fixing up render view frustum, now it's working

This commit is contained in:
ZappoMan 2013-04-11 01:02:04 -07:00
parent cd8c760959
commit 24862ca535

View file

@ -159,6 +159,7 @@ unsigned char dominantColor = 0; // The dominant color of the voxel we're painti
bool perfStatsOn = false; // Do we want to display perfStats?
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = false; // which frustum to look at
bool wantFrustumDebugging = false; // enable for some stdout debugging output
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0;
@ -510,16 +511,17 @@ void simulateHead(float frametime)
// XXXBHG - this code is not yet working. This is here to help Jeffery debug getAvatarHeadLookatDirection()
// The code will draw a yellow line from the avatar's position to the origin,
// It also attempts to draw a cyan line from the avatar to 2 meters in front of the avatar in the direction
// it's looking. But that's not working right now.
/////////////////////////////////////////////////////////////////////////////////////
// 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.
void render_view_frustum() {
//printf("frustum low.x=%f, low.y=%f, low.z=%f, high.x=%f, high.y=%f, high.z=%f\n",low.x,low.y,low.z,high.x,high.y,high.z);
// p the camera position
// d a vector with the direction of the camera's view ray. In here it is assumed that this vector has been normalized
// nearDist the distance from the camera to the near plane
@ -529,30 +531,39 @@ void render_view_frustum() {
// farHeight the height of the far plane
// farWidth the width of the far plane
glm::vec3 cameraPosition = ::myCamera.getPosition() * -1.0;
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
printf("\nPosition:\n");
printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z);
printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z);
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(-1,-1,1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection();
printf("\nDirection:\n");
printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z);
printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z);
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,-1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
printf("\nUp:\n");
printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z);
printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z);
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,-1,1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight();
printf("\nRight:\n");
printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z);
printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z);
// Some explanation here.
glm::vec3 cameraPosition = ::myCamera.getPosition();
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(1,1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection(); // direction still backwards
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,1,-1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight() * glm::vec3(-1,1,-1); // z is flipped!
// Debug these vectors!
if (::wantFrustumDebugging) {
printf("\nPosition:\n");
printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z);
printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z);
printf("\nDirection:\n");
printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z);
printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z);
printf("\nUp:\n");
printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z);
printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z);
printf("\nRight:\n");
printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z);
printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z);
}
// We will use these below, from either the camera or head vectors calculated above
glm::vec3 viewFrustumPosition;
glm::vec3 viewFrustumDirection;
glm::vec3 up;
@ -571,10 +582,8 @@ void render_view_frustum() {
right = headRight;
}
// what? this are negative?? GRRRR!!!
float nearDist = -0.1;
float farDist = -1.0;
float nearDist = 0.1;
float farDist = 1.0;
float fovHalfAngle = 0.7854f; // 45 deg for half, so fov = 90 deg
@ -598,25 +607,58 @@ void render_view_frustum() {
glm::vec3 nearTopRight = nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
glm::vec3 nearBottomLeft = nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
glm::vec3 nearBottomRight = nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
// At this point we have all the corners for our frustum... we could use these to
// calculate various things...
// But, here we're just going to draw them for now
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glLineWidth(3.0);
glm::vec3 headLookingAt = headPosition+(headDirection*5.0);
glm::vec3 headLookingAtUp = headPosition+(headUp*5.0);
glm::vec3 headLookingAtRight = headPosition+(headRight*5.0);
// Looking At from head = white
glColor3f(1,1,1);
glm::vec3 headLookingAt = headPosition+(headDirection*-2.0);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z);
// up from head = purple
glColor3f(1,0,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtUp.x,headLookingAtUp.y,headLookingAtUp.z);
// right from head = cyan
glColor3f(0,1,1);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAtRight.x,headLookingAtRight.y,headLookingAtRight.z);
glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*5.0);
glm::vec3 cameraLookingAtUp = cameraPosition+(cameraUp*5.0);
glm::vec3 cameraLookingAtRight = cameraPosition+(cameraRight*5.0);
// Looking At from camera = white
glColor3f(1,1,1);
glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*-2.0);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
// up from camera = purple
glColor3f(1,0,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtUp.x,cameraLookingAtUp.y,cameraLookingAtUp.z);
// right from camera = cyan
glColor3f(0,1,1);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAtRight.x,cameraLookingAtRight.y,cameraLookingAtRight.z);
// The remaining lines are skinny
glLineWidth(1.0);
//glLineWidth(1.0);
// near plane - bottom edge
glColor3f(1,0,0);
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
@ -651,8 +693,9 @@ void render_view_frustum() {
glVertex3f(farBottomLeft.x,farBottomLeft.y,farBottomLeft.z);
glVertex3f(farTopLeft.x,farTopLeft.y,farTopLeft.z);
// right plane - bottom edge - near to distant
glColor3f(0,0,1);
// RIGHT PLANE IS CYAN
// right plane - bottom edge - near to distant
glColor3f(0,1,1);
glVertex3f(nearBottomRight.x,nearBottomRight.y,nearBottomRight.z);
glVertex3f(farBottomRight.x,farBottomRight.y,farBottomRight.z);
@ -660,8 +703,9 @@ void render_view_frustum() {
glVertex3f(nearTopRight.x,nearTopRight.y,nearTopRight.z);
glVertex3f(farTopRight.x,farTopRight.y,farTopRight.z);
// LEFT PLANE IS BLUE
// left plane - bottom edge - near to distant
glColor3f(0,1,1);
glColor3f(0,0,1);
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
glVertex3f(farBottomLeft.x,farBottomLeft.y,farBottomLeft.z);
@ -755,18 +799,14 @@ void display(void)
}
//---------------------------------------------
// transform view according to myCamera
// transform view according to whichCamera
// could be myCamera (if in normal mode)
// or could be viewFrustumOffsetCamera if in offset mode
//---------------------------------------------
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
glTranslatef( -myCamera.getPosition().x, -myCamera.getPosition().y, -myCamera.getPosition().z );
/*
glRotatef ( whichCamera.getPitch(), 1, 0, 0 );
glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
glTranslatef( whichCamera.getPosition().x, whichCamera.getPosition().y, whichCamera.getPosition().z );
*/
glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
if (::starsOn) {
// should be the first rendering pass - w/o depth buffer / lighting