Working bubble isect owner POV

This commit is contained in:
Olivier Prat 2017-07-04 09:14:08 +02:00
parent 36f8f682b3
commit 57b2bdf709
3 changed files with 37 additions and 30 deletions

View file

@ -10,11 +10,11 @@
#define FADE_MAX_SCALE 10000.0
inline float parameterToValuePow(float parameter, const double minValue, const double maxOverMinValue) {
return (float)(minValue * pow(maxOverMinValue, parameter));
return (float)(minValue * pow(maxOverMinValue, double(parameter)));
}
inline float valueToParameterPow(float value, const double minValue, const double maxOverMinValue) {
return (float)(log(value / minValue) / log(maxOverMinValue));
return (float)(log(double(value) / minValue) / log(maxOverMinValue));
}
void FadeSwitchJob::configure(const Config& config) {
@ -71,8 +71,11 @@ const render::Item* FadeSwitchJob::findNearestItem(const render::RenderContextPo
if (!itemBound.bound.contains(rayOrigin) && itemBound.bound.findRayIntersection(rayOrigin, rayDirection, isectDistance, face, normal)) {
if (isectDistance>minDistance && isectDistance < minIsectDistance) {
auto& item = scene->getItem(itemBound.id);
nearestItem = &item;
minIsectDistance = isectDistance;
if (item.getKey().isShape() && !item.getKey().isMeta()) {
nearestItem = &item;
minIsectDistance = isectDistance;
}
}
}
}
@ -114,13 +117,13 @@ FadeCommonParameters::FadeCommonParameters()
FadeJobConfig::FadeJobConfig()
{
noiseSize[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = glm::vec3{ 0.75f, 0.75f, 0.75f };
noiseSize[FadeJobConfig::BUBBLE_ISECT_OWNER] = glm::vec3{ 0.4f, 0.4f, 0.4f };
noiseSize[FadeJobConfig::BUBBLE_ISECT_OWNER] = glm::vec3{ 1.0f, 1.0f/15.f, 1.0f };
noiseSize[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = glm::vec3{ 0.4f, 0.4f, 0.4f };
noiseSize[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = glm::vec3{ 10.f, 0.01f, 10.0f };
noiseSize[FadeJobConfig::AVATAR_CHANGE] = glm::vec3{ 0.4f, 0.4f, 0.4f };
noiseLevel[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = 1.f;
noiseLevel[FadeJobConfig::BUBBLE_ISECT_OWNER] = 1.f;
noiseLevel[FadeJobConfig::BUBBLE_ISECT_OWNER] = 0.37f;
noiseLevel[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 1.f;
noiseLevel[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = 0.7f;
noiseLevel[FadeJobConfig::AVATAR_CHANGE] = 1.f;
@ -144,8 +147,8 @@ FadeJobConfig::FadeJobConfig()
baseInverted[FadeJobConfig::AVATAR_CHANGE] = false;
_duration[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = 4.f;
_duration[FadeJobConfig::BUBBLE_ISECT_OWNER] = 0.f;
_duration[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 0.f;
_duration[FadeJobConfig::BUBBLE_ISECT_OWNER] = 4.f;
_duration[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 4.f;
_duration[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = 3.f;
_duration[FadeJobConfig::AVATAR_CHANGE] = 3.f;
@ -458,24 +461,29 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon
uint64_t now = usecTimestampNow();
const double deltaTime = (int64_t(now) - int64_t(_editPreviousTime)) / double(USECS_PER_SECOND);
const float eventDuration = _parameters->_durations[_parameters->_editedCategory];
const double eventDuration = (double)_parameters->_durations[_parameters->_editedCategory];
const double waitTime = 0.5; // Wait between fade in and out
double cycleTime = fmod(_editTime, (eventDuration + waitTime) * 2.0);
_editTime += deltaTime;
_editPreviousTime = now;
if (cycleTime < eventDuration) {
_editThreshold = 1.f - computeElementEnterThreshold(cycleTime, eventDuration);
}
else if (cycleTime < (eventDuration + waitTime)) {
_editThreshold = 0.f;
}
else if (cycleTime < (2 * eventDuration + waitTime)) {
_editThreshold = computeElementEnterThreshold(cycleTime - (eventDuration + waitTime), eventDuration);
if (_parameters->_isManualThresholdEnabled) {
_editThreshold = _parameters->_manualThreshold;
}
else {
_editThreshold = 1.f;
if (cycleTime < eventDuration) {
_editThreshold = 1.f - computeElementEnterThreshold(cycleTime, eventDuration);
}
else if (cycleTime < (eventDuration + waitTime)) {
_editThreshold = 0.f;
}
else if (cycleTime < (2 * eventDuration + waitTime)) {
_editThreshold = computeElementEnterThreshold(cycleTime - (eventDuration + waitTime), eventDuration);
}
else {
_editThreshold = 1.f;
}
}
switch (_parameters->_editedCategory) {
@ -485,8 +493,10 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon
case FadeJobConfig::BUBBLE_ISECT_OWNER:
{
const glm::vec3 cameraPos = renderContext->args->getViewFrustum().getPosition();
const glm::vec3 delta = itemBounds.bound.calcCenter() - cameraPos;
glm::vec3 delta = itemBounds.bound.calcCenter() - cameraPos;
float distance = glm::length(delta);
delta = glm::normalize(delta) * std::max(0.f, distance - 0.5f);
_editNoiseOffset.x = _editTime*0.1f;
_editNoiseOffset.y = _editTime*2.5f;
_editNoiseOffset.z = _editTime*0.1f;
@ -506,6 +516,7 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon
_editNoiseOffset.z = _editTime*0.75f;
_editBaseOffset = itemBounds.bound.calcCenter();
_editBaseOffset.y -= itemBounds.bound.getDimensions().y / 2.f;
}
break;
@ -515,10 +526,6 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon
default:
assert(false);
}
if (_parameters->_isManualThresholdEnabled) {
_editThreshold = _parameters->_manualThreshold;
}
}
void FadeRenderJob::bindPerBatch(gpu::Batch& batch, int fadeMaskMapLocation, int fadeBufferLocation) {

View file

@ -73,7 +73,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = items[1];
// Filter the non antialiaased overlays

View file

@ -37,13 +37,13 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// Extract opaques / transparents / lights / metas / overlays / background
const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
// const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
// const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
// const auto& metas = items.get0()[RenderFetchCullSortTask::META];
// const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
// const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = items[1];
// const auto& spatialSelection = items[1];
const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");