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https://github.com/HifiExperiments/overte.git
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commit
a2a7640bd2
1 changed files with 44 additions and 17 deletions
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@ -155,6 +155,12 @@ VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
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unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
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unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
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bool perfStatsOn = false; // Do we want to display perfStats?
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bool perfStatsOn = false; // Do we want to display perfStats?
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -90.0;
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float viewFrustumOffsetPitch = 7.5;
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float viewFrustumOffsetRoll = 0.0;
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int noiseOn = 0; // Whether to add random noise
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int noiseOn = 0; // Whether to add random noise
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float noise = 1.0; // Overall magnitude scaling for random noise levels
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float noise = 1.0; // Overall magnitude scaling for random noise levels
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@ -522,8 +528,11 @@ void render_view_frustum() {
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glm::vec3 up = myAvatar.getHeadLookatDirectionUp();
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glm::vec3 up = myAvatar.getHeadLookatDirectionUp();
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glm::vec3 right = myAvatar.getHeadLookatDirectionRight();
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glm::vec3 right = myAvatar.getHeadLookatDirectionRight();
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float nearDist = 0.1;
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float farDist = 1.0;
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// what? this are negative?? GRRRR!!!
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float nearDist = -0.1;
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float farDist = -1.0;
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float fovHalfAngle = 0.7854f; // 45 deg for half, so fov = 90 deg
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float fovHalfAngle = 0.7854f; // 45 deg for half, so fov = 90 deg
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float screenWidth = ::WIDTH; // These values come from reshape()
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float screenWidth = ::WIDTH; // These values come from reshape()
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@ -643,8 +652,7 @@ void display(void)
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//--------------------------------------------------------
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//--------------------------------------------------------
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myCamera.setTargetPosition( myAvatar.getPos() );
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myCamera.setTargetPosition( myAvatar.getPos() );
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if ( displayHead )
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if ( displayHead ) {
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{
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//-----------------------------------------------
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//-----------------------------------------------
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// set the camera to looking at my own face
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// set the camera to looking at my own face
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//-----------------------------------------------
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//-----------------------------------------------
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@ -655,9 +663,18 @@ void display(void)
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myCamera.setDistance( 0.5 );
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myCamera.setDistance( 0.5 );
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myCamera.setDistance( 0.08 );
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myCamera.setDistance( 0.08 );
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myCamera.update();
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myCamera.update();
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}
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} else {
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else
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if (::viewFrustumFromOffset && ::frustumOn) {
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{
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//----------------------------------------------------
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// set the camera to third-person view but offset so we can see the frustum
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//----------------------------------------------------
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myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
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myCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
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myCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
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myCamera.setUp ( 0.2 + 0.2 );
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myCamera.setDistance( 0.5 + 0.2 );
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myCamera.update();
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} else {
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//----------------------------------------------------
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//----------------------------------------------------
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// set the camera to third-person view behind my av
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// set the camera to third-person view behind my av
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//----------------------------------------------------
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//----------------------------------------------------
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@ -669,6 +686,7 @@ void display(void)
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myCamera.setDistance( 0.5 );
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myCamera.setDistance( 0.5 );
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myCamera.update();
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myCamera.update();
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}
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}
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}
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//---------------------------------------------
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//---------------------------------------------
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// transform view according to myCamera
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// transform view according to myCamera
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@ -964,6 +982,15 @@ void key(unsigned char k, int x, int y)
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if (k == '*') ::starsOn = !::starsOn; // toggle stars
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if (k == '*') ::starsOn = !::starsOn; // toggle stars
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if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
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if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
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if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
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if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
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if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging
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if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
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if (k == ']') ::viewFrustumOffsetYaw += 0.5;
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if (k == '{') ::viewFrustumOffsetPitch -= 0.5;
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if (k == '}') ::viewFrustumOffsetPitch += 0.5;
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if (k == '(') ::viewFrustumOffsetRoll -= 0.5;
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if (k == ')') ::viewFrustumOffsetRoll += 0.5;
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if (k == '&') {
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if (k == '&') {
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::paintOn = !::paintOn; // toggle paint
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::paintOn = !::paintOn; // toggle paint
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::setupPaintingVoxel(); // also randomizes colors
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::setupPaintingVoxel(); // also randomizes colors
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