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Merge pull request #1284 from ey6es/shadowplay
First pass at shadow maps of avatars on voxels.
This commit is contained in:
commit
60f5681a76
17 changed files with 255 additions and 83 deletions
16
interface/resources/shaders/shadow_map.frag
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16
interface/resources/shaders/shadow_map.frag
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@ -0,0 +1,16 @@
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#version 120
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//
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// shadow_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 11/21/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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uniform sampler2DShadow shadowMap;
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void main(void) {
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gl_FragColor = gl_Color * mix(vec4(0.8, 0.8, 0.8, 1.0), vec4(1.0, 1.0, 1.0, 1.0),
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shadow2D(shadowMap, gl_TexCoord[0].stp));
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}
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@ -424,12 +424,15 @@ void Application::paintGL() {
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whichCamera = _viewFrustumOffsetCamera;
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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updateShadowMap();
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}
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if (OculusManager::isConnected()) {
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displayOculus(whichCamera);
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} else {
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_glowEffect.prepare();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -1873,7 +1876,7 @@ bool Application::isLookingAtMyAvatar(Avatar* avatar) {
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return false;
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}
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void Application::renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera) {
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void Application::renderLookatIndicator(glm::vec3 pointOfInterest) {
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const float DISTANCE_FROM_HEAD_SPHERE = 0.1f * _lookatIndicatorScale;
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const float INDICATOR_RADIUS = 0.1f * _lookatIndicatorScale;
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@ -2764,6 +2767,80 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
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viewFrustum.calculate();
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}
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glm::vec3 Application::getSunDirection() {
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return glm::normalize(_environment.getClosestData(_myCamera.getPosition()).getSunLocation() - _myCamera.getPosition());
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}
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void Application::updateShadowMap() {
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QOpenGLFramebufferObject* fbo = _textureCache.getShadowFramebufferObject();
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fbo->bind();
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glEnable(GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glViewport(0, 0, fbo->width(), fbo->height());
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glm::vec3 lightDirection = -getSunDirection();
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glm::quat rotation = glm::inverse(rotationBetween(IDENTITY_FRONT, lightDirection));
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glm::vec3 translation = glm::vec3();
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float nearScale = 0.0f;
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const float MAX_SHADOW_DISTANCE = 2.0f;
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float farScale = (MAX_SHADOW_DISTANCE - _viewFrustum.getNearClip()) / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip());
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loadViewFrustum(_myCamera, _viewFrustum);
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glm::vec3 points[] = {
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rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale) + translation),
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rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) + translation) };
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glm::vec3 minima(FLT_MAX, FLT_MAX, FLT_MAX), maxima(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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for (int i = 0; i < sizeof(points) / sizeof(points[0]); i++) {
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minima = glm::min(minima, points[i]);
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maxima = glm::max(maxima, points[i]);
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}
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// stretch out our extents in z so that we get all of the avatars
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minima.z -= _viewFrustum.getFarClip() * 0.5f;
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maxima.z += _viewFrustum.getFarClip() * 0.5f;
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// save the combined matrix for rendering
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_shadowMatrix = glm::transpose(glm::translate(0.5f, 0.5f, 0.5f) * glm::scale(0.5f, 0.5f, 0.5f) *
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glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) *
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glm::mat4_cast(rotation) * glm::translate(translation));
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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// store view matrix without translation, which we'll use for precision-sensitive objects
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
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_viewMatrixTranslation = translation;
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glTranslatef(translation.x, translation.y, translation.z);
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renderAvatars(true);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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fbo->release();
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glViewport(0, 0, _glWidget->width(), _glWidget->height());
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}
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// this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample
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// code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license
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// (http://www.apache.org/licenses/LICENSE-2.0)
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@ -2906,15 +2983,14 @@ void Application::displayOculus(Camera& whichCamera) {
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const GLfloat WHITE_SPECULAR_COLOR[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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void Application::setupWorldLight(Camera& whichCamera) {
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void Application::setupWorldLight() {
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// Setup 3D lights (after the camera transform, so that they are positioned in world space)
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glm::vec3 relativeSunLoc = glm::normalize(_environment.getClosestData(whichCamera.getPosition()).getSunLocation() -
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whichCamera.getPosition());
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GLfloat light_position0[] = { relativeSunLoc.x, relativeSunLoc.y, relativeSunLoc.z, 0.0 };
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glm::vec3 sunDirection = getSunDirection();
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GLfloat light_position0[] = { sunDirection.x, sunDirection.y, sunDirection.z, 0.0 };
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glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
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GLfloat ambient_color[] = { 0.7, 0.7, 0.8 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
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@ -2972,7 +3048,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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glTranslatef(_viewMatrixTranslation.x, _viewMatrixTranslation.y, _viewMatrixTranslation.z);
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// Setup 3D lights (after the camera transform, so that they are positioned in world space)
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setupWorldLight(whichCamera);
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setupWorldLight();
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if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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@ -3109,44 +3185,11 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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}
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}
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_myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS, whichCamera);
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_myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS);
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... Avatars...");
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renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly);
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if (!selfAvatarOnly) {
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// Render avatars of other nodes
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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node->lock();
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar *avatar = (Avatar *)node->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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}
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node->unlock();
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}
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}
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// Render my own Avatar
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_myAvatar.render(whichCamera.getMode() == CAMERA_MODE_MIRROR,
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Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) {
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renderLookatIndicator(_lookatOtherPosition, whichCamera);
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}
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}
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_myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS, whichCamera);
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_myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS);
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if (!selfAvatarOnly) {
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// Render the world box
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@ -3768,7 +3811,41 @@ void Application::renderCoverageMapsRecursively(CoverageMap* map) {
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}
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}
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void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
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if (!Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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return;
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}
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... Avatars...");
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if (!selfAvatarOnly) {
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// Render avatars of other nodes
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NodeList* nodeList = NodeList::getInstance();
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for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) {
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node->lock();
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if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) {
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Avatar *avatar = (Avatar *)node->getLinkedData();
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if (!avatar->isInitialized()) {
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avatar->init();
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}
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avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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}
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node->unlock();
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}
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}
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// Render my own Avatar
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_myAvatar.render(forceRenderHead, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls));
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_myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));
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if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) {
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renderLookatIndicator(_lookatOtherPosition);
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}
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}
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// renderViewFrustum()
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//
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@ -153,12 +153,14 @@ public:
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static void controlledBroadcastToNodes(unsigned char* broadcastData, size_t dataBytes,
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const char* nodeTypes, int numNodeTypes);
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void setupWorldLight(Camera& whichCamera);
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void setupWorldLight();
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/// Loads a view matrix that incorporates the specified model translation without the precision issues that can
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/// result from matrix multiplication at high translation magnitudes.
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void loadTranslatedViewMatrix(const glm::vec3& translation);
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const glm::mat4& getShadowMatrix() const { return _shadowMatrix; }
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/// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account.
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near,
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float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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@ -260,17 +262,21 @@ private:
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glm::vec3& eyePosition, QUuid &nodeUUID);
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bool isLookingAtMyAvatar(Avatar* avatar);
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void renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera);
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void renderLookatIndicator(glm::vec3 pointOfInterest);
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void renderFollowIndicator();
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void updateAvatar(float deltaTime);
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void updateAvatars(float deltaTime, glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection);
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void queryVoxels();
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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glm::vec3 getSunDirection();
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void updateShadowMap();
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void displayOculus(Camera& whichCamera);
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void displaySide(Camera& whichCamera, bool selfAvatarOnly = false);
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void displayOverlay();
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void displayStats();
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void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
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void renderViewFrustum(ViewFrustum& viewFrustum);
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void checkBandwidthMeterClick();
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@ -352,6 +358,8 @@ private:
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glm::mat4 _untranslatedViewMatrix;
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glm::vec3 _viewMatrixTranslation;
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glm::mat4 _shadowMatrix;
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Environment _environment;
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int _headMouseX, _headMouseY;
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@ -272,6 +272,7 @@ Menu::Menu() :
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SLOT(cycleRenderMode()));
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ParticleCloud, 0, false);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Shadows, 0, false);
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QMenu* voxelOptionsMenu = developerMenu->addMenu("Voxel Options");
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@ -229,6 +229,7 @@ namespace MenuOption {
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const QString RunTimingTests = "Run Timing Tests";
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const QString SendVoxelColors = "Colored Voxels";
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const QString SettingsImport = "Import Settings";
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const QString Shadows = "Shadows";
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const QString SettingsExport = "Export Settings";
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const QString ShowAllLocalVoxels = "Show All Local Voxels";
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const QString ShowTrueColors = "Show TRUE Colors";
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@ -519,6 +519,13 @@ void VoxelSystem::initVoxelMemory() {
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_perlinModulateProgram.bind();
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_perlinModulateProgram.setUniformValue("permutationNormalTexture", 0);
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_perlinModulateProgram.release();
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_shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/shadow_map.frag");
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_shadowMapProgram.link();
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_shadowMapProgram.bind();
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_shadowMapProgram.setUniformValue("shadowMap", 0);
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_shadowMapProgram.release();
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}
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}
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@ -1080,6 +1087,7 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo
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}
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ProgramObject VoxelSystem::_perlinModulateProgram;
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ProgramObject VoxelSystem::_shadowMapProgram;
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void VoxelSystem::init() {
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if (_initialized) {
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@ -1386,20 +1394,41 @@ void VoxelSystem::render(bool texture) {
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}
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void VoxelSystem::applyScaleAndBindProgram(bool texture) {
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glPushMatrix();
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glScalef(_treeScale, _treeScale, _treeScale);
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if (texture) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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_shadowMapProgram.bind();
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID());
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glEnable(GL_TEXTURE_2D);
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glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]);
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glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]);
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glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[2]);
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} else if (texture) {
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_perlinModulateProgram.bind();
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
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}
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glPushMatrix();
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glScalef(_treeScale, _treeScale, _treeScale);
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}
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void VoxelSystem::removeScaleAndReleaseProgram(bool texture) {
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// scale back down to 1 so heads aren't massive
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glPopMatrix();
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if (texture) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) {
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_shadowMapProgram.release();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_2D);
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} else if (texture) {
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_perlinModulateProgram.release();
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -282,6 +282,7 @@ private:
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bool _voxelsDirty;
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static ProgramObject _perlinModulateProgram;
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static ProgramObject _shadowMapProgram;
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int _hookID;
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std::vector<glBufferIndex> _freeIndexes;
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@ -439,7 +439,7 @@ static TextRenderer* textRenderer() {
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return renderer;
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}
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void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) {
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if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
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_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
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@ -455,7 +455,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
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Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f);
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// render body
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renderBody(lookingInMirror, renderAvatarBalls);
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renderBody(forceRenderHead, renderAvatarBalls);
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// render sphere when far away
|
||||
const float MAX_ANGLE = 10.f;
|
||||
|
@ -709,15 +709,15 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
|
|||
return glm::angleAxis(angle * proportion, axis);
|
||||
}
|
||||
|
||||
float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
|
||||
float Avatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
void Avatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
|
||||
|
||||
if (_head.getVideoFace().isFullFrame()) {
|
||||
// Render the full-frame video
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
|
||||
if (alpha > 0.0f) {
|
||||
_head.getVideoFace().render(1.0f);
|
||||
}
|
||||
|
@ -726,7 +726,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
glm::vec3 skinColor, darkSkinColor;
|
||||
getSkinColors(skinColor, darkSkinColor);
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float alpha = getBallRenderAlpha(b, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(b, forceRenderHead);
|
||||
|
||||
// When we have leap hands, hide part of the arms.
|
||||
if (_hand.getNumPalms() > 0) {
|
||||
|
@ -779,7 +779,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
}
|
||||
} else {
|
||||
// Render the body's voxels and head
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
|
||||
if (alpha > 0.0f) {
|
||||
if (!_skeletonModel.render(alpha)) {
|
||||
_voxels.render(false);
|
||||
|
@ -787,7 +787,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
_head.render(alpha, false);
|
||||
}
|
||||
}
|
||||
_hand.render(lookingInMirror);
|
||||
_hand.render();
|
||||
}
|
||||
|
||||
void Avatar::getSkinColors(glm::vec3& lighter, glm::vec3& darker) {
|
||||
|
|
|
@ -141,7 +141,7 @@ public:
|
|||
void init();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void follow(Avatar* leadingAvatar);
|
||||
void render(bool lookingInMirror, bool renderAvatarBalls);
|
||||
void render(bool forceRenderHead, bool renderAvatarBalls);
|
||||
|
||||
//setters
|
||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors); }
|
||||
|
@ -255,8 +255,8 @@ private:
|
|||
|
||||
// private methods...
|
||||
glm::vec3 calculateAverageEyePosition() { return _head.calculateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
|
||||
float getBallRenderAlpha(int ball, bool lookingInMirror) const;
|
||||
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
|
||||
float getBallRenderAlpha(int ball, bool forceRenderHead) const;
|
||||
void renderBody(bool forceRenderHead, bool renderAvatarBalls);
|
||||
void initializeBodyBalls();
|
||||
void resetBodyBalls();
|
||||
void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
|
||||
|
|
|
@ -24,7 +24,6 @@ Hand::Hand(Avatar* owningAvatar) :
|
|||
_raveGloveInitialized(false),
|
||||
_owningAvatar(owningAvatar),
|
||||
_renderAlpha(1.0),
|
||||
_lookingInMirror(false),
|
||||
_ballColor(0.0, 0.0, 0.4)
|
||||
{
|
||||
// initialize all finger particle emitters with an invalid id as default
|
||||
|
@ -133,10 +132,9 @@ void Hand::setRaveGloveEffectsMode(QKeyEvent* event) {
|
|||
};
|
||||
}
|
||||
|
||||
void Hand::render(bool lookingInMirror) {
|
||||
void Hand::render() {
|
||||
|
||||
_renderAlpha = 1.0;
|
||||
_lookingInMirror = lookingInMirror;
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayLeapHands)) {
|
||||
if (!isRaveGloveActive()) {
|
||||
|
|
|
@ -50,7 +50,7 @@ public:
|
|||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror);
|
||||
void render();
|
||||
void renderRaveGloveStage();
|
||||
void setRaveLights(RaveLightsSetting setting);
|
||||
|
||||
|
@ -75,7 +75,6 @@ private:
|
|||
|
||||
Avatar* _owningAvatar;
|
||||
float _renderAlpha;
|
||||
bool _lookingInMirror;
|
||||
glm::vec3 _ballColor;
|
||||
std::vector<HandBall> _leapFingerTipBalls;
|
||||
std::vector<HandBall> _leapFingerRootBalls;
|
||||
|
|
|
@ -485,7 +485,7 @@ static TextRenderer* textRenderer() {
|
|||
return renderer;
|
||||
}
|
||||
|
||||
void MyAvatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
void MyAvatar::render(bool forceRenderHead, bool renderAvatarBalls) {
|
||||
|
||||
if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) {
|
||||
_hand.setRaveLights(RAVE_LIGHTS_AVATAR);
|
||||
|
@ -495,7 +495,7 @@ void MyAvatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), _scale * 0.1f, 0.2f);
|
||||
|
||||
// render body
|
||||
renderBody(lookingInMirror, renderAvatarBalls);
|
||||
renderBody(forceRenderHead, renderAvatarBalls);
|
||||
|
||||
// if this is my avatar, then render my interactions with the other avatar
|
||||
_avatarTouch.render(Application::getInstance()->getCamera()->getPosition());
|
||||
|
@ -550,7 +550,7 @@ void MyAvatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::renderScreenTint(ScreenTintLayer layer, Camera& whichCamera) {
|
||||
void MyAvatar::renderScreenTint(ScreenTintLayer layer) {
|
||||
|
||||
if (layer == SCREEN_TINT_BEFORE_AVATARS) {
|
||||
if (_hand.isRaveGloveActive()) {
|
||||
|
@ -560,7 +560,7 @@ void MyAvatar::renderScreenTint(ScreenTintLayer layer, Camera& whichCamera) {
|
|||
else if (layer == SCREEN_TINT_BEFORE_AVATARS) {
|
||||
if (_hand.isRaveGloveActive()) {
|
||||
// Restore the world lighting
|
||||
Application::getInstance()->setupWorldLight(whichCamera);
|
||||
Application::getInstance()->setupWorldLight();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -623,19 +623,19 @@ glm::vec3 MyAvatar::getEyeLevelPosition() const {
|
|||
glm::vec3(0.0f, _pelvisToHeadLength + _scale * BODY_BALL_RADIUS_HEAD_BASE * EYE_UP_OFFSET, 0.0f);
|
||||
}
|
||||
|
||||
float MyAvatar::getBallRenderAlpha(int ball, bool lookingInMirror) const {
|
||||
float MyAvatar::getBallRenderAlpha(int ball, bool forceRenderHead) const {
|
||||
const float RENDER_OPAQUE_OUTSIDE = _scale * 0.25f; // render opaque if greater than this distance
|
||||
const float DO_NOT_RENDER_INSIDE = _scale * 0.25f; // do not render if less than this distance
|
||||
float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position);
|
||||
return (lookingInMirror) ? 1.0f : glm::clamp(
|
||||
return (forceRenderHead) ? 1.0f : glm::clamp(
|
||||
(distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f);
|
||||
}
|
||||
|
||||
void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
||||
void MyAvatar::renderBody(bool forceRenderHead, bool renderAvatarBalls) {
|
||||
|
||||
if (_head.getVideoFace().isFullFrame()) {
|
||||
// Render the full-frame video
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
|
||||
if (alpha > 0.0f) {
|
||||
_head.getVideoFace().render(1.0f);
|
||||
}
|
||||
|
@ -644,7 +644,7 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
glm::vec3 skinColor, darkSkinColor;
|
||||
getSkinColors(skinColor, darkSkinColor);
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
float alpha = getBallRenderAlpha(b, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(b, forceRenderHead);
|
||||
|
||||
// When we have leap hands, hide part of the arms.
|
||||
if (_hand.getNumPalms() > 0) {
|
||||
|
@ -710,12 +710,12 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
if (!_skeletonModel.render(1.0f)) {
|
||||
_voxels.render(false);
|
||||
}
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, lookingInMirror);
|
||||
float alpha = getBallRenderAlpha(BODY_BALL_HEAD_BASE, forceRenderHead);
|
||||
if (alpha > 0.0f) {
|
||||
_head.render(alpha, true);
|
||||
}
|
||||
}
|
||||
_hand.render(lookingInMirror);
|
||||
_hand.render();
|
||||
}
|
||||
|
||||
void MyAvatar::updateThrust(float deltaTime, Transmitter * transmitter) {
|
||||
|
|
|
@ -20,8 +20,8 @@ public:
|
|||
void reset();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void updateFromGyrosAndOrWebcam(float pitchFromTouch, bool turnWithHead);
|
||||
void render(bool lookingInMirror, bool renderAvatarBalls);
|
||||
void renderScreenTint(ScreenTintLayer layer, Camera& whichCamera);
|
||||
void render(bool forceRenderHead, bool renderAvatarBalls);
|
||||
void renderScreenTint(ScreenTintLayer layer);
|
||||
|
||||
// setters
|
||||
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
|
||||
|
@ -84,8 +84,8 @@ private:
|
|||
int _moveTargetStepCounter;
|
||||
|
||||
// private methods
|
||||
float getBallRenderAlpha(int ball, bool lookingInMirror) const;
|
||||
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
|
||||
float getBallRenderAlpha(int ball, bool forceRenderHead) const;
|
||||
void renderBody(bool forceRenderHead, bool renderAvatarBalls);
|
||||
void updateThrust(float deltaTime, Transmitter * transmitter);
|
||||
void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
|
||||
void updateAvatarCollisions(float deltaTime);
|
||||
|
|
|
@ -271,7 +271,7 @@ void LeapManager::nextFrame() {
|
|||
hand.updateFingerTrails();
|
||||
|
||||
// if Leap drive is enabled, drive avatar based on Leap input
|
||||
if (!Menu::getInstance()->isOptionChecked(MenuOption::LeapDrive)) {
|
||||
if (!(Menu::getInstance()->isOptionChecked(MenuOption::LeapDrive) && gotRealData)) {
|
||||
return;
|
||||
}
|
||||
glm::vec3 relativePosition;
|
||||
|
|
|
@ -447,7 +447,7 @@ bool Model::render(float alpha) {
|
|||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// restore all the default material settings
|
||||
Application::getInstance()->setupWorldLight(*Application::getInstance()->getCamera());
|
||||
Application::getInstance()->setupWorldLight();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -23,7 +23,8 @@ TextureCache::TextureCache() :
|
|||
_blueTextureID(0),
|
||||
_primaryFramebufferObject(NULL),
|
||||
_secondaryFramebufferObject(NULL),
|
||||
_tertiaryFramebufferObject(NULL)
|
||||
_tertiaryFramebufferObject(NULL),
|
||||
_shadowFramebufferObject(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -179,6 +180,38 @@ QOpenGLFramebufferObject* TextureCache::getTertiaryFramebufferObject() {
|
|||
return _tertiaryFramebufferObject;
|
||||
}
|
||||
|
||||
QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
|
||||
if (_shadowFramebufferObject == NULL) {
|
||||
const int SHADOW_MAP_SIZE = 2048;
|
||||
_shadowFramebufferObject = new QOpenGLFramebufferObject(SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
QOpenGLFramebufferObject::NoAttachment, GL_TEXTURE_2D, GL_RGB);
|
||||
|
||||
glGenTextures(1, &_shadowDepthTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
|
||||
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, DISTANT_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
_shadowFramebufferObject->bind();
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shadowDepthTextureID, 0);
|
||||
_shadowFramebufferObject->release();
|
||||
}
|
||||
return _shadowFramebufferObject;
|
||||
}
|
||||
|
||||
GLuint TextureCache::getShadowDepthTextureID() {
|
||||
// ensure that the shadow framebuffer object is initialized before returning the depth texture id
|
||||
getShadowFramebufferObject();
|
||||
return _shadowDepthTextureID;
|
||||
}
|
||||
|
||||
bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
|
||||
if (event->type() == QEvent::Resize) {
|
||||
QSize size = static_cast<QResizeEvent*>(event)->size();
|
||||
|
|
|
@ -64,6 +64,12 @@ public:
|
|||
/// screen effects.
|
||||
QOpenGLFramebufferObject* getTertiaryFramebufferObject();
|
||||
|
||||
/// Returns a pointer to the framebuffer object used to render shadow maps.
|
||||
QOpenGLFramebufferObject* getShadowFramebufferObject();
|
||||
|
||||
/// Returns the ID of the shadow framebuffer object's depth texture.
|
||||
GLuint getShadowDepthTextureID();
|
||||
|
||||
virtual bool eventFilter(QObject* watched, QEvent* event);
|
||||
|
||||
private:
|
||||
|
@ -83,6 +89,9 @@ private:
|
|||
QOpenGLFramebufferObject* _primaryFramebufferObject;
|
||||
QOpenGLFramebufferObject* _secondaryFramebufferObject;
|
||||
QOpenGLFramebufferObject* _tertiaryFramebufferObject;
|
||||
|
||||
QOpenGLFramebufferObject* _shadowFramebufferObject;
|
||||
GLuint _shadowDepthTextureID;
|
||||
};
|
||||
|
||||
/// A simple object wrapper for an OpenGL texture.
|
||||
|
|
Loading…
Reference in a new issue