FInd one of the issue with shadows for avatars

This commit is contained in:
Sam Gateau 2015-04-03 12:34:30 -07:00
parent 7718680091
commit 423434af10
4 changed files with 38 additions and 18 deletions

View file

@ -2716,6 +2716,10 @@ void Application::updateShadowMap() {
glLoadIdentity();
glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
glm::mat4 projAgain;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&projAgain);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

View file

@ -337,8 +337,13 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
// simple frustum check
float boundingRadius = getBillboardSize();
ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getDisplayViewFrustum();
ViewFrustum* frustum = nullptr;
if (renderMode == Avatar::SHADOW_RENDER_MODE) {
frustum = Application::getInstance()->getShadowViewFrustum();
} else {
frustum = Application::getInstance()->getDisplayViewFrustum();
}
if (frustum->sphereInFrustum(getPosition(), boundingRadius) == ViewFrustum::OUTSIDE) {
return;
}

View file

@ -1005,22 +1005,25 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
Camera *camera = Application::getInstance()->getCamera();
const glm::vec3 cameraPos = camera->getPosition();
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
} else {
float clipDistance = _skeletonModel.getHeadClipDistance();
if (OculusManager::isConnected()) {
// If avatar is horizontally in front of camera, increase clip distance by the amount it is in front.
glm::vec3 cameraToAvatar = _position - cameraPos;
cameraToAvatar.y = 0.0f;
glm::vec3 cameraLookAt = camera->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f);
float headOffset = glm::dot(cameraLookAt, cameraToAvatar);
if (headOffset > 0) {
clipDistance += headOffset;
// Only tweak the frustum near far if it's not shadow
if (renderMode != SHADOW_RENDER_MODE) {
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
} else {
float clipDistance = _skeletonModel.getHeadClipDistance();
if (OculusManager::isConnected()) {
// If avatar is horizontally in front of camera, increase clip distance by the amount it is in front.
glm::vec3 cameraToAvatar = _position - cameraPos;
cameraToAvatar.y = 0.0f;
glm::vec3 cameraLookAt = camera->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f);
float headOffset = glm::dot(cameraLookAt, cameraToAvatar);
if (headOffset > 0) {
clipDistance += headOffset;
}
}
renderFrustum->setNearClip(clipDistance);
}
renderFrustum->setNearClip(clipDistance);
}
// Render the body's voxels and head

View file

@ -673,7 +673,11 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
// Setup the projection matrix
if (args && args->_viewFrustum) {
glm::mat4 proj;
args->_viewFrustum->evalProjectionMatrix(proj);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
batch.setProjectionTransform(proj);
}
@ -1759,7 +1763,11 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
if (args) {
glm::mat4 proj;
args->_viewFrustum->evalProjectionMatrix(proj);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
gpu::Batch batch;
batch.setProjectionTransform(proj);
backend.render(batch);