
GLint uniformsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
for (int i = 0; i < uniformsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint location = glGetUniformLocation(glprogram, name);
const auto& glprogram = shaderProgram.glprogram;
for (const auto& uniform : shaderProgram.uniforms) {
const auto& name = uniform.name;
const auto& type = uniform.type;
const auto& location = uniform.location;
const GLint INVALID_UNIFORM_LOCATION = -1;
// Try to make sense of the gltype

View file

@ -31,6 +31,10 @@ bool GL41Backend::supportedTextureFormat(const gpu::Element& format) {
case gpu::Semantic::COMPRESSED_EAC_RED_SIGNED:
case gpu::Semantic::COMPRESSED_EAC_XY:
case gpu::Semantic::COMPRESSED_EAC_XY_SIGNED:
// The ARB_texture_compression_bptc extension is not supported on 4.1
// See https://www.g-truc.net/doc/OpenGL%204%20Hardware%20Matrix.pdf
case gpu::Semantic::COMPRESSED_BC6_RGB:
case gpu::Semantic::COMPRESSED_BC7_SRGBA:
return false;
default:
return true;

View file

@ -274,7 +274,7 @@ protected:
// Shader Stage
std::string getBackendShaderHeader() const override;
void makeProgramBindings(ShaderObject& shaderObject) override;
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
int makeResourceBufferSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
// Texture Management Stage
void initTextureManagementStage() override;

View file

@ -27,7 +27,8 @@ std::string GL45Backend::getBackendShaderHeader() const {
return header;
}
int GL45Backend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
int GL45Backend::makeResourceBufferSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
const auto& glprogram = shaderProgram.glprogram;
GLint buffersCount = 0;
glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &buffersCount);

View file

@ -33,6 +33,8 @@ using namespace gpu::gl45;
bool GL45Backend::supportedTextureFormat(const gpu::Element& format) {
switch (format.getSemantic()) {
// ETC textures are actually required by the OpenGL spec as of 4.3, but aren't always supported by hardware
// They'll be recompressed by OpenGL, which will be slow or have poor quality, so disable them for now
case gpu::Semantic::COMPRESSED_ETC2_RGB:
case gpu::Semantic::COMPRESSED_ETC2_SRGB:
case gpu::Semantic::COMPRESSED_ETC2_RGB_PUNCHTHROUGH_ALPHA:

View file

@ -164,7 +164,7 @@ protected:
std::string getBackendShaderHeader() const override;
void makeProgramBindings(ShaderObject& shaderObject) override;
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
int makeResourceBufferSlots(const ShaderObject& shaderObject, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
};

View file

@ -25,20 +25,15 @@ std::string GLESBackend::getBackendShaderHeader() const {
return header;
}
int GLESBackend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
int GLESBackend::makeResourceBufferSlots(const ShaderObject& shaderObject, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
GLint ssboCount = 0;
GLint uniformsCount = 0;
GLint uniformsCount = 0;
const auto& glprogram = shaderObject.glprogram;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
for (int i = 0; i < uniformsCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
GLint length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint location = glGetUniformLocation(glprogram, name);
for (const auto& uniform : shaderObject.uniforms) {
const auto& type = uniform.type;
const auto& location = uniform.location;
const auto& name = uniform.name;
const GLint INVALID_UNIFORM_LOCATION = -1;
// Try to make sense of the gltype

View file

@ -53,6 +53,13 @@ Context::~Context() {
_batchPool.clear();
}
void Context::shutdown() {
if (_backend) {
_backend->shutdown();
_backend.reset();
}
}
const std::string& Context::getBackendVersion() const {
return _backend->getVersion();
}

View file

@ -54,6 +54,7 @@ class Backend {
public:
virtual ~Backend(){};
virtual void shutdown() {}
virtual const std::string& getVersion() const = 0;
void setStereoState(const StereoState& stereo) { _stereo = stereo; }
@ -154,6 +155,7 @@ public:
Context();
~Context();
void shutdown();
const std::string& getBackendVersion() const;
void beginFrame(const glm::mat4& renderView = glm::mat4(), const glm::mat4& renderPose = glm::mat4());

View file

@ -54,13 +54,11 @@ public:
struct CompilationLog {
std::string message;
std::vector<char> binary;
bool compiled{ false };
CompilationLog() {}
CompilationLog(const CompilationLog& src) :
message(src.message),
binary(src.binary),
compiled(src.compiled) {}
};
using CompilationLogs = std::vector<CompilationLog>;

View file

@ -279,7 +279,7 @@ controller::Input KeyboardMouseDevice::InputDevice::makeInput(KeyboardMouseDevic
* moved down. The data value is how far the average position of all touch points moved.</td></tr>
* </tbody>
* </table>
* @typedef Controller.Hardware-Keyboard
* @typedef {object} Controller.Hardware-Keyboard
* @todo <em>Currently, the mouse wheel in an ordinary mouse generates left/right wheel events instead of up/down.</em>
*/
controller::Input::NamedVector KeyboardMouseDevice::InputDevice::getAvailableInputs() const {

View file

@ -179,7 +179,7 @@ public:
* @function ModelCache.prefetch
* @param {string} url - URL of the resource to prefetch.
* @param {object} [extra=null]
* @returns {Resource}
* @returns {ResourceObject}
*/
/**jsdoc
@ -188,7 +188,7 @@ public:
* @param {string} url - URL of the resource to load.
* @param {string} [fallback=""] - Fallback URL if load of the desired URL fails.
* @param {} [extra=null]
* @returns {Resource}
* @returns {object}
*/

View file

@ -195,7 +195,7 @@ public:
* @function TextureCache.prefetch
* @param {string} url - URL of the resource to prefetch.
* @param {object} [extra=null]
* @returns {Resource}
* @returns {ResourceObject}
*/
/**jsdoc
@ -204,7 +204,7 @@ public:
* @param {string} url - URL of the resource to load.
* @param {string} [fallback=""] - Fallback URL if load of the desired URL fails.
* @param {} [extra=null]
* @returns {Resource}
* @returns {object}
*/
@ -261,7 +261,7 @@ protected:
* @param {string} url
* @param {number} type
* @param {number} [maxNumPixels=67108864]
* @returns {Resource}
* @returns {ResourceObject}
*/
// Overload ResourceCache::prefetch to allow specifying texture type for loads
Q_INVOKABLE ScriptableResource* prefetch(const QUrl& url, int type, int maxNumPixels = ABSOLUTE_MAX_TEXTURE_NUM_PIXELS);

View file

@ -22,6 +22,7 @@
#include <QtCore/QStringList>
#include <QtCore/QStandardPaths>
#include <QtCore/QUrlQuery>
#include <QtCore/QThreadPool>
#include <QtNetwork/QHttpMultiPart>
#include <QtNetwork/QNetworkRequest>
#include <qthread.h>
@ -743,6 +744,9 @@ void AccountManager::generateNewKeypair(bool isUserKeypair, const QUuid& domainI
return;
}
// Ensure openssl/Qt config is set up.
QSslConfiguration::defaultConfiguration();
// make sure we don't already have an outbound keypair generation request
if (!_isWaitingForKeypairResponse) {
_isWaitingForKeypairResponse = true;
@ -751,94 +755,75 @@ void AccountManager::generateNewKeypair(bool isUserKeypair, const QUuid& domainI
qCDebug(networking) << "Clearing current private key in DataServerAccountInfo";
_accountInfo.setPrivateKey(QByteArray());
// setup a new QThread to generate the keypair on, in case it takes a while
QThread* generateThread = new QThread(this);
generateThread->setObjectName("Account Manager Generator Thread");
// setup a keypair generator
// Create a runnable keypair generated to create an RSA pair and exit.
RSAKeypairGenerator* keypairGenerator = new RSAKeypairGenerator;
if (!isUserKeypair) {
keypairGenerator->setDomainID(domainID);
_accountInfo.setDomainID(domainID);
}
// start keypair generation when the thread starts
connect(generateThread, &QThread::started, keypairGenerator, &RSAKeypairGenerator::generateKeypair);
// handle success or failure of keypair generation
connect(keypairGenerator, &RSAKeypairGenerator::generatedKeypair, this, &AccountManager::processGeneratedKeypair);
connect(keypairGenerator, &RSAKeypairGenerator::errorGeneratingKeypair,
this, &AccountManager::handleKeypairGenerationError);
connect(keypairGenerator, &QObject::destroyed, generateThread, &QThread::quit);
connect(generateThread, &QThread::finished, generateThread, &QThread::deleteLater);
keypairGenerator->moveToThread(generateThread);
connect(keypairGenerator, &RSAKeypairGenerator::generatedKeypair, this,
&AccountManager::processGeneratedKeypair);
connect(keypairGenerator, &RSAKeypairGenerator::errorGeneratingKeypair, this,
&AccountManager::handleKeypairGenerationError);
qCDebug(networking) << "Starting worker thread to generate 2048-bit RSA keypair.";
generateThread->start();
// Start on Qt's global thread pool.
QThreadPool::globalInstance()->start(keypairGenerator);
}
}
void AccountManager::processGeneratedKeypair() {
void AccountManager::processGeneratedKeypair(QByteArray publicKey, QByteArray privateKey) {
qCDebug(networking) << "Generated 2048-bit RSA keypair. Uploading public key now.";
RSAKeypairGenerator* keypairGenerator = qobject_cast<RSAKeypairGenerator*>(sender());
// hold the private key to later set our metaverse API account info if upload succeeds
_pendingPrivateKey = privateKey;
if (keypairGenerator) {
// hold the private key to later set our metaverse API account info if upload succeeds
_pendingPrivateKey = keypairGenerator->getPrivateKey();
// upload the public key so data-web has an up-to-date key
const QString USER_PUBLIC_KEY_UPDATE_PATH = "api/v1/user/public_key";
const QString DOMAIN_PUBLIC_KEY_UPDATE_PATH = "api/v1/domains/%1/public_key";
// upload the public key so data-web has an up-to-date key
const QString USER_PUBLIC_KEY_UPDATE_PATH = "api/v1/user/public_key";
const QString DOMAIN_PUBLIC_KEY_UPDATE_PATH = "api/v1/domains/%1/public_key";
QString uploadPath;
const auto& domainID = keypairGenerator->getDomainID();
if (domainID.isNull()) {
uploadPath = USER_PUBLIC_KEY_UPDATE_PATH;
} else {
uploadPath = DOMAIN_PUBLIC_KEY_UPDATE_PATH.arg(uuidStringWithoutCurlyBraces(domainID));
}
// setup a multipart upload to send up the public key
QHttpMultiPart* requestMultiPart = new QHttpMultiPart(QHttpMultiPart::FormDataType);
QHttpPart publicKeyPart;
publicKeyPart.setHeader(QNetworkRequest::ContentTypeHeader, QVariant("application/octet-stream"));
publicKeyPart.setHeader(QNetworkRequest::ContentDispositionHeader,
QVariant("form-data; name=\"public_key\"; filename=\"public_key\""));
publicKeyPart.setBody(keypairGenerator->getPublicKey());
requestMultiPart->append(publicKeyPart);
if (!domainID.isNull()) {
const auto& key = getTemporaryDomainKey(domainID);
QHttpPart apiKeyPart;
publicKeyPart.setHeader(QNetworkRequest::ContentTypeHeader, QVariant("application/octet-stream"));
apiKeyPart.setHeader(QNetworkRequest::ContentDispositionHeader,
QVariant("form-data; name=\"api_key\""));
apiKeyPart.setBody(key.toUtf8());
requestMultiPart->append(apiKeyPart);
}
// setup callback parameters so we know once the keypair upload has succeeded or failed
JSONCallbackParameters callbackParameters;
callbackParameters.jsonCallbackReceiver = this;
callbackParameters.jsonCallbackMethod = "publicKeyUploadSucceeded";
callbackParameters.errorCallbackReceiver = this;
callbackParameters.errorCallbackMethod = "publicKeyUploadFailed";
sendRequest(uploadPath, AccountManagerAuth::Optional, QNetworkAccessManager::PutOperation,
callbackParameters, QByteArray(), requestMultiPart);
keypairGenerator->deleteLater();
QString uploadPath;
const auto& domainID = _accountInfo.getDomainID();
if (domainID.isNull()) {
uploadPath = USER_PUBLIC_KEY_UPDATE_PATH;
} else {
qCWarning(networking) << "Expected processGeneratedKeypair to be called by a live RSAKeypairGenerator"
<< "but the casted sender is NULL. Will not process generated keypair.";
uploadPath = DOMAIN_PUBLIC_KEY_UPDATE_PATH.arg(uuidStringWithoutCurlyBraces(domainID));
}
// setup a multipart upload to send up the public key
QHttpMultiPart* requestMultiPart = new QHttpMultiPart(QHttpMultiPart::FormDataType);
QHttpPart publicKeyPart;
publicKeyPart.setHeader(QNetworkRequest::ContentTypeHeader, QVariant("application/octet-stream"));
publicKeyPart.setHeader(QNetworkRequest::ContentDispositionHeader,
QVariant("form-data; name=\"public_key\"; filename=\"public_key\""));
publicKeyPart.setBody(publicKey);
requestMultiPart->append(publicKeyPart);
// Currently broken? We don't have the temporary domain key.
if (!domainID.isNull()) {
const auto& key = getTemporaryDomainKey(domainID);
QHttpPart apiKeyPart;
publicKeyPart.setHeader(QNetworkRequest::ContentTypeHeader, QVariant("application/octet-stream"));
apiKeyPart.setHeader(QNetworkRequest::ContentDispositionHeader,
QVariant("form-data; name=\"api_key\""));
apiKeyPart.setBody(key.toUtf8());
requestMultiPart->append(apiKeyPart);
}
// setup callback parameters so we know once the keypair upload has succeeded or failed
JSONCallbackParameters callbackParameters;
callbackParameters.jsonCallbackReceiver = this;
callbackParameters.jsonCallbackMethod = "publicKeyUploadSucceeded";
callbackParameters.errorCallbackReceiver = this;
callbackParameters.errorCallbackMethod = "publicKeyUploadFailed";
sendRequest(uploadPath, AccountManagerAuth::Optional, QNetworkAccessManager::PutOperation,
callbackParameters, QByteArray(), requestMultiPart);
}
void AccountManager::publicKeyUploadSucceeded(QNetworkReply& reply) {
@ -877,6 +862,4 @@ void AccountManager::handleKeypairGenerationError() {
// reset our waiting state for keypair response
_isWaitingForKeypairResponse = false;
sender()->deleteLater();
}

View file

@ -128,7 +128,7 @@ signals:
private slots:
void processReply();
void handleKeypairGenerationError();
void processGeneratedKeypair();
void processGeneratedKeypair(QByteArray publicKey, QByteArray privateKey);
void publicKeyUploadSucceeded(QNetworkReply& reply);
void publicKeyUploadFailed(QNetworkReply& reply);
void generateNewKeypair(bool isUserKeypair = true, const QUuid& domainID = QUuid());

View file

@ -138,7 +138,7 @@ public:
* </tr>
* </tbody>
* </table>
* @typedef location.LookupTrigger
* @typedef {number} location.LookupTrigger
*/
enum LookupTrigger {
UserInput,
@ -184,7 +184,7 @@ public slots:
/**jsdoc
* Go to a specified metaverse address.
* @function location.handleLookupString
* @param {string} address - The address to go to: a <code>"hifi:/"<code> address, an IP address (e.g.,
* @param {string} address - The address to go to: a <code>"hifi://"<code> address, an IP address (e.g.,
* <code>"127.0.0.1"</code> or <code>"localhost"</code>), a domain name, a named path on a domain (starts with
* <code>"/"</code>), a position or position and orientation, or a user (starts with <code>"@"</code>).
* @param {boolean} fromSuggestions=false - Set to <code>true</code> if the address is obtained from the "Goto" dialog.

View file

@ -137,7 +137,7 @@ public:
* </tr>
* </tbody>
* </table>
* @typedef Window.ConnectionRefusedReason
* @typedef {number} Window.ConnectionRefusedReason
*/
enum class ConnectionRefusedReason : uint8_t {
Unknown,

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