diff --git a/interface/resources/shaders/shadow_map.frag b/interface/resources/shaders/shadow_map.frag new file mode 100644 index 0000000000..4bd8b8b768 --- /dev/null +++ b/interface/resources/shaders/shadow_map.frag @@ -0,0 +1,16 @@ +#version 120 + +// +// shadow_map.frag +// fragment shader +// +// Created by Andrzej Kapolka on 11/21/13. +// Copyright (c) 2013 High Fidelity, Inc. All rights reserved. +// + +uniform sampler2DShadow shadowMap; + +void main(void) { + gl_FragColor = gl_Color * mix(vec4(0.8, 0.8, 0.8, 1.0), vec4(1.0, 1.0, 1.0, 1.0), + shadow2D(shadowMap, gl_TexCoord[0].stp)); +} diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 40f8a33d17..becaf2cc5b 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -424,12 +424,15 @@ void Application::paintGL() { whichCamera = _viewFrustumOffsetCamera; } + if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { + updateShadowMap(); + } + if (OculusManager::isConnected()) { displayOculus(whichCamera); } else { _glowEffect.prepare(); - glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -1873,7 +1876,7 @@ bool Application::isLookingAtMyAvatar(Avatar* avatar) { return false; } -void Application::renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera) { +void Application::renderLookatIndicator(glm::vec3 pointOfInterest) { const float DISTANCE_FROM_HEAD_SPHERE = 0.1f * _lookatIndicatorScale; const float INDICATOR_RADIUS = 0.1f * _lookatIndicatorScale; @@ -2764,6 +2767,80 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) { viewFrustum.calculate(); } +glm::vec3 Application::getSunDirection() { + return glm::normalize(_environment.getClosestData(_myCamera.getPosition()).getSunLocation() - _myCamera.getPosition()); +} + +void Application::updateShadowMap() { + QOpenGLFramebufferObject* fbo = _textureCache.getShadowFramebufferObject(); + fbo->bind(); + glEnable(GL_DEPTH_TEST); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glViewport(0, 0, fbo->width(), fbo->height()); + + glm::vec3 lightDirection = -getSunDirection(); + glm::quat rotation = glm::inverse(rotationBetween(IDENTITY_FRONT, lightDirection)); + glm::vec3 translation = glm::vec3(); + float nearScale = 0.0f; + const float MAX_SHADOW_DISTANCE = 2.0f; + float farScale = (MAX_SHADOW_DISTANCE - _viewFrustum.getNearClip()) / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip()); + loadViewFrustum(_myCamera, _viewFrustum); + glm::vec3 points[] = { + rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), nearScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), nearScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), farScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), farScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearBottomLeft(), _viewFrustum.getFarBottomLeft(), farScale) + translation), + rotation * (glm::mix(_viewFrustum.getNearBottomRight(), _viewFrustum.getFarBottomRight(), farScale) + translation) }; + glm::vec3 minima(FLT_MAX, FLT_MAX, FLT_MAX), maxima(-FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int i = 0; i < sizeof(points) / sizeof(points[0]); i++) { + minima = glm::min(minima, points[i]); + maxima = glm::max(maxima, points[i]); + } + + // stretch out our extents in z so that we get all of the avatars + minima.z -= _viewFrustum.getFarClip() * 0.5f; + maxima.z += _viewFrustum.getFarClip() * 0.5f; + + // save the combined matrix for rendering + _shadowMatrix = glm::transpose(glm::translate(0.5f, 0.5f, 0.5f) * glm::scale(0.5f, 0.5f, 0.5f) * + glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) * + glm::mat4_cast(rotation) * glm::translate(translation)); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glm::vec3 axis = glm::axis(rotation); + glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z); + + // store view matrix without translation, which we'll use for precision-sensitive objects + glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix); + _viewMatrixTranslation = translation; + + glTranslatef(translation.x, translation.y, translation.z); + + renderAvatars(true); + + glPopMatrix(); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + + glMatrixMode(GL_MODELVIEW); + + fbo->release(); + + glViewport(0, 0, _glWidget->width(), _glWidget->height()); +} + // this shader is an adaptation (HLSL -> GLSL, removed conditional) of the one in the Oculus sample // code (Samples/OculusRoomTiny/RenderTiny_D3D1X_Device.cpp), which is under the Apache license // (http://www.apache.org/licenses/LICENSE-2.0) @@ -2906,15 +2983,14 @@ void Application::displayOculus(Camera& whichCamera) { const GLfloat WHITE_SPECULAR_COLOR[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f }; -void Application::setupWorldLight(Camera& whichCamera) { +void Application::setupWorldLight() { // Setup 3D lights (after the camera transform, so that they are positioned in world space) glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glm::vec3 relativeSunLoc = glm::normalize(_environment.getClosestData(whichCamera.getPosition()).getSunLocation() - - whichCamera.getPosition()); - GLfloat light_position0[] = { relativeSunLoc.x, relativeSunLoc.y, relativeSunLoc.z, 0.0 }; + glm::vec3 sunDirection = getSunDirection(); + GLfloat light_position0[] = { sunDirection.x, sunDirection.y, sunDirection.z, 0.0 }; glLightfv(GL_LIGHT0, GL_POSITION, light_position0); GLfloat ambient_color[] = { 0.7, 0.7, 0.8 }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); @@ -2972,7 +3048,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) { glTranslatef(_viewMatrixTranslation.x, _viewMatrixTranslation.y, _viewMatrixTranslation.z); // Setup 3D lights (after the camera transform, so that they are positioned in world space) - setupWorldLight(whichCamera); + setupWorldLight(); if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Stars)) { PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), @@ -3109,44 +3185,11 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) { } } - _myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS, whichCamera); + _myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS); - if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) { - PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), - "Application::displaySide() ... Avatars..."); + renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly); - - if (!selfAvatarOnly) { - // Render avatars of other nodes - NodeList* nodeList = NodeList::getInstance(); - - for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) { - node->lock(); - - if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) { - Avatar *avatar = (Avatar *)node->getLinkedData(); - if (!avatar->isInitialized()) { - avatar->init(); - } - avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)); - avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors)); - } - - node->unlock(); - } - } - - // Render my own Avatar - _myAvatar.render(whichCamera.getMode() == CAMERA_MODE_MIRROR, - Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)); - _myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors)); - - if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) { - renderLookatIndicator(_lookatOtherPosition, whichCamera); - } - } - - _myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS, whichCamera); + _myAvatar.renderScreenTint(SCREEN_TINT_AFTER_AVATARS); if (!selfAvatarOnly) { // Render the world box @@ -3768,7 +3811,41 @@ void Application::renderCoverageMapsRecursively(CoverageMap* map) { } } +void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) { + if (!Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) { + return; + } + PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), + "Application::displaySide() ... Avatars..."); + if (!selfAvatarOnly) { + // Render avatars of other nodes + NodeList* nodeList = NodeList::getInstance(); + + for (NodeList::iterator node = nodeList->begin(); node != nodeList->end(); node++) { + node->lock(); + + if (node->getLinkedData() != NULL && node->getType() == NODE_TYPE_AGENT) { + Avatar *avatar = (Avatar *)node->getLinkedData(); + if (!avatar->isInitialized()) { + avatar->init(); + } + avatar->render(false, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)); + avatar->setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors)); + } + + node->unlock(); + } + } + + // Render my own Avatar + _myAvatar.render(forceRenderHead, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)); + _myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors)); + + if (Menu::getInstance()->isOptionChecked(MenuOption::LookAtIndicator) && _lookatTargetAvatar) { + renderLookatIndicator(_lookatOtherPosition); + } +} // renderViewFrustum() // diff --git a/interface/src/Application.h b/interface/src/Application.h index 485657fdf6..981938f221 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -153,12 +153,14 @@ public: static void controlledBroadcastToNodes(unsigned char* broadcastData, size_t dataBytes, const char* nodeTypes, int numNodeTypes); - void setupWorldLight(Camera& whichCamera); + void setupWorldLight(); /// Loads a view matrix that incorporates the specified model translation without the precision issues that can /// result from matrix multiplication at high translation magnitudes. void loadTranslatedViewMatrix(const glm::vec3& translation); + const glm::mat4& getShadowMatrix() const { return _shadowMatrix; } + /// Computes the off-axis frustum parameters for the view frustum, taking mirroring into account. void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const; @@ -260,17 +262,21 @@ private: glm::vec3& eyePosition, QUuid &nodeUUID); bool isLookingAtMyAvatar(Avatar* avatar); - void renderLookatIndicator(glm::vec3 pointOfInterest, Camera& whichCamera); + void renderLookatIndicator(glm::vec3 pointOfInterest); void renderFollowIndicator(); void updateAvatar(float deltaTime); void updateAvatars(float deltaTime, glm::vec3 mouseRayOrigin, glm::vec3 mouseRayDirection); void queryVoxels(); void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum); + glm::vec3 getSunDirection(); + + void updateShadowMap(); void displayOculus(Camera& whichCamera); void displaySide(Camera& whichCamera, bool selfAvatarOnly = false); void displayOverlay(); void displayStats(); + void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false); void renderViewFrustum(ViewFrustum& viewFrustum); void checkBandwidthMeterClick(); @@ -352,6 +358,8 @@ private: glm::mat4 _untranslatedViewMatrix; glm::vec3 _viewMatrixTranslation; + glm::mat4 _shadowMatrix; + Environment _environment; int _headMouseX, _headMouseY; diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 5319ab1e42..240c198928 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -272,6 +272,7 @@ Menu::Menu() : SLOT(cycleRenderMode())); addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ParticleCloud, 0, false); + addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Shadows, 0, false); QMenu* voxelOptionsMenu = developerMenu->addMenu("Voxel Options"); diff --git a/interface/src/Menu.h b/interface/src/Menu.h index 4662f6b236..db8b0ed528 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -229,6 +229,7 @@ namespace MenuOption { const QString RunTimingTests = "Run Timing Tests"; const QString SendVoxelColors = "Colored Voxels"; const QString SettingsImport = "Import Settings"; + const QString Shadows = "Shadows"; const QString SettingsExport = "Export Settings"; const QString ShowAllLocalVoxels = "Show All Local Voxels"; const QString ShowTrueColors = "Show TRUE Colors"; diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 62419565c6..2b4ca7839a 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -519,6 +519,13 @@ void VoxelSystem::initVoxelMemory() { _perlinModulateProgram.bind(); _perlinModulateProgram.setUniformValue("permutationNormalTexture", 0); _perlinModulateProgram.release(); + + _shadowMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/shadow_map.frag"); + _shadowMapProgram.link(); + + _shadowMapProgram.bind(); + _shadowMapProgram.setUniformValue("shadowMap", 0); + _shadowMapProgram.release(); } } @@ -1080,6 +1087,7 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo } ProgramObject VoxelSystem::_perlinModulateProgram; +ProgramObject VoxelSystem::_shadowMapProgram; void VoxelSystem::init() { if (_initialized) { @@ -1386,20 +1394,41 @@ void VoxelSystem::render(bool texture) { } void VoxelSystem::applyScaleAndBindProgram(bool texture) { - glPushMatrix(); - glScalef(_treeScale, _treeScale, _treeScale); - if (texture) { + if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { + _shadowMapProgram.bind(); + glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getShadowDepthTextureID()); + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + glEnable(GL_TEXTURE_GEN_R); + glEnable(GL_TEXTURE_2D); + + glTexGenfv(GL_S, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[0]); + glTexGenfv(GL_T, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[1]); + glTexGenfv(GL_R, GL_EYE_PLANE, (const GLfloat*)&Application::getInstance()->getShadowMatrix()[2]); + + } else if (texture) { _perlinModulateProgram.bind(); glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID()); } + + glPushMatrix(); + glScalef(_treeScale, _treeScale, _treeScale); } void VoxelSystem::removeScaleAndReleaseProgram(bool texture) { // scale back down to 1 so heads aren't massive glPopMatrix(); - if (texture) { + if (Menu::getInstance()->isOptionChecked(MenuOption::Shadows)) { + _shadowMapProgram.release(); + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + glDisable(GL_TEXTURE_GEN_R); + glDisable(GL_TEXTURE_2D); + + } else if (texture) { _perlinModulateProgram.release(); glBindTexture(GL_TEXTURE_2D, 0); } diff --git a/interface/src/VoxelSystem.h b/interface/src/VoxelSystem.h index 0fdbb5b884..d9c672fdf3 100644 --- a/interface/src/VoxelSystem.h +++ b/interface/src/VoxelSystem.h @@ -282,6 +282,7 @@ private: bool _voxelsDirty; static ProgramObject _perlinModulateProgram; + static ProgramObject _shadowMapProgram; int _hookID; std::vector _freeIndexes; diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 829c4f4464..44e1f0aad1 100755 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -439,7 +439,7 @@ static TextRenderer* textRenderer() { return renderer; } -void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { +void Avatar::render(bool forceRenderHead, bool renderAvatarBalls) { if (Application::getInstance()->getAvatar()->getHand().isRaveGloveActive()) { _hand.setRaveLights(RAVE_LIGHTS_AVATAR); @@ -455,7 +455,7 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) { Glower glower(_moving && glm::length(toTarget) > GLOW_DISTANCE ? 1.0f : 0.0f); // render body - renderBody(lookingInMirror, renderAvatarBalls); + renderBody(forceRenderHead, renderAvatarBalls); // 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) { diff --git a/interface/src/avatar/Avatar.h b/interface/src/avatar/Avatar.h index aad3e4ce72..d633871891 100755 --- a/interface/src/avatar/Avatar.h +++ b/interface/src/avatar/Avatar.h @@ -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); diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index ae22752acb..43fc8cc0de 100755 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -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()) { diff --git a/interface/src/avatar/Hand.h b/interface/src/avatar/Hand.h index 145ec67c15..36573cfc86 100755 --- a/interface/src/avatar/Hand.h +++ b/interface/src/avatar/Hand.h @@ -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 _leapFingerTipBalls; std::vector _leapFingerRootBalls; diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 5cb2ba491f..87f5165f1a 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -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) { diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 9398a0d52d..b5f735a93e 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -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); diff --git a/interface/src/devices/LeapManager.cpp b/interface/src/devices/LeapManager.cpp index b0f6f6077f..b4e745420d 100644 --- a/interface/src/devices/LeapManager.cpp +++ b/interface/src/devices/LeapManager.cpp @@ -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; diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index ac6f2c4c47..3698f0682f 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -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; } diff --git a/interface/src/renderer/TextureCache.cpp b/interface/src/renderer/TextureCache.cpp index c99f82fdb4..778fb8fb12 100644 --- a/interface/src/renderer/TextureCache.cpp +++ b/interface/src/renderer/TextureCache.cpp @@ -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(event)->size(); diff --git a/interface/src/renderer/TextureCache.h b/interface/src/renderer/TextureCache.h index cab9446782..40f2bc5ac3 100644 --- a/interface/src/renderer/TextureCache.h +++ b/interface/src/renderer/TextureCache.h @@ -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.