Render spheres over avatar eyes if they're looking at me

This commit is contained in:
David Rowe 2015-07-21 18:22:27 -07:00
parent d6aa6b930b
commit 9ac4e2f687

View file

@ -448,36 +448,35 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
}
}
// Stack indicator spheres
float indicatorOffset = 0.0f;
if (!_displayName.isEmpty() && _displayNameAlpha != 0.0f) {
const float DISPLAY_NAME_INDICATOR_OFFSET = 0.22f;
indicatorOffset = DISPLAY_NAME_INDICATOR_OFFSET;
}
const float INDICATOR_RADIUS = 0.03f;
const float INDICATOR_INDICATOR_OFFSET = 3.0f * INDICATOR_RADIUS;
// If this is the avatar being looked at, render a little ball above their head
if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
const float INDICATOR_OFFSET = 0.22f;
const float INDICATOR_RADIUS = 0.03f;
const glm::vec4 LOOK_AT_INDICATOR_COLOR = { 0.8f, 0.0f, 0.0f, 0.75f };
glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + INDICATOR_OFFSET, _position.z);
Transform transform;
transform.setTranslation(position);
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
15, 15, LOOK_AT_INDICATOR_COLOR);
indicatorOffset += INDICATOR_INDICATOR_OFFSET;
}
// If the avatar is looking at me, render an indication that they area
// If the avatar is looking at me, indicate that they are
if (getHead()->getIsLookingAtMe() && Menu::getInstance()->isOptionChecked(MenuOption::ShowWhosLookingAtMe)) {
const glm::vec4 LOOKING_AT_ME_COLOR = { 0.8f, 0.65f, 0.0f, 0.1f };
glm::vec3 position = glm::vec3(_position.x, getDisplayNamePosition().y + indicatorOffset, _position.z);
const glm::vec3 LOOKING_AT_ME_COLOR = { 1.0f, 1.0f, 1.0f };
float alpha = 1.0f;
float radius = 0.035f;
Transform transform;
glm::vec3 position = getHead()->getLeftEyePosition();
transform.setTranslation(position);
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, INDICATOR_RADIUS,
15, 15, LOOKING_AT_ME_COLOR);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, radius, 15, 15,
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
position = getHead()->getRightEyePosition();
transform.setTranslation(position);
batch.setModelTransform(transform);
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, radius, 15, 15,
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
}
// quick check before falling into the code below: