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https://github.com/overte-org/overte.git
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Added local lights to avatar. Added haze to voxel.
This commit is contained in:
parent
f7f9dfd26e
commit
94e81da557
9 changed files with 218 additions and 10 deletions
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@ -11,6 +11,8 @@
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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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const int MAX_LOCAL_LIGHTS = 4;
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// the diffuse texture
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uniform sampler2D diffuseMap;
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@ -20,13 +22,27 @@ varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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// static local light position
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varying vec4 localLightPos[MAX_LOCAL_LIGHTS];
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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// the local light that is always present
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vec4 totalLocalLight = vec4(0.0, 0.0, 0.0, 1.0);
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for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
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float localDiffuse = dot(normalizedNormal, localLightPos[i]);
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float localLight = step(0.0, localDiffuse);
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float localLightVal = localDiffuse * localLight;
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totalLocalLight += (localLightVal * gl_LightSource[i+1].diffuse);
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}
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + totalLocalLight);
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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@ -35,4 +51,5 @@ void main(void) {
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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@ -11,12 +11,17 @@
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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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const int MAX_LOCAL_LIGHTS = 4;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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// local light position that is always present
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varying vec4 localLightPos[MAX_LOCAL_LIGHTS];
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void main(void) {
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// transform and store the normal for interpolation
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@ -36,4 +41,8 @@ void main(void) {
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// use standard pipeline transform
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gl_Position = ftransform();
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for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
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localLightPos[i] = gl_ModelViewMatrixInverse * gl_LightSource[i+1].position;
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}
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}
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@ -37,9 +37,14 @@ void main(void) {
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse);
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float localDiffuse = dot(viewNormal, gl_LightSource[1].position);
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float localLight = step(0.0, localDiffuse);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + gl_FrontLightProduct[1].diffuse * (localDiffuse * localLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
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@ -13,6 +13,7 @@
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const int MAX_CLUSTERS = 128;
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const int INDICES_PER_VERTEX = 4;
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const int MAX_LOCAL_LIGHTS = 4;
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uniform mat4 clusterMatrices[MAX_CLUSTERS];
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@ -25,6 +26,9 @@ varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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// static local light position (inverse from eye space)
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varying vec4 localLightPos[MAX_LOCAL_LIGHTS];
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void main(void) {
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position = vec4(0.0, 0.0, 0.0, 0.0);
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normal = vec4(0.0, 0.0, 0.0, 0.0);
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@ -34,6 +38,7 @@ void main(void) {
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position += clusterMatrix * gl_Vertex * clusterWeight;
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normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
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}
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position = gl_ModelViewMatrix * position;
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normal = normalize(gl_ModelViewMatrix * normal);
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@ -47,4 +52,10 @@ void main(void) {
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
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gl_Position = gl_ProjectionMatrix * position;
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// inverse view to make the light source position static
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for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
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localLightPos[i] = gl_ModelViewMatrixInverse * gl_LightSource[i+1].position;
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}
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}
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@ -14,6 +14,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <NodeList.h>
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#include <PacketHeaders.h>
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@ -81,6 +82,16 @@ void Avatar::init() {
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_initialized = true;
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_shouldRenderBillboard = (getLODDistance() >= BILLBOARD_LOD_DISTANCE);
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initializeHair();
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for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
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_localLightColors[i] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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_localLightDirections[i] = glm::vec3(0.0f, 0.0f, 1.0f);
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}
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// initialize first light
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_localLightColors[0].r = 0.2f; _localLightColors[0].g = 0.2f, _localLightColors[0].b = 0.2f;
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_localLightDirections[0].x = 1.0f; _localLightDirections[0].y = 0.0f; _localLightDirections[0].z = 0.0f;
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}
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glm::vec3 Avatar::getChestPosition() const {
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@ -219,7 +230,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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const float GLOW_DISTANCE = 20.0f;
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const float GLOW_MAX_LOUDNESS = 2500.0f;
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const float MAX_GLOW = 0.5f;
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float GLOW_FROM_AVERAGE_LOUDNESS = ((this == Application::getInstance()->getAvatar())
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? 0.0f
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: MAX_GLOW * getHeadData()->getAudioLoudness() / GLOW_MAX_LOUDNESS);
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@ -230,7 +241,17 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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float glowLevel = _moving && distanceToTarget > GLOW_DISTANCE && renderMode == NORMAL_RENDER_MODE
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? 1.0f
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: GLOW_FROM_AVERAGE_LOUDNESS;
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for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
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glm::vec3 normalized = glm::normalize(_localLightDirections[i]);
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glm::vec4 localLight = glm::vec4(normalized, 1.0f);
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// local light parameters
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glLightfv(GL_LIGHT1 + i, GL_POSITION, glm::value_ptr(localLight));
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glLightfv(GL_LIGHT1 + i, GL_DIFFUSE, glm::value_ptr(_localLightColors[i]));
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}
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// render body
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode, glowLevel);
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@ -1107,3 +1128,13 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
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}
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void Avatar::setLocalLightDirection(const glm::vec3& direction, int lightIndex) {
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_localLightDirections[lightIndex] = direction;
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qDebug( "set light %d direction ( %f, %f, %f )\n", lightIndex, direction.x, direction.y, direction.z );
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}
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void Avatar::setLocalLightColor(const glm::vec4& color, int lightIndex) {
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_localLightColors[lightIndex] = color;
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qDebug( "set light %d color ( %f, %f, %f )\n", lightIndex, color.x, color.y, color.z );
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}
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@ -36,6 +36,8 @@ const int HAIR_STRANDS = 150; // Number of strands of hair
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const int HAIR_LINKS = 10; // Number of links in a hair strand
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const int HAIR_MAX_CONSTRAINTS = 2; // Hair verlet is connected to at most how many others
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const int MAX_LOCAL_LIGHTS = 6;
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enum DriveKeys {
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FWD = 0,
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BACK,
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@ -154,7 +156,9 @@ public:
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public slots:
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void updateCollisionGroups();
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void setLocalLightDirection(const glm::vec3& direction, int lightIndex);
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void setLocalLightColor(const glm::vec4& color, int lightIndex);
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signals:
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void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
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glm::vec3 _mouseRayDirection;
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float _stringLength;
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bool _moving; ///< set when position is changing
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quint32 _collisionGroups;
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// always-present local lighting for the avatar
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glm::vec3 _localLightDirections[MAX_LOCAL_LIGHTS];
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glm::vec4 _localLightColors[MAX_LOCAL_LIGHTS];
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// protected methods...
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
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@ -1488,6 +1488,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
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if (cascadedShadows) {
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program->setUniform(skinLocations->shadowDistances, Application::getInstance()->getShadowDistances());
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}
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} else {
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glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
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program->bind();
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@ -21,6 +21,8 @@
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#include <SharedUtil.h>
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#include <NodeList.h>
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#include <glm/gtc/type_ptr.hpp>
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#include "Application.h"
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#include "InterfaceConfig.h"
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#include "Menu.h"
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@ -67,7 +69,13 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels, VoxelTree* tree)
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_inOcclusions(false),
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_showCulledSharedFaces(false),
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_usePrimitiveRenderer(false),
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_renderer(0)
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_renderer(0),
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_drawHaze(true),
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_updateHaze(false),
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_farHazeDistance(300.0f),
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_hazeColor(0.24f, 0.27f, 0.34f),
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_lastHazeCameraPosition(0.0f, 0.0f, 0.0f),
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_lastYawAngle(0.0f)
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{
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_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
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_lastKnownVoxelSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
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_lastKnownBoundaryLevelAdjust = 0;
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_voxelColors = NULL;
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_voxelPositions = NULL;
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}
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void VoxelSystem::elementDeleted(OctreeElement* element) {
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@ -373,6 +384,9 @@ void VoxelSystem::cleanupVoxelMemory() {
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delete[] _readVoxelDirtyArray;
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_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
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_readArraysLock.unlock();
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delete[] _voxelColors;
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delete[] _voxelPositions;
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}
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}
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_shadowDistancesLocation = _cascadedShadowMapProgram.uniformLocation("shadowDistances");
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_cascadedShadowMapProgram.release();
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}
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}
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_renderer = new PrimitiveRenderer(_maxVoxels);
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_initialized = true;
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_voxelColors = new xColor[_maxVoxels];
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memset(_voxelColors, 0, sizeof(xColor) *_maxVoxels);
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_voxelPositions = new glm::vec3[_maxVoxels];
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_writeArraysLock.unlock();
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_readArraysLock.unlock();
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}
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@ -1114,6 +1134,7 @@ int VoxelSystem::updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, boo
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node->setBufferIndex(nodeIndex);
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node->setVoxelSystem(this);
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}
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// populate the array with points for the 8 vertices and RGB color for each added vertex
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updateArraysDetails(nodeIndex, startVertex, voxelScale, node->getColor());
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}
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void VoxelSystem::updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
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float voxelScale, const nodeColor& color) {
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// if (nodeIndex < 0 || nodeIndex > 1000) {
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// return;
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// }
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if (_initialized && nodeIndex <= _maxVoxels) {
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_writeVoxelDirtyArray[nodeIndex] = true;
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// cache the colors and position
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_voxelColors[nodeIndex].red = color[0];
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_voxelColors[nodeIndex].green = color[1];
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_voxelColors[nodeIndex].blue = color[2];
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// scaled voxel position
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_voxelPositions[nodeIndex] = startVertex * (float)TREE_SCALE;
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if (_useVoxelShader) {
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// write in position, scale, and color for the voxel
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if (_writeVoxelShaderData) {
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VoxelShaderVBOData* writeVerticesAt = &_writeVoxelShaderData[nodeIndex];
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writeVerticesAt->x = startVertex.x * TREE_SCALE;
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}
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}
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}
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// want new color for haze
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if (_drawHaze) {
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_updateHaze = true;
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}
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}
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}
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void VoxelSystem::updateHazeColors() {
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// only update when player moves
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if (_lastHazeCameraPosition != Application::getInstance()->getAvatar()->getPosition()) {
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_updateHaze = true;
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_lastHazeCameraPosition = Application::getInstance()->getAvatar()->getPosition();
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}
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// update when yaw angle changes
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float avatarYaw = Application::getInstance()->getAvatar()->getBodyYaw();
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if (_lastYawAngle != avatarYaw) {
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_updateHaze = true;
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_lastYawAngle = avatarYaw;
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}
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if (!_updateHaze) {
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return;
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}
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glm::vec3 cameraPosition = Application::getInstance()->getAvatar()->getPosition();
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float* hazeColor = glm::value_ptr(_hazeColor);
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GLubyte* writeColorsAt = _writeColorsArray;
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// update voxel color
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int vertexPointsPerVoxel = GLOBAL_NORMALS_VERTEX_POINTS_PER_VOXEL;
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for (int i = 0; i < _voxelsInWriteArrays; i++) {
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float distanceToCamera = glm::length(_voxelPositions[i] - cameraPosition);
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if(distanceToCamera > _farHazeDistance) {
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distanceToCamera = _farHazeDistance;
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}
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// how much haze there is at the distance
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float hazeStrength = 1.0f - distanceToCamera / _farHazeDistance;
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// [0, 1] clamp
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if (hazeStrength > 1.0f) {
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hazeStrength = 1.0f;
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}
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else if (hazeStrength < 0.0f) {
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hazeStrength = 0.0f;
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}
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// color [0.0, 1.0]
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float floatColor[] = {(float)_voxelColors[i].red / 255.0f, (float)_voxelColors[i].green / 255.0f, (float)_voxelColors[i].blue / 255.0f };
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assert(i >= 0 && i < _maxVoxels);
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// color * haze_strength + haze_color * (1.0 - haze_strength)
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float oneMinusHazeStrength = 1.0f - hazeStrength;
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nodeColor colorWithHaze = {
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(unsigned char)((floatColor[0] * hazeStrength + hazeColor[0] * oneMinusHazeStrength) * 255.0f),
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(unsigned char)((floatColor[1] * hazeStrength + hazeColor[1] * oneMinusHazeStrength) * 255.0f),
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(unsigned char)((floatColor[2] * hazeStrength + hazeColor[2] * oneMinusHazeStrength) * 255.0f),
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};
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for (int j = 0; j < vertexPointsPerVoxel/3; j++ ) {
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*(writeColorsAt + j*3) = colorWithHaze[0];
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*(writeColorsAt + j*3+1) = colorWithHaze[1];
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*(writeColorsAt + j*3+2) = colorWithHaze[2];
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}
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writeColorsAt += vertexPointsPerVoxel;
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}
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copyWrittenDataToReadArraysFullVBOs();
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_voxelsDirty = true;
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_readRenderFullVBO = true;
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_updateHaze = false;
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}
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glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const {
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const float* identityVertex = identityVertices + index * 3;
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return startVertex + glm::vec3(identityVertex[0], identityVertex[1], identityVertex[2]) * voxelScale;
|
||||
|
@ -1340,6 +1451,9 @@ void VoxelSystem::render() {
|
|||
return;
|
||||
}
|
||||
|
||||
if (!_useVoxelShader && _drawHaze) {
|
||||
updateHazeColors();
|
||||
}
|
||||
updateVBOs();
|
||||
|
||||
// if not don't... then do...
|
||||
|
|
|
@ -273,7 +273,19 @@ private:
|
|||
static unsigned short _sSwizzledOcclusionBits[64]; ///< Swizzle value of bit pairs of the value of index
|
||||
static unsigned char _sOctantIndexToBitMask[8]; ///< Map octant index to partition mask
|
||||
static unsigned char _sOctantIndexToSharedBitMask[8][8]; ///< Map octant indices to shared partition mask
|
||||
|
||||
|
||||
// haze
|
||||
xColor* _voxelColors; ///< Cached Voxel Colors
|
||||
glm::vec3* _voxelPositions; ///< Cached Voxel Positions
|
||||
bool _drawHaze;
|
||||
bool _updateHaze;
|
||||
float _farHazeDistance;
|
||||
glm::vec3 _hazeColor;
|
||||
glm::vec3 _lastHazeCameraPosition;
|
||||
float _lastYawAngle;
|
||||
|
||||
|
||||
void updateHazeColors();
|
||||
};
|
||||
|
||||
#endif // hifi_VoxelSystem_h
|
||||
|
|
Loading…
Reference in a new issue