Merge branch 'master' of https://github.com/worklist/hifi into overlaysupport

This commit is contained in:
ZappoMan 2014-02-16 19:20:06 -08:00
commit dd0909659a
29 changed files with 696 additions and 322 deletions

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@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME} URL</string>
<key>CFBundleURLSchemes</key>
<array>
<string>hifi</string>
</array>
</dict>
</array>
</dict>
</plist>

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@ -90,7 +90,13 @@ qt5_wrap_ui(QT_UI_HEADERS ${QT_UI_FILES})
set(INTERFACE_SRCS ${INTERFACE_SRCS} ${QT_UI_HEADERS})
if (APPLE)
# configure CMake to use a custom Info.plist
SET_TARGET_PROPERTIES( ${this_target} PROPERTIES MACOSX_BUNDLE_INFO_PLIST MacOSXBundleInfo.plist.in )
set(MACOSX_BUNDLE_BUNDLE_NAME Interface)
set(MACOSX_BUNDLE_GUI_IDENTIFIER io.highfidelity.Interface)
# set how the icon shows up in the Info.plist file
SET(MACOSX_BUNDLE_ICON_FILE interface.icns)

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@ -1,3 +1,5 @@
filename=defaultAvatar/body.fbx
texdir=defaultAvatar
scale=130
joint = jointRoot = jointRoot
joint = jointLean = jointSpine

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@ -1,7 +1,7 @@
# faceshift target mapping file
name= defaultAvatar_head
filename=../../../Avatars/Jelly/jellyrob_blue.fbx
texdir=../../../Avatars/Jelly
filename=defaultAvatar/head.fbx
texdir=defaultAvatar
scale=80
rx=0
ry=0

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@ -12,7 +12,7 @@
uniform sampler2D permutationNormalTexture;
// the noise frequency
const float frequency = 1024.0;
const float frequency = 65536.0; // looks better with current TREE_SCALE, was 1024 when TREE_SCALE was either 512 or 128
// the noise amplitude
const float amplitude = 0.1;

View file

@ -101,6 +101,8 @@ const QString SKIP_FILENAME = QStandardPaths::writableLocation(QStandardPaths::D
const int STATS_PELS_PER_LINE = 20;
const QString CUSTOM_URL_SCHEME = "hifi:";
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
if (message.size() > 0) {
QString messageWithNewLine = message + "\n";
@ -682,6 +684,38 @@ void Application::controlledBroadcastToNodes(const QByteArray& packet, const Nod
}
}
bool Application::event(QEvent* event) {
// handle custom URL
if (event->type() == QEvent::FileOpen) {
QFileOpenEvent* fileEvent = static_cast<QFileOpenEvent*>(event);
if (!fileEvent->url().isEmpty() && fileEvent->url().toLocalFile().startsWith(CUSTOM_URL_SCHEME)) {
QString destination = fileEvent->url().toLocalFile().remove(CUSTOM_URL_SCHEME);
QStringList urlParts = destination.split('/', QString::SkipEmptyParts);
if (urlParts.count() > 1) {
// if url has 2 or more parts, the first one is domain name
Menu::getInstance()->goToDomain(urlParts[0]);
// location coordinates
Menu::getInstance()->goToDestination(urlParts[1]);
if (urlParts.count() > 2) {
// location orientation
Menu::getInstance()->goToOrientation(urlParts[2]);
}
} else if (urlParts.count() == 1) {
// location coordinates
Menu::getInstance()->goToDestination(urlParts[0]);
}
}
return false;
}
return QApplication::event(event);
}
void Application::keyPressEvent(QKeyEvent* event) {
_controllerScriptingInterface.emitKeyPressEvent(event); // send events to any registered scripts
@ -2711,7 +2745,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... voxels...");
if (!Menu::getInstance()->isOptionChecked(MenuOption::DontRenderVoxels)) {
_voxels.render(Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures));
_voxels.render();
// double check that our LOD doesn't need to be auto-adjusted
// only adjust if our option is set
if (Menu::getInstance()->isOptionChecked(MenuOption::AutoAdjustLOD)) {
Menu::getInstance()->autoAdjustLOD(_fps);
}
}
}
@ -2802,7 +2842,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
_mouseVoxel.s,
_mouseVoxel.s);
_sharedVoxelSystem.render(true);
_sharedVoxelSystem.render();
glPopMatrix();
}
}

View file

@ -127,7 +127,9 @@ public:
void touchUpdateEvent(QTouchEvent* event);
void wheelEvent(QWheelEvent* event);
bool event(QEvent* event);
void makeVoxel(glm::vec3 position,
float scale,
unsigned char red,

View file

@ -70,7 +70,8 @@ Menu::Menu() :
_maxVoxels(DEFAULT_MAX_VOXELS_PER_SYSTEM),
_voxelSizeScale(DEFAULT_OCTREE_SIZE_SCALE),
_boundaryLevelAdjust(0),
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS)
_maxVoxelPacketsPerSecond(DEFAULT_MAX_VOXEL_PPS),
_lastAdjust(usecTimestampNow())
{
Application *appInstance = Application::getInstance();
@ -318,6 +319,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::VoxelTextures);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AmbientOcclusion);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::DontFadeOnVoxelServerChanges);
addCheckableActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::AutoAdjustLOD);
addActionToQMenuAndActionHash(voxelOptionsMenu, MenuOption::LodTools, Qt::SHIFT | Qt::Key_L, this, SLOT(lodTools()));
QMenu* voxelProtoOptionsMenu = voxelOptionsMenu->addMenu("Voxel Server Protocol Options");
@ -884,6 +886,17 @@ void Menu::editPreferences() {
sendFakeEnterEvent();
}
void Menu::goToDomain(const QString newDomain) {
if (NodeList::getInstance()->getDomainHostname() != newDomain) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(newDomain);
}
}
void Menu::goToDomain() {
QString currentDomainHostname = NodeList::getInstance()->getDomainHostname();
@ -908,17 +921,77 @@ void Menu::goToDomain() {
// the user input a new hostname, use that
newHostname = domainDialog.textValue();
}
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
Application::getInstance()->getAvatar()->sendKillAvatar();
// give our nodeList the new domain-server hostname
NodeList::getInstance()->setDomainHostname(domainDialog.textValue());
goToDomain(newHostname);
}
sendFakeEnterEvent();
}
void Menu::goToOrientation(QString orientation) {
if (orientation.isEmpty()) {
return;
}
QStringList orientationItems = orientation.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_ORIENTATION_ITEMS = 4;
const int W_ITEM = 0;
const int X_ITEM = 1;
const int Y_ITEM = 2;
const int Z_ITEM = 3;
if (orientationItems.size() == NUMBER_OF_ORIENTATION_ITEMS) {
double w = replaceLastOccurrence('-', '.', orientationItems[W_ITEM].trimmed()).toDouble();
double x = replaceLastOccurrence('-', '.', orientationItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', orientationItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', orientationItems[Z_ITEM].trimmed()).toDouble();
glm::quat newAvatarOrientation(w, x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::quat avatarOrientation = myAvatar->getOrientation();
if (newAvatarOrientation != avatarOrientation) {
myAvatar->setOrientation(newAvatarOrientation);
}
}
}
bool Menu::goToDestination(QString destination) {
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
return true;
}
// no coordinates were parsed
return false;
}
void Menu::goTo() {
QInputDialog gotoDialog(Application::getInstance()->getWindow());
@ -934,31 +1007,8 @@ void Menu::goTo() {
destination = gotoDialog.textValue();
QStringList coordinateItems = destination.split(QRegExp("_|,"), QString::SkipEmptyParts);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = replaceLastOccurrence('-', '.', coordinateItems[X_ITEM].trimmed()).toDouble();
double y = replaceLastOccurrence('-', '.', coordinateItems[Y_ITEM].trimmed()).toDouble();
double z = replaceLastOccurrence('-', '.', coordinateItems[Z_ITEM].trimmed()).toDouble();
glm::vec3 newAvatarPos(x, y, z);
MyAvatar* myAvatar = Application::getInstance()->getAvatar();
glm::vec3 avatarPos = myAvatar->getPosition();
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
} else {
// go to coordinate destination or to Username
if (!goToDestination(destination)) {
// there's a username entered by the user, make a request to the data-server
DataServerClient::getValuesForKeysAndUserString(
QStringList()
@ -989,29 +1039,7 @@ void Menu::goToLocation() {
int dialogReturn = coordinateDialog.exec();
if (dialogReturn == QDialog::Accepted && !coordinateDialog.textValue().isEmpty()) {
QByteArray newCoordinates;
QString delimiterPattern(",");
QStringList coordinateItems = coordinateDialog.textValue().split(delimiterPattern);
const int NUMBER_OF_COORDINATE_ITEMS = 3;
const int X_ITEM = 0;
const int Y_ITEM = 1;
const int Z_ITEM = 2;
if (coordinateItems.size() == NUMBER_OF_COORDINATE_ITEMS) {
double x = coordinateItems[X_ITEM].toDouble();
double y = coordinateItems[Y_ITEM].toDouble();
double z = coordinateItems[Z_ITEM].toDouble();
glm::vec3 newAvatarPos(x, y, z);
if (newAvatarPos != avatarPos) {
// send a node kill request, indicating to other clients that they should play the "disappeared" effect
MyAvatar::sendKillAvatar();
qDebug("Going To Location: %f, %f, %f...", x, y, z);
myAvatar->setPosition(newAvatarPos);
}
}
goToDestination(coordinateDialog.textValue());
}
sendFakeEnterEvent();
@ -1091,14 +1119,38 @@ void Menu::voxelStatsDetailsClosed() {
}
}
void Menu::autoAdjustLOD(float currentFPS) {
bool changed = false;
quint64 now = usecTimestampNow();
quint64 elapsed = now - _lastAdjust;
if (elapsed > ADJUST_LOD_DOWN_DELAY && currentFPS < ADJUST_LOD_DOWN_FPS && _voxelSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_DOWN_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD down... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (elapsed > ADJUST_LOD_UP_DELAY && currentFPS > ADJUST_LOD_UP_FPS && _voxelSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
_voxelSizeScale *= ADJUST_LOD_UP_BY;
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD up... currentFPS=" << currentFPS << "_voxelSizeScale=" << _voxelSizeScale;
}
if (changed) {
if (_lodToolsDialog) {
_lodToolsDialog->reloadSliders();
}
}
}
void Menu::setVoxelSizeScale(float sizeScale) {
_voxelSizeScale = sizeScale;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
Application::getInstance()->getVoxels()->redrawInViewVoxels();
}
void Menu::lodTools() {

View file

@ -16,6 +16,18 @@
#include <AbstractMenuInterface.h>
const float ADJUST_LOD_DOWN_FPS = 40.0;
const float ADJUST_LOD_UP_FPS = 55.0;
const quint64 ADJUST_LOD_DOWN_DELAY = 1000 * 1000 * 5;
const quint64 ADJUST_LOD_UP_DELAY = ADJUST_LOD_DOWN_DELAY * 2;
const float ADJUST_LOD_DOWN_BY = 0.9f;
const float ADJUST_LOD_UP_BY = 1.1f;
const float ADJUST_LOD_MIN_SIZE_SCALE = TREE_SCALE * 1.0f;
const float ADJUST_LOD_MAX_SIZE_SCALE = DEFAULT_OCTREE_SIZE_SCALE;
enum FrustumDrawMode {
FRUSTUM_DRAW_MODE_ALL,
FRUSTUM_DRAW_MODE_VECTORS,
@ -68,6 +80,7 @@ public:
void handleViewFrustumOffsetKeyModifier(int key);
// User Tweakable LOD Items
void autoAdjustLOD(float currentFPS);
void setVoxelSizeScale(float sizeScale);
float getVoxelSizeScale() const { return _voxelSizeScale; }
void setBoundaryLevelAdjust(int boundaryLevelAdjust);
@ -84,6 +97,9 @@ public:
const char* member = NULL,
QAction::MenuRole role = QAction::NoRole);
virtual void removeAction(QMenu* menu, const QString& actionName);
bool goToDestination(QString destination);
void goToOrientation(QString orientation);
void goToDomain(const QString newDomain);
public slots:
void bandwidthDetails();
@ -154,6 +170,7 @@ private:
int _maxVoxelPacketsPerSecond;
QMenu* _activeScriptsMenu;
QString replaceLastOccurrence(QChar search, QChar replace, QString string);
quint64 _lastAdjust;
};
namespace MenuOption {
@ -161,6 +178,7 @@ namespace MenuOption {
const QString AmbientOcclusion = "Ambient Occlusion";
const QString Avatars = "Avatars";
const QString Atmosphere = "Atmosphere";
const QString AutoAdjustLOD = "Automatically Adjust LOD";
const QString AutomaticallyAuditTree = "Automatically Audit Tree Stats";
const QString Bandwidth = "Bandwidth Display";
const QString BandwidthDetails = "Bandwidth Details";

View file

@ -57,9 +57,12 @@ GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
: NodeData(),
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false) {
_treeScale(treeScale),
_maxVoxels(maxVoxels),
_initialized(false),
_writeArraysLock(QReadWriteLock::Recursive),
_readArraysLock(QReadWriteLock::Recursive)
{
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
_writeRenderFullVBO = true;
@ -99,6 +102,9 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels)
_culledOnce = false;
_inhideOutOfView = false;
_lastKnownVoxelSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
_lastKnownBoundaryLevelAdjust = 0;
}
void VoxelSystem::elementDeleted(OctreeElement* element) {
@ -121,6 +127,7 @@ void VoxelSystem::setDisableFastVoxelPipeline(bool disableFastVoxelPipeline) {
void VoxelSystem::elementUpdated(OctreeElement* element) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
// If we're in SetupNewVoxelsForDrawing() or _writeRenderFullVBO then bail..
if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
return;
@ -249,6 +256,9 @@ VoxelSystem::~VoxelSystem() {
delete _tree;
}
// This is called by the main application thread on both the initialization of the application and when
// the preferences dialog box is called/saved
void VoxelSystem::setMaxVoxels(int maxVoxels) {
if (maxVoxels == _maxVoxels) {
return;
@ -267,6 +277,8 @@ void VoxelSystem::setMaxVoxels(int maxVoxels) {
}
}
// This is called by the main application thread on both the initialization of the application and when
// the use voxel shader menu item is chosen
void VoxelSystem::setUseVoxelShader(bool useVoxelShader) {
if (_useVoxelShader == useVoxelShader) {
return;
@ -330,7 +342,7 @@ void VoxelSystem::setVoxelsAsPoints(bool voxelsAsPoints) {
void VoxelSystem::cleanupVoxelMemory() {
if (_initialized) {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_initialized = false; // no longer initialized
if (_useVoxelShader) {
// these are used when in VoxelShader mode.
@ -368,7 +380,7 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
}
}
@ -401,7 +413,8 @@ void VoxelSystem::setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndice
}
void VoxelSystem::initVoxelMemory() {
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
_writeArraysLock.lockForWrite();
_memoryUsageRAM = 0;
_memoryUsageVBO = 0; // our VBO allocations as we know them
@ -516,7 +529,8 @@ void VoxelSystem::initVoxelMemory() {
_initialized = true;
_bufferWriteLock.unlock();
_writeArraysLock.unlock();
_readArraysLock.unlock();
}
void VoxelSystem::writeToSVOFile(const char* filename, VoxelTreeElement* element) const {
@ -646,7 +660,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
_inSetupNewVoxelsForDrawing = true;
bool didWriteFullVBO = _writeRenderFullVBO;
if (_tree->isDirty()) {
static char buffer[64] = { 0 };
@ -673,7 +687,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
}
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
_bufferWriteLock.lock();
_readArraysLock.lockForWrite();
if (_voxelsUpdated) {
_voxelsDirty=true;
@ -682,7 +696,7 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
copyWrittenDataToReadArrays(didWriteFullVBO);
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -713,8 +727,8 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
{
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"setupNewVoxelsForDrawingSingleNode()... _bufferWriteLock.lock();" );
_bufferWriteLock.lock();
"setupNewVoxelsForDrawingSingleNode()... _readArraysLock.lockForWrite();" );
_readArraysLock.lockForWrite();
}
_voxelsDirty = true; // if we got this far, then we can assume some voxels are dirty
@ -725,7 +739,7 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
// after...
_voxelsUpdated = 0;
_bufferWriteLock.unlock();
_readArraysLock.unlock();
quint64 end = usecTimestampNow();
int elapsedmsec = (end - start) / 1000;
@ -733,8 +747,73 @@ void VoxelSystem::setupNewVoxelsForDrawingSingleNode(bool allowBailEarly) {
_setupNewVoxelsForDrawingLastElapsed = elapsedmsec;
}
void VoxelSystem::checkForCulling() {
class recreateVoxelGeometryInViewArgs {
public:
VoxelSystem* thisVoxelSystem;
ViewFrustum thisViewFrustum;
unsigned long nodesScanned;
float voxelSizeScale;
int boundaryLevelAdjust;
recreateVoxelGeometryInViewArgs(VoxelSystem* voxelSystem) :
thisVoxelSystem(voxelSystem),
thisViewFrustum(*voxelSystem->getViewFrustum()),
nodesScanned(0),
voxelSizeScale(Menu::getInstance()->getVoxelSizeScale()),
boundaryLevelAdjust(Menu::getInstance()->getBoundaryLevelAdjust())
{
}
};
// The goal of this operation is to remove any old references to old geometry, and if the voxel
// should be visible, create new geometry for it.
bool VoxelSystem::recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData) {
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
recreateVoxelGeometryInViewArgs* args = (recreateVoxelGeometryInViewArgs*)extraData;
args->nodesScanned++;
// reset the old geometry...
// note: this doesn't "mark the voxel as changed", so it only releases the old buffer index thereby forgetting the
// old geometry
voxel->setBufferIndex(GLBUFFER_INDEX_UNKNOWN);
bool shouldRender = voxel->calculateShouldRender(&args->thisViewFrustum, args->voxelSizeScale, args->boundaryLevelAdjust);
bool inView = voxel->isInView(args->thisViewFrustum);
voxel->setShouldRender(inView && shouldRender);
if (shouldRender && inView) {
// recreate the geometry
args->thisVoxelSystem->updateNodeInArrays(voxel, false, true); // DONT_REUSE_INDEX, FORCE_REDRAW
}
return true; // keep recursing!
}
// TODO: does cleanupRemovedVoxels() ever get called?
// TODO: other than cleanupRemovedVoxels() is there anyplace we attempt to detect too many abandoned slots???
void VoxelSystem::recreateVoxelGeometryInView() {
qDebug() << "recreateVoxelGeometryInView()...";
recreateVoxelGeometryInViewArgs args(this);
_writeArraysLock.lockForWrite(); // don't let anyone read or write our write arrays until we're done
_tree->lockForRead(); // don't let anyone change our tree structure until we're run
// reset our write arrays bookkeeping to think we've got no voxels in it
clearFreeBufferIndexes();
// do we need to reset out _writeVoxelDirtyArray arrays??
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_tree->recurseTreeWithOperation(recreateVoxelGeometryInViewOperation,(void*)&args);
_tree->unlock();
_writeArraysLock.unlock();
}
void VoxelSystem::checkForCulling() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "checkForCulling()");
quint64 start = usecTimestampNow();
@ -762,7 +841,20 @@ void VoxelSystem::checkForCulling() {
_hasRecentlyChanged = false;
}
hideOutOfView(forceFullFrustum);
// This would be a good place to do a special processing pass, for example, switching the LOD of the scene
bool fullRedraw = (_lastKnownVoxelSizeScale != Menu::getInstance()->getVoxelSizeScale() ||
_lastKnownBoundaryLevelAdjust != Menu::getInstance()->getBoundaryLevelAdjust());
// track that these values
_lastKnownVoxelSizeScale = Menu::getInstance()->getVoxelSizeScale();
_lastKnownBoundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
if (fullRedraw) {
// this will remove all old geometry and recreate the correct geometry for all in view voxels
recreateVoxelGeometryInView();
} else {
hideOutOfView(forceFullFrustum);
}
if (forceFullFrustum) {
quint64 endViewCulling = usecTimestampNow();
@ -880,12 +972,26 @@ void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"copyWrittenDataToReadArrays()");
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
// attempt to get the writeArraysLock for reading and the readArraysLock for writing
// so we can copy from the write to the read... if we fail, that's ok, we'll get it the next
// time around, the only side effect is the VBOs won't be updated this frame
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForWrite(WAIT_FOR_LOCK_IN_MS)) {
if (_writeArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_voxelsDirty && _voxelsUpdated) {
if (fullVBOs) {
copyWrittenDataToReadArraysFullVBOs();
} else {
copyWrittenDataToReadArraysPartialVBOs();
}
}
_writeArraysLock.unlock();
} else {
copyWrittenDataToReadArraysPartialVBOs();
qDebug() << "couldn't get _writeArraysLock.LockForRead()...";
}
_readArraysLock.unlock();
} else {
qDebug() << "couldn't get _readArraysLock.LockForWrite()...";
}
}
@ -1141,17 +1247,27 @@ void VoxelSystem::updateVBOs() {
// would like to include _callsToTreesToArrays
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), buffer);
if (_voxelsDirty) {
if (_readRenderFullVBO) {
updateFullVBOs();
// attempt to lock the read arrays, to for copying from them to the actual GPU VBOs.
// if we fail to get the lock, that's ok, our VBOs will update on the next frame...
const int WAIT_FOR_LOCK_IN_MS = 5;
if (_readArraysLock.tryLockForRead(WAIT_FOR_LOCK_IN_MS)) {
if (_readRenderFullVBO) {
updateFullVBOs();
} else {
updatePartialVBOs();
}
_voxelsDirty = false;
_readRenderFullVBO = false;
_readArraysLock.unlock();
} else {
updatePartialVBOs();
qDebug() << "updateVBOs().... couldn't get _readArraysLock.tryLockForRead()";
}
_voxelsDirty = false;
_readRenderFullVBO = false;
}
_callsToTreesToArrays = 0; // clear it
}
// this should only be called on the main application thread during render
void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd) {
bool showWarning = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarning, "updateVBOSegment()");
@ -1197,7 +1313,8 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
}
}
void VoxelSystem::render(bool texture) {
void VoxelSystem::render() {
bool texture = Menu::getInstance()->isOptionChecked(MenuOption::VoxelTextures);
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "render()");
@ -1404,11 +1521,7 @@ void VoxelSystem::killLocalVoxels() {
setupNewVoxelsForDrawing();
}
void VoxelSystem::redrawInViewVoxels() {
hideOutOfView(true);
}
// only called on main thread
bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void* extraData) {
_nodeCount++;
VoxelTreeElement* voxel = (VoxelTreeElement*)element;
@ -1416,12 +1529,15 @@ bool VoxelSystem::clearAllNodesBufferIndexOperation(OctreeElement* element, void
return true;
}
// only called on main thread, and also always followed by a call to cleanupVoxelMemory()
// you shouldn't be calling this on any other thread or without also cleaning up voxel memory
void VoxelSystem::clearAllNodesBufferIndex() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"VoxelSystem::clearAllNodesBufferIndex()");
_nodeCount = 0;
_tree->lockForRead(); // we won't change the tree so it's ok to treat this as a read
_tree->recurseTreeWithOperation(clearAllNodesBufferIndexOperation);
clearFreeBufferIndexes(); // this should be called too
_tree->unlock();
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug("clearing buffer index of %d nodes", _nodeCount);

View file

@ -53,7 +53,7 @@ public:
virtual void init();
void simulate(float deltaTime) { }
void render(bool texture);
void render();
void changeTree(VoxelTree* newTree);
VoxelTree* getTree() const { return _tree; }
@ -79,7 +79,6 @@ public:
unsigned long getVoxelMemoryUsageGPU();
void killLocalVoxels();
void redrawInViewVoxels();
virtual void removeOutOfView();
virtual void hideOutOfView(bool forceFullFrustum = false);
@ -151,6 +150,7 @@ protected:
static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
void checkForCulling();
void recreateVoxelGeometryInView();
glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
@ -194,6 +194,7 @@ private:
static bool showAllSubTreeOperation(OctreeElement* element, void* extraData);
static bool showAllLocalVoxelsOperation(OctreeElement* element, void* extraData);
static bool getVoxelEnclosingOperation(OctreeElement* element, void* extraData);
static bool recreateVoxelGeometryInViewOperation(OctreeElement* element, void* extraData);
int updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, bool forceDraw);
int forceRemoveNodeFromArrays(VoxelTreeElement* node);
@ -211,6 +212,11 @@ private:
GLfloat* _readVerticesArray;
GLubyte* _readColorsArray;
QReadWriteLock _writeArraysLock;
QReadWriteLock _readArraysLock;
GLfloat* _writeVerticesArray;
GLubyte* _writeColorsArray;
bool* _writeVoxelDirtyArray;
@ -253,9 +259,6 @@ private:
GLuint _vboIndicesFront;
GLuint _vboIndicesBack;
QMutex _bufferWriteLock;
QMutex _treeLock;
ViewFrustum _lastKnownViewFrustum;
ViewFrustum _lastStableViewFrustum;
ViewFrustum* _viewFrustum;
@ -299,6 +302,9 @@ private:
bool _useFastVoxelPipeline;
bool _inhideOutOfView;
float _lastKnownVoxelSizeScale;
int _lastKnownBoundaryLevelAdjust;
};
#endif

View file

@ -349,13 +349,13 @@ bool Avatar::findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, floa
void Avatar::setFaceModelURL(const QUrl &faceModelURL) {
AvatarData::setFaceModelURL(faceModelURL);
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fbx");
const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fst");
_head.getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL);
}
void Avatar::setSkeletonModelURL(const QUrl &skeletonModelURL) {
AvatarData::setSkeletonModelURL(skeletonModelURL);
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fbx");
const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fst");
_skeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL);
}

View file

@ -20,6 +20,7 @@ FaceModel::FaceModel(Head* owningHead) :
void FaceModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);

View file

@ -21,9 +21,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
void SkeletonModel::simulate(float deltaTime) {
if (!isActive()) {
Model::simulate(deltaTime);
return;
}
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
const float MODEL_SCALE = 0.0006f;

View file

@ -1577,14 +1577,16 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
return geometry;
}
FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping) {
QBuffer modelBuffer(const_cast<QByteArray*>(&model));
modelBuffer.open(QIODevice::ReadOnly);
QVariantHash readMapping(const QByteArray& data) {
QBuffer buffer(const_cast<QByteArray*>(&data));
buffer.open(QIODevice::ReadOnly);
return parseMapping(&buffer);
}
QBuffer mappingBuffer(const_cast<QByteArray*>(&mapping));
mappingBuffer.open(QIODevice::ReadOnly);
return extractFBXGeometry(parseFBX(&modelBuffer), parseMapping(&mappingBuffer));
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping) {
QBuffer buffer(const_cast<QByteArray*>(&model));
buffer.open(QIODevice::ReadOnly);
return extractFBXGeometry(parseFBX(&buffer), mapping);
}
bool addMeshVoxelsOperation(OctreeElement* element, void* extraData) {

View file

@ -164,9 +164,12 @@ public:
QVector<FBXAttachment> attachments;
};
/// Reads an FST mapping from the supplied data.
QVariantHash readMapping(const QByteArray& data);
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping);
FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping);
/// Reads SVO geometry from the supplied model data.
FBXGeometry readSVO(const QByteArray& model);

View file

@ -7,11 +7,7 @@
#include <cmath>
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QNetworkReply>
#include <QOpenGLBuffer>
#include <QTimer>
#include "Application.h"
@ -298,46 +294,86 @@ QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, cons
if (geometry.isNull()) {
geometry = QSharedPointer<NetworkGeometry>(new NetworkGeometry(url, fallback.isValid() ?
getGeometry(fallback) : QSharedPointer<NetworkGeometry>()));
geometry->setLODParent(geometry);
_networkGeometry.insert(url, geometry);
}
return geometry;
}
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback) :
_modelRequest(url),
_modelReply(NULL),
_mappingReply(NULL),
const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping, const QUrl& textureBase) :
_request(url),
_reply(NULL),
_mapping(mapping),
_textureBase(textureBase.isValid() ? textureBase : url),
_fallback(fallback),
_attempts(0)
{
_startedLoading(false),
_failedToLoad(false),
_attempts(0) {
if (!url.isValid()) {
return;
}
_modelRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
makeModelRequest();
_request.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
QUrl mappingURL = url;
QString path = url.path();
mappingURL.setPath(path.left(path.lastIndexOf('.')) + ".fst");
QNetworkRequest mappingRequest(mappingURL);
mappingRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
_mappingReply = Application::getInstance()->getNetworkAccessManager()->get(mappingRequest);
connect(_mappingReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
connect(_mappingReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleMappingReplyError()));
// if we already have a mapping (because we're an LOD), hold off on loading until we're requested
if (mapping.isEmpty()) {
makeRequest();
}
}
NetworkGeometry::~NetworkGeometry() {
if (_modelReply != NULL) {
delete _modelReply;
if (_reply != NULL) {
delete _reply;
}
if (_mappingReply != NULL) {
delete _mappingReply;
}
QSharedPointer<NetworkGeometry> NetworkGeometry::getLODOrFallback(float distance, float& hysteresis) const {
if (_lodParent.data() != this) {
return _lodParent.data()->getLODOrFallback(distance, hysteresis);
}
foreach (const NetworkMesh& mesh, _meshes) {
glDeleteBuffers(1, &mesh.indexBufferID);
glDeleteBuffers(1, &mesh.vertexBufferID);
}
if (_failedToLoad && _fallback) {
return _fallback;
}
QSharedPointer<NetworkGeometry> lod = _lodParent;
float lodDistance = 0.0f;
QMap<float, QSharedPointer<NetworkGeometry> >::const_iterator it = _lods.upperBound(distance);
if (it != _lods.constBegin()) {
it = it - 1;
lod = it.value();
lodDistance = it.key();
}
if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) {
// if we previously selected a different distance, make sure we've moved far enough to justify switching
const float HYSTERESIS_PROPORTION = 0.1f;
if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) {
return getLODOrFallback(hysteresis, hysteresis);
}
}
if (lod->isLoaded()) {
hysteresis = lodDistance;
return lod;
}
// if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one
if (!lod->_startedLoading) {
lod->makeRequest();
}
float closestDistance = FLT_MAX;
if (isLoaded()) {
lod = _lodParent;
closestDistance = distance;
}
for (it = _lods.constBegin(); it != _lods.constEnd(); it++) {
float distanceToLOD = glm::abs(distance - it.key());
if (it.value()->isLoaded() && distanceToLOD < closestDistance) {
lod = it.value();
closestDistance = distanceToLOD;
}
}
hysteresis = NO_HYSTERESIS;
return lod;
}
glm::vec4 NetworkGeometry::computeAverageColor() const {
@ -364,20 +400,167 @@ glm::vec4 NetworkGeometry::computeAverageColor() const {
return (totalTriangles == 0) ? glm::vec4(1.0f, 1.0f, 1.0f, 1.0f) : totalColor / totalTriangles;
}
void NetworkGeometry::makeModelRequest() {
_modelReply = Application::getInstance()->getNetworkAccessManager()->get(_modelRequest);
void NetworkGeometry::makeRequest() {
_startedLoading = true;
_reply = Application::getInstance()->getNetworkAccessManager()->get(_request);
connect(_modelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
connect(_modelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleModelReplyError()));
connect(_reply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleDownloadProgress(qint64,qint64)));
connect(_reply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleReplyError()));
}
void NetworkGeometry::handleModelReplyError() {
QDebug debug = qDebug() << _modelReply->errorString();
void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal) {
if (!_reply->isFinished()) {
return;
}
QNetworkReply::NetworkError error = _modelReply->error();
_modelReply->disconnect(this);
_modelReply->deleteLater();
_modelReply = NULL;
QUrl url = _reply->url();
QByteArray data = _reply->readAll();
_reply->disconnect(this);
_reply->deleteLater();
_reply = NULL;
if (url.path().toLower().endsWith(".fst")) {
// it's a mapping file; parse it and get the mesh filename
_mapping = readMapping(data);
QString filename = _mapping.value("filename").toString();
if (filename.isNull()) {
qDebug() << "Mapping file " << url << " has no filename.";
_failedToLoad = true;
} else {
QString texdir = _mapping.value("texdir").toString();
if (!texdir.isNull()) {
if (!texdir.endsWith('/')) {
texdir += '/';
}
_textureBase = url.resolved(texdir);
}
QVariantHash lods = _mapping.value("lod").toHash();
for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) {
QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url.resolved(it.key()),
QSharedPointer<NetworkGeometry>(), _mapping, _textureBase));
geometry->setLODParent(_lodParent);
_lods.insert(it.value().toFloat(), geometry);
}
_request.setUrl(url.resolved(filename));
// make the request immediately only if we have no LODs to switch between
_startedLoading = false;
if (_lods.isEmpty()) {
makeRequest();
}
}
return;
}
try {
_geometry = url.path().toLower().endsWith(".svo") ? readSVO(data) : readFBX(data, _mapping);
} catch (const QString& error) {
qDebug() << "Error reading " << url << ": " << error;
_failedToLoad = true;
return;
}
foreach (const FBXMesh& mesh, _geometry.meshes) {
NetworkMesh networkMesh = { QOpenGLBuffer(QOpenGLBuffer::IndexBuffer), QOpenGLBuffer(QOpenGLBuffer::VertexBuffer) };
int totalIndices = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
if (!part.diffuseFilename.isEmpty()) {
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
_textureBase.resolved(QUrl(part.diffuseFilename)), false, mesh.isEye);
}
if (!part.normalFilename.isEmpty()) {
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
_textureBase.resolved(QUrl(part.normalFilename)), true);
}
networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
networkMesh.indexBuffer.create();
networkMesh.indexBuffer.bind();
networkMesh.indexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
networkMesh.indexBuffer.allocate(totalIndices * sizeof(int));
int offset = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
networkMesh.indexBuffer.release();
networkMesh.vertexBuffer.create();
networkMesh.vertexBuffer.bind();
networkMesh.vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
// if we don't need to do any blending or springing, then the positions/normals can be static
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(normalsOffset, mesh.normals.constData(), mesh.normals.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(tangentsOffset, mesh.tangents.constData(),
mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
mesh.clusterIndices.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
mesh.clusterWeights.size() * sizeof(glm::vec4));
// if there's no springiness, then the cluster indices/weights can be static
} else if (mesh.springiness == 0.0f) {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
mesh.clusterIndices.size() * sizeof(glm::vec4));
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
mesh.clusterWeights.size() * sizeof(glm::vec4));
} else {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
networkMesh.vertexBuffer.allocate(texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2));
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
mesh.texCoords.size() * sizeof(glm::vec2));
}
networkMesh.vertexBuffer.release();
_meshes.append(networkMesh);
}
}
void NetworkGeometry::handleReplyError() {
QDebug debug = qDebug() << _reply->errorString();
QNetworkReply::NetworkError error = _reply->error();
_reply->disconnect(this);
_reply->deleteLater();
_reply = NULL;
// retry for certain types of failures
switch (error) {
@ -394,164 +577,19 @@ void NetworkGeometry::handleModelReplyError() {
const int MAX_ATTEMPTS = 8;
const int BASE_DELAY_MS = 1000;
if (++_attempts < MAX_ATTEMPTS) {
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeModelRequest()));
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeRequest()));
debug << " -- retrying...";
return;
}
// fall through to final failure
}
default:
maybeLoadFallback();
_failedToLoad = true;
break;
}
}
void NetworkGeometry::handleMappingReplyError() {
_mappingReply->disconnect(this);
_mappingReply->deleteLater();
_mappingReply = NULL;
maybeReadModelWithMapping();
}
void NetworkGeometry::maybeReadModelWithMapping() {
if (_modelReply == NULL || !_modelReply->isFinished() || (_mappingReply != NULL && !_mappingReply->isFinished())) {
return;
}
QUrl url = _modelReply->url();
QByteArray model = _modelReply->readAll();
_modelReply->disconnect(this);
_modelReply->deleteLater();
_modelReply = NULL;
QByteArray mapping;
if (_mappingReply != NULL) {
mapping = _mappingReply->readAll();
_mappingReply->disconnect(this);
_mappingReply->deleteLater();
_mappingReply = NULL;
}
try {
_geometry = url.path().toLower().endsWith(".svo") ? readSVO(model) : readFBX(model, mapping);
} catch (const QString& error) {
qDebug() << "Error reading " << url << ": " << error;
maybeLoadFallback();
return;
}
foreach (const FBXMesh& mesh, _geometry.meshes) {
NetworkMesh networkMesh;
int totalIndices = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
QString basePath = url.path();
basePath = basePath.left(basePath.lastIndexOf('/') + 1);
if (!part.diffuseFilename.isEmpty()) {
url.setPath(basePath + part.diffuseFilename);
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(url, false, mesh.isEye);
}
if (!part.normalFilename.isEmpty()) {
url.setPath(basePath + part.normalFilename);
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, true);
}
networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
glGenBuffers(1, &networkMesh.indexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndices * sizeof(int), NULL, GL_STATIC_DRAW);
int offset = 0;
foreach (const FBXMeshPart& part, mesh.parts) {
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenBuffers(1, &networkMesh.vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
// if we don't need to do any blending or springing, then the positions/normals can be static
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
glBufferSubData(GL_ARRAY_BUFFER, tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
mesh.texCoords.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
mesh.clusterIndices.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
mesh.clusterWeights.constData());
// if there's no springiness, then the cluster indices/weights can be static
} else if (mesh.springiness == 0.0f) {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
mesh.clusterIndices.constData());
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
mesh.clusterWeights.constData());
} else {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
mesh.texCoords.constData());
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
_meshes.append(networkMesh);
}
emit loaded();
}
void NetworkGeometry::loadFallback() {
_geometry = _fallback->_geometry;
_meshes = _fallback->_meshes;
emit loaded();
}
void NetworkGeometry::maybeLoadFallback() {
if (_fallback) {
if (_fallback->isLoaded()) {
loadFallback();
} else {
connect(_fallback.data(), SIGNAL(loaded()), SLOT(loadFallback()));
}
}
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}

View file

@ -9,17 +9,20 @@
#ifndef __interface__GeometryCache__
#define __interface__GeometryCache__
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QHash>
#include <QMap>
#include <QNetworkRequest>
#include <QObject>
#include <QOpenGLBuffer>
#include <QSharedPointer>
#include <QWeakPointer>
#include "FBXReader.h"
#include "InterfaceConfig.h"
class QNetworkReply;
class QOpenGLBuffer;
class NetworkGeometry;
class NetworkMesh;
@ -59,41 +62,52 @@ class NetworkGeometry : public QObject {
public:
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback);
/// A hysteresis value indicating that we have no state memory.
static const float NO_HYSTERESIS;
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
const QVariantHash& mapping = QVariantHash(), const QUrl& textureBase = QUrl());
~NetworkGeometry();
/// Checks whether the geometry is fulled loaded.
bool isLoaded() const { return !_geometry.joints.isEmpty(); }
/// Returns a pointer to the geometry appropriate for the specified distance.
/// \param hysteresis a hysteresis parameter that prevents rapid model switching
QSharedPointer<NetworkGeometry> getLODOrFallback(float distance, float& hysteresis) const;
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
signals:
void loaded();
private slots:
void makeModelRequest();
void handleModelReplyError();
void handleMappingReplyError();
void maybeReadModelWithMapping();
void loadFallback();
void makeRequest();
void handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal);
void handleReplyError();
private:
void maybeLoadFallback();
friend class GeometryCache;
QNetworkRequest _modelRequest;
QNetworkReply* _modelReply;
QNetworkReply* _mappingReply;
void setLODParent(const QWeakPointer<NetworkGeometry>& lodParent) { _lodParent = lodParent; }
QNetworkRequest _request;
QNetworkReply* _reply;
QVariantHash _mapping;
QUrl _textureBase;
QSharedPointer<NetworkGeometry> _fallback;
bool _startedLoading;
bool _failedToLoad;
int _attempts;
QMap<float, QSharedPointer<NetworkGeometry> > _lods;
FBXGeometry _geometry;
QVector<NetworkMesh> _meshes;
QWeakPointer<NetworkGeometry> _lodParent;
};
/// The state associated with a single mesh part.
@ -110,8 +124,8 @@ public:
class NetworkMesh {
public:
GLuint indexBufferID;
GLuint vertexBufferID;
QOpenGLBuffer indexBuffer;
QOpenGLBuffer vertexBuffer;
QVector<NetworkMeshPart> parts;

View file

@ -90,6 +90,16 @@ void Model::reset() {
}
void Model::simulate(float deltaTime) {
// update our LOD
if (_geometry) {
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(glm::distance(_translation,
Application::getInstance()->getCamera()->getPosition()), _lodHysteresis);
if (_geometry != geometry) {
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
}
}
if (!isActive()) {
return;
}
@ -409,8 +419,9 @@ void Model::setURL(const QUrl& url, const QUrl& fallback) {
// delete our local geometry and custom textures
deleteGeometry();
_dilatedTextures.clear();
_lodHysteresis = NetworkGeometry::NO_HYSTERESIS;
_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
_baseGeometry = _geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
}
glm::vec4 Model::computeAverageColor() const {
@ -791,13 +802,17 @@ void Model::renderMeshes(float alpha, bool translucent) {
(networkMesh.getTranslucentPartCount() == networkMesh.parts.size())) {
continue;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
const FBXMesh& mesh = geometry.meshes.at(i);
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
continue;
}
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
@ -904,11 +919,11 @@ void Model::renderMeshes(float alpha, bool translucent) {
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
if (networkPart.isTranslucent() != translucent) {
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
continue;
}
const FBXMeshPart& part = mesh.parts.at(j);
// apply material properties
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
glm::vec4 specular = glm::vec4(part.specularColor, alpha);

View file

@ -236,6 +236,9 @@ private:
void deleteGeometry();
void renderMeshes(float alpha, bool translucent);
QSharedPointer<NetworkGeometry> _baseGeometry;
float _lodHysteresis;
float _pupilDilation;
std::vector<float> _blendshapeCoefficients;

View file

@ -121,6 +121,12 @@ LodToolsDialog::~LodToolsDialog() {
delete _boundaryLevelAdjust;
}
void LodToolsDialog::reloadSliders() {
_lodSize->setValue(Menu::getInstance()->getVoxelSizeScale() / TREE_SCALE);
_boundaryLevelAdjust->setValue(Menu::getInstance()->getBoundaryLevelAdjust());
_feedback->setText(getFeedbackText());
}
void LodToolsDialog::sizeScaleValueChanged(int value) {
float realValue = value * TREE_SCALE;
Menu::getInstance()->setVoxelSizeScale(realValue);

View file

@ -28,6 +28,7 @@ public slots:
void sizeScaleValueChanged(int value);
void boundaryLevelValueChanged(int value);
void resetClicked(bool checked);
void reloadSliders();
protected:

View file

@ -52,8 +52,8 @@ static const float MIN_AVATAR_SCALE = .005f;
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fbx");
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fbx");
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fst");
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fst");
enum KeyState {
NO_KEY_DOWN = 0,

View file

@ -45,6 +45,8 @@ public:
_alwaysDisplay(alwaysDisplay),
_runningTotal(runningTotal),
_totalCalls(totalCalls) { }
quint64 elapsed() const { return (usecTimestampNow() - _start); };
~PerformanceWarning();