Added render menu choice to switch between voxel and ball avatar rendering.

This commit is contained in:
Philip Rosedale 2013-06-05 17:24:53 -07:00
parent 07405ef280
commit 97be04716e
4 changed files with 80 additions and 75 deletions

View file

@ -1409,6 +1409,8 @@ void Application::initMenu() {
_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
_renderAvatarsOn->setChecked(true);
(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
_renderAvatarBalls->setChecked(false);
(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
_renderFrameTimerOn->setChecked(false);
(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);
@ -1965,13 +1967,13 @@ void Application::displaySide(Camera& whichCamera) {
if (!avatar->isInitialized()) {
avatar->init();
}
avatar->render(false);
avatar->render(false, _renderAvatarBalls->isChecked());
}
}
agentList->unlock();
// Render my own Avatar
_myAvatar.render(_lookingInMirror->isChecked());
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
}

View file

@ -172,6 +172,7 @@ private:
QAction* _lookingInMirror; // Are we currently rendering one's own head as if in mirror?
QAction* _echoAudioMode; // Are we asking the mixer to echo back our audio?
QAction* _gyroLook; // Whether to allow the gyro data from head to move your view
QAction* _renderAvatarBalls; // Switch between voxels and joints/balls for avatar render
QAction* _mouseLook; // Whether the have the mouse near edge of screen move your view
QAction* _showHeadMouse; // Whether the have the mouse near edge of screen move your view
QAction* _transmitterDrives; // Whether to have Transmitter data move/steer the Avatar

View file

@ -927,7 +927,7 @@ void Avatar::setGravity(glm::vec3 gravity) {
}
}
void Avatar::render(bool lookingInMirror) {
void Avatar::render(bool lookingInMirror, bool renderAvatarBalls) {
_cameraPosition = Application::getInstance()->getCamera()->getPosition();
@ -945,7 +945,7 @@ void Avatar::render(bool lookingInMirror) {
renderDiskShadow(_position, glm::vec3(0.0f, 1.0f, 0.0f), 0.1f, 0.2f);
// render body
renderBody(lookingInMirror);
renderBody(lookingInMirror, renderAvatarBalls);
// if this is my avatar, then render my interactions with the other avatar
if (!_owningAgent) {
@ -1141,82 +1141,84 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
return glm::angleAxis(angle * proportion, axis);
}
void Avatar::renderBody(bool lookingInMirror) {
void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
const float RENDER_OPAQUE_BEYOND = 1.0f; // Meters beyond which body is shown opaque
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
// Render the body's voxels
_voxels.render(false);
// Render the body as balls and cones
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
// Render the body as balls and cones
if (renderAvatarBalls) {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
float alpha = lookingInMirror ? 1.0f : glm::clamp((distanceToCamera - RENDER_TRANSLUCENT_BEYOND) /
(RENDER_OPAQUE_BEYOND - RENDER_TRANSLUCENT_BEYOND), 0.f, 1.f);
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
if (lookingInMirror || _owningAgent) {
alpha = 1.0f;
}
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
// Always render other people, and render myself when beyond threshold distance
if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition, alpha);
}
}
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
// Render the body ball sphere
if (_owningAgent || b == BODY_BALL_RIGHT_ELBOW
|| b == BODY_BALL_RIGHT_WRIST
|| b == BODY_BALL_RIGHT_FINGERTIPS ) {
glColor3f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
} else {
glColor4f(SKIN_COLOR[0] + _bodyBall[b].touchForce * 0.3f,
SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f,
alpha);
}
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )) {
glPushMatrix();
glTranslatef(_bodyBall[b].position.x, _bodyBall[b].position.y, _bodyBall[b].position.z);
glutSolidSphere(_bodyBall[b].radius, 20.0f, 20.0f);
glPopMatrix();
}
// Render the cone connecting this ball to its parent
if (_bodyBall[b].parentBall != BODY_BALL_NULL) {
if ((b != BODY_BALL_HEAD_TOP )
&& (b != BODY_BALL_HEAD_BASE )
&& (b != BODY_BALL_PELVIS )
&& (b != BODY_BALL_TORSO )
&& (b != BODY_BALL_CHEST )
&& (b != BODY_BALL_LEFT_COLLAR )
&& (b != BODY_BALL_LEFT_SHOULDER )
&& (b != BODY_BALL_RIGHT_COLLAR )
&& (b != BODY_BALL_RIGHT_SHOULDER)) {
glColor3fv(DARK_SKIN_COLOR);
float r1 = _bodyBall[_bodyBall[b].parentBall ].radius * 0.8;
float r2 = _bodyBall[b].radius * 0.8;
if (b == BODY_BALL_HEAD_BASE) {
r1 *= 0.5f;
}
renderJointConnectingCone
(
_bodyBall[_bodyBall[b].parentBall].position,
_bodyBall[b].position, r2, r2
);
}
}
}
}
} else {
// Render the body's voxels
_voxels.render(false);
}
}

View file

@ -88,7 +88,7 @@ public:
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
void addBodyYaw(float y) {_bodyYaw += y;};
void render(bool lookingInMirror);
void render(bool lookingInMirror, bool renderAvatarBalls);
//setters
void setMousePressed (bool mousePressed ) { _mousePressed = mousePressed;}
@ -202,7 +202,7 @@ private:
// private methods...
glm::vec3 caclulateAverageEyePosition() { return _head.caclulateAverageEyePosition(); } // get the position smack-dab between the eyes (for lookat)
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void renderBody(bool lookingInMirror);
void renderBody(bool lookingInMirror, bool renderAvatarBalls);
void initializeBodyBalls();
void resetBodyBalls();
void updateBodyBalls( float deltaTime );