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Merge pull request #49 from ZappoMan/view_frustum_work
Latest view frustum work
This commit is contained in:
commit
1cdeac0fec
5 changed files with 348 additions and 227 deletions
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@ -13,18 +13,20 @@
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//------------------------
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Camera::Camera()
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{
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mode = CAMERA_MODE_THIRD_PERSON;
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tightness = DEFAULT_CAMERA_TIGHTNESS;
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fieldOfView = 60.0; // default
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yaw = 0.0;
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pitch = 0.0;
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roll = 0.0;
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up = 0.0;
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distance = 0.0;
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targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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position = glm::vec3( 0.0, 0.0, 0.0 );
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idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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orientation.setToIdentity();
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = DEFAULT_CAMERA_TIGHTNESS;
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_fieldOfView = 60.0; // default
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_nearClip = 0.1; // default
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_farClip = 50.0; // default
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_yaw = 0.0;
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_pitch = 0.0;
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_roll = 0.0;
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_up = 0.0;
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_distance = 0.0;
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_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_position = glm::vec3( 0.0, 0.0, 0.0 );
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_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_orientation.setToIdentity();
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}
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@ -33,29 +35,28 @@ Camera::Camera()
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//------------------------------------
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void Camera::update( float deltaTime )
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{
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double radian = ( yaw / 180.0 ) * PIE;
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float radian = ( _yaw / 180.0 ) * PIE;
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//these need to be checked to make sure they correspond to the cordinate system.
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double x = distance * -sin( radian );
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double z = distance * cos( radian );
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double y = up;
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float x = _distance * -sin( radian );
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float z = _distance * cos( radian );
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float y = _up;
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idealPosition = targetPosition + glm::vec3( x, y, z );
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float t = tightness * deltaTime;
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_idealPosition = _targetPosition + glm::vec3( x, y, z );
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float t = _tightness * deltaTime;
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if ( t > 1.0 ){
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t = 1.0;
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}
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position += ( idealPosition - position ) * t;
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_position += ( _idealPosition - _position ) * t;
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//-------------------------------------------------------------------------
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//geterate the ortho-normals for the orientation based on the Euler angles
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//-------------------------------------------------------------------------
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orientation.setToIdentity();
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orientation.yaw ( yaw );
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orientation.pitch ( pitch );
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orientation.roll ( roll );
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//------------------------------------------------------------------------
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_orientation.setToIdentity();
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_orientation.yaw ( _yaw );
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_orientation.pitch ( _pitch );
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_orientation.roll ( _roll );
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}
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@ -13,11 +13,11 @@
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enum CameraMode
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{
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_MY_OWN_FACE,
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NUM_CAMERA_MODES
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CAMERA_MODE_NULL = -1,
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CAMERA_MODE_FIRST_PERSON,
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CAMERA_MODE_THIRD_PERSON,
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CAMERA_MODE_MY_OWN_FACE,
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NUM_CAMERA_MODES
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};
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static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
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@ -25,42 +25,55 @@ static const float DEFAULT_CAMERA_TIGHTNESS = 10.0f;
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class Camera
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{
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public:
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Camera();
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void update( float deltaTime );
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void setMode ( CameraMode m ) { mode = m; }
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void setYaw ( float y ) { yaw = y; }
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void setPitch ( float p ) { pitch = p; }
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void setRoll ( float r ) { roll = r; }
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void setUp ( float u ) { up = u; }
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void setDistance ( float d ) { distance = d; }
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void setTargetPosition ( glm::vec3 t ) { targetPosition = t; }
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void setPosition ( glm::vec3 p ) { position = p; }
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void setTightness ( float t ) { tightness = t; }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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Camera();
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float getYaw () { return yaw; }
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float getPitch () { return pitch; }
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float getRoll () { return roll; }
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glm::vec3 getPosition () { return position; }
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Orientation getOrientation () { return orientation; }
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CameraMode getMode () { return mode; }
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void update( float deltaTime );
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void setMode ( CameraMode m ) { _mode = m; }
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void setYaw ( float y ) { _yaw = y; }
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void setPitch ( float p ) { _pitch = p; }
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void setRoll ( float r ) { _roll = r; }
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void setUp ( float u ) { _up = u; }
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void setDistance ( float d ) { _distance = d; }
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void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
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void setPosition ( glm::vec3 p ) { _position = p; };
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void setOrientation ( Orientation o ) { _orientation.set(o); }
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void setTightness ( float t ) { _tightness = t; }
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void setFieldOfView ( float f ) { _fieldOfView = f; }
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void setAspectRatio ( float a ) { _aspectRatio = a; }
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void setNearClip ( float n ) { _nearClip = n; }
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void setFarClip ( float f ) { _farClip = f; }
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float getYaw () { return _yaw; }
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float getPitch () { return _pitch; }
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float getRoll () { return _roll; }
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glm::vec3 getPosition () { return _position; }
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Orientation getOrientation () { return _orientation; }
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CameraMode getMode () { return _mode; }
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float getFieldOfView () { return _fieldOfView; }
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float getAspectRatio () { return _aspectRatio; }
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float getNearClip () { return _nearClip; }
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float getFarClip () { return _farClip; }
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private:
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CameraMode mode;
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glm::vec3 position;
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glm::vec3 idealPosition;
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glm::vec3 targetPosition;
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float fieldOfView;
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float yaw;
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float pitch;
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float roll;
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float up;
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float distance;
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float tightness;
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Orientation orientation;
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CameraMode _mode;
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glm::vec3 _position;
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glm::vec3 _idealPosition;
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glm::vec3 _targetPosition;
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float _yaw;
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float _pitch;
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float _roll;
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float _up;
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float _distance;
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float _tightness;
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Orientation _orientation;
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// Lens attributes
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float _fieldOfView; // in degrees
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float _aspectRatio; // width/height
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float _nearClip; // in world units? - XXXBHG - we need to think about this!
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float _farClip; // in world units?
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};
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#endif
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@ -79,6 +79,9 @@
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using namespace std;
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void reshape(int width, int height); // will be defined below
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pthread_t networkReceiveThread;
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bool stopNetworkReceiveThread = false;
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@ -97,10 +100,13 @@ bool wantColorRandomizer = true; // for addSphere and load file
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Oscilloscope audioScope(256,200,true);
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Head myAvatar; // The rendered avatar of oneself
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Camera myCamera; // My view onto the world (sometimes on myself :)
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ViewFrustum viewFrustum; // current state of view frustum, perspective, orientation, etc.
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// Starfield information
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Head myAvatar; // The rendered avatar of oneself
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Camera myCamera; // My view onto the world (sometimes on myself :)
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Camera viewFrustumOffsetCamera; // The camera we use to sometimes show the view frustum from an offset mode
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// Starfield information
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char starFile[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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FieldOfView fov;
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Stars stars;
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@ -528,39 +534,57 @@ 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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glm::vec3 headPosition = ::myAvatar.getHeadPosition();
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glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
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glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
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glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
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glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
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glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
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glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
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// We will use these below, from either the camera or head vectors calculated above
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glm::vec3 position;
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glm::vec3 direction;
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glm::vec3 up;
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glm::vec3 right;
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float fov, nearClip, farClip;
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// Camera or Head?
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if (::cameraFrustum) {
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position = cameraPosition;
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direction = cameraDirection;
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up = cameraUp;
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right = cameraRight;
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position = ::myCamera.getPosition();
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direction = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
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up = ::myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
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right = ::myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
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fov = ::myCamera.getFieldOfView();
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nearClip = ::myCamera.getNearClip();
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farClip = ::myCamera.getFarClip();
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} else {
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position = headPosition;
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direction = headDirection;
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up = headUp;
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right = headRight;
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position = ::myAvatar.getHeadPosition();
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direction = ::myAvatar.getHeadLookatDirection();
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up = ::myAvatar.getHeadLookatDirectionUp();
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right = ::myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1);
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// NOTE: we use the same lens details if we draw from the head
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fov = ::myCamera.getFieldOfView();
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nearClip = ::myCamera.getNearClip();
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farClip = ::myCamera.getFarClip();
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}
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/*
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printf("position.x=%f, position.y=%f, position.z=%f\n", position.x, position.y, position.z);
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printf("direction.x=%f, direction.y=%f, direction.z=%f\n", direction.x, direction.y, direction.z);
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printf("up.x=%f, up.y=%f, up.z=%f\n", up.x, up.y, up.z);
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printf("right.x=%f, right.y=%f, right.z=%f\n", right.x, right.y, right.z);
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printf("fov=%f\n", fov);
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printf("nearClip=%f\n", nearClip);
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printf("farClip=%f\n", farClip);
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*/
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// Set the viewFrustum up with the correct position and orientation of the camera
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viewFrustum.setPosition(position);
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viewFrustum.setOrientation(direction,up,right);
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// Also make sure it's got the correct lens details from the camera
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viewFrustum.setFieldOfView(fov);
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viewFrustum.setNearClip(nearClip);
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viewFrustum.setFarClip(farClip);
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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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viewFrustum.calculate();
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//viewFrustum.dump();
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// Get ready to draw some lines
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glDisable(GL_LIGHTING);
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@ -593,64 +617,64 @@ void render_view_frustum() {
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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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// viewFrustum.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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glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
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glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().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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// viewFrustum.getNear plane - top edge
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glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
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glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().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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// viewFrustum.getNear plane - right edge
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glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
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glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().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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// viewFrustum.getNear plane - left edge
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glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
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glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.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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// viewFrustum.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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glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
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glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().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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// viewFrustum.getFar plane - top edge
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glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
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glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().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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// viewFrustum.getFar plane - right edge
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glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
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glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.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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// viewFrustum.getFar plane - left edge
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glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
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glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
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}
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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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// right plane - bottom edge - viewFrustum.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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glVertex3f(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
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glVertex3f(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.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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// right plane - top edge - viewFrustum.getNear to distant
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glVertex3f(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
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glVertex3f(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.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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// left plane - bottom edge - viewFrustum.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);
|
||||
glVertex3f(vf.getFarBottomLeft().x, vf.getFarBottomLeft().y, vf.getFarBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
|
||||
glVertex3f(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.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 - viewFrustum.getNear to distant
|
||||
glVertex3f(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
|
||||
glVertex3f(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
|
@ -660,8 +684,6 @@ void render_view_frustum() {
|
|||
|
||||
void display(void)
|
||||
{
|
||||
//printf( "avatar head lookat = %f, %f, %f\n", myAvatar.getAvatarHeadLookatDirection().x, myAvatar.getAvatarHeadLookatDirection().y, myAvatar.getAvatarHeadLookatDirection().z );
|
||||
|
||||
PerfStat("display");
|
||||
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
|
@ -708,13 +730,14 @@ void display(void)
|
|||
//----------------------------------------------------
|
||||
myCamera.setTargetPosition ( myAvatar.getPos() );
|
||||
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
|
||||
myCamera.setPitch ( 10.0 );
|
||||
myCamera.setPitch ( 0.0 ); // temporarily, this must be 0.0 or else bad juju
|
||||
myCamera.setRoll ( 0.0 );
|
||||
myCamera.setUp ( 0.45 );
|
||||
myCamera.setDistance ( 0.5 );
|
||||
myCamera.setTightness ( 10.0f );
|
||||
myCamera.update ( 1.f/FPS );
|
||||
}
|
||||
|
||||
// Note: whichCamera is used to pick between the normal camera myCamera for our
|
||||
// main camera, vs, an alternate camera. The alternate camera we support right now
|
||||
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
|
||||
|
@ -725,21 +748,20 @@ void display(void)
|
|||
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
|
||||
Camera whichCamera = myCamera;
|
||||
Camera viewFrustumOffsetCamera = myCamera;
|
||||
|
||||
|
||||
if (::viewFrustumFromOffset && ::frustumOn) {
|
||||
//----------------------------------------------------
|
||||
// set the camera to third-person view but offset so we can see the frustum
|
||||
//----------------------------------------------------
|
||||
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
|
||||
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
|
||||
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
|
||||
viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
|
||||
viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
|
||||
viewFrustumOffsetCamera.update( 1.f/FPS );
|
||||
|
||||
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
|
||||
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
|
||||
viewFrustumOffsetCamera.setUp ( 0.2 + ::viewFrustumOffsetUp );
|
||||
viewFrustumOffsetCamera.setDistance ( 0.5 + ::viewFrustumOffsetDistance );
|
||||
viewFrustumOffsetCamera.update(1.f/FPS);
|
||||
whichCamera = viewFrustumOffsetCamera;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------
|
||||
// transform view according to whichCamera
|
||||
// could be myCamera (if in normal mode)
|
||||
|
@ -750,6 +772,8 @@ void display(void)
|
|||
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
|
||||
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
|
||||
|
||||
|
||||
|
||||
if (::starsOn) {
|
||||
// should be the first rendering pass - w/o depth buffer / lighting
|
||||
stars.render(fov);
|
||||
|
@ -966,7 +990,14 @@ int setDisplayFrustum(int state) {
|
|||
}
|
||||
|
||||
int setFrustumOffset(int state) {
|
||||
return setValue(state, &::viewFrustumFromOffset);
|
||||
int value = setValue(state, &::viewFrustumFromOffset);
|
||||
|
||||
// reshape so that OpenGL will get the right lens details for the camera of choice
|
||||
if (state == MENU_ROW_PICKED) {
|
||||
reshape(::WIDTH,::HEIGHT);
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
int setFrustumOrigin(int state) {
|
||||
|
@ -1026,12 +1057,13 @@ void initMenu() {
|
|||
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("(M)enu", setMenu);
|
||||
|
||||
// Debug
|
||||
// Frustum Options
|
||||
menuColumnFrustum = menu.addColumn("Frustum");
|
||||
menuColumnFrustum->addRow("Display (F)rustum", setDisplayFrustum);
|
||||
menuColumnFrustum->addRow("Use (O)ffset Camera", setFrustumOffset);
|
||||
|
@ -1187,7 +1219,7 @@ void key(unsigned char k, int x, int y)
|
|||
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 == 'O' || k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum offset debugging
|
||||
if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
|
||||
|
||||
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
|
||||
if (k == ']') ::viewFrustumOffsetYaw += 0.5;
|
||||
|
@ -1199,8 +1231,10 @@ 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 == '|') ViewFrustum::fovAngleAdust -= 0.05;
|
||||
// if (k == '\\') ViewFrustum::fovAngleAdust += 0.05;
|
||||
|
||||
if (k == 'R') setFrustumRenderMode(MENU_ROW_PICKED);
|
||||
|
||||
if (k == '&') {
|
||||
|
@ -1359,27 +1393,66 @@ void idle(void) {
|
|||
}
|
||||
|
||||
|
||||
|
||||
void reshape(int width, int height)
|
||||
{
|
||||
WIDTH = width;
|
||||
HEIGHT = height;
|
||||
float aspectRatio = ((float)width/(float)height); // based on screen resize
|
||||
|
||||
float fov;
|
||||
float nearClip;
|
||||
float farClip;
|
||||
|
||||
// get the lens details from the current camera
|
||||
if (::viewFrustumFromOffset) {
|
||||
fov = ::viewFrustumOffsetCamera.getFieldOfView();
|
||||
nearClip = ::viewFrustumOffsetCamera.getNearClip();
|
||||
farClip = ::viewFrustumOffsetCamera.getFarClip();
|
||||
} else {
|
||||
fov = ::myCamera.getFieldOfView();
|
||||
nearClip = ::myCamera.getNearClip();
|
||||
farClip = ::myCamera.getFarClip();
|
||||
}
|
||||
|
||||
//printf("reshape() width=%d, height=%d, aspectRatio=%f fov=%f near=%f far=%f \n",
|
||||
// width,height,aspectRatio,fov,nearClip,farClip);
|
||||
|
||||
// Tell our viewFrustum about this change
|
||||
::viewFrustum.setAspectRatio(aspectRatio);
|
||||
|
||||
|
||||
glViewport(0, 0, width, height); // shouldn't this account for the menu???
|
||||
|
||||
glMatrixMode(GL_PROJECTION); //hello
|
||||
fov.setResolution(width, height)
|
||||
.setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
|
||||
.setPerspective(0.7854f);
|
||||
glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
|
||||
|
||||
// XXXBHG - Note: this is Tobias's code for loading the perspective matrix. At Philip's suggestion, I'm removing
|
||||
// it and putting back our old code that simply loaded the fov, ratio, and near/far clips. But I'm keeping this here
|
||||
// for reference for now.
|
||||
//fov.setResolution(width, height)
|
||||
// .setBounds(glm::vec3(-0.5f,-0.5f,-500.0f), glm::vec3(0.5f, 0.5f, 0.1f) )
|
||||
// .setPerspective(0.7854f);
|
||||
//glLoadMatrixf(glm::value_ptr(fov.getViewerScreenXform()));
|
||||
|
||||
glLoadIdentity();
|
||||
|
||||
// XXXBHG - If we're in view frustum mode, then we need to do this little bit of hackery so that
|
||||
// OpenGL won't clip our frustum rendering lines. This is a debug hack for sure! Basically, this makes
|
||||
// the near clip a little bit closer (therefor you see more) and the far clip a little bit farther (also,
|
||||
// to see more.)
|
||||
if (::frustumOn) {
|
||||
nearClip -= 0.01f;
|
||||
farClip += 0.01f;
|
||||
}
|
||||
|
||||
// On window reshape, we need to tell OpenGL about our new setting
|
||||
gluPerspective(fov,aspectRatio,nearClip,farClip);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void mouseFunc( int button, int state, int x, int y )
|
||||
{
|
||||
if( button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
|
||||
|
@ -1469,6 +1542,12 @@ int main(int argc, const char * argv[])
|
|||
#ifdef _WIN32
|
||||
glewInit();
|
||||
#endif
|
||||
|
||||
// Before we render anything, let's set up our viewFrustumOffsetCamera with a sufficiently large
|
||||
// field of view and near and far clip to make it interesting.
|
||||
//viewFrustumOffsetCamera.setFieldOfView(90.0);
|
||||
viewFrustumOffsetCamera.setNearClip(0.1);
|
||||
viewFrustumOffsetCamera.setFarClip(500.0);
|
||||
|
||||
printf( "Created Display Window.\n" );
|
||||
|
||||
|
|
|
@ -8,14 +8,32 @@
|
|||
//
|
||||
//
|
||||
|
||||
#include "Util.h"
|
||||
#include "ViewFrustum.h"
|
||||
|
||||
float ViewFrustum::fovAngleAdust=1.65;
|
||||
|
||||
ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
|
||||
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
|
||||
this->calculateViewFrustum(position, direction, up, right, screenWidth, screenHeight);
|
||||
}
|
||||
ViewFrustum::ViewFrustum() :
|
||||
_position(glm::vec3(0,0,0)),
|
||||
_direction(glm::vec3(0,0,0)),
|
||||
_up(glm::vec3(0,0,0)),
|
||||
_right(glm::vec3(0,0,0)),
|
||||
_fieldOfView(0.0),
|
||||
_aspectRatio(1.0),
|
||||
_nearClip(0.1),
|
||||
_farClip(500.0),
|
||||
_nearHeight(0.0),
|
||||
_nearWidth(0.0),
|
||||
_farHeight(0.0),
|
||||
_farWidth(0.0),
|
||||
_farCenter(glm::vec3(0,0,0)),
|
||||
_farTopLeft(glm::vec3(0,0,0)),
|
||||
_farTopRight(glm::vec3(0,0,0)),
|
||||
_farBottomLeft(glm::vec3(0,0,0)),
|
||||
_farBottomRight(glm::vec3(0,0,0)),
|
||||
_nearCenter(glm::vec3(0,0,0)),
|
||||
_nearTopLeft(glm::vec3(0,0,0)),
|
||||
_nearTopRight(glm::vec3(0,0,0)),
|
||||
_nearBottomLeft(glm::vec3(0,0,0)),
|
||||
_nearBottomRight(glm::vec3(0,0,0)) { }
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// ViewFrustum::calculateViewFrustum()
|
||||
|
@ -26,47 +44,41 @@ ViewFrustum::ViewFrustum(glm::vec3 position, glm::vec3 direction,
|
|||
// Notes on how/why this works:
|
||||
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
|
||||
//
|
||||
void ViewFrustum::calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
|
||||
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight) {
|
||||
void ViewFrustum::calculate() {
|
||||
|
||||
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
|
||||
|
||||
// Save the values we were passed...
|
||||
this->_position = position;
|
||||
this->_direction = direction;
|
||||
this->_up = up;
|
||||
this->_right = right;
|
||||
this->_screenWidth = screenWidth;
|
||||
this->_screenHeight = screenHeight;
|
||||
|
||||
glm::vec3 front = direction;
|
||||
glm::vec3 front = _direction;
|
||||
|
||||
// Calculating field of view.
|
||||
// 0.7854f is 45 deg
|
||||
// ViewFrustum::fovAngleAdust defaults to 1.65
|
||||
// Apparently our fov is around 1.75 times this value or 74.25 degrees
|
||||
// you can adjust this in interface by using the "|" and "\" keys to tweak
|
||||
// the adjustment and see effects of different FOVs
|
||||
float fovHalfAngle = 0.7854f * ViewFrustum::fovAngleAdust;
|
||||
float ratio = screenWidth / screenHeight;
|
||||
float fovInRadians = this->_fieldOfView * PI_OVER_180;
|
||||
|
||||
this->_nearDist = 0.1;
|
||||
this->_farDist = 10.0;
|
||||
|
||||
this->_nearHeight = 2 * tan(fovHalfAngle) * this->_nearDist;
|
||||
this->_nearWidth = this->_nearHeight * ratio;
|
||||
this->_farHeight = 2 * tan(fovHalfAngle) * this->_farDist;
|
||||
this->_farWidth = this->_farHeight * ratio;
|
||||
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
|
||||
|
||||
float farHalfHeight = this->_farHeight * 0.5f;
|
||||
float farHalfWidth = this->_farWidth * 0.5f;
|
||||
this->_farCenter = this->_position+front * this->_farDist;
|
||||
float slightlySmaller = 0.0f;
|
||||
float slightlyInsideWidth= 0.0f - slightlySmaller;
|
||||
float slightlyInsideNear = 0.0f + slightlySmaller;
|
||||
float slightlyInsideFar = 0.0f - slightlySmaller;
|
||||
|
||||
float nearClip = this->_nearClip + slightlyInsideNear;
|
||||
float farClip = this->_farClip + slightlyInsideFar;
|
||||
|
||||
this->_nearHeight = (twoTimesTanHalfFOV * nearClip);
|
||||
this->_nearWidth = this->_nearHeight * this->_aspectRatio;
|
||||
this->_farHeight = (twoTimesTanHalfFOV * farClip);
|
||||
this->_farWidth = this->_farHeight * this->_aspectRatio;
|
||||
|
||||
float farHalfHeight = (this->_farHeight * 0.5f) + slightlyInsideWidth;
|
||||
float farHalfWidth = (this->_farWidth * 0.5f) + slightlyInsideWidth;
|
||||
this->_farCenter = this->_position+front * farClip;
|
||||
this->_farTopLeft = this->_farCenter + (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
|
||||
this->_farTopRight = this->_farCenter + (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
|
||||
this->_farBottomLeft = this->_farCenter - (this->_up * farHalfHeight) - (this->_right * farHalfWidth);
|
||||
this->_farBottomRight = this->_farCenter - (this->_up * farHalfHeight) + (this->_right * farHalfWidth);
|
||||
|
||||
float nearHalfHeight = this->_nearHeight * 0.5f;
|
||||
float nearHalfWidth = this->_nearWidth * 0.5f;
|
||||
this->_nearCenter = this->_position+front * this->_nearDist;
|
||||
float nearHalfHeight = (this->_nearHeight * 0.5f) + slightlyInsideWidth;
|
||||
float nearHalfWidth = (this->_nearWidth * 0.5f) + slightlyInsideWidth;
|
||||
this->_nearCenter = this->_position+front * nearClip;
|
||||
this->_nearTopLeft = this->_nearCenter + (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
|
||||
this->_nearTopRight = this->_nearCenter + (this->_up * nearHalfHeight) + (this->_right * nearHalfWidth);
|
||||
this->_nearBottomLeft = this->_nearCenter - (this->_up * nearHalfHeight) - (this->_right * nearHalfWidth);
|
||||
|
@ -80,11 +92,11 @@ void ViewFrustum::dump() {
|
|||
printf("up.x=%f, up.y=%f, up.z=%f\n", this->_up.x, this->_up.y, this->_up.z);
|
||||
printf("right.x=%f, right.y=%f, right.z=%f\n", this->_right.x, this->_right.y, this->_right.z);
|
||||
|
||||
printf("farDist=%f\n", this->_farDist);
|
||||
printf("farDist=%f\n", this->_farClip);
|
||||
printf("farHeight=%f\n", this->_farHeight);
|
||||
printf("farWidth=%f\n", this->_farWidth);
|
||||
|
||||
printf("nearDist=%f\n", this->_nearDist);
|
||||
printf("nearDist=%f\n", this->_nearClip);
|
||||
printf("nearHeight=%f\n", this->_nearHeight);
|
||||
printf("nearWidth=%f\n", this->_nearWidth);
|
||||
|
||||
|
|
|
@ -15,54 +15,70 @@
|
|||
|
||||
class ViewFrustum {
|
||||
private:
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _direction;
|
||||
glm::vec3 _up;
|
||||
glm::vec3 _right;
|
||||
float _screenWidth;
|
||||
float _screenHeight;
|
||||
|
||||
float _nearDist;
|
||||
float _farDist;
|
||||
|
||||
float _nearHeight;
|
||||
float _nearWidth;
|
||||
float _farHeight;
|
||||
float _farWidth;
|
||||
// camera location/orientation attributes
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _direction;
|
||||
glm::vec3 _up;
|
||||
glm::vec3 _right;
|
||||
|
||||
glm::vec3 _farCenter;
|
||||
glm::vec3 _farTopLeft;
|
||||
glm::vec3 _farTopRight;
|
||||
glm::vec3 _farBottomLeft;
|
||||
glm::vec3 _farBottomRight;
|
||||
// Lens attributes
|
||||
float _fieldOfView;
|
||||
float _aspectRatio;
|
||||
float _nearClip;
|
||||
float _farClip;
|
||||
|
||||
glm::vec3 _nearCenter;
|
||||
glm::vec3 _nearTopLeft;
|
||||
glm::vec3 _nearTopRight;
|
||||
glm::vec3 _nearBottomLeft;
|
||||
glm::vec3 _nearBottomRight;
|
||||
// Calculated values
|
||||
float _nearHeight;
|
||||
float _nearWidth;
|
||||
float _farHeight;
|
||||
float _farWidth;
|
||||
glm::vec3 _farCenter;
|
||||
glm::vec3 _farTopLeft;
|
||||
glm::vec3 _farTopRight;
|
||||
glm::vec3 _farBottomLeft;
|
||||
glm::vec3 _farBottomRight;
|
||||
glm::vec3 _nearCenter;
|
||||
glm::vec3 _nearTopLeft;
|
||||
glm::vec3 _nearTopRight;
|
||||
glm::vec3 _nearBottomLeft;
|
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glm::vec3 _nearBottomRight;
|
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|
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public:
|
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const glm::vec3& getFarCenter() const { return _farCenter; };
|
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const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
|
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const glm::vec3& getFarTopRight() const { return _farTopRight; };
|
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const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
|
||||
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
|
||||
// setters for camera attributes
|
||||
void setPosition (const glm::vec3& p) { _position = p; }
|
||||
void setOrientation (const glm::vec3& d, const glm::vec3& u, const glm::vec3& r )
|
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{ _direction = d; _up = u; _right = r; }
|
||||
|
||||
const glm::vec3& getNearCenter() const { return _nearCenter; };
|
||||
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
|
||||
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
|
||||
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
|
||||
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; };
|
||||
// setters for lens attributes
|
||||
void setFieldOfView ( float f ) { _fieldOfView = f; }
|
||||
void setAspectRatio ( float a ) { _aspectRatio = a; }
|
||||
void setNearClip ( float n ) { _nearClip = n; }
|
||||
void setFarClip ( float f ) { _farClip = f; }
|
||||
|
||||
void calculateViewFrustum(glm::vec3 position, glm::vec3 direction,
|
||||
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
|
||||
// getters for lens attributes
|
||||
float getFieldOfView() const { return _fieldOfView; };
|
||||
float getAspectRatio() const { return _aspectRatio; };
|
||||
float getNearClip() const { return _nearClip; };
|
||||
float getFarClip() const { return _farClip; };
|
||||
|
||||
ViewFrustum(glm::vec3 position, glm::vec3 direction,
|
||||
glm::vec3 up, glm::vec3 right, float screenWidth, float screenHeight);
|
||||
|
||||
void dump();
|
||||
|
||||
static float fovAngleAdust;
|
||||
const glm::vec3& getFarCenter() const { return _farCenter; };
|
||||
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
|
||||
const glm::vec3& getFarTopRight() const { return _farTopRight; };
|
||||
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
|
||||
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
|
||||
|
||||
const glm::vec3& getNearCenter() const { return _nearCenter; };
|
||||
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
|
||||
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
|
||||
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
|
||||
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
|
||||
|
||||
void calculate();
|
||||
|
||||
ViewFrustum();
|
||||
|
||||
void dump();
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue