mirror of
https://github.com/JulianGro/overte.git
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Merge pull request #2468 from ey6es/master
Cull against shadow volume when rendering avatar shadows, don't use textures/fancy shaders when rendering shadow map.
This commit is contained in:
commit
763976e723
22 changed files with 260 additions and 120 deletions
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@ -4,22 +4,22 @@
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<context>
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<name>Application</name>
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<message>
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<location filename="src/Application.cpp" line="1364"/>
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<location filename="src/Application.cpp" line="1368"/>
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<source>Export Voxels</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Application.cpp" line="1365"/>
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<location filename="src/Application.cpp" line="1369"/>
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<source>Sparse Voxel Octree Files (*.svo)</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Application.cpp" line="3577"/>
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<location filename="src/Application.cpp" line="3596"/>
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<source>Open Script</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Application.cpp" line="3578"/>
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<location filename="src/Application.cpp" line="3597"/>
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<source>JavaScript Files (*.js)</source>
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<translation type="unfinished"></translation>
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</message>
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@ -113,18 +113,18 @@
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<context>
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<name>Menu</name>
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<message>
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<location filename="src/Menu.cpp" line="439"/>
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<location filename="src/Menu.cpp" line="449"/>
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<source>Open .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="441"/>
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<location filename="src/Menu.cpp" line="453"/>
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<location filename="src/Menu.cpp" line="451"/>
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<location filename="src/Menu.cpp" line="463"/>
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<source>Text files (*.ini)</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="451"/>
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<location filename="src/Menu.cpp" line="461"/>
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<source>Save .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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@ -132,28 +132,28 @@
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<context>
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<name>QObject</name>
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<message>
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<location filename="src/ImportDialog.cpp" line="22"/>
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<location filename="src/ImportDialog.cpp" line="23"/>
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<location filename="src/ui/ImportDialog.cpp" line="22"/>
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<location filename="src/ui/ImportDialog.cpp" line="23"/>
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<source>Import Voxels</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/ImportDialog.cpp" line="24"/>
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<location filename="src/ui/ImportDialog.cpp" line="24"/>
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<source>Loading ...</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/ImportDialog.cpp" line="25"/>
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<location filename="src/ui/ImportDialog.cpp" line="25"/>
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<source>Place voxels</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/ImportDialog.cpp" line="26"/>
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<location filename="src/ui/ImportDialog.cpp" line="26"/>
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<source><b>Import</b> %1 as voxels</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/ImportDialog.cpp" line="27"/>
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<location filename="src/ui/ImportDialog.cpp" line="27"/>
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<source>Cancel</source>
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<translation type="unfinished"></translation>
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</message>
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|
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14
interface/resources/shaders/model_shadow.frag
Normal file
14
interface/resources/shaders/model_shadow.frag
Normal file
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@ -0,0 +1,14 @@
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#version 120
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//
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// model_shadow.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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void main(void) {
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// fixed color for now (we may eventually want to use texture alpha)
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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14
interface/resources/shaders/model_shadow.vert
Normal file
14
interface/resources/shaders/model_shadow.vert
Normal file
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@ -0,0 +1,14 @@
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#version 120
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//
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// model_shadow.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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void main(void) {
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// just use standard pipeline transform
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gl_Position = ftransform();
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}
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27
interface/resources/shaders/skin_model_shadow.vert
Normal file
27
interface/resources/shaders/skin_model_shadow.vert
Normal file
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@ -0,0 +1,27 @@
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#version 120
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//
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// skin_model_shadow.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 3/24/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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const int MAX_CLUSTERS = 128;
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const int INDICES_PER_VERTEX = 4;
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uniform mat4 clusterMatrices[MAX_CLUSTERS];
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
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float clusterWeight = clusterWeights[i];
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position += clusterMatrix * gl_Vertex * clusterWeight;
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}
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gl_Position = gl_ModelViewProjectionMatrix * position;
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}
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@ -2167,21 +2167,22 @@ void Application::updateShadowMap() {
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glViewport(0, 0, fbo->width(), fbo->height());
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glm::vec3 lightDirection = -getSunDirection();
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glm::quat rotation = glm::inverse(rotationBetween(IDENTITY_FRONT, lightDirection));
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glm::vec3 translation = glm::vec3();
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glm::quat rotation = rotationBetween(IDENTITY_FRONT, lightDirection);
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glm::quat inverseRotation = glm::inverse(rotation);
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float nearScale = 0.0f;
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const float MAX_SHADOW_DISTANCE = 2.0f;
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float farScale = (MAX_SHADOW_DISTANCE - _viewFrustum.getNearClip()) / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
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float farScale = (MAX_SHADOW_DISTANCE - _viewFrustum.getNearClip()) /
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(_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
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loadViewFrustum(_myCamera, _viewFrustum);
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glm::vec3 points[] = {
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rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) + translation) };
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inverseRotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale)),
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inverseRotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale)) };
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glm::vec3 minima(FLT_MAX, FLT_MAX, FLT_MAX), maxima(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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for (size_t i = 0; i < sizeof(points) / sizeof(points[0]); i++) {
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minima = glm::min(minima, points[i]);
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@ -2194,9 +2195,20 @@ void Application::updateShadowMap() {
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// save the combined matrix for rendering
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_shadowMatrix = glm::transpose(glm::translate(glm::vec3(0.5f, 0.5f, 0.5f)) * glm::scale(glm::vec3(0.5f, 0.5f, 0.5f)) *
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glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) *
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glm::mat4_cast(rotation) * glm::translate(translation));
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glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) * glm::mat4_cast(inverseRotation));
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// update the shadow view frustum
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_shadowViewFrustum.setPosition(rotation * ((minima + maxima) * 0.5f));
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_shadowViewFrustum.setOrientation(rotation);
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_shadowViewFrustum.setOrthographic(true);
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_shadowViewFrustum.setWidth(maxima.x - minima.x);
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_shadowViewFrustum.setHeight(maxima.y - minima.y);
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_shadowViewFrustum.setNearClip(minima.z);
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_shadowViewFrustum.setFarClip(maxima.z);
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_shadowViewFrustum.setEyeOffsetPosition(glm::vec3());
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_shadowViewFrustum.setEyeOffsetOrientation(glm::quat());
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_shadowViewFrustum.calculate();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@ -2205,16 +2217,14 @@ void Application::updateShadowMap() {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glm::vec3 axis = glm::axis(inverseRotation);
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glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
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// store view matrix without translation, which we'll use for precision-sensitive objects
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
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_viewMatrixTranslation = translation;
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_viewMatrixTranslation = glm::vec3();
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glTranslatef(translation.x, translation.y, translation.z);
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_avatarManager.renderAvatars(true);
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_avatarManager.renderAvatars(Avatar::SHADOW_RENDER_MODE);
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_particles.render();
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glPopMatrix();
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@ -2392,7 +2402,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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}
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bool mirrorMode = (whichCamera.getInterpolatedMode() == CAMERA_MODE_MIRROR);
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_avatarManager.renderAvatars(mirrorMode, selfAvatarOnly);
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_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE, selfAvatarOnly);
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if (!selfAvatarOnly) {
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// Render the world box
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@ -155,6 +155,7 @@ public:
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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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ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
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VoxelSystem* getVoxels() { return &_voxels; }
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VoxelTree* getVoxelTree() { return _voxels.getTree(); }
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ParticleTreeRenderer* getParticles() { return &_particles; }
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@ -390,6 +391,7 @@ private:
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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ViewFrustum _lastQueriedViewFrustum; /// last view frustum used to query octree servers (voxels, particles)
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ViewFrustum _shadowViewFrustum;
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quint64 _lastQueriedTime;
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Oscilloscope _audioScope;
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@ -189,10 +189,12 @@ static TextRenderer* textRenderer(TextRendererType type) {
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return displayNameRenderer;
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}
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void Avatar::render(const glm::vec3& cameraPosition, bool forShadowMap) {
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void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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// simple frustum check
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float boundingRadius = getBillboardSize();
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if (Application::getInstance()->getViewFrustum()->sphereInFrustum(cameraPosition, boundingRadius) == ViewFrustum::OUTSIDE) {
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ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
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Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getViewFrustum();
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if (frustum->sphereInFrustum(_position, boundingRadius) == ViewFrustum::OUTSIDE) {
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return;
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}
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@ -202,11 +204,11 @@ void Avatar::render(const glm::vec3& cameraPosition, bool forShadowMap) {
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{
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// glow when moving far away
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const float GLOW_DISTANCE = 20.0f;
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Glower glower(_moving && distanceToTarget > GLOW_DISTANCE && !forShadowMap ? 1.0f : 0.0f);
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Glower glower(_moving && distanceToTarget > GLOW_DISTANCE && renderMode == NORMAL_RENDER_MODE ? 1.0f : 0.0f);
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(forShadowMap);
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renderBody(renderMode);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(0.7f);
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@ -230,7 +232,8 @@ void Avatar::render(const glm::vec3& cameraPosition, bool forShadowMap) {
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING;
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if (!forShadowMap && (sphereRadius > MIN_SPHERE_SIZE) && (angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
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if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
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(angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
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glColor4f(SPHERE_COLOR[0], SPHERE_COLOR[1], SPHERE_COLOR[2], 1.f - angle / MAX_SPHERE_ANGLE);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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@ -242,8 +245,8 @@ void Avatar::render(const glm::vec3& cameraPosition, bool forShadowMap) {
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}
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const float DISPLAYNAME_DISTANCE = 10.0f;
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setShowDisplayName(!forShadowMap && distanceToTarget < DISPLAYNAME_DISTANCE);
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if (forShadowMap) {
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setShowDisplayName(renderMode == NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
|
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if (renderMode != NORMAL_RENDER_MODE) {
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return;
|
||||
}
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renderDisplayName();
|
||||
|
@ -306,17 +309,16 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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return glm::angleAxis(angle * proportion, axis);
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}
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|
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void Avatar::renderBody(bool forShadowMap) {
|
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void Avatar::renderBody(RenderMode renderMode) {
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if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
|
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// render the billboard until both models are loaded
|
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if (forShadowMap) {
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return;
|
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if (renderMode != SHADOW_RENDER_MODE) {
|
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renderBillboard();
|
||||
}
|
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renderBillboard();
|
||||
return;
|
||||
}
|
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_skeletonModel.render(1.0f);
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getHead()->render(1.0f);
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||||
_skeletonModel.render(1.0f, renderMode == SHADOW_RENDER_MODE);
|
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getHead()->render(1.0f, renderMode == SHADOW_RENDER_MODE);
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getHand()->render(false);
|
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}
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||||
|
||||
|
|
|
@ -74,7 +74,10 @@ public:
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|||
|
||||
void init();
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||||
void simulate(float deltaTime);
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||||
virtual void render(const glm::vec3& cameraPosition, bool forShadowMap);
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||||
|
||||
enum RenderMode { NORMAL_RENDER_MODE, SHADOW_RENDER_MODE, MIRROR_RENDER_MODE };
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||||
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||||
virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
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||||
//setters
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||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
|
||||
|
@ -181,7 +184,7 @@ protected:
|
|||
float getPelvisToHeadLength() const;
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||||
|
||||
void renderDisplayName();
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||||
virtual void renderBody(bool forShadowMap);
|
||||
virtual void renderBody(RenderMode renderMode);
|
||||
|
||||
private:
|
||||
|
||||
|
|
|
@ -72,7 +72,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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|||
simulateAvatarFades(deltaTime);
|
||||
}
|
||||
|
||||
void AvatarManager::renderAvatars(bool forShadowMapOrMirror, bool selfAvatarOnly) {
|
||||
void AvatarManager::renderAvatars(Avatar::RenderMode renderMode, bool selfAvatarOnly) {
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::renderAvatars()");
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||||
bool renderLookAtVectors = Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors);
|
||||
|
@ -85,13 +85,13 @@ void AvatarManager::renderAvatars(bool forShadowMapOrMirror, bool selfAvatarOnly
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|||
if (!avatar->isInitialized()) {
|
||||
continue;
|
||||
}
|
||||
avatar->render(cameraPosition, forShadowMapOrMirror);
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||||
avatar->render(cameraPosition, renderMode);
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||||
avatar->setDisplayingLookatVectors(renderLookAtVectors);
|
||||
}
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||||
renderAvatarFades(cameraPosition, forShadowMapOrMirror);
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||||
renderAvatarFades(cameraPosition, renderMode);
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||||
} else {
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||||
// just render myAvatar
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||||
_myAvatar->render(cameraPosition, forShadowMapOrMirror);
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||||
_myAvatar->render(cameraPosition, renderMode);
|
||||
_myAvatar->setDisplayingLookatVectors(renderLookAtVectors);
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||||
}
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||||
}
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||||
|
@ -114,14 +114,14 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
void AvatarManager::renderAvatarFades(const glm::vec3& cameraPosition, bool forShadowMap) {
|
||||
void AvatarManager::renderAvatarFades(const glm::vec3& cameraPosition, Avatar::RenderMode renderMode) {
|
||||
// render avatar fades
|
||||
Glower glower(forShadowMap ? 0.0f : 1.0f);
|
||||
Glower glower(renderMode == Avatar::NORMAL_RENDER_MODE ? 1.0f : 0.0f);
|
||||
|
||||
foreach(const AvatarSharedPointer& fadingAvatar, _avatarFades) {
|
||||
Avatar* avatar = static_cast<Avatar*>(fadingAvatar.data());
|
||||
if (avatar != static_cast<Avatar*>(_myAvatar.data())) {
|
||||
avatar->render(cameraPosition, forShadowMap);
|
||||
avatar->render(cameraPosition, renderMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,7 +29,7 @@ public:
|
|||
MyAvatar* getMyAvatar() { return _myAvatar.data(); }
|
||||
|
||||
void updateOtherAvatars(float deltaTime);
|
||||
void renderAvatars(bool forShadowMapOrMirror = false, bool selfAvatarOnly = false);
|
||||
void renderAvatars(Avatar::RenderMode renderMode, bool selfAvatarOnly = false);
|
||||
|
||||
void clearOtherAvatars();
|
||||
|
||||
|
@ -45,7 +45,7 @@ private:
|
|||
void processKillAvatar(const QByteArray& datagram);
|
||||
|
||||
void simulateAvatarFades(float deltaTime);
|
||||
void renderAvatarFades(const glm::vec3& cameraPosition, bool forShadowMap);
|
||||
void renderAvatarFades(const glm::vec3& cameraPosition, Avatar::RenderMode renderMode);
|
||||
|
||||
// virtual override
|
||||
AvatarHash::iterator erase(const AvatarHash::iterator& iterator);
|
||||
|
|
|
@ -45,13 +45,6 @@ void FaceModel::simulate(float deltaTime) {
|
|||
Model::simulate(deltaTime, true, newJointStates);
|
||||
}
|
||||
|
||||
bool FaceModel::render(float alpha) {
|
||||
if (!Model::render(alpha)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
|
||||
// get the rotation axes in joint space and use them to adjust the rotation
|
||||
glm::mat3 axes = glm::mat3_cast(_rotation);
|
||||
|
|
|
@ -22,7 +22,6 @@ public:
|
|||
FaceModel(Head* owningHead);
|
||||
|
||||
void simulate(float deltaTime);
|
||||
bool render(float alpha);
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -168,8 +168,8 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
|
|||
_eyePosition = calculateAverageEyePosition();
|
||||
}
|
||||
|
||||
void Head::render(float alpha) {
|
||||
if (_faceModel.render(alpha) && _renderLookatVectors) {
|
||||
void Head::render(float alpha, bool forShadowMap) {
|
||||
if (_faceModel.render(alpha, forShadowMap) && _renderLookatVectors) {
|
||||
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,7 +37,7 @@ public:
|
|||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime, bool isMine, bool billboard = false);
|
||||
void render(float alpha);
|
||||
void render(float alpha, bool forShadowMap);
|
||||
void setScale(float scale);
|
||||
void setPosition(glm::vec3 position) { _position = position; }
|
||||
void setGravity(glm::vec3 gravity) { _gravity = gravity; }
|
||||
|
|
|
@ -450,12 +450,12 @@ void MyAvatar::renderDebugBodyPoints() {
|
|||
}
|
||||
|
||||
// virtual
|
||||
void MyAvatar::render(const glm::vec3& cameraPosition, bool forShadowMapOrMirror) {
|
||||
void MyAvatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
|
||||
// don't render if we've been asked to disable local rendering
|
||||
if (!_shouldRender) {
|
||||
return; // exit early
|
||||
}
|
||||
Avatar::render(cameraPosition, forShadowMapOrMirror);
|
||||
Avatar::render(cameraPosition, renderMode);
|
||||
}
|
||||
|
||||
void MyAvatar::renderHeadMouse() const {
|
||||
|
@ -638,20 +638,20 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
|||
_billboardValid = false;
|
||||
}
|
||||
|
||||
void MyAvatar::renderBody(bool forceRenderHead) {
|
||||
void MyAvatar::renderBody(RenderMode renderMode) {
|
||||
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
|
||||
return; // wait until both models are loaded
|
||||
}
|
||||
|
||||
// Render the body's voxels and head
|
||||
_skeletonModel.render(1.0f);
|
||||
_skeletonModel.render(1.0f, renderMode == SHADOW_RENDER_MODE);
|
||||
|
||||
// Render head so long as the camera isn't inside it
|
||||
const float RENDER_HEAD_CUTOFF_DISTANCE = 0.40f;
|
||||
Camera* myCamera = Application::getInstance()->getCamera();
|
||||
if (forceRenderHead || (glm::length(myCamera->getPosition() - getHead()->calculateAverageEyePosition()) >
|
||||
if (renderMode != NORMAL_RENDER_MODE || (glm::length(myCamera->getPosition() - getHead()->calculateAverageEyePosition()) >
|
||||
RENDER_HEAD_CUTOFF_DISTANCE * _scale)) {
|
||||
getHead()->render(1.0f);
|
||||
getHead()->render(1.0f, renderMode == SHADOW_RENDER_MODE);
|
||||
}
|
||||
getHand()->render(true);
|
||||
}
|
||||
|
|
|
@ -35,8 +35,8 @@ public:
|
|||
void simulate(float deltaTime);
|
||||
void updateFromGyros(float deltaTime);
|
||||
|
||||
void render(const glm::vec3& cameraPosition, bool forShadowMapOrMirror = false);
|
||||
void renderBody(bool forceRenderHead);
|
||||
void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
|
||||
void renderBody(RenderMode renderMode);
|
||||
void renderDebugBodyPoints();
|
||||
void renderHeadMouse() const;
|
||||
|
||||
|
|
|
@ -62,17 +62,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
}
|
||||
|
||||
bool SkeletonModel::render(float alpha) {
|
||||
|
||||
if (_jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Model::render(alpha);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
|
||||
if (jointIndex == -1) {
|
||||
return;
|
||||
|
|
|
@ -23,7 +23,6 @@ public:
|
|||
SkeletonModel(Avatar* owningAvatar);
|
||||
|
||||
void simulate(float deltaTime, bool fullUpdate = true);
|
||||
bool render(float alpha);
|
||||
|
||||
/// \param jointIndex index of hand joint
|
||||
/// \param shapes[out] list in which is stored pointers to hand shapes
|
||||
|
|
|
@ -43,11 +43,14 @@ Model::~Model() {
|
|||
|
||||
ProgramObject Model::_program;
|
||||
ProgramObject Model::_normalMapProgram;
|
||||
ProgramObject Model::_shadowProgram;
|
||||
ProgramObject Model::_skinProgram;
|
||||
ProgramObject Model::_skinNormalMapProgram;
|
||||
ProgramObject Model::_skinShadowProgram;
|
||||
int Model::_normalMapTangentLocation;
|
||||
Model::SkinLocations Model::_skinLocations;
|
||||
Model::SkinLocations Model::_skinNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinShadowLocations;
|
||||
|
||||
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
|
||||
program.bind();
|
||||
|
@ -93,6 +96,11 @@ void Model::init() {
|
|||
_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
|
||||
_normalMapProgram.release();
|
||||
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
|
||||
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
|
||||
"shaders/model_shadow.frag");
|
||||
_shadowProgram.link();
|
||||
|
||||
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
|
||||
+ "shaders/skin_model.vert");
|
||||
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
|
||||
|
@ -108,6 +116,14 @@ void Model::init() {
|
|||
_skinNormalMapProgram.link();
|
||||
|
||||
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
|
||||
|
||||
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
|
||||
Application::resourcesPath() + "shaders/skin_model_shadow.vert");
|
||||
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
|
||||
Application::resourcesPath() + "shaders/model_shadow.frag");
|
||||
_skinShadowProgram.link();
|
||||
|
||||
initSkinProgram(_skinShadowProgram, _skinShadowLocations);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -167,7 +183,7 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
simulate(deltaTime, fullUpdate, updateGeometry());
|
||||
}
|
||||
|
||||
bool Model::render(float alpha) {
|
||||
bool Model::render(float alpha, bool forShadowMap) {
|
||||
// render the attachments
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->render(alpha);
|
||||
|
@ -198,13 +214,13 @@ bool Model::render(float alpha) {
|
|||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.5f * alpha);
|
||||
|
||||
renderMeshes(alpha, false);
|
||||
renderMeshes(alpha, forShadowMap, false);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
// render translucent meshes afterwards, with back face culling
|
||||
|
||||
renderMeshes(alpha, true);
|
||||
renderMeshes(alpha, forShadowMap, true);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
|
@ -960,7 +976,7 @@ void Model::deleteGeometry() {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::renderMeshes(float alpha, bool translucent) {
|
||||
void Model::renderMeshes(float alpha, bool forShadowMap, bool translucent) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
|
@ -985,7 +1001,12 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
ProgramObject* program = &_program;
|
||||
ProgramObject* skinProgram = &_skinProgram;
|
||||
SkinLocations* skinLocations = &_skinLocations;
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
if (forShadowMap) {
|
||||
program = &_shadowProgram;
|
||||
skinProgram = &_skinShadowProgram;
|
||||
skinLocations = &_skinShadowLocations;
|
||||
|
||||
} else if (!mesh.tangents.isEmpty()) {
|
||||
program = &_normalMapProgram;
|
||||
skinProgram = &_skinNormalMapProgram;
|
||||
skinLocations = &_skinNormalMapLocations;
|
||||
|
@ -1018,7 +1039,7 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
if (!(mesh.tangents.isEmpty() || forShadowMap)) {
|
||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
activeProgram->enableAttributeArray(tangentLocation);
|
||||
}
|
||||
|
@ -1028,7 +1049,7 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
|
||||
} else {
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
if (!(mesh.tangents.isEmpty() || forShadowMap)) {
|
||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3);
|
||||
activeProgram->enableAttributeArray(tangentLocation);
|
||||
}
|
||||
|
@ -1057,31 +1078,33 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
continue;
|
||||
}
|
||||
// apply material properties
|
||||
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
|
||||
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye) {
|
||||
if (diffuseMap) {
|
||||
if (forShadowMap) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
|
||||
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
||||
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
||||
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
|
||||
|
@ -1096,7 +1119,7 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
if (!(mesh.tangents.isEmpty() || forShadowMap)) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
|
|
@ -58,7 +58,7 @@ public:
|
|||
void createCollisionShapes();
|
||||
void updateShapePositions();
|
||||
void simulate(float deltaTime, bool fullUpdate = true);
|
||||
bool render(float alpha);
|
||||
bool render(float alpha = 1.0f, bool forShadowMap = false);
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
/// \param fallback the URL of a fallback model to render if the requested model fails to load
|
||||
|
@ -261,7 +261,7 @@ private:
|
|||
|
||||
void applyNextGeometry();
|
||||
void deleteGeometry();
|
||||
void renderMeshes(float alpha, bool translucent);
|
||||
void renderMeshes(float alpha, bool forShadowMap, bool translucent);
|
||||
|
||||
QSharedPointer<NetworkGeometry> _baseGeometry; ///< reference required to prevent collection of base
|
||||
QSharedPointer<NetworkGeometry> _nextBaseGeometry;
|
||||
|
@ -283,8 +283,10 @@ private:
|
|||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
|
||||
static ProgramObject _shadowProgram;
|
||||
static ProgramObject _skinProgram;
|
||||
static ProgramObject _skinNormalMapProgram;
|
||||
static ProgramObject _skinShadowProgram;
|
||||
|
||||
static int _normalMapTangentLocation;
|
||||
|
||||
|
@ -298,6 +300,7 @@ private:
|
|||
|
||||
static SkinLocations _skinLocations;
|
||||
static SkinLocations _skinNormalMapLocations;
|
||||
static SkinLocations _skinShadowLocations;
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
|
||||
static QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
|
|
|
@ -30,6 +30,9 @@ ViewFrustum::ViewFrustum() :
|
|||
_direction(IDENTITY_FRONT),
|
||||
_up(IDENTITY_UP),
|
||||
_right(IDENTITY_RIGHT),
|
||||
_orthographic(false),
|
||||
_width(1.0f),
|
||||
_height(1.0f),
|
||||
_fieldOfView(0.0),
|
||||
_aspectRatio(1.0f),
|
||||
_nearClip(0.1f),
|
||||
|
@ -62,6 +65,11 @@ void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
|
|||
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
|
||||
//
|
||||
void ViewFrustum::calculate() {
|
||||
if (_orthographic) {
|
||||
calculateOrthographic();
|
||||
return;
|
||||
}
|
||||
|
||||
// compute the off-axis frustum parameters as we would for glFrustum
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
|
@ -133,6 +141,49 @@ void ViewFrustum::calculate() {
|
|||
_keyholeBoundingBox = AABox(corner,(_keyholeRadius * 2.0f));
|
||||
}
|
||||
|
||||
void ViewFrustum::calculateOrthographic() {
|
||||
float halfWidth = _width * 0.5f;
|
||||
float halfHeight = _height * 0.5f;
|
||||
|
||||
// find the corners of the view box in world space
|
||||
glm::mat4 worldMatrix = glm::translate(_position) * glm::mat4(glm::mat3(_right, _up, -_direction)) *
|
||||
glm::translate(_eyeOffsetPosition) * glm::mat4_cast(_eyeOffsetOrientation);
|
||||
_farTopLeft = glm::vec3(worldMatrix * glm::vec4(-halfWidth, halfHeight, -_farClip, 1.0f));
|
||||
_farTopRight = glm::vec3(worldMatrix * glm::vec4(halfWidth, halfHeight, -_farClip, 1.0f));
|
||||
_farBottomLeft = glm::vec3(worldMatrix * glm::vec4(-halfWidth, -halfHeight, -_farClip, 1.0f));
|
||||
_farBottomRight = glm::vec3(worldMatrix * glm::vec4(halfWidth, -halfHeight, -_farClip, 1.0f));
|
||||
_nearTopLeft = glm::vec3(worldMatrix * glm::vec4(-halfWidth, halfHeight, -_nearClip, 1.0f));
|
||||
_nearTopRight = glm::vec3(worldMatrix * glm::vec4(halfWidth, halfHeight, -_nearClip, 1.0f));
|
||||
_nearBottomLeft = glm::vec3(worldMatrix * glm::vec4(-halfWidth, -halfHeight, -_nearClip, 1.0f));
|
||||
_nearBottomRight = glm::vec3(worldMatrix * glm::vec4(halfWidth, -halfHeight, -_nearClip, 1.0f));
|
||||
|
||||
// compute the offset position and axes in world space
|
||||
_offsetPosition = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
_offsetDirection = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
|
||||
_offsetUp = glm::vec3(worldMatrix * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
|
||||
_offsetRight = glm::vec3(worldMatrix * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
|
||||
|
||||
_planes[TOP_PLANE].set3Points(_nearTopRight, _nearTopLeft, _farTopLeft);
|
||||
_planes[BOTTOM_PLANE].set3Points(_nearBottomLeft, _nearBottomRight, _farBottomRight);
|
||||
_planes[LEFT_PLANE].set3Points(_nearBottomLeft, _farBottomLeft, _farTopLeft);
|
||||
_planes[RIGHT_PLANE].set3Points(_farBottomRight, _nearBottomRight, _nearTopRight);
|
||||
_planes[NEAR_PLANE].set3Points(_nearBottomRight, _nearBottomLeft, _nearTopLeft);
|
||||
_planes[FAR_PLANE].set3Points(_farBottomLeft, _farBottomRight, _farTopRight);
|
||||
|
||||
// Also calculate our projection matrix in case people want to project points...
|
||||
// Projection matrix : Field of View, ratio, display range : near to far
|
||||
glm::mat4 projection = glm::ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, _nearClip, _farClip);
|
||||
glm::vec3 lookAt = _position + _direction;
|
||||
glm::mat4 view = glm::lookAt(_position, lookAt, _up);
|
||||
|
||||
// Our ModelViewProjection : multiplication of our 3 matrices (note: model is identity, so we can drop it)
|
||||
_ourModelViewProjectionMatrix = projection * view; // Remember, matrix multiplication is the other way around
|
||||
|
||||
// Set up our keyhole bounding box...
|
||||
glm::vec3 corner = _position - _keyholeRadius;
|
||||
_keyholeBoundingBox = AABox(corner, (_keyholeRadius * 2.0f));
|
||||
}
|
||||
|
||||
//enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
|
||||
const char* ViewFrustum::debugPlaneName (int plane) const {
|
||||
switch (plane) {
|
||||
|
|
|
@ -41,6 +41,9 @@ public:
|
|||
const glm::vec3& getRight() const { return _right; }
|
||||
|
||||
// setters for lens attributes
|
||||
void setOrthographic(bool orthographic) { _orthographic = orthographic; }
|
||||
void setWidth(float width) { _width = width; }
|
||||
void setHeight(float height) { _height = height; }
|
||||
void setFieldOfView(float f) { _fieldOfView = f; }
|
||||
void setAspectRatio(float a) { _aspectRatio = a; }
|
||||
void setNearClip(float n) { _nearClip = n; }
|
||||
|
@ -50,6 +53,9 @@ public:
|
|||
void setEyeOffsetOrientation(const glm::quat& o) { _eyeOffsetOrientation = o; }
|
||||
|
||||
// getters for lens attributes
|
||||
bool isOrthographic() const { return _orthographic; }
|
||||
float getWidth() const { return _width; }
|
||||
float getHeight() const { return _height; }
|
||||
float getFieldOfView() const { return _fieldOfView; }
|
||||
float getAspectRatio() const { return _aspectRatio; }
|
||||
float getNearClip() const { return _nearClip; }
|
||||
|
@ -114,6 +120,8 @@ private:
|
|||
ViewFrustum::location sphereInKeyhole(const glm::vec3& center, float radius) const;
|
||||
ViewFrustum::location boxInKeyhole(const AABox& box) const;
|
||||
|
||||
void calculateOrthographic();
|
||||
|
||||
// camera location/orientation attributes
|
||||
glm::vec3 _position; // the position in TREE_SCALE
|
||||
glm::vec3 _positionVoxelScale; // the position in voxel scale
|
||||
|
@ -125,6 +133,9 @@ private:
|
|||
glm::vec3 _right;
|
||||
|
||||
// Lens attributes
|
||||
bool _orthographic;
|
||||
float _width;
|
||||
float _height;
|
||||
float _fieldOfView; // degrees
|
||||
float _aspectRatio;
|
||||
float _nearClip;
|
||||
|
|
Loading…
Reference in a new issue