make polyline's with faceCamera not depend on normal

This commit is contained in:
SamGondelman 2019-01-30 11:02:24 -08:00
parent 7fa676a846
commit 834e44dd3a
4 changed files with 26 additions and 17 deletions

View file

@ -165,8 +165,9 @@ void LaserPointer::RenderState::update(const glm::vec3& origin, const glm::vec3&
if (!getPathID().isNull()) {
EntityItemProperties properties;
QVector<glm::vec3> points;
points.append(origin);
points.append(end);
points.append(glm::vec3(0.0f));
points.append(end - origin);
properties.setPosition(origin);
properties.setLinePoints(points);
properties.setVisible(true);
properties.setIgnorePickIntersection(doesPathIgnorePicks());

View file

@ -128,7 +128,8 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
}
// Data
if (faceCamera != _faceCamera || glow != _glow) {
bool faceCameraChanged = faceCamera != _faceCamera;
if (faceCameraChanged || glow != _glow) {
_faceCamera = faceCamera;
_glow = glow;
updateData();
@ -148,7 +149,7 @@ void PolyLineEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPo
_colors = entity->getStrokeColors();
_color = toGlm(entity->getColor());
}
if (_isUVModeStretch != isUVModeStretch || pointsChanged || widthsChanged || normalsChanged || colorsChanged || textureChanged) {
if (_isUVModeStretch != isUVModeStretch || pointsChanged || widthsChanged || normalsChanged || colorsChanged || textureChanged || faceCameraChanged) {
_isUVModeStretch = isUVModeStretch;
updateGeometry();
}
@ -220,11 +221,17 @@ void PolyLineEntityRenderer::updateGeometry() {
// For last point we can assume binormals are the same since it represents the last two vertices of quad
if (i < maxNumVertices - 1) {
glm::vec3 tangent = _points[i + 1] - point;
binormal = glm::normalize(glm::cross(tangent, normal));
// Check to make sure binormal is not a NAN. If it is, don't add to vertices vector
if (binormal.x != binormal.x) {
continue;
if (_faceCamera) {
// In faceCamera mode, we actually pass the tangent, and recompute the binormal in the shader
binormal = tangent;
} else {
binormal = glm::normalize(glm::cross(tangent, normal));
// Check to make sure binormal is not a NAN. If it is, don't add to vertices vector
if (binormal.x != binormal.x) {
continue;
}
}
}

View file

@ -36,24 +36,23 @@ void main(void) {
TransformObject obj = getTransformObject();
_distanceFromCenter = -1.0 + 2.0 * evenVertex;
vec4 position = vec4(vertex.positionAndUCoord.xyz, 1.0);
vec3 normal = vertex.normal.xyz;
vec3 binormal = vertex.binormalAndHalfWidth.xyz;
if (_polylineData.faceCameraGlow.x != 0.0) {
vec4 posEye;
vec3 normalEye;
vec3 binormalEye;
vec3 tangentEye;
<$transformModelToEyePos(cam, obj, position, posEye)$>
<$transformModelToEyeDir(cam, obj, normal, normalEye)$>
<$transformModelToEyeDir(cam, obj, binormal, binormalEye)$>
// See comment in RenderablePolyLineEntityItem.cpp: we actually pass in the tangent in faceCamera mode
<$transformModelToEyeDir(cam, obj, binormal, tangentEye)$>
vec3 tangentEye = cross(binormalEye, normalEye);
// new normal faces the camera
normalEye = normalize(posEye.xyz);
binormalEye = normalize(cross(normalEye, tangentEye));
vec3 normalEye = normalize(posEye.xyz);
vec3 binormalEye = normalize(cross(normalEye, tangentEye));
posEye.xyz += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormalEye;
<$transformEyeToClipPos(cam, posEye, gl_Position)$>
<$transformEyeToWorldDir(cam, normalEye, _normalWS)$>
} else {
vec3 normal = vertex.normal.xyz;
position.xyz += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormal;
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
<$transformModelToWorldDir(cam, obj, normal, _normalWS)$>

View file

@ -1013,6 +1013,8 @@ SelectionDisplay = (function() {
return null;
}
// We want to first check the drawInFront overlays (i.e. the handles, but really everything except the selectionBoxes)
// so that you can click on them even when they're behind things
var overlayIncludesLayered = overlayIncludes.filter(function (value, index, arr) {
return value != selectionBox && value != iconSelectionBox;
});
@ -1023,7 +1025,7 @@ SelectionDisplay = (function() {
return value == selectionBox || value == iconSelectionBox;
});
if (overlayIncludesNonLayered.length > 0) {
intersectObj = Overlays.findRayIntersection(queryRay, true, [], overlayExcludes);
intersectObj = Overlays.findRayIntersection(queryRay, true, overlayIncludesNonLayered, overlayExcludes);
}
}