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https://github.com/lubosz/overte.git
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Many menu improvements, and some render_view_frustum() improvements
- Added menu items for Quit, Voxels, Stars, Frustum features, etc. - Added FrustomDrawMode enhancements to render_view_frustum()
This commit is contained in:
parent
e921d06877
commit
37322fcb73
1 changed files with 209 additions and 109 deletions
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@ -152,15 +152,6 @@ bool paintOn = false; // Whether to paint voxels as you fly around
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VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
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unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
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bool perfStatsOn = false; // Do we want to display perfStats?
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool cameraFrustum = true; // which frustum to look at
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bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -90.0;
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float viewFrustumOffsetPitch = 7.5;
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float viewFrustumOffsetRoll = 0.0;
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float viewFrustumOffsetDistance = 0.0;
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float viewFrustumOffsetUp = 0.0;
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int noiseOn = 0; // Whether to add random noise
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float noise = 1.0; // Overall magnitude scaling for random noise levels
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@ -492,15 +483,46 @@ void simulateHead(float frametime)
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// render_view_frustum()
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//
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// Description: this will render the view frustum bounds for EITHER the head
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// or the "myCamera". It appears as if the orientation that comes
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// from these two sources is in different coordinate spaces (namely)
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// their axis orientations don't match.
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// or the "myCamera".
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//
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// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
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// We can draw it with each of these parts:
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// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera
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// * Near plane - this plane is drawn very close to the origin point.
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// * Right/Left planes - these two planes are drawn between the near and far planes.
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// * Far plane - the plane is drawn in the distance.
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// Modes - the following modes, will draw the following parts.
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// * All - draws all the parts listed above
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// * Planes - draws the planes but not the origin vectors
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// * Origin Vectors - draws the origin vectors ONLY
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// * Near Plane - draws only the near plane
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// * Far Plane - draws only the far plane
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#define FRUSTUM_DRAW_MODE_ALL 0
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#define FRUSTUM_DRAW_MODE_VECTORS 1
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#define FRUSTUM_DRAW_MODE_PLANES 2
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#define FRUSTUM_DRAW_MODE_NEAR_PLANE 3
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#define FRUSTUM_DRAW_MODE_FAR_PLANE 4
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#define FRUSTUM_DRAW_MODE_COUNT 5
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// These global scoped variables are used by our render_view_frustum() function below, but are also available as globals
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// so that the keyboard and menu can manipulate them.
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int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the frustum in, see notes above
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool cameraFrustum = true; // which frustum to look at
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bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -90.0; // the following variables control yaw, pitch, roll and distance form regular
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float viewFrustumOffsetPitch = 7.5; // camera to the offset camera
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float viewFrustumOffsetRoll = 0.0;
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float viewFrustumOffsetDistance = 0.0;
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float viewFrustumOffsetUp = 0.0;
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void render_view_frustum() {
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glm::vec3 cameraPosition = ::myCamera.getPosition();
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@ -533,7 +555,7 @@ void render_view_frustum() {
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up = headUp;
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right = headRight;
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}
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// Ask the ViewFrustum class to calculate our corners
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ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
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@ -543,102 +565,91 @@ void render_view_frustum() {
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glLineWidth(1.0);
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glBegin(GL_LINES);
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// Drawing the head direction vectors
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glm::vec3 headLookingAt = headPosition + (headDirection * 0.2f);
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glm::vec3 headLookingAtUp = headPosition + (headUp * 0.2f);
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glm::vec3 headLookingAtRight = headPosition + (headRight * 0.2f);
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if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
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// Calculate the origin direction vectors
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glm::vec3 lookingAt = position + (direction * 0.2f);
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glm::vec3 lookingAtUp = position + (up * 0.2f);
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glm::vec3 lookingAtRight = position + (right * 0.2f);
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// Looking At from head = white
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glColor3f(1,1,1);
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glVertex3f(headPosition.x, headPosition.y, headPosition.z);
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glVertex3f(headLookingAt.x, headLookingAt.y, headLookingAt.z);
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// Looking At = white
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glColor3f(1,1,1);
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glVertex3f(position.x, position.y, position.z);
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glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
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// up from head = purple
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glColor3f(1,0,1);
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glVertex3f(headPosition.x, headPosition.y, headPosition.z);
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glVertex3f(headLookingAtUp.x, headLookingAtUp.y, headLookingAtUp.z);
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// Looking At Up = purple
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glColor3f(1,0,1);
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glVertex3f(position.x, position.y, position.z);
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glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
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// right from head = cyan
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glColor3f(0,1,1);
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glVertex3f(headPosition.x, headPosition.y, headPosition.z);
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glVertex3f(headLookingAtRight.x, headLookingAtRight.y, headLookingAtRight.z);
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// Looking At Right = cyan
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glColor3f(0,1,1);
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glVertex3f(position.x, position.y, position.z);
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glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
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}
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// Drawing the camera direction vectors
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glm::vec3 cameraLookingAt = cameraPosition + (cameraDirection * 0.2f);
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glm::vec3 cameraLookingAtUp = cameraPosition + (cameraUp * 0.2f);
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glm::vec3 cameraLookingAtRight = cameraPosition + (cameraRight * 0.2f);
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if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
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|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
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// Drawing the bounds of the frustum
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// vf.getNear plane - bottom edge
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glColor3f(1,0,0);
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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// Looking At from camera = white
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glColor3f(1,1,1);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
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// vf.getNear plane - top edge
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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// up from camera = purple
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glColor3f(1,0,1);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(cameraLookingAtUp.x,cameraLookingAtUp.y,cameraLookingAtUp.z);
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// vf.getNear plane - right edge
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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// right from camera = cyan
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glColor3f(0,1,1);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
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// vf.getNear plane - left edge
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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}
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if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
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|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
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// vf.getFar plane - bottom edge
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glColor3f(0,1,0); // GREEN!!!
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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// Drawing the bounds of the frustum
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// vf.getNear plane - bottom edge
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glColor3f(1,0,0);
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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// vf.getFar plane - top edge
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// vf.getNear plane - top edge
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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// vf.getFar plane - right edge
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// vf.getNear plane - right edge
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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// vf.getFar plane - left edge
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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}
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// vf.getNear plane - left edge
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
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// RIGHT PLANE IS CYAN
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// right plane - bottom edge - vf.getNear to distant
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glColor3f(0,1,1);
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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// vf.getFar plane - bottom edge
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glColor3f(0,1,0); // GREEN!!!
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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// right plane - top edge - vf.getNear to distant
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// vf.getFar plane - top edge
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// LEFT PLANE IS BLUE
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// left plane - bottom edge - vf.getNear to distant
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glColor3f(0,0,1);
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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// vf.getFar plane - right edge
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// vf.getFar plane - left edge
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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// RIGHT PLANE IS CYAN
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// right plane - bottom edge - vf.getNear to distant
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glColor3f(0,1,1);
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glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
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glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
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// right plane - top edge - vf.getNear to distant
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glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
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glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
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// LEFT PLANE IS BLUE
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// left plane - bottom edge - vf.getNear to distant
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glColor3f(0,0,1);
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glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
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glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
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// left plane - top edge - vf.getNear to distant
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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// left plane - top edge - vf.getNear to distant
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glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
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glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
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}
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glEnd();
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}
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@ -883,10 +894,23 @@ void display(void)
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}
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}
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// int version of setValue()
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int setValue(int state, int *value) {
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if (state == -2) {
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if (state == MENU_ROW_PICKED) {
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*value = !(*value);
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} else if (state == -1) {
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} else if (state == MENU_ROW_GET_VALUE) {
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return *value;
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} else {
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*value = state;
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}
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return *value;
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}
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// bool version of setValue()
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int setValue(int state, bool *value) {
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if (state == MENU_ROW_PICKED) {
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*value = !(*value);
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} else if (state == MENU_ROW_GET_VALUE) {
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return *value;
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} else {
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*value = state;
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@ -912,6 +936,14 @@ int setNoise(int state) {
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return iRet;
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}
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int setVoxels(int state) {
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return setValue(state, &::showingVoxels);
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}
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int setStars(int state) {
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return setValue(state, &::starsOn);
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}
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int setStats(int state) {
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return setValue(state, &statsOn);
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}
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@ -924,18 +956,83 @@ int setMirror(int state) {
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return setValue(state, &headMirror);
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}
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int setDisplayFrustum(int state) {
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return setValue(state, &::frustumOn);
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}
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int setFrustumOffset(int state) {
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return setValue(state, &::viewFrustumFromOffset);
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}
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int setFrustumOrigin(int state) {
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return setValue(state, &::cameraFrustum);
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}
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int quitApp(int state) {
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if (state == MENU_ROW_PICKED) {
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::terminate();
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}
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return 2; // non state so menu class doesn't add "state"
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}
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int setFrustumRenderMode(int state) {
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if (state == MENU_ROW_PICKED) {
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::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
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}
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return ::frustumDrawingMode;
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}
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const char* modeAll = " All\0";
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const char* modeVectors = " Vector\0";
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const char* modePlanes = " Planes\0";
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const char* modeNear = " Near\0";
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const char* modeFar = " Far\0";
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const char* getFrustumRenderModeName(int state) {
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const char * mode;
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switch (state) {
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case FRUSTUM_DRAW_MODE_ALL:
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mode = modeAll;
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break;
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case FRUSTUM_DRAW_MODE_VECTORS:
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mode = modeVectors;
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break;
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case FRUSTUM_DRAW_MODE_PLANES:
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mode = modePlanes;
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break;
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case FRUSTUM_DRAW_MODE_NEAR_PLANE:
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mode = modeNear;
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break;
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case FRUSTUM_DRAW_MODE_FAR_PLANE:
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mode = modeFar;
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break;
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}
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return mode;
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}
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void initMenu() {
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MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug;
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MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum;
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// Options
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menuColumnOptions = menu.addColumn("Options");
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menuColumnOptions->addRow("Head", setHead);
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menuColumnOptions->addRow("Field", setField);
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menuColumnOptions->addRow("Noise", setNoise);
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menuColumnOptions->addRow("(H)ead", setHead);
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menuColumnOptions->addRow("Field (f)", setField);
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menuColumnOptions->addRow("(N)oise", setNoise);
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menuColumnOptions->addRow("Mirror", setMirror);
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menuColumnOptions->addRow("(V)oxels", setVoxels);
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menuColumnOptions->addRow("Stars (*)", setStars);
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menuColumnOptions->addRow("(Q)uit", quitApp);
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// Tools
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menuColumnTools = menu.addColumn("Tools");
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||||
menuColumnTools->addRow("Stats", setStats);
|
||||
menuColumnTools->addRow("Menu", setMenu);
|
||||
menuColumnTools->addRow("Stats (/)", setStats);
|
||||
menuColumnTools->addRow("(M)enu", setMenu);
|
||||
|
||||
// Debug
|
||||
menuColumnFrustum = menu.addColumn("Frustum");
|
||||
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
|
||||
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
|
||||
menuColumnFrustum->addRow("Switch (C)amera", setFrustumOrigin);
|
||||
menuColumnFrustum->addRow("(R)ender Mode", setFrustumRenderMode, getFrustumRenderModeName);
|
||||
|
||||
// Debug
|
||||
menuColumnDebug = menu.addColumn("Debug");
|
||||
|
||||
|
@ -1079,13 +1176,13 @@ void key(unsigned char k, int x, int y)
|
|||
{
|
||||
|
||||
// Process keypresses
|
||||
if (k == 'q') ::terminate();
|
||||
if (k == 'q' || k == 'Q') ::terminate();
|
||||
if (k == '/') statsOn = !statsOn; // toggle stats
|
||||
if (k == '*') ::starsOn = !::starsOn; // toggle stars
|
||||
if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
|
||||
if (k == 'V' || k == 'v') ::showingVoxels = !::showingVoxels; // toggle voxels
|
||||
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
|
||||
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
|
||||
if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging
|
||||
if (k == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
|
||||
|
||||
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
||||
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
||||
|
@ -1097,6 +1194,9 @@ void key(unsigned char k, int x, int y)
|
|||
if (k == '>') ::viewFrustumOffsetDistance += 0.5;
|
||||
if (k == ',') ::viewFrustumOffsetUp -= 0.05;
|
||||
if (k == '.') ::viewFrustumOffsetUp += 0.05;
|
||||
if (k == '|') ViewFrustum::fovAngleAdust -= 0.05;
|
||||
if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
|
||||
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
|
||||
|
||||
if (k == '&') {
|
||||
::paintOn = !::paintOn; // toggle paint
|
||||
|
@ -1105,7 +1205,7 @@ void key(unsigned char k, int x, int y)
|
|||
if (k == '^') ::shiftPaintingColor(); // shifts randomize color between R,G,B dominant
|
||||
if (k == '-') ::sendVoxelServerEraseAll(); // sends erase all command to voxel server
|
||||
if (k == '%') ::sendVoxelServerAddScene(); // sends add scene command to voxel server
|
||||
if (k == 'n')
|
||||
if (k == 'n' || k == 'N')
|
||||
{
|
||||
noiseOn = !noiseOn; // Toggle noise
|
||||
if (noiseOn)
|
||||
|
@ -1126,7 +1226,7 @@ void key(unsigned char k, int x, int y)
|
|||
#endif
|
||||
}
|
||||
|
||||
if (k == 'm') setMenu(-2);
|
||||
if (k == 'm' || k == 'M') setMenu(MENU_ROW_PICKED);
|
||||
|
||||
if (k == 'f') displayField = !displayField;
|
||||
if (k == 'l') displayLevels = !displayLevels;
|
||||
|
|
Loading…
Reference in a new issue