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421 lines
15 KiB
C++
421 lines
15 KiB
C++
//
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// Application.h
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// interface
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//
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// Created by Andrzej Kapolka on 5/10/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Application__
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#define __interface__Application__
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#include <map>
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#include <pthread.h>
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#include <time.h>
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#include <QApplication>
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#include <QAction>
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#include <QSettings>
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#include <QTouchEvent>
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#include <QList>
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#include <NodeList.h>
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#include <PacketHeaders.h>
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#ifndef _WIN32
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#include "Audio.h"
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#endif
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#include "BandwidthMeter.h"
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#include "Camera.h"
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#include "Environment.h"
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#include "PacketHeaders.h"
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#include "ParticleSystem.h"
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#include "renderer/GeometryCache.h"
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#include "SerialInterface.h"
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#include "Stars.h"
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#include "Swatch.h"
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#include "ToolsPalette.h"
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#include "ViewFrustum.h"
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#include "VoxelSystem.h"
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#include "Webcam.h"
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#include "avatar/Avatar.h"
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#include "avatar/HandControl.h"
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#include "ui/BandwidthDialog.h"
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#include "ui/ChatEntry.h"
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class QAction;
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class QActionGroup;
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class QGLWidget;
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class QKeyEvent;
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class QMainWindow;
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class QMouseEvent;
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class QNetworkAccessManager;
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class QSettings;
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class QWheelEvent;
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class Node;
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class ProgramObject;
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class Application : public QApplication {
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Q_OBJECT
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public:
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static Application* getInstance() { return static_cast<Application*>(QCoreApplication::instance()); }
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Application(int& argc, char** argv, timeval &startup_time);
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void initializeGL();
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void paintGL();
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void resizeGL(int width, int height);
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void keyPressEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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void mouseReleaseEvent(QMouseEvent* event);
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void touchBeginEvent(QTouchEvent* event);
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void touchEndEvent(QTouchEvent* event);
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void touchUpdateEvent(QTouchEvent* event);
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void wheelEvent(QWheelEvent* event);
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const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
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void updateParticleSystem(float deltaTime);
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Avatar* getAvatar() { return &_myAvatar; }
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Audio* getAudio() { return &_audio; }
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Camera* getCamera() { return &_myCamera; }
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ViewFrustum* getViewFrustum() { return &_viewFrustum; }
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VoxelSystem* getVoxels() { return &_voxels; }
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QSettings* getSettings() { return _settings; }
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Environment* getEnvironment() { return &_environment; }
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SerialInterface* getSerialHeadSensor() { return &_serialHeadSensor; }
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Webcam* getWebcam() { return &_webcam; }
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BandwidthMeter* getBandwidthMeter() { return &_bandwidthMeter; }
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bool shouldEchoAudio() { return _echoAudioMode->isChecked(); }
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bool shouldLowPassFilter() { return _shouldLowPassFilter->isChecked(); }
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bool shouldDynamicallySetJitterBuffer() { return _audioJitterBufferSamples == 0; }
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QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
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GeometryCache* getGeometryCache() { return &_geometryCache; }
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public slots:
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void sendAvatarFaceVideoMessage(int frameCount, const QByteArray& data);
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void setGroundPlaneImpact(float groundPlaneImpact) { _groundPlaneImpact = groundPlaneImpact; }
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private slots:
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void timer();
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void idle();
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void terminate();
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void bandwidthDetails();
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void editPreferences();
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void bandwidthDetailsClosed();
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void pair();
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void setRenderMirrored(bool mirrored);
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void setNoise(bool noise);
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void setFullscreen(bool fullscreen);
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void setRenderFirstPerson(bool firstPerson);
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void setRenderThirdPerson(bool thirdPerson);
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void increaseAvatarSize();
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void decreaseAvatarSize();
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void renderThrustAtVoxel(const glm::vec3& thrust);
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void renderLineToTouchedVoxel();
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void setFrustumOffset(bool frustumOffset);
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void cycleFrustumRenderMode();
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void setRenderWarnings(bool renderWarnings);
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void setRenderVoxels(bool renderVoxels);
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void doKillLocalVoxels();
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void doRandomizeVoxelColors();
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void doFalseRandomizeVoxelColors();
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void doFalseRandomizeEveryOtherVoxelColors();
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void doFalseColorizeByDistance();
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void doFalseColorizeOccluded();
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void doFalseColorizeOccludedV2();
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void doFalseColorizeInView();
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void doTrueVoxelColors();
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void doTreeStats();
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void setWantsMonochrome(bool wantsMonochrome);
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void setWantsLowResMoving(bool wantsLowResMoving);
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void disableDeltaSending(bool disableDeltaSending);
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void disableOcclusionCulling(bool disableOcclusionCulling);
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void updateVoxelModeActions();
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void decreaseVoxelSize();
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void increaseVoxelSize();
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void resetSwatchColors();
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void chooseVoxelPaintColor();
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void loadSettings(QSettings* set = NULL);
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void saveSettings(QSettings* set = NULL);
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void importSettings();
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void exportSettings();
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void exportVoxels();
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void importVoxels();
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void importVoxelsToClipboard();
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void cutVoxels();
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void copyVoxels();
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void pasteVoxels();
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void runTests();
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void renderCoverageMap();
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void renderCoverageMapsRecursively(CoverageMap* map);
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void renderCoverageMapV2();
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void renderCoverageMapsV2Recursively(CoverageMapV2* map);
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glm::vec2 getScaledScreenPoint(glm::vec2 projectedPoint);
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void goHome();
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private:
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static void controlledBroadcastToNodes(unsigned char* broadcastData, size_t dataBytes,
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const char* nodeTypes, int numNodeTypes);
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static void sendVoxelServerAddScene();
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static bool sendVoxelsOperation(VoxelNode* node, void* extraData);
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static void sendVoxelEditMessage(PACKET_TYPE type, VoxelDetail& detail);
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static void sendAvatarVoxelURLMessage(const QUrl& url);
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static void processAvatarVoxelURLMessage(unsigned char* packetData, size_t dataBytes);
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static void processAvatarFaceVideoMessage(unsigned char* packetData, size_t dataBytes);
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static void sendPingPackets();
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void initMenu();
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void updateFrustumRenderModeAction();
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void initDisplay();
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void init();
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void update(float deltaTime);
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bool isLookingAtOtherAvatar(glm::vec3& mouseRayOrigin, glm::vec3& mouseRayDirection, glm::vec3& eyePosition);
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void renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera);
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void updateAvatar(float deltaTime);
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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void displayOculus(Camera& whichCamera);
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void displaySide(Camera& whichCamera);
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void displayOverlay();
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void displayStats();
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void renderViewFrustum(ViewFrustum& viewFrustum);
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void checkBandwidthMeterClick();
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void setupPaintingVoxel();
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void shiftPaintingColor();
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void maybeEditVoxelUnderCursor();
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void deleteVoxelUnderCursor();
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void eyedropperVoxelUnderCursor();
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void resetSensors();
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void setMenuShortcutsEnabled(bool enabled);
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void updateCursor();
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QAction* checkedVoxelModeAction() const;
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static void attachNewHeadToNode(Node *newNode);
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static void* networkReceive(void* args);
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// methodes handling menu settings
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typedef void(*settingsAction)(QSettings*, QAction*);
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static void loadAction(QSettings* set, QAction* action);
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static void saveAction(QSettings* set, QAction* action);
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void scanMenuBar(settingsAction modifySetting, QSettings* set);
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void scanMenu(QMenu* menu, settingsAction modifySetting, QSettings* set);
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QMainWindow* _window;
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QGLWidget* _glWidget;
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QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
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QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
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QAction* _shouldLowPassFilter; // Use test lowpass filter
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
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QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
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QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar
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QAction* _gravityUse; // Whether gravity is on or not
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QAction* _testPing; // Whether to display ping or not
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QAction* _renderVoxels; // Whether to render voxels
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QAction* _renderVoxelTextures; // Whether to render noise textures on voxels
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QAction* _renderStarsOn; // Whether to display the stars
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QAction* _renderAtmosphereOn; // Whether to display the atmosphere
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QAction* _renderGroundPlaneOn; // Whether to display the ground plane
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QAction* _renderAvatarsOn; // Whether to render avatars
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QAction* _renderStatsOn; // Whether to show onscreen text overlay with stats
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QAction* _renderFrameTimerOn; // Whether to show onscreen text overlay with stats
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QAction* _renderLookatOn; // Whether to show lookat vectors from avatar eyes if looking at something
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QAction* _renderLookatIndicatorOn;
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QAction* _manualFirstPerson; // Whether to force first-person mode
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QAction* _manualThirdPerson; // Whether to force third-person mode
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QAction* _logOn; // Whether to show on-screen log
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QAction* _oscilloscopeOn; // Whether to show the oscilloscope
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QAction* _bandwidthDisplayOn; // Whether to show on-screen bandwidth bars
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QActionGroup* _voxelModeActions; // The group of voxel edit mode actions
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QAction* _addVoxelMode; // Whether add voxel mode is enabled
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QAction* _deleteVoxelMode; // Whether delete voxel mode is enabled
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QAction* _colorVoxelMode; // Whether color voxel mode is enabled
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QAction* _selectVoxelMode; // Whether select voxel mode is enabled
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QAction* _eyedropperMode; // Whether voxel color eyedropper mode is enabled
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QAction* _voxelPaintColor; // The color with which to paint voxels
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QAction* _destructiveAddVoxel; // when doing voxel editing do we want them to be destructive
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QAction* _frustumOn; // Whether or not to display the debug view frustum
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QAction* _viewFrustumFromOffset; // Whether or not to offset the view of the frustum
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QAction* _fullScreenMode; // whether we are in full screen mode
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QAction* _frustumRenderModeAction;
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QAction* _settingsAutosave; // Whether settings are saved automatically
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QAction* _renderCoverageMapV2;
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QAction* _renderCoverageMap;
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QAction* _simulateLeapHand; // When there's no Leap, use this to pretend there is one and feed fake hand data
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QAction* _testRaveGlove; // Test fancy sparkle-rave-glove mode
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BandwidthMeter _bandwidthMeter;
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BandwidthDialog* _bandwidthDialog;
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SerialInterface _serialHeadSensor;
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QNetworkAccessManager* _networkAccessManager;
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QSettings* _settings;
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bool _displayLevels;
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glm::vec3 _gravity;
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// Frame Rate Measurement
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int _frameCount;
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float _fps;
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timeval _applicationStartupTime;
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timeval _timerStart, _timerEnd;
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timeval _lastTimeUpdated;
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bool _justStarted;
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bool _particleSystemInitialized;
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int _coolDemoParticleEmitter;
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Stars _stars;
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VoxelSystem _voxels;
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VoxelTree _clipboardTree; // if I copy/paste
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QByteArray _voxelsFilename;
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bool _wantToKillLocalVoxels;
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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enum FrustumDrawMode { FRUSTUM_DRAW_MODE_ALL, FRUSTUM_DRAW_MODE_VECTORS, FRUSTUM_DRAW_MODE_PLANES,
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FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_KEYHOLE, FRUSTUM_DRAW_MODE_COUNT };
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FrustumDrawMode _frustumDrawingMode;
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float _viewFrustumOffsetYaw; // the following variables control yaw, pitch, roll and distance form regular
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float _viewFrustumOffsetPitch; // camera to the offset camera
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float _viewFrustumOffsetRoll;
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float _viewFrustumOffsetDistance;
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float _viewFrustumOffsetUp;
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Oscilloscope _audioScope;
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Avatar _myAvatar; // The rendered avatar of oneself
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Transmitter _myTransmitter; // Gets UDP data from transmitter app used to animate the avatar
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Webcam _webcam; // The webcam interface
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Camera _myCamera; // My view onto the world
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Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
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Environment _environment;
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int _headMouseX, _headMouseY;
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float _headCameraPitchYawScale;
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int _audioJitterBufferSamples; // Number of extra samples to wait before starting audio playback
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float _horizontalFieldOfView; // In Degrees, doesn't apply to HMD like Oculus
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HandControl _handControl;
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int _mouseX;
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int _mouseY;
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int _mouseDragStartedX;
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int _mouseDragStartedY;
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float _touchAvgX;
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float _touchAvgY;
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float _lastTouchAvgX;
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float _lastTouchAvgY;
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float _touchDragStartedAvgX;
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float _touchDragStartedAvgY;
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bool _isTouchPressed; // true if multitouch has been pressed (clear when finished)
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float _yawFromTouch;
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float _pitchFromTouch;
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float _groundPlaneImpact;
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VoxelDetail _mouseVoxelDragging;
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glm::vec3 _voxelThrust;
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bool _mousePressed; // true if mouse has been pressed (clear when finished)
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VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
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float _mouseVoxelScale; // the scale for adding/removing voxels
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glm::vec3 _lastMouseVoxelPos; // the position of the last mouse voxel edit
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bool _justEditedVoxel; // set when we've just added/deleted/colored a voxel
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bool _isLookingAtOtherAvatar;
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glm::vec3 _lookatOtherPosition;
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bool _paintOn; // Whether to paint voxels as you fly around
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unsigned char _dominantColor; // The dominant color of the voxel we're painting
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VoxelDetail _paintingVoxel; // The voxel we're painting if we're painting
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bool _perfStatsOn; // Do we want to display perfStats?
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ChatEntry _chatEntry; // chat entry field
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bool _chatEntryOn; // Whether to show the chat entry
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GLuint _oculusTextureID; // The texture to which we render for Oculus distortion
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ProgramObject* _oculusProgram; // The GLSL program containing the distortion shader
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float _oculusDistortionScale; // Controls the Oculus field of view
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int _textureLocation;
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int _lensCenterLocation;
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int _screenCenterLocation;
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int _scaleLocation;
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int _scaleInLocation;
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int _hmdWarpParamLocation;
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GeometryCache _geometryCache;
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ParticleSystem _particleSystem;
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#ifndef _WIN32
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Audio _audio;
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#endif
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bool _enableNetworkThread;
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pthread_t _networkReceiveThread;
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bool _stopNetworkReceiveThread;
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unsigned char _incomingPacket[MAX_PACKET_SIZE];
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int _packetCount;
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int _packetsPerSecond;
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int _bytesPerSecond;
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int _bytesCount;
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StDev _idleLoopStdev;
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float _idleLoopMeasuredJitter;
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ToolsPalette _palette;
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Swatch _swatch;
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};
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#endif /* defined(__interface__Application__) */
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