Merge pull request #812 from Atlante45/master

Rendering changes
This commit is contained in:
Andrzej Kapolka 2013-08-07 11:46:43 -07:00
commit e17149a49d
3 changed files with 43 additions and 23 deletions

View file

@ -2329,13 +2329,13 @@ void Application::renderFollowIndicator() {
if (leader != NULL) {
glColor3f(1.f, 0.f, 0.f);
glVertex3f(avatar->getPosition().x,
avatar->getPosition().y,
avatar->getPosition().z);
glVertex3f((avatar->getHead().getPosition().x + avatar->getPosition().x) / 2.f,
(avatar->getHead().getPosition().y + avatar->getPosition().y) / 2.f,
(avatar->getHead().getPosition().z + avatar->getPosition().z) / 2.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(leader->getPosition().x,
leader->getPosition().y,
leader->getPosition().z);
glVertex3f((leader->getHead().getPosition().x + leader->getPosition().x) / 2.f,
(leader->getHead().getPosition().y + leader->getPosition().y) / 2.f,
(leader->getHead().getPosition().z + leader->getPosition().z) / 2.f);
}
}
}
@ -2343,13 +2343,13 @@ void Application::renderFollowIndicator() {
if (_myAvatar.getLeadingAvatar() != NULL) {
glColor3f(1.f, 0.f, 0.f);
glVertex3f(_myAvatar.getPosition().x,
_myAvatar.getPosition().y,
_myAvatar.getPosition().z);
glVertex3f((_myAvatar.getHead().getPosition().x + _myAvatar.getPosition().x) / 2.f,
(_myAvatar.getHead().getPosition().y + _myAvatar.getPosition().y) / 2.f,
(_myAvatar.getHead().getPosition().z + _myAvatar.getPosition().z) / 2.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(_myAvatar.getLeadingAvatar()->getPosition().x,
_myAvatar.getLeadingAvatar()->getPosition().y,
_myAvatar.getLeadingAvatar()->getPosition().z);
glVertex3f((_myAvatar.getLeadingAvatar()->getHead().getPosition().x + _myAvatar.getLeadingAvatar()->getPosition().x) / 2.f,
(_myAvatar.getLeadingAvatar()->getHead().getPosition().y + _myAvatar.getLeadingAvatar()->getPosition().y) / 2.f,
(_myAvatar.getLeadingAvatar()->getHead().getPosition().z + _myAvatar.getLeadingAvatar()->getPosition().z) / 2.f);
}
glEnd();
@ -3108,14 +3108,16 @@ void Application::displaySide(Camera& whichCamera) {
}
// Render my own Avatar
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
}
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
}
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
if (_renderLookatIndicatorOn->isChecked() && _isLookingAtOtherAvatar) {
renderLookatIndicator(_lookatOtherPosition, whichCamera);
if (_renderLookatIndicatorOn->isChecked() && _isLookingAtOtherAvatar) {
renderLookatIndicator(_lookatOtherPosition, whichCamera);
}
}
}

View file

@ -1174,6 +1174,23 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
// render body
renderBody(lookingInMirror, renderAvatarBalls);
// render sphere when far away
if (!isMyAvatar()) {
const float MAX_ANGLE = 10.f;
glm::vec3 toTarget = _position - Application::getInstance()->getAvatar()->getPosition();
glm::vec3 delta = _height * (_head.getCameraOrientation() * IDENTITY_UP) / 2.f;
float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
if (angle < MAX_ANGLE) {
glColor4f(0.5f, 0.8f, 0.8f, 1.f - angle / MAX_ANGLE);
glPushMatrix();
glTranslatef(_position.x, _position.y, _position.z);
glScalef(_height / 2.f, _height / 2.f, _height / 2.f);
glutSolidSphere(1.2f + _head.getAverageLoudness() * .0005f, 20, 20);
glPopMatrix();
}
}
// if this is my avatar, then render my interactions with the other avatar
if (isMyAvatar()) {
_avatarTouch.render(Application::getInstance()->getCamera()->getPosition());

View file

@ -732,14 +732,15 @@ void Head::renderEyeBalls() {
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
glColor3f(0.0f, 0.0f, 0.0f);
glLineWidth(2.0);
glBegin(GL_LINE_STRIP);
glBegin(GL_LINES);
glColor4f(0.2f, 0.2f, 0.2f, 1.f);
glVertex3f(leftEyePosition.x, leftEyePosition.y, leftEyePosition.z);
glColor4f(1.0f, 1.0f, 1.0f, 0.f);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glEnd();
glBegin(GL_LINE_STRIP);
glColor4f(0.2f, 0.2f, 0.2f, 1.f);
glVertex3f(rightEyePosition.x, rightEyePosition.y, rightEyePosition.z);
glColor4f(1.0f, 1.0f, 1.0f, 0.f);
glVertex3f(lookatPosition.x, lookatPosition.y, lookatPosition.z);
glEnd();
}