Ball and cone color from average geometry colors.

This commit is contained in:
Andrzej Kapolka 2013-10-10 13:41:50 -07:00
parent 14dfa72284
commit 4c073426c8
8 changed files with 71 additions and 13 deletions

View file

@ -703,6 +703,13 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
}
} else if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) {
// Render the body as balls and cones
glm::vec3 skinColor(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
glm::vec3 darkSkinColor(DARK_SKIN_COLOR[0], DARK_SKIN_COLOR[1], DARK_SKIN_COLOR[2]);
if (_head.getBlendFace().isActive()) {
skinColor = glm::vec3(_head.getBlendFace().computeAverageColor());
const float SKIN_DARKENING = 0.9f;
darkSkinColor = skinColor * SKIN_DARKENING;
}
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float alpha = getBallRenderAlpha(b, lookingInMirror);
@ -720,9 +727,9 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
}
} else if (alpha > 0.0f) {
// Render the body ball sphere
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
glColor3f(skinColor.r + _bodyBall[b].touchForce * 0.3f,
skinColor.g - _bodyBall[b].touchForce * 0.2f,
skinColor.b - _bodyBall[b].touchForce * 0.1f);
if (b == BODY_BALL_NECK_BASE && _head.getBlendFace().isActive()) {
continue; // don't render the neck if we have a face model
@ -747,7 +754,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
&& (b != BODY_BALL_LEFT_SHOULDER)
&& (b != BODY_BALL_RIGHT_COLLAR)
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
glColor3fv((const GLfloat*)&darkSkinColor);
float r2 = _bodyBall[b].radius * 0.8;
renderJointConnectingCone(_bodyBall[_bodyBall[b].parentBall].position, _bodyBall[b].position, r2, r2);

View file

@ -342,6 +342,10 @@ bool BlendFace::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEy
return false;
}
glm::vec4 BlendFace::computeAverageColor() const {
return _geometry ? _geometry->computeAverageColor() : glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
void BlendFace::setModelURL(const QUrl& url) {
// don't recreate the geometry if it's the same URL
if (_modelURL == url) {

View file

@ -45,6 +45,9 @@ public:
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition, bool upright = false) const;
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
private:
void deleteGeometry();

View file

@ -608,6 +608,13 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
}
} else if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) {
// Render the body as balls and cones
glm::vec3 skinColor(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]);
glm::vec3 darkSkinColor(DARK_SKIN_COLOR[0], DARK_SKIN_COLOR[1], DARK_SKIN_COLOR[2]);
if (_head.getBlendFace().isActive()) {
skinColor = glm::vec3(_head.getBlendFace().computeAverageColor());
const float SKIN_DARKENING = 0.9f;
darkSkinColor = skinColor * SKIN_DARKENING;
}
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float alpha = getBallRenderAlpha(b, lookingInMirror);
@ -628,14 +635,14 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
if (b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
glColor3f(skinColor.r + _bodyBall[b].touchForce * 0.3f,
skinColor.g - _bodyBall[b].touchForce * 0.2f,
skinColor.b - _bodyBall[b].touchForce * 0.1f);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
glColor4f(skinColor.r + _bodyBall[b].touchForce * 0.3f,
skinColor.g - _bodyBall[b].touchForce * 0.2f,
skinColor.b - _bodyBall[b].touchForce * 0.1f,
alpha);
}
if (b == BODY_BALL_NECK_BASE && _head.getBlendFace().isActive()) {
@ -661,7 +668,7 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
&& (b != BODY_BALL_LEFT_SHOULDER)
&& (b != BODY_BALL_RIGHT_COLLAR)
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
glColor3fv((const GLfloat*)&darkSkinColor);
float r2 = _bodyBall[b].radius * 0.8;

View file

@ -288,6 +288,21 @@ NetworkGeometry::~NetworkGeometry() {
}
}
glm::vec4 NetworkGeometry::computeAverageColor() const {
if (_meshes.isEmpty()) {
return glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
glm::vec4 total;
for (int i = 0; i < _meshes.size(); i++) {
glm::vec4 color = glm::vec4(_geometry.meshes.at(i).diffuseColor, 1.0f);
if (_meshes.at(i).diffuseTexture) {
color *= _meshes.at(i).diffuseTexture->getAverageColor();
}
total += color;
}
return total / _meshes.size();
}
void NetworkGeometry::handleModelReplyError() {
qDebug() << _modelReply->errorString() << "\n";

View file

@ -62,6 +62,9 @@ public:
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
/// Returns the average color of all meshes in the geometry.
glm::vec4 computeAverageColor() const;
private slots:
void handleModelReplyError();

View file

@ -173,7 +173,7 @@ Texture::~Texture() {
glDeleteTextures(1, &_id);
}
NetworkTexture::NetworkTexture(const QUrl& url) : _reply(NULL) {
NetworkTexture::NetworkTexture(const QUrl& url) : _reply(NULL), _averageColor(1.0f, 1.0f, 1.0f, 1.0f) {
if (!url.isValid()) {
return;
}
@ -206,6 +206,21 @@ void NetworkTexture::handleDownloadProgress(qint64 bytesReceived, qint64 bytesTo
_reply = NULL;
QImage image = QImage::fromData(entirety).convertToFormat(QImage::Format_ARGB32);
// sum up the colors for the average
glm::vec4 accumulated;
for (int y = 0; y < image.height(); y++) {
for (int x = 0; x < image.width(); x++) {
QRgb pixel = image.pixel(x, y);
accumulated.r += qRed(pixel);
accumulated.g += qGreen(pixel);
accumulated.b += qBlue(pixel);
accumulated.a += qAlpha(pixel);
}
}
const float EIGHT_BIT_MAXIMUM = 255.0f;
_averageColor = accumulated / (image.width() * image.height() * EIGHT_BIT_MAXIMUM);
imageLoaded(image);
glBindTexture(GL_TEXTURE_2D, getID());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,

View file

@ -99,6 +99,9 @@ public:
NetworkTexture(const QUrl& url);
~NetworkTexture();
/// Returns the average color over the entire texture.
const glm::vec4& getAverageColor() const { return _averageColor; }
protected:
virtual void imageLoaded(const QImage& image);
@ -111,6 +114,7 @@ private slots:
private:
QNetworkReply* _reply;
glm::vec4 _averageColor;
};
/// Caches derived, dilated textures.