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hydra hand spheres and lasers are rendering again
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62b3ca936f
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8b00864175
9 changed files with 173 additions and 45 deletions
134
examples/lineRotations.js
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134
examples/lineRotations.js
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//
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// RenderableQuadEntityItem.cpp
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// libraries/entities-renderer/src/
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//
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// Created by Eric Levin on 6/22/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/GPUConfig.h>
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#include <GeometryCache.h>
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include "RenderableQuadEntityItem.h"
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EntityItemPointer RenderableQuadEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return EntityItemPointer(new RenderableQuadEntityItem(entityID, properties));
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}
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RenderableQuadEntityItem::RenderableQuadEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
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QuadEntityItem(entityItemID, properties) {
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_numVertices = 0;
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}
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gpu::PipelinePointer RenderableQuadEntityItem::_pipeline;
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gpu::Stream::FormatPointer RenderableQuadEntityItem::_format;
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void RenderableQuadEntityItem::createPipeline() {
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static const int NORMAL_OFFSET = 12;
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static const int COLOR_OFFSET = 24;
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_format.reset(new gpu::Stream::Format());
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_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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_format->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), NORMAL_OFFSET);
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_format->setAttribute(gpu::Stream::COLOR, 0, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), COLOR_OFFSET);
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auto VS = DependencyManager::get<DeferredLightingEffect>()->getSimpleVertexShader();
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auto PS = DependencyManager::get<DeferredLightingEffect>()->getSimplePixelShader();
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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//state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(false,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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}
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int generateColor() {
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float c1 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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float c2 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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float c3 = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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return ((int(c1 * 255.0f) & 0xFF)) |
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((int(c2 * 255.0f) & 0xFF) << 8) |
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((int(c3 * 255.0f) & 0xFF) << 16) |
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((int(255.0f) & 0xFF) << 24);
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}
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void RenderableQuadEntityItem::updateGeometry() {
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QReadLocker lock(&_quadReadWriteLock);
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int compactColor = generateColor();
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_numVertices = 0;
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_verticesBuffer.reset(new gpu::Buffer());
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int vertexIndex = 0;
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for (int i = 0; i < _normals.size(); i++) {
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compactColor = generateColor();
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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vertexIndex++;
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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_verticesBuffer->append(sizeof(int), (gpu::Byte*)&compactColor);
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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vertexIndex++;
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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_verticesBuffer->append(sizeof(int), (gpu::Byte*)&compactColor);
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_numVertices +=2;
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}
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_pointsChanged = false;
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}
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void RenderableQuadEntityItem::render(RenderArgs* args) {
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if (_points.size() < 2 || _vertices.size() != _normals.size() * 2) {
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return;
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}
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if (!_pipeline) {
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createPipeline();
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}
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PerformanceTimer perfTimer("RenderableQuadEntityItem::render");
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Q_ASSERT(getType() == EntityTypes::Quad);
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Q_ASSERT(args->_batch);
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if (_pointsChanged) {
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updateGeometry();
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}
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gpu::Batch& batch = *args->_batch;
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Transform transform = Transform();
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transform.setTranslation(getPosition());
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transform.setRotation(getRotation());
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batch.setModelTransform(transform);
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batch.setPipeline(_pipeline);
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batch.setInputFormat(_format);
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batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
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batch.draw(gpu::TRIANGLE_STRIP, _numVertices, 0);
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RenderableDebugableEntityItem::render(this, args);
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};
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@ -3547,7 +3547,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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}
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//Render the sixense lasers
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if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) {
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_myAvatar->renderLaserPointers();
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_myAvatar->renderLaserPointers(*renderArgs->_batch);
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}
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if (!selfAvatarOnly) {
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@ -575,9 +575,9 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
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return;
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}
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if (postLighting) {
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// if (postLighting) {
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getHand()->render(renderArgs, false);
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}
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// }
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}
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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}
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@ -1010,7 +1010,7 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
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int Avatar::_jointConesID = GeometryCache::UNKNOWN_ID;
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// render a makeshift cone section that serves as a body part connecting joint spheres
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void Avatar::renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, glm::vec3 position2,
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float radius1, float radius2, const glm::vec4& color) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// TODO: this is really inefficient constantly recreating these vertices buffers. It would be
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// better if the avatars cached these buffers for each of the joints they are rendering
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geometryCache->updateVertices(_jointConesID, points, color);
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geometryCache->renderVertices(gpu::TRIANGLES, _jointConesID);
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geometryCache->renderVertices(batch, gpu::TRIANGLES, _jointConesID);
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}
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}
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@ -148,7 +148,7 @@ public:
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virtual int parseDataAtOffset(const QByteArray& packet, int offset);
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static void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2,
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static void renderJointConnectingCone( gpu::Batch& batch, glm::vec3 position1, glm::vec3 position2,
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float radius1, float radius2, const glm::vec4& color);
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virtual void applyCollision(const glm::vec3& contactPoint, const glm::vec3& penetration) { }
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@ -103,7 +103,8 @@ void Hand::resolvePenetrations() {
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}
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void Hand::render(RenderArgs* renderArgs, bool isMine) {
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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gpu::Batch& batch = *renderArgs->_batch;
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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for (size_t i = 0; i < getNumPalms(); i++) {
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continue;
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}
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glm::vec3 position = palm.getPosition();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<GeometryCache>()->renderSphere(PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10, glm::vec3(0.0f, 1.0f, 0.0f));
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glPopMatrix();
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Transform transform = Transform();
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transform.setTranslation(position);
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batch.setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_COLLISION_RADIUS * _owningAvatar->getScale(), 10, 10, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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}
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
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renderHandTargets(isMine);
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renderHandTargets(renderArgs, isMine);
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_RESCALE_NORMAL);
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}
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void Hand::renderHandTargets(bool isMine) {
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glPushMatrix();
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}
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void Hand::renderHandTargets(RenderArgs* renderArgs, bool isMine) {
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gpu::Batch& batch = *renderArgs->_batch;
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const float avatarScale = DependencyManager::get<AvatarManager>()->getMyAvatar()->getScale();
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const float alpha = 1.0f;
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const glm::vec3 handColor(1.0, 0.0, 0.0); // Color the hand targets red to be different than skin
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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if (isMine && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
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for (size_t i = 0; i < getNumPalms(); ++i) {
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continue;
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}
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glm::vec3 targetPosition = palm.getTipPosition();
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glPushMatrix();
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glTranslatef(targetPosition.x, targetPosition.y, targetPosition.z);
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Transform transform = Transform();
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transform.setTranslation(targetPosition);
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batch.setModelTransform(transform);
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const float collisionRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(collisionRadius, 10, 10, glm::vec4(0.5f,0.5f,0.5f, alpha), false);
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glPopMatrix();
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DependencyManager::get<GeometryCache>()->renderSphere(batch, collisionRadius, 10, 10, glm::vec4(0.5f,0.5f,0.5f, alpha), false);
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}
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}
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if (palm.isActive()) {
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glm::vec3 tip = palm.getTipPosition();
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glm::vec3 root = palm.getPosition();
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Avatar::renderJointConnectingCone(root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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Transform transform = Transform();
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transform.setTranslation(glm::vec3());
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batch.setModelTransform(transform);
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Avatar::renderJointConnectingCone(batch, root, tip, PALM_FINGER_ROD_RADIUS, PALM_FINGER_ROD_RADIUS, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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// Render sphere at palm/finger root
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glm::vec3 offsetFromPalm = root + palm.getNormal() * PALM_DISK_THICKNESS;
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Avatar::renderJointConnectingCone(root, offsetFromPalm, PALM_DISK_RADIUS, 0.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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glPushMatrix();
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glTranslatef(root.x, root.y, root.z);
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DependencyManager::get<GeometryCache>()->renderSphere(PALM_BALL_RADIUS, 20.0f, 20.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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glPopMatrix();
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Avatar::renderJointConnectingCone(batch, root, offsetFromPalm, PALM_DISK_RADIUS, 0.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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transform = Transform();
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transform.setTranslation(root);
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batch.setModelTransform(transform);
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DependencyManager::get<GeometryCache>()->renderSphere(batch, PALM_BALL_RADIUS, 20.0f, 20.0f, glm::vec4(handColor.r, handColor.g, handColor.b, alpha));
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}
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}
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glPopMatrix();
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}
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@ -56,7 +56,7 @@ private:
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Avatar* _owningAvatar;
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void renderHandTargets(bool isMine);
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void renderHandTargets(RenderArgs* renderArgs, bool isMine);
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};
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#endif // hifi_Hand_h
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@ -1212,9 +1212,9 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
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if (shouldRenderHead(renderArgs)) {
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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}
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if (postLighting) {
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// if (postLighting) {
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getHand()->render(renderArgs, true);
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}
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// }
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}
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void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visible) {
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@ -1587,7 +1587,7 @@ void MyAvatar::updateMotionBehavior() {
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}
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//Renders sixense laser pointers for UI selection with controllers
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void MyAvatar::renderLaserPointers() {
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void MyAvatar::renderLaserPointers(gpu::Batch& batch) {
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const float PALM_TIP_ROD_RADIUS = 0.002f;
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//If the Oculus is enabled, we will draw a blue cursor ray
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//Scale the root vector with the avatar scale
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scaleVectorRelativeToPosition(root);
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Avatar::renderJointConnectingCone(root, tip, PALM_TIP_ROD_RADIUS, PALM_TIP_ROD_RADIUS, glm::vec4(0, 1, 1, 1));
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Transform transform = Transform();
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transform.setTranslation(glm::vec3());
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batch.setModelTransform(transform);
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Avatar::renderJointConnectingCone(batch, root, tip, PALM_TIP_ROD_RADIUS, PALM_TIP_ROD_RADIUS, glm::vec4(0, 1, 1, 1));
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}
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}
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}
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@ -157,7 +157,7 @@ public:
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bool allowDuplicates = false, bool useSaved = true);
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/// Renders a laser pointer for UI picking
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void renderLaserPointers();
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void renderLaserPointers(gpu::Batch& batch);
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glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
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const RecorderPointer getRecorder() const { return _recorder; }
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@ -805,7 +805,7 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) {
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// draw a green cylinder between the two points
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glm::vec3 origin(0.0f);
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Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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// Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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glPopMatrix();
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}
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