mirror of
https://github.com/JulianGro/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi into voxel_animation
This commit is contained in:
commit
e1c89aac87
12 changed files with 316 additions and 165 deletions
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@ -138,6 +138,7 @@ Application::Application(int& argc, char** argv) :
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_mouseY(0),
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_mousePressed(false),
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_mouseVoxelScale(1.0f / 1024.0f),
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_justEditedVoxel(false),
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_paintOn(false),
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_dominantColor(0),
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_perfStatsOn(false),
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@ -306,7 +307,6 @@ void Application::paintGL() {
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_myCamera.setTargetRotation(_myAvatar.getBodyYaw() - 180.0f,
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0.0f,
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0.0f);
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} else {
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
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@ -739,8 +739,13 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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// detect drag
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glm::vec3 mouseVoxelPos(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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if (_colorVoxelMode->isChecked() && event->buttons().testFlag(Qt::LeftButton) && mouseVoxelPos != _lastMouseVoxelPos) {
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addVoxelUnderCursor();
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if (!_justEditedVoxel && mouseVoxelPos != _lastMouseVoxelPos) {
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if (event->buttons().testFlag(Qt::LeftButton)) {
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maybeEditVoxelUnderCursor();
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} else if (event->buttons().testFlag(Qt::RightButton) && checkedVoxelModeAction() != 0) {
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deleteVoxelUnderCursor();
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}
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}
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}
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@ -749,13 +754,8 @@ void Application::mousePressEvent(QMouseEvent* event) {
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_mouseX = event->x();
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_mouseY = event->y();
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_mousePressed = true;
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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addVoxelUnderCursor();
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maybeEditVoxelUnderCursor();
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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}
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} else if (event->button() == Qt::RightButton && checkedVoxelModeAction() != 0) {
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deleteVoxelUnderCursor();
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}
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@ -928,6 +928,12 @@ void Application::idle() {
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_mouseVoxel.green = paintColor.green();
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_mouseVoxel.blue = paintColor.blue();
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}
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// if we just edited, use the currently selected voxel as the "last" for drag detection
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if (_justEditedVoxel) {
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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_justEditedVoxel = false;
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}
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}
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// walking triggers the handControl to stop
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@ -1207,6 +1213,8 @@ void Application::initMenu() {
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(_renderVoxels = renderMenu->addAction("Voxels"))->setCheckable(true);
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_renderVoxels->setChecked(true);
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_renderVoxels->setShortcut(Qt::Key_V);
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(_renderVoxelTextures = renderMenu->addAction("Voxel Textures"))->setCheckable(true);
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_renderVoxelTextures->setChecked(true);
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(_renderStarsOn = renderMenu->addAction("Stars"))->setCheckable(true);
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_renderStarsOn->setChecked(true);
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_renderStarsOn->setShortcut(Qt::Key_Asterisk);
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@ -1684,7 +1692,7 @@ void Application::displaySide(Camera& whichCamera) {
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// Draw voxels
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if (_renderVoxels->isChecked()) {
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_voxels.render();
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_voxels.render(_renderVoxelTextures->isChecked());
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}
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// indicate what we'll be adding/removing in mouse mode, if anything
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@ -2026,18 +2034,22 @@ void Application::shiftPaintingColor() {
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_paintingVoxel.blue = (_dominantColor == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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}
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void Application::addVoxelUnderCursor() {
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if (_mouseVoxel.s != 0) {
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PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
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PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
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sendVoxelEditMessage(message, _mouseVoxel);
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void Application::maybeEditVoxelUnderCursor() {
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if (_addVoxelMode->isChecked() || _colorVoxelMode->isChecked()) {
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if (_mouseVoxel.s != 0) {
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PACKET_HEADER message = (_destructiveAddVoxel->isChecked() ?
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PACKET_HEADER_SET_VOXEL_DESTRUCTIVE : PACKET_HEADER_SET_VOXEL);
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sendVoxelEditMessage(message, _mouseVoxel);
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// create the voxel locally so it appears immediately
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_voxels.createVoxel(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s,
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_mouseVoxel.red, _mouseVoxel.green, _mouseVoxel.blue, _destructiveAddVoxel->isChecked());
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// remember the position for drag detection
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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// remember the position for drag detection
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_justEditedVoxel = true;
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}
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} else if (_deleteVoxelMode->isChecked()) {
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deleteVoxelUnderCursor();
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}
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}
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@ -2049,7 +2061,7 @@ void Application::deleteVoxelUnderCursor() {
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//_voxels.deleteVoxelAt(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z, _mouseVoxel.s);
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// remember the position for drag detection
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_lastMouseVoxelPos = glm::vec3(_mouseVoxel.x, _mouseVoxel.y, _mouseVoxel.z);
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_justEditedVoxel = true;
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}
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}
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@ -117,7 +117,7 @@ private:
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void setupPaintingVoxel();
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void shiftPaintingColor();
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void addVoxelUnderCursor();
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void maybeEditVoxelUnderCursor();
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void deleteVoxelUnderCursor();
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void resetSensors();
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@ -136,6 +136,7 @@ private:
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QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
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QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
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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* _renderAvatarsOn; // Whether to render avatars
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@ -188,6 +189,7 @@ private:
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Oscilloscope _audioScope;
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Avatar _myAvatar; // The rendered avatar of oneself
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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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@ -204,6 +206,7 @@ private:
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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 _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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@ -50,14 +50,16 @@ const float PERIPERSONAL_RADIUS = 1.0f;
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const float AVATAR_BRAKING_STRENGTH = 40.0f;
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const float JOINT_TOUCH_RANGE = 0.0005f;
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float skinColor [] = {1.0, 0.84, 0.66};
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float lightBlue [] = {0.7, 0.8, 1.0};
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float skinColor [] = {1.0, 0.84, 0.66};
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float darkSkinColor[] = {0.8, 0.74, 0.6 };
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float lightBlue [] = {0.7, 0.8, 1.0 };
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bool usingBigSphereCollisionTest = true;
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float chatMessageScale = 0.0015;
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float chatMessageHeight = 0.45;
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Avatar::Avatar(bool isMine) {
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_orientation.setToIdentity();
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@ -393,17 +395,20 @@ void Avatar::simulate(float deltaTime) {
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_joint[ AVATAR_JOINT_HEAD_BASE ].radius
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);
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_head.setBodyYaw(_bodyYaw);
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//the following is still being prototyped (making the eyes look at a specific location), it should be finished by 5/20/13
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setLookatPosition(glm::vec3(0.0f, 0.0f, 0.0f)); //default lookat position is 0,0,0
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if (_interactingOther) {
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_head.setLooking(true);
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_head.setLookatPosition(_interactingOther->getSpringyHeadPosition());
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//_head.setLookatPosition(_interactingOther->getApproximateEyePosition());
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if (_isMine) {
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setLookatPosition(_interactingOther->getSpringyHeadPosition());
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}
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} else {
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_head.setLooking(false);
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}
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_head.setBodyYaw(_bodyYaw);
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_head.setLookatPosition(_lookatPosition);
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_head.setAudioLoudness(_audioLoudness);
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_head.setSkinColor(glm::vec3(skinColor[0], skinColor[1], skinColor[2]));
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_head.simulate(deltaTime, _isMine);
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@ -692,19 +697,6 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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_cameraPosition = cameraPosition; // store this for use in various parts of the code
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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/*
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// show avatar position
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glColor4f(0.5f, 0.5f, 0.5f, 0.6);
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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glScalef(0.03, 0.03, 0.03);
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glutSolidSphere(1, 10, 10);
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glPopMatrix();
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*/
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if (usingBigSphereCollisionTest) {
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// show TEST big sphere
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glColor4f(0.5f, 0.6f, 0.8f, 0.7);
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@ -715,10 +707,12 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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glPopMatrix();
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}
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// render a simple round on the ground projected down from the avatar's position
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renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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//render body
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renderBody(lookingInMirror);
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// if this is my avatar, then render my interactions with the other avatar
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if (_isMine) {
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_avatarTouch.render(_cameraPosition);
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@ -1039,10 +1033,12 @@ void Avatar::updateBodySprings(float deltaTime) {
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_joint[b].springyVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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/*
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//apply forces from touch...
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if (_joint[b].touchForce > 0.0) {
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_joint[b].springyVelocity += _mouseRayDirection * _joint[b].touchForce * 0.7f;
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}
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*/
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//update position by velocity...
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_joint[b].springyPosition += _joint[b].springyVelocity * deltaTime;
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@ -1133,14 +1129,27 @@ void Avatar::renderBody(bool lookingInMirror) {
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glPopMatrix();
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}
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}
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// Render lines connecting the joint positions
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glColor3f(0.4f, 0.5f, 0.6f);
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glLineWidth(3.0);
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for (int b = 1; b < NUM_AVATAR_JOINTS; b++) {
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if (_joint[b].parent != AVATAR_JOINT_NULL)
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if (b != AVATAR_JOINT_HEAD_TOP) {
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/*
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// Render cone sections connecting the joint positions
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glColor3fv(darkSkinColor);
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renderJointConnectingCone
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(
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_joint[_joint[b].parent ].springyPosition,
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_joint[b ].springyPosition,
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_joint[_joint[b].parent ].radius,
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_joint[b ].radius
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);
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*/
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// Render lines connecting the joint positions
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glColor3f(0.4f, 0.5f, 0.6f);
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glLineWidth(3.0);
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
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glVertex3fv(&_joint[ b ].springyPosition.x);
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@ -1378,3 +1387,47 @@ void Avatar::readAvatarDataFromFile() {
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fclose(avatarFile);
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}
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}
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void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2) {
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glBegin(GL_TRIANGLES);
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int num = 5;
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glm::vec3 axis = glm::normalize(position2 - position1);
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float length = glm::length(axis);
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if (length > 0.0f) {
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glm::vec3 perpSin = glm::vec3(axis.y, axis.z, axis.x);
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glm::vec3 perpCos = glm::vec3(axis.z, axis.x, axis.y);
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for (int i = 0; i < num; i ++) {
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float angle1 = ((float)i / (float)num) * PI * 2.0;
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float angle2 = ((float)(i+1) / (float)num) * PI * 2.0;
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glm::vec3 p1a = position1 + perpSin * sin(angle1) * radius1;
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glm::vec3 p1b = position1 + perpCos * cos(angle2) * radius1;
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glm::vec3 p2a = position2 + perpSin * sin(angle1) * radius2;
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glm::vec3 p2b = position2 + perpCos * cos(angle2) * radius2;
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glVertex3f(p1a.x, p1a.y, p1a.z);
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glVertex3f(p1b.x, p1b.y, p1b.z);
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glVertex3f(p2a.x, p2a.y, p2a.z);
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/*
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glVertex3f(p1b.x, p1b.y, p1b.z);
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glVertex3f(p2a.x, p2a.y, p2a.z);
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glVertex3f(p2b.x, p2b.y, p2b.z);
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*/
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}
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}
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glEnd();
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}
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|
|
|
@ -15,6 +15,7 @@
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#include <Orientation.h>
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#include "world.h"
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#include "AvatarTouch.h"
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#include "AvatarRenderer.h"
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#include "InterfaceConfig.h"
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#include "SerialInterface.h"
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#include "Balls.h"
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|
@ -217,6 +218,7 @@ private:
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void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
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void setHeadFromGyros(glm::vec3 * eulerAngles, glm::vec3 * angularVelocity, float deltaTime, float smoothingTime);
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void checkForMouseRayTouching();
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void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
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};
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#endif
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|
|
|
@ -10,54 +10,61 @@
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#include "AvatarRenderer.h"
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#include "InterfaceConfig.h"
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/*
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AvatarRenderer::AvatarRenderer() {
|
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}
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// this method renders the avatar
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void AvatarRenderer::render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition) {
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void AvatarRenderer::render() {
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avatar = avatarToRender;
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/*
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// show avatar position
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glColor4f(0.5f, 0.5f, 0.5f, 0.6);
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glPushMatrix();
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glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
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glm::vec3 j( getJointPosition( AVATAR_JOINT_PELVIS ) );
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glTranslatef(j.x, j.y, j.z);
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glScalef(0.08, 0.08, 0.08);
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glutSolidSphere(1, 10, 10);
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glPopMatrix();
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*/
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//renderDiskShadow(avatar->getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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renderDiskShadow(getJointPosition( AVATAR_JOINT_PELVIS ), glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
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//renderBody();
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//renderBody(lookingInMirror);
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}
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||||
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||||
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||||
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||||
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void AvatarRenderer::renderBody() {
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/*
|
||||
// Render joint positions as spheres
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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if (b != AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case in "renderHead"
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if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
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if (_displayingHead) {
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_head.render(lookingInMirror);
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}
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} else {
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//show direction vectors of the bone orientation
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//renderOrientationDirections(_joint[b].springyPosition, _joint[b].orientation, _joint[b].radius * 2.0);
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glm::vec3 j( avatar->getJointPosition( AVATAR_JOINT_PELVIS ) );
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glColor3fv(skinColor);
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glColor3fv(_avatar->skinColor);
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glPushMatrix();
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glTranslatef(j.x, j.y, j.z);
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glutSolidSphere(_joint[b].radius, 20.0f, 20.0f);
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glTranslatef(_avatar->[b].springyPosition.x, _avatar->_joint[b].springyPosition.y, _avatar->_joint[b].springyPosition.z);
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glutSolidSphere(_avatar->_joint[b].radius, 20.0f, 20.0f);
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glPopMatrix();
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}
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||||
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||||
if (_joint[b].touchForce > 0.0f) {
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||||
|
||||
float alpha = _joint[b].touchForce * 0.2;
|
||||
float r = _joint[b].radius * 1.1f + 0.005f;
|
||||
glColor4f(0.5f, 0.2f, 0.2f, alpha);
|
||||
glPushMatrix();
|
||||
glTranslatef(_joint[b].springyPosition.x, _joint[b].springyPosition.y, _joint[b].springyPosition.z);
|
||||
glScalef(r, r, r);
|
||||
glutSolidSphere(1, 20, 20);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Render lines connecting the joint positions
|
||||
glColor3f(0.4f, 0.5f, 0.6f);
|
||||
glLineWidth(3.0);
|
||||
|
@ -71,5 +78,6 @@ void AvatarRenderer::renderBody() {
|
|||
glEnd();
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
*/
|
||||
|
||||
|
|
|
@ -11,16 +11,17 @@
|
|||
#include "Avatar.h"
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class AvatarRenderer {
|
||||
/*
|
||||
class AvatarRenderer : public Avatar {
|
||||
public:
|
||||
|
||||
AvatarRenderer();
|
||||
void render(Avatar *avatarToRender, bool lookingInMirror, glm::vec3 cameraPosition );
|
||||
void render();
|
||||
|
||||
private:
|
||||
|
||||
Avatar *avatar;
|
||||
void renderBody();
|
||||
};
|
||||
*/
|
||||
|
||||
#endif
|
||||
|
|
|
@ -15,12 +15,16 @@ using namespace std;
|
|||
const float HEAD_MOTION_DECAY = 0.1;
|
||||
const float MINIMUM_EYE_ROTATION = 0.7f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
|
||||
|
||||
const float EYEBALL_RADIUS = 0.02;
|
||||
const float IRIS_RADIUS = 0.007;
|
||||
const float IRIS_PROTRUSION = 0.018f;
|
||||
|
||||
float _browColor [] = {210.0/255.0, 105.0/255.0, 30.0/255.0};
|
||||
float _mouthColor[] = {1, 0, 0};
|
||||
|
||||
float _BrowRollAngle [5] = {0, 15, 30, -30, -15};
|
||||
float _BrowPitchAngle[3] = {-70, -60, -50};
|
||||
float _eyeColor [3] = {1,1,1};
|
||||
float _BrowRollAngle [5] = { 0.0f, 15.0f, 30.0f, -30.0f, -15.0f};
|
||||
float _BrowPitchAngle[3] = {-70.0f, -60.0f, -50.0f};
|
||||
float _eyeColor [3] = { 0.9f, 0.9f, 0.8f};
|
||||
|
||||
float _MouthWidthChoices[3] = {0.5, 0.77, 0.3};
|
||||
|
||||
|
@ -66,12 +70,13 @@ Head::Head() :
|
|||
_bodyYaw(0.0f),
|
||||
_eyeContactTarget(LEFT_EYE)
|
||||
{
|
||||
_eyebrowPitch[0] = -30;
|
||||
_eyebrowPitch[1] = -30;
|
||||
_eyebrowRoll [0] = 20;
|
||||
_eyebrowRoll [1] = -20;
|
||||
_eyebrowPitch[0] = -30;
|
||||
_eyebrowPitch[1] = -30;
|
||||
_eyebrowRoll [0] = 20;
|
||||
_eyebrowRoll [1] = -20;
|
||||
}
|
||||
|
||||
|
||||
void Head::setPositionRotationAndScale(glm::vec3 p, glm::vec3 r, float s) {
|
||||
_position = p;
|
||||
_scale = s;
|
||||
|
@ -219,16 +224,17 @@ void Head::updateEyePositions() {
|
|||
+ _orientation.getFront() * frontShift;
|
||||
}
|
||||
|
||||
|
||||
void Head::setLooking(bool looking) {
|
||||
|
||||
_looking = looking;
|
||||
_lookingAtSomething = looking;
|
||||
|
||||
glm::vec3 averageEyePosition = _leftEyePosition + (_rightEyePosition - _leftEyePosition ) * ONE_HALF;
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - averageEyePosition);
|
||||
|
||||
float dot = glm::dot(targetLookatAxis, _orientation.getFront());
|
||||
if (dot < MINIMUM_EYE_ROTATION) {
|
||||
_looking = false;
|
||||
_lookingAtSomething = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -245,9 +251,8 @@ void Head::render(bool lookingInMirror) {
|
|||
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(_position.x, _position.y, _position.z);
|
||||
|
||||
glScalef(_scale, _scale, _scale);
|
||||
glTranslatef(_position.x, _position.y, _position.z); //translate to head position
|
||||
glScalef(_scale, _scale, _scale); //scale to head size
|
||||
|
||||
if (lookingInMirror) {
|
||||
glRotatef(_bodyYaw - _yaw, 0, 1, 0);
|
||||
|
@ -326,13 +331,14 @@ void Head::render(bool lookingInMirror) {
|
|||
|
||||
glPopMatrix();
|
||||
|
||||
//a new version of eyeballs that has the ability to look at specific targets in the world (algo still not finished yet)
|
||||
renderEyeBalls();
|
||||
|
||||
if (_looking) {
|
||||
/*
|
||||
if (_lookingAtSomething) {
|
||||
// Render lines originating from the eyes and converging on the lookatPosition
|
||||
debugRenderLookatVectors(_leftEyePosition, _rightEyePosition, _lookatPosition);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Head::renderEyeBalls() {
|
||||
|
@ -345,7 +351,7 @@ void Head::renderEyeBalls() {
|
|||
}
|
||||
}
|
||||
|
||||
// setup the texutre to be used on each eye
|
||||
// setup the texutre to be used on each iris
|
||||
GLUquadric* irisQuadric = gluNewQuadric();
|
||||
gluQuadricTexture(irisQuadric, GL_TRUE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
@ -353,60 +359,90 @@ void Head::renderEyeBalls() {
|
|||
gluQuadricOrientation(irisQuadric, GLU_OUTSIDE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IRIS_TEXTURE_WIDTH, IRIS_TEXTURE_HEIGHT,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &::irisTexture[0]);
|
||||
|
||||
// left eyeball
|
||||
|
||||
// render white ball of left eyeball
|
||||
glPushMatrix();
|
||||
glColor3fv(_eyeColor);
|
||||
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
|
||||
gluSphere(irisQuadric, 0.02, 30, 30);
|
||||
gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30);
|
||||
glPopMatrix();
|
||||
|
||||
// left iris
|
||||
// render left iris
|
||||
glPushMatrix(); {
|
||||
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition);
|
||||
|
||||
if (!_looking) {
|
||||
targetLookatAxis = _orientation.getFront();
|
||||
}
|
||||
glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
|
||||
|
||||
glPushMatrix();
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
|
||||
|
||||
if (_lookingAtSomething) {
|
||||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _leftEyePosition); // the lookat direction
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
|
||||
} else {
|
||||
|
||||
//rotate the eyeball to aim straight ahead
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP);
|
||||
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
|
||||
|
||||
//set the amount of roll (for correction after previous rotations)
|
||||
float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT);
|
||||
float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT);
|
||||
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
|
||||
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
|
||||
}
|
||||
|
||||
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
|
||||
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
gluSphere(irisQuadric, 0.007, 15, 15);
|
||||
gluSphere(irisQuadric, IRIS_RADIUS, 15, 15);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glPopMatrix();
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
//right eyeball
|
||||
//render white ball of right eyeball
|
||||
glPushMatrix();
|
||||
glColor3fv(_eyeColor);
|
||||
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
|
||||
gluSphere(irisQuadric, 0.02, 30, 30);
|
||||
gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30);
|
||||
glPopMatrix();
|
||||
|
||||
//right iris
|
||||
// render right iris
|
||||
glPushMatrix(); {
|
||||
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
|
||||
|
||||
if (!_looking) {
|
||||
targetLookatAxis = _orientation.getFront();
|
||||
}
|
||||
glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position
|
||||
|
||||
glPushMatrix();
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glTranslatef( 0.0f, -0.018f, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
|
||||
|
||||
if (_lookingAtSomething) {
|
||||
|
||||
//rotate the eyeball to aim towards the lookat position
|
||||
glm::vec3 targetLookatAxis = glm::normalize(_lookatPosition - _rightEyePosition);
|
||||
glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
|
||||
float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
|
||||
glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
|
||||
glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
|
||||
} else {
|
||||
|
||||
//rotate the eyeball to aim straight ahead
|
||||
glm::vec3 rotationAxisToHeadFront = glm::cross(_orientation.getFront(), IDENTITY_UP);
|
||||
float angleToHeadFront = 180.0f - angleBetween(_orientation.getFront(), IDENTITY_UP);
|
||||
glRotatef(angleToHeadFront, rotationAxisToHeadFront.x, rotationAxisToHeadFront.y, rotationAxisToHeadFront.z);
|
||||
|
||||
//set the amount of roll (for correction after previous rotations)
|
||||
float rollRotation = angleBetween(_orientation.getFront(), IDENTITY_FRONT);
|
||||
float dot = glm::dot(_orientation.getFront(), -IDENTITY_RIGHT);
|
||||
if ( dot < 0.0f ) { rollRotation = -rollRotation; }
|
||||
glRotatef(rollRotation, 0.0f, 1.0f, 0.0f); //roll the iris or correct roll about the lookat vector
|
||||
}
|
||||
|
||||
glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);//push the iris out a bit (otherwise - inside of eyeball!)
|
||||
glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
gluSphere(irisQuadric, 0.007, 15, 15);
|
||||
gluSphere(irisQuadric, IRIS_RADIUS, 15, 15);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
|
|
@ -81,7 +81,7 @@ private:
|
|||
float _scale;
|
||||
int _eyeContact;
|
||||
float _browAudioLift;
|
||||
bool _looking;
|
||||
bool _lookingAtSomething;
|
||||
glm::vec3 _gravity;
|
||||
float _lastLoudness;
|
||||
float _averageLoudness;
|
||||
|
|
|
@ -46,7 +46,8 @@ GLubyte identityIndices[] = { 0,2,1, 0,3,2, // Z- .
|
|||
|
||||
VoxelSystem::VoxelSystem() {
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
_renderFullVBO = true;
|
||||
_writeRenderFullVBO = true;
|
||||
_readRenderFullVBO = true;
|
||||
_tree = new VoxelTree();
|
||||
pthread_mutex_init(&_bufferWriteLock, NULL);
|
||||
pthread_mutex_init(&_treeLock, NULL);
|
||||
|
@ -57,7 +58,8 @@ VoxelSystem::~VoxelSystem() {
|
|||
delete[] _writeVerticesArray;
|
||||
delete[] _readColorsArray;
|
||||
delete[] _writeColorsArray;
|
||||
delete[] _voxelDirtyArray;
|
||||
delete[] _writeVoxelDirtyArray;
|
||||
delete[] _readVoxelDirtyArray;
|
||||
delete _tree;
|
||||
pthread_mutex_destroy(&_bufferWriteLock);
|
||||
pthread_mutex_destroy(&_treeLock);
|
||||
|
@ -188,14 +190,15 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
_lastViewCullingElapsed = (endViewCulling - start) / 1000.0;
|
||||
}
|
||||
|
||||
bool didWriteFullVBO = _writeRenderFullVBO;
|
||||
if (_tree->isDirty()) {
|
||||
static char buffer[64] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "newTreeToArrays() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
sprintf(buffer, "newTreeToArrays() _writeRenderFullVBO=%s", (_writeRenderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer);
|
||||
_callsToTreesToArrays++;
|
||||
if (_renderFullVBO) {
|
||||
if (_writeRenderFullVBO) {
|
||||
_voxelsInWriteArrays = 0; // reset our VBO
|
||||
}
|
||||
_voxelsUpdated = newTreeToArrays(_tree->rootNode);
|
||||
|
@ -203,16 +206,22 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
|
|||
|
||||
// since we called treeToArrays, we can assume that our VBO is in sync, and so partial updates to the VBOs are
|
||||
// ok again, until/unless we call removeOutOfView()
|
||||
_renderFullVBO = false;
|
||||
_writeRenderFullVBO = false;
|
||||
} else {
|
||||
_voxelsUpdated = 0;
|
||||
}
|
||||
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
if (_voxelsUpdated) {
|
||||
_voxelsDirty=true;
|
||||
}
|
||||
|
||||
// copy the newly written data to the arrays designated for reading, only does something if _voxelsDirty && _voxelsUpdated
|
||||
copyWrittenDataToReadArrays();
|
||||
copyWrittenDataToReadArrays(didWriteFullVBO);
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
|
||||
double end = usecTimestampNow();
|
||||
double elapsedmsec = (end - start) / 1000.0;
|
||||
|
@ -226,30 +235,32 @@ void VoxelSystem::cleanupRemovedVoxels() {
|
|||
while (!_removedVoxels.isEmpty()) {
|
||||
delete _removedVoxels.extract();
|
||||
}
|
||||
_renderFullVBO = true; // if we remove voxels, we must update our full VBOs
|
||||
_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
int bytesOfVertices = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLfloat);
|
||||
int bytesOfColors = (_voxelsInWriteArrays * VERTEX_POINTS_PER_VOXEL) * sizeof(GLubyte);
|
||||
memcpy(_readVerticesArray, _writeVerticesArray, bytesOfVertices);
|
||||
memcpy(_readColorsArray, _writeColorsArray, bytesOfColors );
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
|
||||
// clear our dirty flags
|
||||
memset(_writeVoxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
|
||||
|
||||
// let the reader know to get the full array
|
||||
_readRenderFullVBO = true;
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
|
||||
// lock on the buffer write lock so we can't modify the data when the GPU is reading it
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
bool thisVoxelDirty = _voxelDirtyArray[i];
|
||||
bool thisVoxelDirty = _writeVoxelDirtyArray[i];
|
||||
_readVoxelDirtyArray[i] |= thisVoxelDirty;
|
||||
_writeVoxelDirtyArray[i] = false;
|
||||
if (!inSegment) {
|
||||
if (thisVoxelDirty) {
|
||||
segmentStart = i;
|
||||
|
@ -298,14 +309,12 @@ void VoxelSystem::copyWrittenDataToReadArraysPartialVBOs() {
|
|||
|
||||
// update our length
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays;
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
void VoxelSystem::copyWrittenDataToReadArrays() {
|
||||
void VoxelSystem::copyWrittenDataToReadArrays(bool fullVBOs) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "copyWrittenDataToReadArrays()");
|
||||
if (_voxelsDirty && _voxelsUpdated) {
|
||||
if (_renderFullVBO) {
|
||||
if (fullVBOs) {
|
||||
copyWrittenDataToReadArraysFullVBOs();
|
||||
} else {
|
||||
copyWrittenDataToReadArraysPartialVBOs();
|
||||
|
@ -335,7 +344,7 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
|
|||
}
|
||||
}
|
||||
}
|
||||
if (_renderFullVBO) {
|
||||
if (_writeRenderFullVBO) {
|
||||
voxelsUpdated += updateNodeInArraysAsFullVBO(node);
|
||||
} else {
|
||||
voxelsUpdated += updateNodeInArraysAsPartialVBO(node);
|
||||
|
@ -373,7 +382,7 @@ int VoxelSystem::updateNodeInArraysAsFullVBO(VoxelNode* node) {
|
|||
*(writeColorsAt +j) = node->getColor()[j % 3];
|
||||
}
|
||||
node->setBufferIndex(nodeIndex);
|
||||
_voxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
|
||||
_writeVoxelDirtyArray[nodeIndex] = true; // just in case we switch to Partial mode
|
||||
_voxelsInWriteArrays++; // our know vertices in the arrays
|
||||
return 1; // rendered
|
||||
}
|
||||
|
@ -410,7 +419,7 @@ int VoxelSystem::updateNodeInArraysAsPartialVBO(VoxelNode* node) {
|
|||
node->setBufferIndex(nodeIndex);
|
||||
_voxelsInWriteArrays++;
|
||||
}
|
||||
_voxelDirtyArray[nodeIndex] = true;
|
||||
_writeVoxelDirtyArray[nodeIndex] = true;
|
||||
|
||||
// populate the array with points for the 8 vertices
|
||||
// and RGB color for each added vertex
|
||||
|
@ -440,9 +449,11 @@ void VoxelSystem::init() {
|
|||
_voxelsInReadArrays = 0;
|
||||
_unusedArraySpace = 0;
|
||||
|
||||
// we will track individual dirty sections with this array of bools
|
||||
_voxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
||||
memset(_voxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
// we will track individual dirty sections with these arrays of bools
|
||||
_writeVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
||||
memset(_writeVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
_readVoxelDirtyArray = new bool[MAX_VOXELS_PER_SYSTEM];
|
||||
memset(_readVoxelDirtyArray, false, MAX_VOXELS_PER_SYSTEM * sizeof(bool));
|
||||
|
||||
// prep the data structures for incoming voxel data
|
||||
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];
|
||||
|
@ -539,7 +550,7 @@ void VoxelSystem::init() {
|
|||
|
||||
void VoxelSystem::updateFullVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = _voxelsInWriteArrays;
|
||||
glBufferIndex segmentEnd = _voxelsInReadArrays;
|
||||
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
|
@ -553,21 +564,21 @@ void VoxelSystem::updateFullVBOs() {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
|
||||
// consider the _voxelDirtyArray[] clean!
|
||||
memset(_voxelDirtyArray, false, _voxelsInWriteArrays * sizeof(bool));
|
||||
// consider the _readVoxelDirtyArray[] clean!
|
||||
memset(_readVoxelDirtyArray, false, _voxelsInReadArrays * sizeof(bool));
|
||||
}
|
||||
|
||||
void VoxelSystem::updatePartialVBOs() {
|
||||
glBufferIndex segmentStart = 0;
|
||||
glBufferIndex segmentEnd = 0;
|
||||
bool inSegment = false;
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
bool thisVoxelDirty = _voxelDirtyArray[i];
|
||||
for (glBufferIndex i = 0; i < _voxelsInReadArrays; i++) {
|
||||
bool thisVoxelDirty = _readVoxelDirtyArray[i];
|
||||
if (!inSegment) {
|
||||
if (thisVoxelDirty) {
|
||||
segmentStart = i;
|
||||
inSegment = true;
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
_readVoxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
} else {
|
||||
if (!thisVoxelDirty) {
|
||||
|
@ -587,13 +598,13 @@ void VoxelSystem::updatePartialVBOs() {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
|
||||
}
|
||||
_voxelDirtyArray[i] = false; // consider us clean!
|
||||
_readVoxelDirtyArray[i] = false; // consider us clean!
|
||||
}
|
||||
}
|
||||
|
||||
// if we got to the end of the array, and we're in an active dirty segment...
|
||||
if (inSegment) {
|
||||
segmentEnd = _voxelsInWriteArrays - 1;
|
||||
segmentEnd = _voxelsInReadArrays - 1;
|
||||
inSegment = false;
|
||||
int segmentLength = (segmentEnd - segmentStart) + 1;
|
||||
GLintptr segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat);
|
||||
|
@ -612,22 +623,27 @@ void VoxelSystem::updatePartialVBOs() {
|
|||
void VoxelSystem::updateVBOs() {
|
||||
static char buffer[40] = { 0 };
|
||||
if (_renderWarningsOn) {
|
||||
sprintf(buffer, "updateVBOs() _renderFullVBO=%s", (_renderFullVBO ? "yes" : "no"));
|
||||
sprintf(buffer, "updateVBOs() _readRenderFullVBO=%s", (_readRenderFullVBO ? "yes" : "no"));
|
||||
};
|
||||
PerformanceWarning warn(_renderWarningsOn, buffer); // would like to include _callsToTreesToArrays
|
||||
if (_voxelsDirty) {
|
||||
if (_renderFullVBO) {
|
||||
if (_readRenderFullVBO) {
|
||||
updateFullVBOs();
|
||||
} else {
|
||||
updatePartialVBOs();
|
||||
}
|
||||
_voxelsDirty = false;
|
||||
_readRenderFullVBO = false;
|
||||
}
|
||||
_callsToTreesToArrays = 0; // clear it
|
||||
}
|
||||
|
||||
void VoxelSystem::render() {
|
||||
void VoxelSystem::render(bool texture) {
|
||||
PerformanceWarning warn(_renderWarningsOn, "render()");
|
||||
|
||||
// get the lock so that the update thread won't change anything
|
||||
pthread_mutex_lock(&_bufferWriteLock);
|
||||
|
||||
glPushMatrix();
|
||||
updateVBOs();
|
||||
// tell OpenGL where to find vertex and color information
|
||||
|
@ -644,9 +660,11 @@ void VoxelSystem::render() {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
|
||||
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
|
||||
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->bind();
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
}
|
||||
|
||||
// for performance, disable blending and enable backface culling
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
@ -659,9 +677,11 @@ void VoxelSystem::render() {
|
|||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
if (texture) {
|
||||
_perlinModulateProgram->release();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
// deactivate vertex and color arrays after drawing
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
|
@ -673,6 +693,8 @@ void VoxelSystem::render() {
|
|||
|
||||
// scale back down to 1 so heads aren't massive
|
||||
glPopMatrix();
|
||||
|
||||
pthread_mutex_unlock(&_bufferWriteLock);
|
||||
}
|
||||
|
||||
int VoxelSystem::_nodeCount = 0;
|
||||
|
@ -1021,7 +1043,7 @@ void VoxelSystem::collectStatsForTreesAndVBOs() {
|
|||
glBufferIndex maxDirty = 0;
|
||||
|
||||
for (glBufferIndex i = 0; i < _voxelsInWriteArrays; i++) {
|
||||
if (_voxelDirtyArray[i]) {
|
||||
if (_writeVoxelDirtyArray[i]) {
|
||||
minDirty = std::min(minDirty,i);
|
||||
maxDirty = std::max(maxDirty,i);
|
||||
}
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
|
||||
void init();
|
||||
void simulate(float deltaTime) { };
|
||||
void render();
|
||||
void render(bool texture);
|
||||
|
||||
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
|
||||
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
|
||||
|
@ -121,13 +121,15 @@ private:
|
|||
GLubyte* _readColorsArray;
|
||||
GLfloat* _writeVerticesArray;
|
||||
GLubyte* _writeColorsArray;
|
||||
bool* _voxelDirtyArray;
|
||||
bool* _writeVoxelDirtyArray;
|
||||
bool* _readVoxelDirtyArray;
|
||||
unsigned long _voxelsUpdated;
|
||||
unsigned long _voxelsInWriteArrays;
|
||||
unsigned long _voxelsInReadArrays;
|
||||
unsigned long _unusedArraySpace;
|
||||
|
||||
bool _renderFullVBO;
|
||||
bool _writeRenderFullVBO;
|
||||
bool _readRenderFullVBO;
|
||||
|
||||
double _setupNewVoxelsForDrawingLastElapsed;
|
||||
double _setupNewVoxelsForDrawingLastFinished;
|
||||
|
@ -151,7 +153,7 @@ private:
|
|||
void cleanupRemovedVoxels();
|
||||
|
||||
void setupNewVoxelsForDrawing();
|
||||
void copyWrittenDataToReadArrays();
|
||||
void copyWrittenDataToReadArrays(bool fullVBOs);
|
||||
|
||||
bool _voxelsDirty;
|
||||
|
||||
|
|
|
@ -35,6 +35,7 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
|
|||
|
||||
AvatarData::AvatarData() :
|
||||
_handPosition(0,0,0),
|
||||
_lookatPosition(0,0,0),
|
||||
_bodyYaw(-90.0),
|
||||
_bodyPitch(0.0),
|
||||
_bodyRoll(0.0),
|
||||
|
@ -91,6 +92,10 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
// Hand Position
|
||||
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
|
||||
destinationBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(destinationBuffer, &_lookatPosition, sizeof(_lookatPosition));
|
||||
destinationBuffer += sizeof(_lookatPosition);
|
||||
|
||||
// Hand State (0 = not grabbing, 1 = grabbing)
|
||||
memcpy(destinationBuffer, &_handState, sizeof(char));
|
||||
|
@ -175,6 +180,10 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
|
||||
sourceBuffer += sizeof(float) * 3;
|
||||
|
||||
// Lookat Position
|
||||
memcpy(&_lookatPosition, sourceBuffer, sizeof(_lookatPosition));
|
||||
sourceBuffer += sizeof(_lookatPosition);
|
||||
|
||||
// Hand State
|
||||
memcpy(&_handState, sourceBuffer, sizeof(char));
|
||||
sourceBuffer += sizeof(char);
|
||||
|
|
|
@ -32,8 +32,10 @@ public:
|
|||
AvatarData();
|
||||
|
||||
const glm::vec3& getPosition() const { return _position; }
|
||||
void setPosition(const glm::vec3 position) { _position = position; }
|
||||
void setHandPosition(const glm::vec3 handPosition) { _handPosition = handPosition; }
|
||||
|
||||
void setPosition (const glm::vec3 position ) { _position = position; }
|
||||
void setHandPosition (const glm::vec3 handPosition ) { _handPosition = handPosition; }
|
||||
void setLookatPosition(const glm::vec3 lookatPosition) { _lookatPosition = lookatPosition; }
|
||||
|
||||
int getBroadcastData(unsigned char* destinationBuffer);
|
||||
int parseData(unsigned char* sourceBuffer, int numBytes);
|
||||
|
@ -116,6 +118,7 @@ protected:
|
|||
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _handPosition;
|
||||
glm::vec3 _lookatPosition;
|
||||
|
||||
// Body rotation
|
||||
float _bodyYaw;
|
||||
|
|
Loading…
Reference in a new issue