Merge pull request #5247 from ericrius1/handRender

Fixed broken rendering of hydra visualization paraphernalia
This commit is contained in:
Brad Hefta-Gaub 2015-07-01 16:21:32 -07:00
commit af932fde29
9 changed files with 43 additions and 53 deletions

View file

@ -3548,7 +3548,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
} }
//Render the sixense lasers //Render the sixense lasers
if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) { if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) {
_myAvatar->renderLaserPointers(); _myAvatar->renderLaserPointers(*renderArgs->_batch);
} }
if (!selfAvatarOnly) { if (!selfAvatarOnly) {

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@ -449,7 +449,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
getHead()->getFaceModel().renderJointCollisionShapes(0.7f); getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
} }
if (renderBounding && shouldRenderHead(renderArgs)) { if (renderBounding && shouldRenderHead(renderArgs)) {
_skeletonModel.renderBoundingCollisionShapes(0.7f); _skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
} }
// If this is the avatar being looked at, render a little ball above their head // If this is the avatar being looked at, render a little ball above their head
@ -1010,7 +1010,7 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
int Avatar::_jointConesID = GeometryCache::UNKNOWN_ID; int Avatar::_jointConesID = GeometryCache::UNKNOWN_ID;
// render a makeshift cone section that serves as a body part connecting joint spheres // render a makeshift cone section that serves as a body part connecting joint spheres
void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, glm::vec3 position2,
float radius1, float radius2, const glm::vec4& color) { float radius1, float radius2, const glm::vec4& color) {
auto geometryCache = DependencyManager::get<GeometryCache>(); auto geometryCache = DependencyManager::get<GeometryCache>();
@ -1057,7 +1057,7 @@ void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
// TODO: this is really inefficient constantly recreating these vertices buffers. It would be // TODO: this is really inefficient constantly recreating these vertices buffers. It would be
// better if the avatars cached these buffers for each of the joints they are rendering // better if the avatars cached these buffers for each of the joints they are rendering
geometryCache->updateVertices(_jointConesID, points, color); geometryCache->updateVertices(_jointConesID, points, color);
geometryCache->renderVertices(gpu::TRIANGLES, _jointConesID); geometryCache->renderVertices(batch, gpu::TRIANGLES, _jointConesID);
} }
} }

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@ -148,7 +148,7 @@ public:
virtual int parseDataAtOffset(const QByteArray& packet, int offset); virtual int parseDataAtOffset(const QByteArray& packet, int offset);
static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, static void renderJointConnectingCone( gpu::Batch& batch, glm::vec3 position1, glm::vec3 position2,
float radius1, float radius2, const glm::vec4& color); float radius1, float radius2, const glm::vec4& color);
virtual void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { } virtual void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { }

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@ -103,7 +103,8 @@ void Hand::resolvePenetrations() {
} }
void Hand::render(RenderArgs* renderArgs, bool isMine) { void Hand::render(RenderArgs* renderArgs, bool isMine) {
if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && gpu::Batch& batch = *renderArgs->_batch;
if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) { Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
// draw a green sphere at hand joint location, which is actually near the wrist) // draw a green sphere at hand joint location, which is actually near the wrist)
for (size_t i = 0; i < getNumPalms(); i++) { for (size_t i = 0; i < getNumPalms(); i++) {
@ -112,31 +113,25 @@ void Hand::render(RenderArgs* renderArgs, bool isMine) {
continue; continue;
} }
glm::vec3 position = palm.getPosition(); glm::vec3 position = palm.getPosition();
glPushMatrix(); Transform transform = Transform();
glTranslatef(position.x, position.y, position.z); transform.setTranslation(position);
DependencyManager::get<GeometryCache>()->renderSphere(PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10, glm::vec3(0.0f, 1.0f, 0.0f)); batch.setModelTransform(transform);
glPopMatrix(); DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10, glm::vec3(0.0f, 1.0f, 0.0f));
} }
} }
if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) { if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
renderHandTargets(isMine); renderHandTargets(renderArgs, isMine);
} }
glEnable(GL_DEPTH_TEST); }
glEnable(GL_RESCALE_NORMAL);
}
void Hand::renderHandTargets(bool isMine) {
glPushMatrix();
void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
gpu::Batch& batch = *renderArgs->_batch;
const float avatarScale = DependencyManager::get<AvatarManager>()->getMyAvatar()->getScale(); const float avatarScale = DependencyManager::get<AvatarManager>()->getMyAvatar()->getScale();
const float alpha = 1.0f; const float alpha = 1.0f;
const glm::vec3 handColor(1.0, 0.0, 0.0); // Color the hand targets red to be different than skin const glm::vec3 handColor(1.0, 0.0, 0.0); // Color the hand targets red to be different than skin
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
if (isMine && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) { if (isMine && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
for (size_t i = 0; i < getNumPalms(); ++i) { for (size_t i = 0; i < getNumPalms(); ++i) {
@ -145,12 +140,12 @@ void Hand::renderHandTargets(bool isMine) {
continue; continue;
} }
glm::vec3 targetPosition = palm.getTipPosition(); glm::vec3 targetPosition = palm.getTipPosition();
glPushMatrix(); Transform transform = Transform();
glTranslatef(targetPosition.x, targetPosition.y, targetPosition.z); transform.setTranslation(targetPosition);
batch.setModelTransform(transform);
const float collisionRadius = 0.05f; const float collisionRadius = 0.05f;
DependencyManager::get<GeometryCache>()->renderSphere(collisionRadius, 10, 10, glm::vec4(0.5f,0.5f,0.5f, alpha), false); DependencyManager::get<GeometryCache>()->renderSphere(batch, collisionRadius, 10, 10, glm::vec4(0.5f,0.5f,0.5f, alpha), false);
glPopMatrix();
} }
} }
@ -165,22 +160,19 @@ void Hand::renderHandTargets(bool isMine) {
if (palm.isActive()) { if (palm.isActive()) {
glm::vec3 tip = palm.getTipPosition(); glm::vec3 tip = palm.getTipPosition();
glm::vec3 root = palm.getPosition(); glm::vec3 root = palm.getPosition();
Transform transform = Transform();
Avatar::renderJointConnectingCone(root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS, glm::vec4(handColor.r, handColor.g, handColor.b, alpha)); transform.setTranslation(glm::vec3());
batch.setModelTransform(transform);
Avatar::renderJointConnectingCone(batch, root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
// Render sphere at palm/finger root // Render sphere at palm/finger root
glm::vec3 offsetFromPalm = root + palm.getNormal() * PALM_DISK_THICKNESS; glm::vec3 offsetFromPalm = root + palm.getNormal() * PALM_DISK_THICKNESS;
Avatar::renderJointConnectingCone(root, offsetFromPalm, PALM_DISK_RADIUS, 0.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha)); Avatar::renderJointConnectingCone(batch, root, offsetFromPalm, PALM_DISK_RADIUS, 0.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
glPushMatrix(); transform = Transform();
glTranslatef(root.x, root.y, root.z); transform.setTranslation(root);
DependencyManager::get<GeometryCache>()->renderSphere(PALM_BALL_RADIUS, 20.0f, 20.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha)); batch.setModelTransform(transform);
glPopMatrix(); DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_BALL_RADIUS, 20.0f, 20.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
} }
} }
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
} }

View file

@ -56,7 +56,7 @@ private:
Avatar* _owningAvatar; Avatar* _owningAvatar;
void renderHandTargets(bool isMine); void renderHandTargets(RenderArgs* renderArgs, bool isMine);
}; };
#endif // hifi_Hand_h #endif // hifi_Hand_h

View file

@ -1212,9 +1212,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
if (shouldRenderHead(renderArgs)) { if (shouldRenderHead(renderArgs)) {
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting); getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
} }
if (postLighting) { getHand()->render(renderArgs, true);
getHand()->render(renderArgs, true);
}
} }
void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visible) { void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visible) {
@ -1588,7 +1586,7 @@ void MyAvatar::updateMotionBehavior() {
} }
//Renders sixense laser pointers for UI selection with controllers //Renders sixense laser pointers for UI selection with controllers
void MyAvatar::renderLaserPointers() { void MyAvatar::renderLaserPointers(gpu::Batch& batch) {
const float PALM_TIP_ROD_RADIUS = 0.002f; const float PALM_TIP_ROD_RADIUS = 0.002f;
//If the Oculus is enabled, we will draw a blue cursor ray //If the Oculus is enabled, we will draw a blue cursor ray
@ -1601,8 +1599,10 @@ void MyAvatar::renderLaserPointers() {
//Scale the root vector with the avatar scale //Scale the root vector with the avatar scale
scaleVectorRelativeToPosition(root); scaleVectorRelativeToPosition(root);
Transform transform = Transform();
Avatar::renderJointConnectingCone(root, tip, PALM_TIP_ROD_RADIUS, PALM_TIP_ROD_RADIUS, glm::vec4(0, 1, 1, 1)); transform.setTranslation(glm::vec3());
batch.setModelTransform(transform);
Avatar::renderJointConnectingCone(batch, root, tip, PALM_TIP_ROD_RADIUS, PALM_TIP_ROD_RADIUS, glm::vec4(0, 1, 1, 1));
} }
} }
} }

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@ -157,7 +157,7 @@ public:
bool allowDuplicates = false, bool useSaved = true); bool allowDuplicates = false, bool useSaved = true);
/// Renders a laser pointer for UI picking /// Renders a laser pointer for UI picking
void renderLaserPointers(); void renderLaserPointers(gpu::Batch& batch);
glm::vec3 getLaserPointerTipPosition(const PalmData* palm); glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
const RecorderPointer getRecorder() const { return _recorder; } const RecorderPointer getRecorder() const { return _recorder; }

View file

@ -776,24 +776,24 @@ void SkeletonModel::resetShapePositionsToDefaultPose() {
_boundingShape.setRotation(_rotation); _boundingShape.setRotation(_rotation);
} }
void SkeletonModel::renderBoundingCollisionShapes(float alpha) { void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
const int BALL_SUBDIVISIONS = 10; const int BALL_SUBDIVISIONS = 10;
if (_shapes.isEmpty()) { if (_shapes.isEmpty()) {
// the bounding shape has not been propery computed // the bounding shape has not been propery computed
// so no need to render it // so no need to render it
return; return;
} }
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation); Application::getInstance()->loadTranslatedViewMatrix(_translation);
// draw a blue sphere at the capsule endpoint // draw a blue sphere at the capsule endpoint
glm::vec3 endPoint; glm::vec3 endPoint;
_boundingShape.getEndPoint(endPoint); _boundingShape.getEndPoint(endPoint);
endPoint = endPoint - _translation; endPoint = endPoint - _translation;
glTranslatef(endPoint.x, endPoint.y, endPoint.z); Transform transform = Transform();
transform.setTranslation(endPoint);
batch.setModelTransform(transform);
auto geometryCache = DependencyManager::get<GeometryCache>(); auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule startpoint // draw a yellow sphere at the capsule startpoint
glm::vec3 startPoint; glm::vec3 startPoint;
@ -805,9 +805,7 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
// draw a green cylinder between the two points // draw a green cylinder between the two points
glm::vec3 origin(0.0f); glm::vec3 origin(0.0f);
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha)); Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
glPopMatrix();
} }
bool SkeletonModel::hasSkeleton() { bool SkeletonModel::hasSkeleton() {

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@ -101,7 +101,7 @@ public:
const glm::vec3& getStandingOffset() const { return _standingOffset; } const glm::vec3& getStandingOffset() const { return _standingOffset; }
void computeBoundingShape(const FBXGeometry& geometry); void computeBoundingShape(const FBXGeometry& geometry);
void renderBoundingCollisionShapes(float alpha); void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha);
float getBoundingShapeRadius() const { return _boundingShape.getRadius(); } float getBoundingShapeRadius() const { return _boundingShape.getRadius(); }
const CapsuleShape& getBoundingShape() const { return _boundingShape; } const CapsuleShape& getBoundingShape() const { return _boundingShape; }
const glm::vec3 getBoundingShapeOffset() const { return _boundingShapeLocalOffset; } const glm::vec3 getBoundingShapeOffset() const { return _boundingShapeLocalOffset; }