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https://github.com/overte-org/overte.git
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Merge pull request #539 from ey6es/master
Better iris texture, fixed iris rotations.
This commit is contained in:
commit
17ea2d0d0d
5 changed files with 51 additions and 46 deletions
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Before Width: | Height: | Size: 152 KiB After Width: | Height: | Size: 71 KiB |
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@ -15,7 +15,10 @@ uniform sampler2D texture;
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varying vec4 normal;
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varying vec4 normal;
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void main(void) {
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void main(void) {
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// compute the specular component (sans exponent) based on the normal OpenGL lighting model
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalize(normal)));
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalize(normal)));
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gl_FragColor = vec4(gl_Color.rgb * texture2D(texture, gl_TexCoord[0].st).rgb +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 1.0);
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// modulate texture by diffuse color and add specular contribution
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gl_FragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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}
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}
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@ -11,10 +11,23 @@
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// the interpolated normal
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// the interpolated normal
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varying vec4 normal;
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varying vec4 normal;
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// the ratio of the indices of refraction
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const float refractionEta = 0.75;
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void main(void) {
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void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
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gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
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// compute standard diffuse lighting per-vertex
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb +
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gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a);
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// compute the texture coordinate based on where refracted vector hits z=0 in model space
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vec4 incidence = normalize(gl_Vertex - gl_ModelViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0));
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vec4 refracted = refract(incidence, normalize(vec4(gl_Normal, 0.0)), refractionEta);
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gl_TexCoord[0] = (gl_Vertex - (gl_Vertex.z / refracted.z) * refracted) + vec4(0.5, 0.5, 0.0, 0.0);
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// use standard pipeline transform
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gl_Position = ftransform();
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gl_Position = ftransform();
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}
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}
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@ -87,12 +87,14 @@ void Head::init() {
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_irisProgram->setUniformValue("texture", 0);
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_irisProgram->setUniformValue("texture", 0);
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QImage image = QImage(IRIS_TEXTURE_FILENAME).convertToFormat(QImage::Format_RGB888);
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QImage image = QImage(IRIS_TEXTURE_FILENAME).convertToFormat(QImage::Format_ARGB32);
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glGenTextures(1, &_irisTextureID);
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glGenTextures(1, &_irisTextureID);
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glBindTexture(GL_TEXTURE_2D, _irisTextureID);
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glBindTexture(GL_TEXTURE_2D, _irisTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width(), image.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, image.constBits());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1, GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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}
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@ -462,73 +464,60 @@ void Head::renderEyeBrows() {
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void Head::renderEyeBalls() {
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void Head::renderEyeBalls() {
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// setup the texture to be used on each iris
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GLUquadric* irisQuadric = gluNewQuadric();
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gluQuadricTexture(irisQuadric, GL_TRUE);
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gluQuadricOrientation(irisQuadric, GLU_OUTSIDE);
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// render white ball of left eyeball
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// render white ball of left eyeball
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glPushMatrix();
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glPushMatrix();
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glColor3fv(EYEBALL_COLOR);
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glColor3fv(EYEBALL_COLOR);
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glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
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glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z);
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gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30);
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glutSolidSphere(EYEBALL_RADIUS, 30, 30);
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glPopMatrix();
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glPopMatrix();
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//render white ball of right eyeball
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//render white ball of right eyeball
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glPushMatrix();
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glPushMatrix();
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glColor3fv(EYEBALL_COLOR);
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glColor3fv(EYEBALL_COLOR);
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glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
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glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z);
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gluSphere(irisQuadric, EYEBALL_RADIUS, 30, 30);
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glutSolidSphere(EYEBALL_RADIUS, 30, 30);
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glPopMatrix();
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glPopMatrix();
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_irisProgram->bind();
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_irisProgram->bind();
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glBindTexture(GL_TEXTURE_2D, _irisTextureID);
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glBindTexture(GL_TEXTURE_2D, _irisTextureID);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glm::vec3 front = getFrontDirection();
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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// render left iris
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// render left iris
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glPushMatrix(); {
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glPushMatrix(); {
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glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
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glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
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glPushMatrix();
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//rotate the eyeball to aim towards the lookat position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition + _saccade - _leftEyePosition);
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glm::vec3 targetLookatVector = _lookAtPosition + _saccade - _leftEyePosition;
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
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glm::quat rotation = rotationBetween(front, targetLookatVector) * orientation;
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glm::vec3 rotationAxis = glm::axis(rotation);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION);
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);
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glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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glutSolidSphere(0.5f, 15, 15);
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gluSphere(irisQuadric, IRIS_RADIUS, 15, 15);
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glPopMatrix();
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}
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}
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glPopMatrix();
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glPopMatrix();
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// render right iris
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// render right iris
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glPushMatrix(); {
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glPushMatrix(); {
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glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position
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glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position
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glPushMatrix();
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//rotate the eyeball to aim towards the lookat position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatAxis = glm::normalize(_lookAtPosition + _saccade - _rightEyePosition);
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glm::vec3 targetLookatVector = _lookAtPosition + _saccade - _rightEyePosition;
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glm::vec3 rotationAxis = glm::cross(targetLookatAxis, IDENTITY_UP);
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glm::quat rotation = rotationBetween(front, targetLookatVector) * orientation;
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float angle = 180.0f - angleBetween(targetLookatAxis, IDENTITY_UP);
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glm::vec3 rotationAxis = glm::axis(rotation);
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glRotatef(angle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glRotatef(180.0f, 0.0f, 1.0f, 0.0f); //adjust roll to correct after previous rotations
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glTranslatef(0.0f, 0.0f, -IRIS_PROTRUSION);
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glTranslatef( 0.0f, -IRIS_PROTRUSION, 0.0f);
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glScalef(IRIS_RADIUS * 2.0f, IRIS_RADIUS * 2.0f, IRIS_RADIUS); // flatten the iris
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glScalef( 1.0f, 0.5f, 1.0f); // flatten the iris
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glutSolidSphere(0.5f, 15, 15);
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gluSphere(irisQuadric, IRIS_RADIUS, 15, 15);
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glPopMatrix();
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}
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}
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glPopMatrix();
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_irisProgram->release();
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_irisProgram->release();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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// delete the iris quadric now that we're done with it
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gluDeleteQuadric(irisQuadric);
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glPopMatrix();
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}
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}
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {
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@ -85,7 +85,7 @@ glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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if (isnan(angle) || angle < EPSILON) {
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if (isnan(angle) || angle < EPSILON) {
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return glm::quat();
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return glm::quat();
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}
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}
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glm::vec3 axis = glm::cross(v1, v2);
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glm::vec3 axis;
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if (angle > 179.99f) { // 180 degree rotation; must use another axis
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if (angle > 179.99f) { // 180 degree rotation; must use another axis
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axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
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axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
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float axisLength = glm::length(axis);
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float axisLength = glm::length(axis);
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