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:
ZappoMan 2013-04-13 15:20:21 -07:00
parent e921d06877
commit 37322fcb73

View file

@ -152,15 +152,6 @@ bool paintOn = false; // Whether to paint voxels as you fly around
VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = true; // which frustum to look at
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0;
float viewFrustumOffsetPitch = 7.5;
float viewFrustumOffsetRoll = 0.0;
float viewFrustumOffsetDistance = 0.0;
float viewFrustumOffsetUp = 0.0;
int noiseOn = 0; // Whether to add random noise
float noise = 1.0; // Overall magnitude scaling for random noise levels
@ -492,15 +483,46 @@ void simulateHead(float frametime)
}
}
/////////////////////////////////////////////////////////////////////////////////////
// render_view_frustum()
//
// Description: this will render the view frustum bounds for EITHER the head
// or the "myCamera". It appears as if the orientation that comes
// from these two sources is in different coordinate spaces (namely)
// their axis orientations don't match.
// or the "myCamera".
//
// Frustum rendering mode. For debug purposes, we allow drawing the frustum in a couple of different ways.
// We can draw it with each of these parts:
// * Origin Direction/Up/Right vectors - these will be drawn at the point of the camera
// * Near plane - this plane is drawn very close to the origin point.
// * Right/Left planes - these two planes are drawn between the near and far planes.
// * Far plane - the plane is drawn in the distance.
// Modes - the following modes, will draw the following parts.
// * All - draws all the parts listed above
// * Planes - draws the planes but not the origin vectors
// * Origin Vectors - draws the origin vectors ONLY
// * Near Plane - draws only the near plane
// * Far Plane - draws only the far plane
#define FRUSTUM_DRAW_MODE_ALL 0
#define FRUSTUM_DRAW_MODE_VECTORS 1
#define FRUSTUM_DRAW_MODE_PLANES 2
#define FRUSTUM_DRAW_MODE_NEAR_PLANE 3
#define FRUSTUM_DRAW_MODE_FAR_PLANE 4
#define FRUSTUM_DRAW_MODE_COUNT 5
// These global scoped variables are used by our render_view_frustum() function below, but are also available as globals
// so that the keyboard and menu can manipulate them.
int frustumDrawingMode = FRUSTUM_DRAW_MODE_ALL; // the mode we're drawing the frustum in, see notes above
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = true; // which frustum to look at
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0; // the following variables control yaw, pitch, roll and distance form regular
float viewFrustumOffsetPitch = 7.5; // camera to the offset camera
float viewFrustumOffsetRoll = 0.0;
float viewFrustumOffsetDistance = 0.0;
float viewFrustumOffsetUp = 0.0;
void render_view_frustum() {
glm::vec3 cameraPosition = ::myCamera.getPosition();
@ -533,7 +555,7 @@ void render_view_frustum() {
up = headUp;
right = headRight;
}
// Ask the ViewFrustum class to calculate our corners
ViewFrustum vf(position,direction,up,right,::WIDTH,::HEIGHT);
@ -543,102 +565,91 @@ void render_view_frustum() {
glLineWidth(1.0);
glBegin(GL_LINES);
// Drawing the head direction vectors
glm::vec3 headLookingAt = headPosition + (headDirection * 0.2f);
glm::vec3 headLookingAtUp = headPosition + (headUp * 0.2f);
glm::vec3 headLookingAtRight = headPosition + (headRight * 0.2f);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_VECTORS) {
// Calculate the origin direction vectors
glm::vec3 lookingAt = position + (direction * 0.2f);
glm::vec3 lookingAtUp = position + (up * 0.2f);
glm::vec3 lookingAtRight = position + (right * 0.2f);
// Looking At from head = white
glColor3f(1,1,1);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAt.x, headLookingAt.y, headLookingAt.z);
// Looking At = white
glColor3f(1,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAt.x, lookingAt.y, lookingAt.z);
// up from head = purple
glColor3f(1,0,1);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAtUp.x, headLookingAtUp.y, headLookingAtUp.z);
// Looking At Up = purple
glColor3f(1,0,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
// right from head = cyan
glColor3f(0,1,1);
glVertex3f(headPosition.x, headPosition.y, headPosition.z);
glVertex3f(headLookingAtRight.x, headLookingAtRight.y, headLookingAtRight.z);
// Looking At Right = cyan
glColor3f(0,1,1);
glVertex3f(position.x, position.y, position.z);
glVertex3f(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
}
// Drawing the camera direction vectors
glm::vec3 cameraLookingAt = cameraPosition + (cameraDirection * 0.2f);
glm::vec3 cameraLookingAtUp = cameraPosition + (cameraUp * 0.2f);
glm::vec3 cameraLookingAtRight = cameraPosition + (cameraRight * 0.2f);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_NEAR_PLANE) {
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
// Looking At from camera = white
glColor3f(1,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// up from camera = purple
glColor3f(1,0,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtUp.x,cameraLookingAtUp.y,cameraLookingAtUp.z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// right from camera = cyan
glColor3f(0,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
}
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES
|| ::frustumDrawingMode == FRUSTUM_DRAW_MODE_FAR_PLANE) {
// vf.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// Drawing the bounds of the frustum
// vf.getNear plane - bottom edge
glColor3f(1,0,0);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getNear plane - top edge
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getNear plane - right edge
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
}
// vf.getNear plane - left edge
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
if (::frustumDrawingMode == FRUSTUM_DRAW_MODE_ALL || ::frustumDrawingMode == FRUSTUM_DRAW_MODE_PLANES) {
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// vf.getFar plane - bottom edge
glColor3f(0,1,0); // GREEN!!!
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getFar plane - top edge
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
// vf.getFar plane - right edge
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// vf.getFar plane - left edge
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// RIGHT PLANE IS CYAN
// right plane - bottom edge - vf.getNear to distant
glColor3f(0,1,1);
glVertex3f(vf.getNearBottomRight().x, vf.getNearBottomRight().y, vf.getNearBottomRight().z);
glVertex3f(vf.getFarBottomRight().x, vf.getFarBottomRight().y, vf.getFarBottomRight().z);
// right plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopRight().x, vf.getNearTopRight().y, vf.getNearTopRight().z);
glVertex3f(vf.getFarTopRight().x, vf.getFarTopRight().y, vf.getFarTopRight().z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - vf.getNear to distant
glColor3f(0,0,1);
glVertex3f(vf.getNearBottomLeft().x, vf.getNearBottomLeft().y, vf.getNearBottomLeft().z);
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
// left plane - top edge - vf.getNear to distant
glVertex3f(vf.getNearTopLeft().x, vf.getNearTopLeft().y, vf.getNearTopLeft().z);
glVertex3f(vf.getFarTopLeft().x, vf.getFarTopLeft().y, vf.getFarTopLeft().z);
}
glEnd();
}
@ -883,10 +894,23 @@ void display(void)
}
}
// int version of setValue()
int setValue(int state, int *value) {
if (state == -2) {
if (state == MENU_ROW_PICKED) {
*value = !(*value);
} else if (state == -1) {
} else if (state == MENU_ROW_GET_VALUE) {
return *value;
} else {
*value = state;
}
return *value;
}
// bool version of setValue()
int setValue(int state, bool *value) {
if (state == MENU_ROW_PICKED) {
*value = !(*value);
} else if (state == MENU_ROW_GET_VALUE) {
return *value;
} else {
*value = state;
@ -912,6 +936,14 @@ int setNoise(int state) {
return iRet;
}
int setVoxels(int state) {
return setValue(state, &::showingVoxels);
}
int setStars(int state) {
return setValue(state, &::starsOn);
}
int setStats(int state) {
return setValue(state, &statsOn);
}
@ -924,18 +956,83 @@ int setMirror(int state) {
return setValue(state, &headMirror);
}
int setDisplayFrustum(int state) {
return setValue(state, &::frustumOn);
}
int setFrustumOffset(int state) {
return setValue(state, &::viewFrustumFromOffset);
}
int setFrustumOrigin(int state) {
return setValue(state, &::cameraFrustum);
}
int quitApp(int state) {
if (state == MENU_ROW_PICKED) {
::terminate();
}
return 2; // non state so menu class doesn't add "state"
}
int setFrustumRenderMode(int state) {
if (state == MENU_ROW_PICKED) {
::frustumDrawingMode = (::frustumDrawingMode+1)%FRUSTUM_DRAW_MODE_COUNT;
}
return ::frustumDrawingMode;
}
const char* modeAll = " All\0";
const char* modeVectors = " Vector\0";
const char* modePlanes = " Planes\0";
const char* modeNear = " Near\0";
const char* modeFar = " Far\0";
const char* getFrustumRenderModeName(int state) {
const char * mode;
switch (state) {
case FRUSTUM_DRAW_MODE_ALL:
mode = modeAll;
break;
case FRUSTUM_DRAW_MODE_VECTORS:
mode = modeVectors;
break;
case FRUSTUM_DRAW_MODE_PLANES:
mode = modePlanes;
break;
case FRUSTUM_DRAW_MODE_NEAR_PLANE:
mode = modeNear;
break;
case FRUSTUM_DRAW_MODE_FAR_PLANE:
mode = modeFar;
break;
}
return mode;
}
void initMenu() {
MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug;
MenuColumn *menuColumnOptions, *menuColumnTools, *menuColumnDebug, *menuColumnFrustum;
// Options
menuColumnOptions = menu.addColumn("Options");
menuColumnOptions->addRow("Head", setHead);
menuColumnOptions->addRow("Field", setField);
menuColumnOptions->addRow("Noise", setNoise);
menuColumnOptions->addRow("(H)ead", setHead);
menuColumnOptions->addRow("Field (f)", setField);
menuColumnOptions->addRow("(N)oise", setNoise);
menuColumnOptions->addRow("Mirror", setMirror);
menuColumnOptions->addRow("(V)oxels", setVoxels);
menuColumnOptions->addRow("Stars (*)", setStars);
menuColumnOptions->addRow("(Q)uit", quitApp);
// Tools
menuColumnTools = menu.addColumn("Tools");
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;