Mirror View initial setup

This commit is contained in:
stojce 2013-10-21 08:28:38 +02:00
parent a746174a3b
commit b45525ae21
4 changed files with 54 additions and 33 deletions

View file

@ -86,6 +86,11 @@ const int STARTUP_JITTER_SAMPLES = PACKET_LENGTH_SAMPLES_PER_CHANNEL / 2;
// will start playback on the second received audio packet.
const int MIRROR_VIEW_TOP_PADDING = 5;
const int MIRROR_VIEW_LEFT_PADDING = 10;
const int MIRROR_VIEW_WIDTH = 265;
const int MIRROR_VIEW_HEIGHT = 215;
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString &message) {
fprintf(stdout, "%s", message.toLocal8Bit().constData());
LogDisplay::instance.addMessage(message.toLocal8Bit().constData());
@ -360,20 +365,7 @@ void Application::paintGL() {
glEnable(GL_LINE_SMOOTH);
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness (100.0f);
glm::vec3 targetPosition = _myAvatar.getUprightHeadPosition();
if (_myAvatar.getHead().getBlendFace().isActive()) {
// make sure we're aligned to the blend face eyes
glm::vec3 leftEyePosition, rightEyePosition;
if (_myAvatar.getHead().getBlendFace().getEyePositions(leftEyePosition, rightEyePosition, true)) {
targetPosition = (leftEyePosition + rightEyePosition) * 0.5f;
}
}
_myCamera.setTargetPosition(targetPosition);
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
} else if (OculusManager::isConnected()) {
if (OculusManager::isConnected()) {
_myCamera.setUpShift (0.0f);
_myCamera.setDistance (0.0f);
_myCamera.setTightness (0.0f); // Camera is directly connected to head without smoothing
@ -434,6 +426,35 @@ void Application::paintGL() {
_glowEffect.render();
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
glm::vec3 targetPosition = _myAvatar.getEyeLevelPosition();
if (_myAvatar.getHead().getBlendFace().isActive()) {
// make sure we're aligned to the blend face eyes
glm::vec3 leftEyePosition, rightEyePosition;
if (_myAvatar.getHead().getBlendFace().getEyePositions(leftEyePosition, rightEyePosition, true)) {
targetPosition = (leftEyePosition + rightEyePosition) * 0.5f;
}
}
_mirrorCamera.setTargetPosition(targetPosition);
_mirrorCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
_mirrorCamera.update(1.0f/_fps);
glViewport(MIRROR_VIEW_LEFT_PADDING, _glWidget->height() - MIRROR_VIEW_HEIGHT - MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT);
glScissor(MIRROR_VIEW_LEFT_PADDING, _glWidget->height() - MIRROR_VIEW_HEIGHT - MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT);
glEnable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
displaySide(_mirrorCamera);
glPopMatrix();
// reset Viewport
glViewport(0, 0, _glWidget->width(), _glWidget->height());
glDisable(GL_SCISSOR_TEST);
}
displayOverlay();
}
@ -1608,7 +1629,10 @@ void Application::init() {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
_myAvatar.setDisplayingLookatVectors(false);
_mirrorCamera.setMode(CAMERA_MODE_MIRROR);
_mirrorCamera.setModeShiftRate(1.0f);
_mirrorCamera.setAspectRatio(MIRROR_VIEW_WIDTH / MIRROR_VIEW_HEIGHT);
_mirrorCamera.setFieldOfView(DEFAULT_FIELD_OF_VIEW_DEGREES);
OculusManager::connect();
if (OculusManager::isConnected()) {
@ -2061,12 +2085,7 @@ void Application::update(float deltaTime) {
}
if (!OculusManager::isConnected()) {
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
if (_myCamera.getMode() != CAMERA_MODE_MIRROR) {
_myCamera.setMode(CAMERA_MODE_MIRROR);
_myCamera.setModeShiftRate(100.0f);
}
} else if (Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::FirstPerson)) {
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
_myCamera.setModeShiftRate(1.0f);
@ -2079,7 +2098,7 @@ void Application::update(float deltaTime) {
}
if (Menu::getInstance()->isOptionChecked(MenuOption::OffAxisProjection)) {
float xSign = Menu::getInstance()->isOptionChecked(MenuOption::Mirror) ? 1.0f : -1.0f;
float xSign = _myCamera.getMode() != CAMERA_MODE_MIRROR ? 1.0f : -1.0f;
if (_faceshift.isActive()) {
const float EYE_OFFSET_SCALE = 0.025f;
glm::vec3 position = _faceshift.getHeadTranslation() * EYE_OFFSET_SCALE;
@ -2368,7 +2387,7 @@ void Application::displayOculus(Camera& whichCamera) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, _glWidget->width(), 0, _glWidget->height());
gluOrtho2D(0, _glWidget->width(), 0, _glWidget->height());
glDisable(GL_DEPTH_TEST);
// for reference on setting these values, see SDK file Samples/OculusRoomTiny/RenderTiny_Device.cpp
@ -2446,12 +2465,14 @@ void Application::computeOffAxisFrustum(float& left, float& right, float& bottom
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, near, far, nearClipPlane, farClipPlane);
/*
// when mirrored, we must flip left and right
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
float tmp = left;
left = -right;
right = -tmp;
}
*/
}
void Application::displaySide(Camera& whichCamera) {
@ -2459,7 +2480,7 @@ void Application::displaySide(Camera& whichCamera) {
// transform by eye offset
// flip x if in mirror mode (also requires reversing winding order for backface culling)
if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
glScalef(-1.0f, 1.0f, 1.0f);
glFrontFace(GL_CW);
@ -2664,7 +2685,7 @@ void Application::displaySide(Camera& whichCamera) {
}
// Set lookAt to myCamera on client side if other avatars are looking at client
if (isLookingAtMyAvatar(avatar)) {
avatar->getHead().setLookAtPosition(_myCamera.getPosition());
avatar->getHead().setLookAtPosition(whichCamera.getPosition());
}
avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
@ -2674,10 +2695,10 @@ void Application::displaySide(Camera& whichCamera) {
}
// Render my own Avatar
if (_myCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) {
_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
if (whichCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) {
_myAvatar.getHead().setLookAtPosition(whichCamera.getPosition());
}
_myAvatar.render(Menu::getInstance()->isOptionChecked(MenuOption::Mirror),
_myAvatar.render(whichCamera.getMode() == CAMERA_MODE_MIRROR,
Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
@ -2689,7 +2710,7 @@ void Application::displaySide(Camera& whichCamera) {
_myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS, whichCamera);
// Render the world box
if (!Menu::getInstance()->isOptionChecked(MenuOption::Mirror) && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
if (whichCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
renderWorldBox();
}
@ -2782,7 +2803,6 @@ void Application::displayOverlay() {
//noiseTest(_glWidget->width(), _glWidget->height());
if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)
&& !Menu::getInstance()->isOptionChecked(MenuOption::Mirror)
&& USING_INVENSENSE_MPU9150) {
// Display small target box at center or head mouse target that can also be used to measure LOD
glColor3f(1.0, 1.0, 1.0);

View file

@ -291,6 +291,7 @@ private:
Camera _myCamera; // My view onto the world
Camera _viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
Camera _mirrorCamera; // Cammera for mirror view
Environment _environment;

View file

@ -23,7 +23,7 @@ const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 1.5f;
const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
const float CAMERA_MIRROR_MODE_DISTANCE = 0.3f;
const float CAMERA_MIRROR_MODE_DISTANCE = 0.17f;
const float CAMERA_MIRROR_MODE_TIGHTNESS = 100.0f;

View file

@ -597,7 +597,7 @@ float MyAvatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON) {
if (Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON && !lookingInMirror) {
// Dont display body, only the hand
_hand.render(lookingInMirror);