diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index a1778bff54..6fbdf3ba06 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -18,6 +18,8 @@ #include #endif +#include + #include #include #include @@ -356,6 +358,14 @@ void Application::paintGL() { whichCamera = _viewFrustumOffsetCamera; } + // transform by eye offset + + glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition(); + glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation(); + glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient); + glRotatef(-glm::angle(eyeOffsetOrient), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z); + glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z); + // transform view according to whichCamera // could be myCamera (if in normal mode) // or could be viewFrustumOffsetCamera if in offset mode @@ -450,7 +460,11 @@ void Application::resizeGL(int width, int height) { } // On window reshape, we need to tell OpenGL about our new setting - gluPerspective(fov,aspectRatio,nearClip,farClip); + float left, right, bottom, top, nearVal, farVal; + glm::vec4 nearClipPlane, farClipPlane; + loadViewFrustum(camera, _viewFrustum); + _viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); + glFrustum(left, right, bottom, top, nearVal, farVal); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); @@ -594,6 +608,66 @@ void Application::keyPressEvent(QKeyEvent* event) { _myAvatar.setDriveKeys(shifted ? RIGHT : ROT_RIGHT, 1); break; + case Qt::Key_I: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + + case Qt::Key_K: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + + case Qt::Key_J: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + + case Qt::Key_M: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + + case Qt::Key_U: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + + case Qt::Key_Y: + if (shifted) { + _myCamera.setEyeOffsetOrientation(glm::normalize( + glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation())); + } else { + _myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001)); + } + resizeGL(_glWidget->width(), _glWidget->height()); + break; + default: event->ignore(); break; @@ -1008,12 +1082,12 @@ void Application::doFalseRandomizeEveryOtherVoxelColors() { } void Application::doFalseColorizeByDistance() { - loadViewFrustum(_viewFrustum); + loadViewFrustum(_myCamera, _viewFrustum); _voxels.falseColorizeDistanceFromView(&_viewFrustum); } void Application::doFalseColorizeInView() { - loadViewFrustum(_viewFrustum); + loadViewFrustum(_myCamera, _viewFrustum); // we probably want to make sure the viewFrustum is initialized first _voxels.falseColorizeInView(&_viewFrustum); } @@ -1316,7 +1390,7 @@ void Application::updateAvatar(float deltaTime) { // We could optimize this to not actually load the viewFrustum, since we don't // actually need to calculate the view frustum planes to send these details // to the server. - loadViewFrustum(_viewFrustum); + loadViewFrustum(_myCamera, _viewFrustum); _myAvatar.setCameraPosition(_viewFrustum.getPosition()); _myAvatar.setCameraDirection(_viewFrustum.getDirection()); _myAvatar.setCameraUp(_viewFrustum.getUp()); @@ -1368,7 +1442,7 @@ void Application::updateAvatar(float deltaTime) { // Description: this will load the view frustum bounds for EITHER the head // or the "myCamera". // -void Application::loadViewFrustum(ViewFrustum& viewFrustum) { +void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) { // We will use these below, from either the camera or head vectors calculated above glm::vec3 position; glm::vec3 direction; @@ -1378,16 +1452,16 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) { // Camera or Head? if (_cameraFrustum->isChecked()) { - position = _myCamera.getPosition(); + position = camera.getPosition(); } else { position = _myAvatar.getHeadPosition(); } - fov = _myCamera.getFieldOfView(); - nearClip = _myCamera.getNearClip(); - farClip = _myCamera.getFarClip(); + fov = camera.getFieldOfView(); + nearClip = camera.getNearClip(); + farClip = camera.getFarClip(); - Orientation o = _myCamera.getOrientation(); + Orientation o = camera.getOrientation(); direction = o.getFront(); up = o.getUp(); @@ -1412,6 +1486,8 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) { viewFrustum.setFieldOfView(fov); viewFrustum.setNearClip(nearClip); viewFrustum.setFarClip(farClip); + viewFrustum.setEyeOffsetPosition(camera.getEyeOffsetPosition()); + viewFrustum.setEyeOffsetOrientation(camera.getEyeOffsetOrientation()); // Ask the ViewFrustum class to calculate our corners viewFrustum.calculate(); @@ -1822,12 +1898,12 @@ void Application::displayStats() { // * Far Plane - draws only the far plane void Application::renderViewFrustum(ViewFrustum& viewFrustum) { // Load it with the latest details! - loadViewFrustum(viewFrustum); + loadViewFrustum(_myCamera, viewFrustum); - glm::vec3 position = viewFrustum.getPosition(); - glm::vec3 direction = viewFrustum.getDirection(); - glm::vec3 up = viewFrustum.getUp(); - glm::vec3 right = viewFrustum.getRight(); + glm::vec3 position = viewFrustum.getOffsetPosition(); + glm::vec3 direction = viewFrustum.getOffsetDirection(); + glm::vec3 up = viewFrustum.getOffsetUp(); + glm::vec3 right = viewFrustum.getOffsetRight(); // Get ready to draw some lines glDisable(GL_LIGHTING); diff --git a/interface/src/Application.h b/interface/src/Application.h index f1c8d3ff1c..2222eb3e37 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -105,7 +105,7 @@ private: void init(); void updateAvatar(float deltaTime); - void loadViewFrustum(ViewFrustum& viewFrustum); + void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum); void displayOculus(Camera& whichCamera); void displaySide(Camera& whichCamera); diff --git a/interface/src/Camera.cpp b/interface/src/Camera.cpp index f9aa0dda6f..4cba3cc66e 100644 --- a/interface/src/Camera.cpp +++ b/interface/src/Camera.cpp @@ -169,6 +169,16 @@ void Camera::setFarClip (float f) { _frustumNeedsReshape = true; } +void Camera::setEyeOffsetPosition (const glm::vec3& p) { + _eyeOffsetPosition = p; + _frustumNeedsReshape = true; +} + +void Camera::setEyeOffsetOrientation (const glm::quat& o) { + _eyeOffsetOrientation = o; + _frustumNeedsReshape = true; +} + void Camera::initialize() { _needsToInitialize = true; _modeShift = 0.0; diff --git a/interface/src/Camera.h b/interface/src/Camera.h index 8d21422f8f..8b70a06504 100644 --- a/interface/src/Camera.h +++ b/interface/src/Camera.h @@ -10,6 +10,7 @@ #include "Orientation.h" #include +#include enum CameraMode { @@ -34,8 +35,8 @@ public: void initialize(); // instantly put the camera at the ideal position and rotation. - void update( float deltaTime ); - + void update( float deltaTime ); + void setYaw ( float y ) { _yaw = y; } void setPitch ( float p ) { _pitch = p; } void setRoll ( float r ) { _roll = r; } @@ -53,6 +54,8 @@ public: void setAspectRatio ( float a ); void setNearClip ( float n ); void setFarClip ( float f ); + void setEyeOffsetPosition ( const glm::vec3& p); + void setEyeOffsetOrientation ( const glm::quat& o); float getYaw () { return _yaw; } float getPitch () { return _pitch; } @@ -64,31 +67,35 @@ public: float getAspectRatio() { return _aspectRatio; } float getNearClip () { return _nearClip; } float getFarClip () { return _farClip; } + glm::vec3 getEyeOffsetPosition () { return _eyeOffsetPosition; } + glm::quat getEyeOffsetOrientation () { return _eyeOffsetOrientation; } bool getFrustumNeedsReshape(); // call to find out if the view frustum needs to be reshaped void setFrustumWasReshaped(); // call this after reshaping the view frustum. private: bool _needsToInitialize; - CameraMode _mode; + CameraMode _mode; bool _frustumNeedsReshape; - glm::vec3 _position; - glm::vec3 _idealPosition; - glm::vec3 _targetPosition; - float _fieldOfView; - float _aspectRatio; - float _nearClip; - float _farClip; - float _yaw; - float _pitch; - float _roll; - float _upShift; - float _idealYaw; - float _idealPitch; - float _idealRoll; - float _distance; - float _tightness; - Orientation _orientation; + glm::vec3 _position; + glm::vec3 _idealPosition; + glm::vec3 _targetPosition; + float _fieldOfView; + float _aspectRatio; + float _nearClip; + float _farClip; + glm::vec3 _eyeOffsetPosition; + glm::quat _eyeOffsetOrientation; + float _yaw; + float _pitch; + float _roll; + float _upShift; + float _idealYaw; + float _idealPitch; + float _idealRoll; + float _distance; + float _tightness; + Orientation _orientation; float _modeShift; CameraFollowingAttributes _attributes[NUM_CAMERA_MODES]; diff --git a/interface/src/Environment.cpp b/interface/src/Environment.cpp index 8c16c17479..fb7c8c7271 100644 --- a/interface/src/Environment.cpp +++ b/interface/src/Environment.cpp @@ -25,18 +25,8 @@ void Environment::renderAtmosphere(Camera& camera) { glPushMatrix(); glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z); - // use the camera distance to reset the near and far distances to keep the atmosphere in the frustum - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - - float projection[16]; - glGetFloatv(GL_PROJECTION_MATRIX, projection); glm::vec3 relativeCameraPos = camera.getPosition() - getAtmosphereCenter(); float height = glm::length(relativeCameraPos); - float near = camera.getNearClip(), far = height + getAtmosphereOuterRadius(); - projection[10] = (far + near) / (near - far); - projection[14] = (2.0f * far * near) / (near - far); - glLoadMatrixf(projection); // use the appropriate shader depending on whether we're inside or outside ProgramObject* program; diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index a3796f68c1..d578bb3504 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -638,11 +638,18 @@ void VoxelSystem::render() { _perlinModulateProgram->bind(); glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID); + // for performance, disable blending and enable backface culling + glDisable(GL_BLEND); + glEnable(GL_CULL_FACE); + // draw the number of voxels we have glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboIndicesID); glScalef(TREE_SCALE, TREE_SCALE, TREE_SCALE); glDrawElements(GL_TRIANGLES, 36 * _voxelsInReadArrays, GL_UNSIGNED_INT, 0); + glEnable(GL_BLEND); + glDisable(GL_CULL_FACE); + _perlinModulateProgram->release(); glBindTexture(GL_TEXTURE_2D, 0); diff --git a/interface/src/ui/TextRenderer.cpp b/interface/src/ui/TextRenderer.cpp index df04988bc9..65056799e2 100644 --- a/interface/src/ui/TextRenderer.cpp +++ b/interface/src/ui/TextRenderer.cpp @@ -139,7 +139,7 @@ const Glyph& TextRenderer::getGlyph(char c) { painter.setFont(_font); if (_effectType == SHADOW_EFFECT) { for (int i = 0; i < _effectThickness; i++) { - painter.drawText(-bounds.x() - i, -bounds.y() + i, ch); + painter.drawText(-bounds.x() - 1 - i, -bounds.y() + 1 + i, ch); } } else if (_effectType == OUTLINE_EFFECT) { QPainterPath path; diff --git a/interface/src/ui/TextRenderer.h b/interface/src/ui/TextRenderer.h index 6df7186d86..643c3ede8c 100644 --- a/interface/src/ui/TextRenderer.h +++ b/interface/src/ui/TextRenderer.h @@ -26,7 +26,7 @@ public: enum EffectType { NO_EFFECT, SHADOW_EFFECT, OUTLINE_EFFECT }; TextRenderer(const char* family, int pointSize = -1, int weight = -1, bool italic = false, - EffectType effect = NO_EFFECT, int effectThickness = 2); + EffectType effect = NO_EFFECT, int effectThickness = 1); ~TextRenderer(); const QFontMetrics& metrics() const { return _metrics; } diff --git a/libraries/voxels/src/Plane.cpp b/libraries/voxels/src/Plane.cpp index a5dc9a93bf..d999306794 100755 --- a/libraries/voxels/src/Plane.cpp +++ b/libraries/voxels/src/Plane.cpp @@ -28,7 +28,7 @@ void Plane::set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 // this will be perpendicular to both lines _normal = glm::cross(linev1v2,linev1v3); - glm::normalize(_normal); + _normal = glm::normalize(_normal); // this is a point on the plane _point = v2; diff --git a/libraries/voxels/src/ViewFrustum.cpp b/libraries/voxels/src/ViewFrustum.cpp index 25022ae521..cce3eac76f 100644 --- a/libraries/voxels/src/ViewFrustum.cpp +++ b/libraries/voxels/src/ViewFrustum.cpp @@ -8,10 +8,16 @@ // // +#include + +#include + #include "ViewFrustum.h" +#include "SharedUtil.h" #include "voxels_Log.h" using voxels_lib::printLog; +using namespace std; ViewFrustum::ViewFrustum() : _position(glm::vec3(0,0,0)), @@ -22,10 +28,6 @@ ViewFrustum::ViewFrustum() : _aspectRatio(1.0), _nearClip(0.1), _farClip(500.0), - _nearHeight(0.0), - _nearWidth(0.0), - _farHeight(0.0), - _farWidth(0.0), _farCenter(glm::vec3(0,0,0)), _farTopLeft(glm::vec3(0,0,0)), _farTopRight(glm::vec3(0,0,0)), @@ -41,67 +43,68 @@ ViewFrustum::ViewFrustum() : // ViewFrustum::calculateViewFrustum() // // Description: this will calculate the view frustum bounds for a given position -// and direction +// and direction // // Notes on how/why this works: // http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/ // void ViewFrustum::calculate() { + // compute the off-axis frustum parameters as we would for glFrustum + float left, right, bottom, top, nearVal, farVal; + glm::vec4 nearClipPlane, farClipPlane; + computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); + + // start with the corners of the near frustum window + glm::vec3 topLeft(left, top, -nearVal); + glm::vec3 topRight(right, top, -nearVal); + glm::vec3 bottomLeft(left, bottom, -nearVal); + glm::vec3 bottomRight(right, bottom, -nearVal); + + // find the intersections of the rays through the corners with the clip planes in view space, + // then transform them to world space + glm::mat4 worldMatrix = glm::translate(_position) * glm::mat4(glm::mat3(_right, _up, -_direction)) * + glm::translate(_eyeOffsetPosition) * glm::mat4_cast(_eyeOffsetOrientation); + _farTopLeft = glm::vec3(worldMatrix * glm::vec4(topLeft * + (-farClipPlane.w / glm::dot(topLeft, glm::vec3(farClipPlane))), 1.0f)); + _farTopRight = glm::vec3(worldMatrix * glm::vec4(topRight * + (-farClipPlane.w / glm::dot(topRight, glm::vec3(farClipPlane))), 1.0f)); + _farBottomLeft = glm::vec3(worldMatrix * glm::vec4(bottomLeft * + (-farClipPlane.w / glm::dot(bottomLeft, glm::vec3(farClipPlane))), 1.0f)); + _farBottomRight = glm::vec3(worldMatrix * glm::vec4(bottomRight * + (-farClipPlane.w / glm::dot(bottomRight, glm::vec3(farClipPlane))), 1.0f)); + _nearTopLeft = glm::vec3(worldMatrix * glm::vec4(topLeft * + (-nearClipPlane.w / glm::dot(topLeft, glm::vec3(nearClipPlane))), 1.0f)); + _nearTopRight = glm::vec3(worldMatrix * glm::vec4(topRight * + (-nearClipPlane.w / glm::dot(topRight, glm::vec3(nearClipPlane))), 1.0f)); + _nearBottomLeft = glm::vec3(worldMatrix * glm::vec4(bottomLeft * + (-nearClipPlane.w / glm::dot(bottomLeft, glm::vec3(nearClipPlane))), 1.0f)); + _nearBottomRight = glm::vec3(worldMatrix * glm::vec4(bottomRight * + (-nearClipPlane.w / glm::dot(bottomRight, glm::vec3(nearClipPlane))), 1.0f)); + + // compute the offset position and axes in world space + _offsetPosition = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)); + _offsetDirection = glm::vec3(worldMatrix * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)); + _offsetUp = glm::vec3(worldMatrix * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)); + _offsetRight = glm::vec3(worldMatrix * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)); + + // compute the six planes + // The planes are defined such that the normal points towards the inside of the view frustum. + // Testing if an object is inside the view frustum is performed by computing on which side of + // the plane the object resides. This can be done computing the signed distance from the point + // to the plane. If it is on the side that the normal is pointing, i.e. the signed distance + // is positive, then it is on the right side of the respective plane. If an object is on the + // right side of all six planes then the object is inside the frustum. - static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location - - glm::vec3 front = _direction; - - // Calculating field of view. - float fovInRadians = _fieldOfView * PI_OVER_180; - - float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f); - - // Do we need this? - //tang = (float)tan(ANG2RAD * angle * 0.5) ; - - float nearClip = _nearClip; - float farClip = _farClip; - - _nearHeight = (twoTimesTanHalfFOV * nearClip); - _nearWidth = _nearHeight * _aspectRatio; - _farHeight = (twoTimesTanHalfFOV * farClip); - _farWidth = _farHeight * _aspectRatio; - - float farHalfHeight = (_farHeight * 0.5f); - float farHalfWidth = (_farWidth * 0.5f); - _farCenter = _position+front * farClip; - _farTopLeft = _farCenter + (_up * farHalfHeight) - (_right * farHalfWidth); - _farTopRight = _farCenter + (_up * farHalfHeight) + (_right * farHalfWidth); - _farBottomLeft = _farCenter - (_up * farHalfHeight) - (_right * farHalfWidth); - _farBottomRight = _farCenter - (_up * farHalfHeight) + (_right * farHalfWidth); - - float nearHalfHeight = (_nearHeight * 0.5f); - float nearHalfWidth = (_nearWidth * 0.5f); - _nearCenter = _position+front * nearClip; - _nearTopLeft = _nearCenter + (_up * nearHalfHeight) - (_right * nearHalfWidth); - _nearTopRight = _nearCenter + (_up * nearHalfHeight) + (_right * nearHalfWidth); - _nearBottomLeft = _nearCenter - (_up * nearHalfHeight) - (_right * nearHalfWidth); - _nearBottomRight = _nearCenter - (_up * nearHalfHeight) + (_right * nearHalfWidth); - - // compute the six planes - // The planes are defined such that the normal points towards the inside of the view frustum. - // Testing if an object is inside the view frustum is performed by computing on which side of - // the plane the object resides. This can be done computing the signed distance from the point - // to the plane. If it is on the side that the normal is pointing, i.e. the signed distance - // is positive, then it is on the right side of the respective plane. If an object is on the - // right side of all six planes then the object is inside the frustum. - - // the function set3Points assumes that the points are given in counter clockwise order, assume you - // are inside the frustum, facing the plane. Start with any point, and go counter clockwise for - // three consecutive points - - _planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft); - _planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight); - _planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft); - _planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight); - _planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft); - _planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight); + // the function set3Points assumes that the points are given in counter clockwise order, assume you + // are inside the frustum, facing the plane. Start with any point, and go counter clockwise for + // three consecutive points + + _planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft); + _planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight); + _planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft); + _planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight); + _planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft); + _planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight); } @@ -113,34 +116,35 @@ void ViewFrustum::dump() const { printLog("right.x=%f, right.y=%f, right.z=%f\n", _right.x, _right.y, _right.z); printLog("farDist=%f\n", _farClip); - printLog("farHeight=%f\n", _farHeight); - printLog("farWidth=%f\n", _farWidth); printLog("nearDist=%f\n", _nearClip); - printLog("nearHeight=%f\n", _nearHeight); - printLog("nearWidth=%f\n", _nearWidth); + + printLog("eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z); + + printLog("eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, + _eyeOffsetOrientation.z, _eyeOffsetOrientation.w); printLog("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n", - _farCenter.x, _farCenter.y, _farCenter.z); + _farCenter.x, _farCenter.y, _farCenter.z); printLog("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n", - _farTopLeft.x, _farTopLeft.y, _farTopLeft.z); + _farTopLeft.x, _farTopLeft.y, _farTopLeft.z); printLog("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n", - _farTopRight.x, _farTopRight.y, _farTopRight.z); + _farTopRight.x, _farTopRight.y, _farTopRight.z); printLog("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n", - _farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z); + _farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z); printLog("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n", - _farBottomRight.x, _farBottomRight.y, _farBottomRight.z); + _farBottomRight.x, _farBottomRight.y, _farBottomRight.z); printLog("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n", - _nearCenter.x, _nearCenter.y, _nearCenter.z); + _nearCenter.x, _nearCenter.y, _nearCenter.z); printLog("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n", - _nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z); + _nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z); printLog("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n", - _nearTopRight.x, _nearTopRight.y, _nearTopRight.z); + _nearTopRight.x, _nearTopRight.y, _nearTopRight.z); printLog("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n", - _nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z); + _nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z); printLog("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n", - _nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z); + _nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z); } @@ -163,30 +167,30 @@ ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const //printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z); //dump(); - ViewFrustum::location result = INSIDE; - for(int i=0; i < 6; i++) { - float distance = _planes[i].distance(point); + ViewFrustum::location result = INSIDE; + for(int i=0; i < 6; i++) { + float distance = _planes[i].distance(point); //printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance); - - if (distance < 0) { - return OUTSIDE; - } - } - return(result); + + if (distance < 0) { + return OUTSIDE; + } + } + return(result); } ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const { - ViewFrustum::location result = INSIDE; - float distance; - for(int i=0; i < 6; i++) { - distance = _planes[i].distance(center); - if (distance < -radius) - return OUTSIDE; - else if (distance < radius) - result = INTERSECT; - } - return(result); + ViewFrustum::location result = INSIDE; + float distance; + for(int i=0; i < 6; i++) { + distance = _planes[i].distance(center); + if (distance < -radius) + return OUTSIDE; + else if (distance < radius) + result = INTERSECT; + } + return(result); } @@ -194,8 +198,8 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const { //printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n", // box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x); - ViewFrustum::location result = INSIDE; - for(int i=0; i < 6; i++) { + ViewFrustum::location result = INSIDE; + for(int i=0; i < 6; i++) { //printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i, // _planes[i].getPoint().x, _planes[i].getPoint().y, _planes[i].getPoint().z, @@ -203,26 +207,26 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const { // _planes[i].getDCoefficient() //); - glm::vec3 normal = _planes[i].getNormal(); - glm::vec3 boxVertexP = box.getVertexP(normal); - float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP); + glm::vec3 normal = _planes[i].getNormal(); + glm::vec3 boxVertexP = box.getVertexP(normal); + float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP); - glm::vec3 boxVertexN = box.getVertexN(normal); - float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN); - + glm::vec3 boxVertexN = box.getVertexN(normal); + float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN); + //printf("plane[%d] normal=(%f,%f,%f) bVertexP=(%f,%f,%f) planeToBoxVertexPDistance=%f boxVertexN=(%f,%f,%f) planeToBoxVertexNDistance=%f\n",i, // normal.x,normal.y,normal.z, // boxVertexP.x,boxVertexP.y,boxVertexP.z,planeToBoxVertexPDistance, // boxVertexN.x,boxVertexN.y,boxVertexN.z,planeToBoxVertexNDistance // ); - if (planeToBoxVertexPDistance < 0) { - return OUTSIDE; - } else if (planeToBoxVertexNDistance < 0) { - result = INTERSECT; - } - } - return(result); + if (planeToBoxVertexPDistance < 0) { + return OUTSIDE; + } else if (planeToBoxVertexNDistance < 0) { + result = INTERSECT; + } + } + return(result); } bool ViewFrustum::matches(const ViewFrustum& compareTo) const { @@ -234,7 +238,9 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const { compareTo._fieldOfView == _fieldOfView && compareTo._aspectRatio == _aspectRatio && compareTo._nearClip == _nearClip && - compareTo._farClip == _farClip; + compareTo._farClip == _farClip && + compareTo._eyeOffsetPosition == _eyeOffsetPosition && + compareTo._eyeOffsetOrientation == _eyeOffsetOrientation; if (!result && debug) { printLog("ViewFrustum::matches()... result=%s\n", (result ? "yes" : "no")); @@ -266,6 +272,15 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const { printLog("%s -- compareTo._farClip=%f _farClip=%f\n", (compareTo._farClip == _farClip ? "MATCHES " : "NO MATCH"), compareTo._farClip, _farClip); + printLog("%s -- compareTo._eyeOffsetPosition=%f,%f,%f _eyeOffsetPosition=%f,%f,%f\n", + (compareTo._eyeOffsetPosition == _eyeOffsetPosition ? "MATCHES " : "NO MATCH"), + compareTo._eyeOffsetPosition.x, compareTo._eyeOffsetPosition.y, compareTo._eyeOffsetPosition.z, + _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z); + printLog("%s -- compareTo._eyeOffsetOrientation=%f,%f,%f,%f _eyeOffsetOrientation=%f,%f,%f,%f\n", + (compareTo._eyeOffsetOrientation == _eyeOffsetOrientation ? "MATCHES " : "NO MATCH"), + compareTo._eyeOffsetOrientation.x, compareTo._eyeOffsetOrientation.y, + compareTo._eyeOffsetOrientation.z, compareTo._eyeOffsetOrientation.w, + _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z, _eyeOffsetOrientation.w); } return result; } @@ -277,6 +292,51 @@ void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction = glm::normalize(origin - _position); } +void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far, + glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const { + // compute our dimensions the usual way + float hheight = _nearClip * tanf(_fieldOfView * 0.5f * PI_OVER_180); + float hwidth = _aspectRatio * hheight; + + // get our frustum corners in view space + glm::mat4 eyeMatrix = glm::mat4_cast(glm::inverse(_eyeOffsetOrientation)) * glm::translate(-_eyeOffsetPosition); + glm::vec4 corners[8]; + float farScale = _farClip / _nearClip; + corners[0] = eyeMatrix * glm::vec4(-hwidth, -hheight, -_nearClip, 1.0f); + corners[1] = eyeMatrix * glm::vec4(hwidth, -hheight, -_nearClip, 1.0f); + corners[2] = eyeMatrix * glm::vec4(hwidth, hheight, -_nearClip, 1.0f); + corners[3] = eyeMatrix * glm::vec4(-hwidth, hheight, -_nearClip, 1.0f); + corners[4] = eyeMatrix * glm::vec4(-hwidth * farScale, -hheight * farScale, -_farClip, 1.0f); + corners[5] = eyeMatrix * glm::vec4(hwidth * farScale, -hheight * farScale, -_farClip, 1.0f); + corners[6] = eyeMatrix * glm::vec4(hwidth * farScale, hheight * farScale, -_farClip, 1.0f); + corners[7] = eyeMatrix * glm::vec4(-hwidth * farScale, hheight * farScale, -_farClip, 1.0f); + + // find the minimum and maximum z values, which will be our near and far clip distances + near = FLT_MAX; + far = -FLT_MAX; + for (int i = 0; i < 8; i++) { + near = min(near, -corners[i].z); + far = max(far, -corners[i].z); + } + + // get the near/far normal and use it to find the clip planes + glm::vec4 normal = eyeMatrix * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f); + nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0])); + farClipPlane = glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, corners[4])); + + // get the extents at Z = -near + left = FLT_MAX; + right = -FLT_MAX; + bottom = FLT_MAX; + top = -FLT_MAX; + for (int i = 0; i < 4; i++) { + glm::vec4 intersection = corners[i] * (-near / corners[i].z); + left = min(left, intersection.x); + right = max(right, intersection.x); + bottom = min(bottom, intersection.y); + top = max(top, intersection.y); + } +} void ViewFrustum::printDebugDetails() const { printLog("ViewFrustum::printDebugDetails()... \n"); @@ -288,5 +348,8 @@ void ViewFrustum::printDebugDetails() const { printLog("_aspectRatio=%f\n", _aspectRatio); printLog("_nearClip=%f\n", _nearClip); printLog("_farClip=%f\n", _farClip); + printLog("_eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z ); + printLog("_eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z, + _eyeOffsetOrientation.w ); } diff --git a/libraries/voxels/src/ViewFrustum.h b/libraries/voxels/src/ViewFrustum.h index aadb1f86e8..7fd2026133 100644 --- a/libraries/voxels/src/ViewFrustum.h +++ b/libraries/voxels/src/ViewFrustum.h @@ -12,6 +12,7 @@ #define __hifi__ViewFrustum__ #include +#include #include "Plane.h" #include "AABox.h" @@ -29,12 +30,14 @@ private: float _aspectRatio; float _nearClip; float _farClip; + glm::vec3 _eyeOffsetPosition; + glm::quat _eyeOffsetOrientation; // Calculated values - float _nearHeight; - float _nearWidth; - float _farHeight; - float _farWidth; + glm::vec3 _offsetPosition; + glm::vec3 _offsetDirection; + glm::vec3 _offsetUp; + glm::vec3 _offsetRight; glm::vec3 _farCenter; glm::vec3 _farTopLeft; glm::vec3 _farTopRight; @@ -63,16 +66,26 @@ public: const glm::vec3& getRight() const { return _right; }; // setters for lens attributes - void setFieldOfView ( float f ) { _fieldOfView = f; } - void setAspectRatio ( float a ) { _aspectRatio = a; } - void setNearClip ( float n ) { _nearClip = n; } - void setFarClip ( float f ) { _farClip = f; } + void setFieldOfView ( float f ) { _fieldOfView = f; } + void setAspectRatio ( float a ) { _aspectRatio = a; } + void setNearClip ( float n ) { _nearClip = n; } + void setFarClip ( float f ) { _farClip = f; } + void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; } + void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; } + // getters for lens attributes - float getFieldOfView() const { return _fieldOfView; }; - float getAspectRatio() const { return _aspectRatio; }; - float getNearClip() const { return _nearClip; }; - float getFarClip() const { return _farClip; }; + float getFieldOfView() const { return _fieldOfView; }; + float getAspectRatio() const { return _aspectRatio; }; + float getNearClip() const { return _nearClip; }; + float getFarClip() const { return _farClip; }; + const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; }; + const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;}; + + const glm::vec3& getOffsetPosition() const { return _offsetPosition; }; + const glm::vec3& getOffsetDirection() const { return _offsetDirection;}; + const glm::vec3& getOffsetUp() const { return _offsetUp; }; + const glm::vec3& getOffsetRight() const { return _offsetRight; }; const glm::vec3& getFarCenter() const { return _farCenter; }; const glm::vec3& getFarTopLeft() const { return _farTopLeft; }; @@ -101,8 +114,12 @@ public: // some frustum comparisons bool matches(const ViewFrustum& compareTo) const; bool matches(const ViewFrustum* compareTo) const { return matches(*compareTo); }; + void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const; + void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far, + glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const; + void printDebugDetails() const; };