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synced 2025-04-21 19:04:32 +02:00
Move various avatar render bits to post-lighting section.
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parent
446c2193ff
commit
8d3eef708a
7 changed files with 40 additions and 30 deletions
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@ -2910,7 +2910,8 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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bool mirrorMode = (whichCamera.getInterpolatedMode() == CAMERA_MODE_MIRROR);
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{
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PerformanceTimer perfTimer("avatars");
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_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE, selfAvatarOnly);
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_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
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false, selfAvatarOnly);
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}
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{
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@ -2918,6 +2919,12 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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_deferredLightingEffect.render();
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}
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{
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PerformanceTimer perfTimer("avatarsPostLighting");
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_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
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true, selfAvatarOnly);
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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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@ -273,13 +273,12 @@ static TextRenderer* textRenderer(TextRendererType type) {
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return displayNameRenderer;
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}
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void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool postLighting) {
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if (_referential) {
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_referential->update();
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}
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if (glm::distance(Application::getInstance()->getAvatar()->getPosition(),
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_position) < 10.0f) {
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if (postLighting && glm::distance(Application::getInstance()->getAvatar()->getPosition(), _position) < 10.0f) {
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// render pointing lasers
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glm::vec3 laserColor = glm::vec3(1.0f, 0.0f, 1.0f);
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float laserLength = 50.0f;
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@ -352,24 +351,27 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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: GLOW_FROM_AVERAGE_LOUDNESS;
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode, glowLevel);
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}
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if (renderMode != SHADOW_RENDER_MODE) {
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// add local lights
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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const float LIGHT_CUTOFF = glm::radians(80.0f);
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float distance = BASE_LIGHT_DISTANCE * _scale;
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glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
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glm::quat orientation = getOrientation();
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foreach (const AvatarManager::LocalLight& light, Application::getInstance()->getAvatarManager().getLocalLights()) {
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glm::vec3 direction = orientation * light.direction;
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Application::getInstance()->getDeferredLightingEffect()->addSpotLight(position - direction * distance,
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distance * 2.0f, glm::vec3(), light.color, light.color, 1.0f, 0.5f, 0.0f, direction,
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LIGHT_EXPONENT, LIGHT_CUTOFF);
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if (renderMode != SHADOW_RENDER_MODE) {
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// add local lights
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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const float LIGHT_CUTOFF = glm::radians(80.0f);
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float distance = BASE_LIGHT_DISTANCE * _scale;
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glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
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glm::quat orientation = getOrientation();
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foreach (const AvatarManager::LocalLight& light, Application::getInstance()->getAvatarManager().getLocalLights()) {
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glm::vec3 direction = orientation * light.direction;
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Application::getInstance()->getDeferredLightingEffect()->addSpotLight(position - direction * distance,
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distance * 2.0f, glm::vec3(), light.color, light.color, 1.0f, 0.5f, 0.0f, direction,
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LIGHT_EXPONENT, LIGHT_CUTOFF);
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}
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}
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}
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if (postLighting) {
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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@ -405,7 +407,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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// quick check before falling into the code below:
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// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
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const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
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if (Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere)
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if (postLighting && Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere)
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&& distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
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// render voice intensity sphere for avatars that are farther away
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@ -433,7 +435,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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const float DISPLAYNAME_DISTANCE = 20.0f;
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setShowDisplayName(renderMode == NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
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if (renderMode != NORMAL_RENDER_MODE || (isMyAvatar() &&
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if (!postLighting || renderMode != NORMAL_RENDER_MODE || (isMyAvatar() &&
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Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON)) {
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return;
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}
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@ -79,7 +79,8 @@ public:
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enum RenderMode { NORMAL_RENDER_MODE, SHADOW_RENDER_MODE, MIRROR_RENDER_MODE };
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virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
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virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE,
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bool postLighting = false);
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//setters
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void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
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@ -99,7 +99,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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simulateAvatarFades(deltaTime);
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}
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void AvatarManager::renderAvatars(Avatar::RenderMode renderMode, bool selfAvatarOnly) {
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void AvatarManager::renderAvatars(Avatar::RenderMode renderMode, bool postLighting, bool selfAvatarOnly) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::renderAvatars()");
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bool renderLookAtVectors = Menu::getInstance()->isOptionChecked(MenuOption::RenderLookAtVectors);
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@ -112,13 +112,13 @@ void AvatarManager::renderAvatars(Avatar::RenderMode renderMode, bool selfAvatar
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if (!avatar->isInitialized()) {
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continue;
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}
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avatar->render(cameraPosition, renderMode);
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avatar->render(cameraPosition, renderMode, postLighting);
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avatar->setDisplayingLookatVectors(renderLookAtVectors);
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}
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renderAvatarFades(cameraPosition, renderMode);
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} else {
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// just render myAvatar
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_myAvatar->render(cameraPosition, renderMode);
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_myAvatar->render(cameraPosition, renderMode, postLighting);
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_myAvatar->setDisplayingLookatVectors(renderLookAtVectors);
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}
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}
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@ -37,7 +37,7 @@ public:
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MyAvatar* getMyAvatar() { return _myAvatar.data(); }
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void updateOtherAvatars(float deltaTime);
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void renderAvatars(Avatar::RenderMode renderMode, bool selfAvatarOnly = false);
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void renderAvatars(Avatar::RenderMode renderMode, bool postLighting = false, bool selfAvatarOnly = false);
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void clearOtherAvatars();
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@ -411,16 +411,16 @@ void MyAvatar::renderDebugBodyPoints() {
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}
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// virtual
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void MyAvatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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void MyAvatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool postLighting) {
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// don't render if we've been asked to disable local rendering
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if (!_shouldRender) {
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return; // exit early
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}
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Avatar::render(cameraPosition, renderMode);
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Avatar::render(cameraPosition, renderMode, postLighting);
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// don't display IK constraints in shadow mode
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if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) && renderMode != SHADOW_RENDER_MODE) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) && postLighting) {
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_skeletonModel.renderIKConstraints();
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}
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}
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@ -48,7 +48,7 @@ public:
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void updateFromTrackers(float deltaTime);
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void moveWithLean();
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void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE);
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void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE, bool postLighting = false);
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void renderBody(RenderMode renderMode, float glowLevel = 0.0f);
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bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
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void renderDebugBodyPoints();
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