mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 14:03:55 +02:00
Merge pull request #797 from machinelevel/dev4
Rave demo changes per Ryan's request: Darken the world when you're in ra...
This commit is contained in:
commit
634b69b545
6 changed files with 26 additions and 3 deletions
|
@ -3073,6 +3073,8 @@ void Application::displaySide(Camera& whichCamera) {
|
|||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
_myAvatar.renderScreenTint(SCREEN_TINT_BEFORE_AVATARS);
|
||||
|
||||
if (_renderAvatarsOn->isChecked()) {
|
||||
// Render avatars of other nodes
|
||||
NodeList* nodeList = NodeList::getInstance();
|
||||
|
|
|
@ -1219,6 +1219,15 @@ void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::renderScreenTint(ScreenTintLayer layer) {
|
||||
|
||||
if (layer == SCREEN_TINT_BEFORE_AVATARS) {
|
||||
if (_hand.isRaveGloveActive()) {
|
||||
_hand.renderRaveGloveStage();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::resetBodyBalls() {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
||||
|
|
|
@ -112,6 +112,15 @@ enum AvatarMode
|
|||
NUM_AVATAR_MODES
|
||||
};
|
||||
|
||||
enum ScreenTintLayer
|
||||
{
|
||||
SCREEN_TINT_BEFORE_LANDSCAPE = 0,
|
||||
SCREEN_TINT_BEFORE_AVATARS,
|
||||
SCREEN_TINT_BEFORE_MY_AVATAR,
|
||||
SCREEN_TINT_AFTER_MY_AVATAR,
|
||||
NUM_SCREEN_TINT_LAYERS
|
||||
};
|
||||
|
||||
class Avatar : public AvatarData {
|
||||
public:
|
||||
Avatar(Node* owningNode = NULL);
|
||||
|
@ -127,6 +136,7 @@ public:
|
|||
void addBodyYaw(float bodyYaw) {_bodyYaw += bodyYaw;};
|
||||
void addBodyYawDelta(float bodyYawDelta) {_bodyYawDelta += bodyYawDelta;}
|
||||
void render(bool lookingInMirror, bool renderAvatarBalls);
|
||||
void renderScreenTint(ScreenTintLayer layer);
|
||||
|
||||
//setters
|
||||
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
|
||||
|
|
|
@ -174,6 +174,7 @@ void Hand::renderRaveGloveStage() {
|
|||
glm::vec3 v3 = headOrientation * (glm::vec3(-1.0f, 1.0f, 0.0f) * scale) + vc;
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
@ -185,6 +186,7 @@ void Hand::renderRaveGloveStage() {
|
|||
glVertex3fv((float*)&v3);
|
||||
glVertex3fv((float*)&v0);
|
||||
glEnd();
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,6 +41,7 @@ public:
|
|||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror);
|
||||
void renderRaveGloveStage();
|
||||
|
||||
void setBallColor (glm::vec3 ballColor ) { _ballColor = ballColor; }
|
||||
void updateRaveGloveParticles(float deltaTime);
|
||||
|
@ -74,7 +75,6 @@ private:
|
|||
|
||||
void activateNewRaveGloveMode();
|
||||
|
||||
void renderRaveGloveStage();
|
||||
void renderLeapHandSpheres();
|
||||
void renderLeapHands();
|
||||
void renderLeapHand(PalmData& hand);
|
||||
|
|
|
@ -28,6 +28,7 @@ AvatarData::AvatarData(Node* owningNode) :
|
|||
_bodyPitch(0.0),
|
||||
_bodyRoll(0.0),
|
||||
_newScale(1.0f),
|
||||
_leaderID(UNKNOWN_NODE_ID),
|
||||
_handState(0),
|
||||
_cameraPosition(0,0,0),
|
||||
_cameraOrientation(),
|
||||
|
@ -41,8 +42,7 @@ AvatarData::AvatarData(Node* owningNode) :
|
|||
_wantLowResMoving(false),
|
||||
_wantOcclusionCulling(true),
|
||||
_headData(NULL),
|
||||
_handData(NULL),
|
||||
_leaderID(UNKNOWN_NODE_ID)
|
||||
_handData(NULL)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue