Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Philip Rosedale 2014-06-03 17:08:40 -07:00
commit c97f0da109
13 changed files with 247 additions and 37 deletions

View file

@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
var leaders = 0; // number of birds leading
var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
var birds = new Array(); // array of bird state data

View file

@ -292,8 +292,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
// move the silentNodeTimer to the _nodeThread
QTimer* silentNodeTimer = new QTimer();
connect(silentNodeTimer, SIGNAL(timeout()), nodeList, SLOT(removeSilentNodes()));
silentNodeTimer->moveToThread(_nodeThread);
silentNodeTimer->start(NODE_SILENCE_THRESHOLD_MSECS);
silentNodeTimer->moveToThread(_nodeThread);
// send the identity packet for our avatar each second to our avatar mixer
QTimer* identityPacketTimer = new QTimer();
@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_At:
Menu::getInstance()->goTo();
break;
case Qt::Key_B:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - RADIANS_PER_DEGREE);
break;
case Qt::Key_N:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + RADIANS_PER_DEGREE);
break;
default:
event->ignore();
break;
@ -1097,7 +1103,8 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
_lastMouseMove = usecTimestampNow();
if (_mouseHidden) {
if (_mouseHidden && !OculusManager::isConnected) {
getGLWidget()->setCursor(Qt::ArrowCursor);
_mouseHidden = false;
_seenMouseMove = true;
@ -3119,9 +3126,15 @@ void Application::domainChanged(const QString& domainHostname) {
_environment.resetToDefault();
// reset our node to stats and node to jurisdiction maps... since these must be changing...
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.clear();
_voxelServerJurisdictions.unlock();
_octreeServerSceneStats.clear();
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.clear();
_particleServerJurisdictions.unlock();
// reset the particle renderer
_particles.clear();
@ -3160,10 +3173,12 @@ void Application::nodeKilled(SharedNodePointer node) {
if (node->getType() == NodeType::VoxelServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_voxelServerJurisdictions.lockForRead();
if (_voxelServerJurisdictions.find(nodeUUID) != _voxelServerJurisdictions.end()) {
unsigned char* rootCode = _voxelServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_voxelServerJurisdictions.unlock();
qDebug("voxel server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3180,8 +3195,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the voxel server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_voxelServerJurisdictions.lockForWrite();
_voxelServerJurisdictions.erase(_voxelServerJurisdictions.find(nodeUUID));
}
_voxelServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3193,10 +3210,12 @@ void Application::nodeKilled(SharedNodePointer node) {
} else if (node->getType() == NodeType::ParticleServer) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_particleServerJurisdictions.lockForRead();
if (_particleServerJurisdictions.find(nodeUUID) != _particleServerJurisdictions.end()) {
unsigned char* rootCode = _particleServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_particleServerJurisdictions.unlock();
qDebug("particle server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3213,8 +3232,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the particle server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_particleServerJurisdictions.lockForWrite();
_particleServerJurisdictions.erase(_particleServerJurisdictions.find(nodeUUID));
}
_particleServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3227,10 +3248,12 @@ void Application::nodeKilled(SharedNodePointer node) {
QUuid nodeUUID = node->getUUID();
// see if this is the first we've heard of this node...
_modelServerJurisdictions.lockForRead();
if (_modelServerJurisdictions.find(nodeUUID) != _modelServerJurisdictions.end()) {
unsigned char* rootCode = _modelServerJurisdictions[nodeUUID].getRootOctalCode();
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
_modelServerJurisdictions.unlock();
qDebug("model server going away...... v[%f, %f, %f, %f]",
rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3247,8 +3270,10 @@ void Application::nodeKilled(SharedNodePointer node) {
}
// If the model server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
_modelServerJurisdictions.lockForWrite();
_modelServerJurisdictions.erase(_modelServerJurisdictions.find(nodeUUID));
}
_modelServerJurisdictions.unlock();
// also clean up scene stats for that server
_octreeSceneStatsLock.lockForWrite();
@ -3318,7 +3343,10 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
serverType = "Model";
}
jurisdiction->lockForRead();
if (jurisdiction->find(nodeUUID) == jurisdiction->end()) {
jurisdiction->unlock();
qDebug("stats from new %s server... [%f, %f, %f, %f]",
qPrintable(serverType), rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
@ -3332,6 +3360,8 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
_voxelFades.push_back(fade);
_voxelFadesLock.unlock();
}
} else {
jurisdiction->unlock();
}
// store jurisdiction details for later use
// This is bit of fiddling is because JurisdictionMap assumes it is the owner of the values used to construct it
@ -3339,7 +3369,9 @@ int Application::parseOctreeStats(const QByteArray& packet, const SharedNodePoin
// details from the OctreeSceneStats to construct the JurisdictionMap
JurisdictionMap jurisdictionMap;
jurisdictionMap.copyContents(temp.getJurisdictionRoot(), temp.getJurisdictionEndNodes());
jurisdiction->lockForWrite();
(*jurisdiction)[nodeUUID] = jurisdictionMap;
jurisdiction->unlock();
}
return statsMessageLength;
}

View file

@ -348,7 +348,6 @@ Menu::Menu() :
QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AvatarsReceiveShadows, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
@ -375,6 +374,10 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
QMenu* oculusOptionsMenu = developerMenu->addMenu("Oculus Options");
addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::DisplayOculusOverlays, 0, true);
QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
addCheckableActionToQMenuAndActionHash(handOptionsMenu,

View file

@ -326,6 +326,7 @@ namespace MenuOption {
const QString DisplayModelBounds = "Display Model Bounds";
const QString DisplayModelElementProxy = "Display Model Element Bounds";
const QString DisplayModelElementChildProxies = "Display Model Element Children";
const QString DisplayOculusOverlays = "Display Oculus Overlays";
const QString DisplayTimingDetails = "Display Timing Details";
const QString DontFadeOnVoxelServerChanges = "Don't Fade In/Out on Voxel Server Changes";
const QString EchoLocalAudio = "Echo Local Audio";

View file

@ -400,9 +400,9 @@ bool closeEnoughForGovernmentWork(float a, float b) {
void runTimingTests() {
// How long does it take to make a call to get the time?
const int numTests = 1000000;
int iResults[numTests];
int* iResults = (int*)malloc(sizeof(int) * numTests);
float fTest = 1.0;
float fResults[numTests];
float* fResults = (float*)malloc(sizeof(float) * numTests);
QElapsedTimer startTime;
startTime.start();
float elapsedUsecs;
@ -413,7 +413,7 @@ void runTimingTests() {
// Random number generation
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
iResults[i] = rand();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
@ -421,16 +421,19 @@ void runTimingTests() {
// Random number generation using randFloat()
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
fResults[i] = randFloat();
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
qDebug("randFloat() stored in array usecs: %f, first result: %f", elapsedUsecs / (float) numTests, fResults[0]);
free(iResults);
free(fResults);
// PowF function
fTest = 1145323.2342f;
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
fTest = powf(fTest, 0.5f);
}
elapsedUsecs = (float)startTime.nsecsElapsed() * NSEC_TO_USEC;
@ -440,7 +443,7 @@ void runTimingTests() {
float distance;
glm::vec3 pointA(randVector()), pointB(randVector());
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
//glm::vec3 temp = pointA - pointB;
//float distanceSquared = glm::dot(temp, temp);
distance = glm::distance(pointA, pointB);
@ -454,7 +457,7 @@ void runTimingTests() {
float result;
startTime.start();
for (int i = 1; i < numTests; i++) {
for (int i = 0; i < numTests; i++) {
glm::vec3 temp = vecA-vecB;
result = glm::dot(temp,temp);
}

View file

@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
const bool displayOverlays = false;
const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::DisplayOculusOverlays);
Application::getInstance()->getGlowEffect()->prepare();

View file

@ -19,7 +19,10 @@
#include "ui/Stats.h"
ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
ApplicationOverlay::ApplicationOverlay() :
_framebufferObject(NULL),
_oculusAngle(65.0f * RADIANS_PER_DEGREE),
_distance(0.5f) {
}
@ -45,6 +48,10 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
int mouseX = application->getMouseX();
int mouseY = application->getMouseY();
bool renderPointer = renderToTexture;
if (renderToTexture) {
getFramebufferObject()->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -220,6 +227,34 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
overlays.render2D();
// Render a crosshair over the pointer when in Oculus
if (renderPointer) {
const float pointerWidth = 10;
const float pointerHeight = 10;
const float crossPad = 4;
mouseX -= pointerWidth / 2.0f;
mouseY += pointerHeight / 2.0f;
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
//Horizontal crosshair
glVertex2i(mouseX, mouseY - crossPad);
glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
//Vertical crosshair
glVertex2i(mouseX + crossPad, mouseY);
glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
glEnd();
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
@ -227,7 +262,6 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
glEnable(GL_LIGHTING);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
if (renderToTexture) {
getFramebufferObject()->release();
}
@ -262,6 +296,15 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
glDisable(GL_TEXTURE_2D);
}
// Fast helper functions
inline float max(float a, float b) {
return (a > b) ? a : b;
}
inline float min(float a, float b) {
return (a < b) ? a : b;
}
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
@ -271,23 +314,36 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
MyAvatar* myAvatar = application->getAvatar();
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
// Calculates the world space width and height of the texture based on a desired FOV
const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
const float overlayDistance = 1;
int mouseX = application->getMouseX();
int mouseY = application->getMouseY();
int widgetWidth = glWidget->width();
int widgetHeight = glWidget->height();
float magnifyWidth = 80.0f;
float magnifyHeight = 60.0f;
const float magnification = 4.0f;
// Get vertical FoV of the displayed overlay texture
const float halfVerticalAngle = _oculusAngle / 2.0f;
const float verticalAngle = halfVerticalAngle * 2.0f;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float overlayHeight = overlayDistance * tan(overlayFov);
const float overlayWidth = overlayHeight * overlayAspectRatio;
const float halfOverlayWidth = overlayWidth / 2;
const float halfOverlayHeight = overlayHeight / 2;
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
// The more vertices, the better the curve
const int numHorizontalVertices = 20;
// U texture coordinate width at each quad
const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
// Get horizontal angle and angle increment from vertical angle and aspect ratio
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
const float halfHorizontalAngle = horizontalAngle / 2;
glActiveTexture(GL_TEXTURE0);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
@ -305,21 +361,102 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glm::vec3 pos = whichCamera.getPosition();
glm::quat rot = myAvatar->getOrientation();
glm::vec3 axis = glm::axis(rot);
pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
glTranslatef(pos.x, pos.y, pos.z);
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
glColor3f(1.0f, 1.0f, 1.0f);
glDepthMask(GL_TRUE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
//Draw the magnifying glass
mouseX -= magnifyWidth / 2;
mouseY -= magnifyHeight / 2;
//clamp the magnification
if (mouseX < 0) {
magnifyWidth += mouseX;
mouseX = 0;
} else if (mouseX + magnifyWidth > widgetWidth) {
magnifyWidth = widgetWidth - mouseX;
}
if (mouseY < 0) {
magnifyHeight += mouseY;
mouseY = 0;
} else if (mouseY + magnifyHeight > widgetHeight) {
magnifyHeight = widgetHeight - mouseY;
}
float newWidth = magnifyWidth * magnification;
float newHeight = magnifyHeight * magnification;
float tmp;
// Magnification Texture Coordinates
float magnifyULeft = mouseX / (float)widgetWidth;
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
// Coordinates of magnification overlay
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
// Get angle on the UI
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float halfMagnifyHeight = magnifyHeight / 2.0f;
float leftX, rightX, leftZ, rightZ;
// Get position on hemisphere using angle
leftX = sin(leftAngle) * _distance;
rightX = sin(rightAngle) * _distance;
leftZ = -cos(leftAngle) * _distance;
rightZ = -cos(rightAngle) * _distance;
float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
//TODO: Remove immediate mode in favor of VBO
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, leftZ);
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, rightZ);
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, rightZ);
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, leftZ);
glEnd();
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
//TODO: Remove immediate mode in favor of VBO
glBegin(GL_QUADS);
// Place the vertices in a semicircle curve around the camera
for (int i = 0; i < numHorizontalVertices-1; i++) {
// Calculate the X and Z coordinates from the angles and radius from camera
leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
}
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);

View file

@ -28,11 +28,18 @@ public:
// Getters
QOpenGLFramebufferObject* getFramebufferObject();
float getOculusAngle() const { return _oculusAngle; }
// Setters
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
private:
ProgramObject _textureProgram;
QOpenGLFramebufferObject* _framebufferObject;
float _trailingAudioLoudness;
float _oculusAngle;
float _distance;
};
#endif // hifi_ApplicationOverlay_h

View file

@ -70,14 +70,16 @@ void NodeBounds::draw() {
}
QUuid nodeUUID = node->getUUID();
serverJurisdictions->lockForRead();
if (serverJurisdictions->find(nodeUUID) != serverJurisdictions->end()) {
const JurisdictionMap& map = serverJurisdictions->value(nodeUUID);
const JurisdictionMap& map = (*serverJurisdictions)[nodeUUID];
unsigned char* rootCode = map.getRootOctalCode();
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
serverJurisdictions->unlock();
glm::vec3 location(rootDetails.x, rootDetails.y, rootDetails.z);
location *= (float)TREE_SCALE;
@ -123,7 +125,11 @@ void NodeBounds::draw() {
selectedCenter = center;
selectedScale = scaleFactor;
}
} else {
serverJurisdictions->unlock();
}
} else {
serverJurisdictions->unlock();
}
}
@ -136,7 +142,7 @@ void NodeBounds::draw() {
float red, green, blue;
getColorForNodeType(selectedNode->getType(), red, green, blue);
glColor4f(red, green, blue, 0.2);
glColor4f(red, green, blue, 0.2f);
glutSolidCube(1.0);
glPopMatrix();
@ -229,7 +235,7 @@ void NodeBounds::drawOverlay() {
int mouseX = application->getMouseX(),
mouseY = application->getMouseY(),
textWidth = widthText(TEXT_SCALE, 0, _overlayText);
glColor4f(0.4, 0.4, 0.4, 0.6);
glColor4f(0.4f, 0.4f, 0.4f, 0.6f);
renderBevelCornersRect(mouseX + MOUSE_OFFSET, mouseY - TEXT_HEIGHT - PADDING,
textWidth + (2 * PADDING), TEXT_HEIGHT + (2 * PADDING), BACKGROUND_BEVEL);
drawText(mouseX + MOUSE_OFFSET + PADDING, mouseY, TEXT_SCALE, ROTATION, FONT, _overlayText, TEXT_COLOR);

View file

@ -281,8 +281,10 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
// missing at least one jurisdiction
serverJurisdictions.lockForRead();
if (serverJurisdictions.find(nodeUUID) == serverJurisdictions.end()) {
serverDetails << " unknown jurisdiction ";
serverJurisdictions.unlock();
} else {
const JurisdictionMap& map = serverJurisdictions[nodeUUID];
@ -305,6 +307,7 @@ void OctreeStatsDialog::showOctreeServersOfType(int& serverCount, NodeType_t ser
} else {
serverDetails << " jurisdiction has no rootCode";
} // root code
serverJurisdictions.unlock();
} // jurisdiction
// now lookup stats details for this server...

View file

@ -18,6 +18,7 @@
#include <QtCore/QString>
#include <QtCore/QUuid>
#include <QReadWriteLock>
#include <Node.h>
@ -82,7 +83,7 @@ private:
/// Map between node IDs and their reported JurisdictionMap. Typically used by classes that need to know which nodes are
/// managing which jurisdictions.
typedef QMap<QUuid, JurisdictionMap> NodeToJurisdictionMap;
class NodeToJurisdictionMap : public QMap<QUuid, JurisdictionMap>, public QReadWriteLock {};
typedef QMap<QUuid, JurisdictionMap>::iterator NodeToJurisdictionMapIterator;

View file

@ -71,9 +71,11 @@ bool OctreeEditPacketSender::serversExist() const {
if (_serverJurisdictions) {
// lookup our nodeUUID in the jurisdiction map, if it's missing then we're
// missing at least one jurisdiction
_serverJurisdictions->lockForRead();
if ((*_serverJurisdictions).find(nodeUUID) == (*_serverJurisdictions).end()) {
atLeastOneJurisdictionMissing = true;
}
_serverJurisdictions->unlock();
}
hasServers = true;
}
@ -185,8 +187,10 @@ void OctreeEditPacketSender::queuePacketToNodes(unsigned char* buffer, ssize_t l
bool isMyJurisdiction = true;
// we need to get the jurisdiction for this
// here we need to get the "pending packet" for this server
_serverJurisdictions->lockForRead();
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
isMyJurisdiction = (map.isMyJurisdiction(octCode, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
_serverJurisdictions->unlock();
if (isMyJurisdiction) {
queuePacketToNode(nodeUUID, buffer, length);
}
@ -236,12 +240,14 @@ void OctreeEditPacketSender::queueOctreeEditMessage(PacketType type, unsigned ch
if (_serverJurisdictions) {
// we need to get the jurisdiction for this
// here we need to get the "pending packet" for this server
_serverJurisdictions->lockForRead();
if ((*_serverJurisdictions).find(nodeUUID) != (*_serverJurisdictions).end()) {
const JurisdictionMap& map = (*_serverJurisdictions)[nodeUUID];
isMyJurisdiction = (map.isMyJurisdiction(codeColorBuffer, CHECK_NODE_ONLY) == JurisdictionMap::WITHIN);
} else {
isMyJurisdiction = false;
}
_serverJurisdictions->unlock();
}
if (isMyJurisdiction) {
EditPacketBuffer& packetBuffer = _pendingEditPackets[nodeUUID];

View file

@ -45,9 +45,11 @@ void OctreeHeadlessViewer::queryOctree() {
qDebug() << "---------------";
qDebug() << "_jurisdictionListener=" << _jurisdictionListener;
qDebug() << "Jurisdictions...";
jurisdictions.lockForRead();
for (NodeToJurisdictionMapIterator i = jurisdictions.begin(); i != jurisdictions.end(); ++i) {
qDebug() << i.key() << ": " << &i.value();
}
jurisdictions.unlock();
qDebug() << "---------------";
}
@ -85,7 +87,9 @@ void OctreeHeadlessViewer::queryOctree() {
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
jurisdictions.lockForRead();
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
jurisdictions.unlock();
unknownJurisdictionServers++;
} else {
const JurisdictionMap& map = (jurisdictions)[nodeUUID];
@ -95,6 +99,7 @@ void OctreeHeadlessViewer::queryOctree() {
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
jurisdictions.unlock();
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
@ -103,6 +108,8 @@ void OctreeHeadlessViewer::queryOctree() {
if (serverFrustumLocation != ViewFrustum::OUTSIDE) {
inViewServers++;
}
} else {
jurisdictions.unlock();
}
}
}
@ -148,7 +155,9 @@ void OctreeHeadlessViewer::queryOctree() {
// if we haven't heard from this voxel server, go ahead and send it a query, so we
// can get the jurisdiction...
jurisdictions.lockForRead();
if (jurisdictions.find(nodeUUID) == jurisdictions.end()) {
jurisdictions.unlock();
unknownView = true; // assume it's in view
if (wantExtraDebugging) {
qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.";
@ -161,6 +170,7 @@ void OctreeHeadlessViewer::queryOctree() {
if (rootCode) {
VoxelPositionSize rootDetails;
voxelDetailsForCode(rootCode, rootDetails);
jurisdictions.unlock();
AACube serverBounds(glm::vec3(rootDetails.x, rootDetails.y, rootDetails.z), rootDetails.s);
serverBounds.scale(TREE_SCALE);
@ -171,6 +181,7 @@ void OctreeHeadlessViewer::queryOctree() {
inView = false;
}
} else {
jurisdictions.unlock();
if (wantExtraDebugging) {
qDebug() << "Jurisdiction without RootCode for node " << *node << ". That's unusual!";
}