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Merge pull request #3134 from wdings23/light_and_haze
Added local lights to avatar. Added haze to voxel.
This commit is contained in:
commit
af6704a83c
15 changed files with 337 additions and 16 deletions
126
examples/avatarLocalLight.js
Normal file
126
examples/avatarLocalLight.js
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@ -0,0 +1,126 @@
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//
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// avatarLocalLight.js
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//
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// Created by Tony Peng on July 2nd, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Set the local light direction and color on the avatar
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//
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// Distributed under the Apache License, Version 2.0.
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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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var localLightDirections = [ {x: 1.0, y:0.0, z: 0.0}, {x: 0.0, y:1.0, z: 1.0}, {x: 0.0, y:0.0, z: 1.0}, {x: 1.0, y:1.0, z: 1.0} ];
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var localLightColors = [ {x: 0.0, y:0.0, z: 0.0}, {x: 0.0, y:0.0, z: 0.0}, {x: 0.0, y:0.0, z: 0.0}, {x: 0.0, y:0.0, z: 0.0} ];
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var currentSelection = 0;
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var currentNumLights = 1;
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var maxNumLights = 2;
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function keyPressEvent(event) {
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var choice = parseInt(event.text);
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if (event.text == "1") {
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currentSelection = 0;
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print("light election = " + currentSelection);
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}
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else if (event.text == "2" ) {
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currentSelection = 1;
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print("light selection = " + currentSelection);
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}
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else if (event.text == "3" ) {
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currentSelection = 2;
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print("light selection = " + currentSelection);
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}
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else if (event.text == "4" ) {
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currentSelection = 3;
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print("light selection = " + currentSelection);
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}
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else if (event.text == "5" ) {
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localLightColors[currentSelection].x += 0.01;
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if ( localLightColors[currentSelection].x > 1.0) {
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localLightColors[currentSelection].x = 0.0;
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}
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MyAvatar.setLocalLightColor(localLightColors[currentSelection], currentSelection);
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}
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else if (event.text == "6" ) {
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localLightColors[currentSelection].y += 0.01;
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if ( localLightColors[currentSelection].y > 1.0) {
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localLightColors[currentSelection].y = 0.0;
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}
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MyAvatar.setLocalLightColor(localLightColors[currentSelection], currentSelection);
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}
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else if (event.text == "7" ) {
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localLightColors[currentSelection].z += 0.01;
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if ( localLightColors[currentSelection].z > 1.0) {
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localLightColors[currentSelection].z = 0.0;
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}
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MyAvatar.setLocalLightColor(localLightColors[currentSelection], currentSelection);
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}
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else if (event.text == "8" ) {
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localLightDirections[currentSelection].x += 0.01;
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if (localLightDirections[currentSelection].x > 1.0) {
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localLightDirections[currentSelection].x = -1.0;
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}
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MyAvatar.setLocalLightDirection(localLightDirections[currentSelection], currentSelection);
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}
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else if (event.text == "9" ) {
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localLightDirections[currentSelection].x -= 0.01;
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if (localLightDirections[currentSelection].x < -1.0) {
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localLightDirections[currentSelection].x = 1.0;
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}
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MyAvatar.setLocalLightDirection(localLightDirections[currentSelection], currentSelection);
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}
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else if (event.text == "[" ) {
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localLightDirections[currentSelection].y += 0.01;
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if (localLightDirections[currentSelection].y > 1.0) {
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localLightDirections[currentSelection].y = -1.0;
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}
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MyAvatar.setLocalLightDirection(localLightDirections[currentSelection], currentSelection);
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}
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else if (event.text == "]" ) {
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localLightDirections[currentSelection].y -= 0.01;
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if (localLightDirections[currentSelection].y < -1.0) {
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localLightDirections[currentSelection].y = 1.0;
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}
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MyAvatar.setLocalLightDirection(localLightDirections[currentSelection], currentSelection);
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}
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else if (event.text == "," ) {
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if (currentNumLights + 1 <= maxNumLights) {
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var darkGrayColor = {x:0.3, y:0.3, z:0.3};
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// default light
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localLightColors[currentNumLights].x = darkGrayColor.x;
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localLightColors[currentNumLights].y = darkGrayColor.y;
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localLightColors[currentNumLights].z = darkGrayColor.z;
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MyAvatar.addLocalLight();
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MyAvatar.setLocalLightColor(localLightColors[currentNumLights], currentNumLights);
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MyAvatar.setLocalLightDirection(localLightDirections[currentNumLights], currentNumLights);
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++currentNumLights;
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}
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}
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else if (event.text == "." ) {
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if (currentNumLights - 1 >= 0 ) {
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// no light contribution
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localLightColors[currentNumLights - 1].x = 0.0;
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localLightColors[currentNumLights - 1].y = 0.0;
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localLightColors[currentNumLights - 1].z = 0.0;
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MyAvatar.removeLocalLight();
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--currentNumLights;
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}
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}
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}
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Controller.keyPressEvent.connect(keyPressEvent);
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@ -11,9 +11,16 @@
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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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// the diffuse texture
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uniform sampler2D diffuseMap;
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// local lights
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const int MAX_LOCAL_LIGHTS = 2; // 2 lights for now, will probably need more later on
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uniform int numLocalLights;
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uniform vec3 localLightDirections[MAX_LOCAL_LIGHTS];
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uniform vec3 localLightColors[MAX_LOCAL_LIGHTS];
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// the interpolated position
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varying vec4 position;
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@ -25,8 +32,19 @@ void main(void) {
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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 < numLocalLights; i++) {
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float localDiffuse = dot(normalizedNormal, vec4(localLightDirections[i], 1.0));
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float localLight = step(0.0, localDiffuse);
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float localLightVal = localDiffuse * localLight;
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totalLocalLight += (localLightVal * vec4( localLightColors[i], 0.0));
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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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@ -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 interpolated position
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varying vec4 position;
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@ -37,3 +39,4 @@ void main(void) {
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// use standard pipeline transform
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gl_Position = ftransform();
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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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@ -10,6 +10,11 @@
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// Distributed under the Apache License, Version 2.0.
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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 = 2;
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uniform int numLocalLights;
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uniform vec3 localLightDirections[MAX_LOCAL_LIGHTS];
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uniform vec3 localLightColors[MAX_LOCAL_LIGHTS];
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// the diffuse texture
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uniform sampler2D diffuseMap;
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@ -28,8 +33,19 @@ void main(void) {
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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 < numLocalLights; i++) {
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float localDiffuse = dot(normalizedNormal, vec4(localLightDirections[i], 1.0));
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float localLight = step(0.0, localDiffuse);
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float localLightVal = localDiffuse * localLight;
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totalLocalLight += (localLightVal * vec4( localLightColors[i], 0.0));
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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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@ -38,4 +54,5 @@ 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) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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@ -34,6 +34,7 @@ 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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@ -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 <GeometryUtil.h>
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#include <NodeList.h>
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@ -60,7 +61,8 @@ Avatar::Avatar() :
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_moving(false),
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_collisionGroups(0),
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_initialized(false),
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_shouldRenderBillboard(true)
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_shouldRenderBillboard(true),
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_numLocalLights(1)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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@ -81,6 +83,23 @@ 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::vec3(0.0f, 0.0f, 0.0f);
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_localLightDirections[i] = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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glm::vec3 darkGrayColor(0.3f, 0.3f, 0.3f);
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glm::vec3 greenColor(0.0f, 1.0f, 0.0f);
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glm::vec3 directionX(1.0f, 0.0f, 0.0f);
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glm::vec3 directionY(0.0f, 1.0f, 0.0f);
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// initialize local lights
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_localLightColors[0] = darkGrayColor;
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_localLightColors[1] = greenColor;
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_localLightDirections[0] = directionX;
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_localLightDirections[1] = directionY;
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}
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glm::vec3 Avatar::getChestPosition() const {
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@ -232,7 +251,7 @@ 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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@ -243,7 +262,23 @@ 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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// local lights directions and colors
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getSkeletonModel().setNumLocalLights(_numLocalLights);
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getHead()->getFaceModel().setNumLocalLights(_numLocalLights);
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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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// body
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getSkeletonModel().setLocalLightColor(_localLightColors[i], i);
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getSkeletonModel().setLocalLightDirection(normalized, i);
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// head
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getHead()->getFaceModel().setLocalLightColor(_localLightColors[i], i);
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getHead()->getFaceModel().setLocalLightDirection(_localLightDirections[i], 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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@ -1122,3 +1157,29 @@ 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::vec3& 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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void Avatar::addLocalLight() {
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if (_numLocalLights + 1 <= MAX_LOCAL_LIGHTS) {
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++_numLocalLights;
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}
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qDebug("ADD LOCAL LIGHT (numLocalLights = %d)\n", _numLocalLights);
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}
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void Avatar::removeLocalLight() {
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if (_numLocalLights - 1 >= 0) {
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--_numLocalLights;
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}
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qDebug("REMOVE LOCAL LIGHT (numLocalLights = %d)\n", _numLocalLights);
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}
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@ -155,7 +155,11 @@ 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::vec3& color, int lightIndex);
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void addLocalLight();
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void removeLocalLight();
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signals:
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void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
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|
@ -176,9 +180,14 @@ protected:
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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::vec3 _localLightColors[MAX_LOCAL_LIGHTS];
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int _numLocalLights;
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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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|
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|
@ -109,6 +109,7 @@ public:
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void resetShapePositionsToDefaultPose(); // DEBUG method
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void renderRagdoll();
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protected:
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||||
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||||
// virtual overrrides from Ragdoll
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|
|
|
@ -1488,14 +1488,19 @@ 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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// local light uniforms
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skinProgram->setUniformValue("numLocalLights", _numLocalLights);
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skinProgram->setUniformArray("localLightDirections", _localLightDirections, MAX_LOCAL_LIGHTS);
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skinProgram->setUniformArray("localLightColors", _localLightColors, MAX_LOCAL_LIGHTS);
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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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if (cascadedShadows) {
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program->setUniform(shadowDistancesLocation, Application::getInstance()->getShadowDistances());
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}
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||||
}
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||||
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||||
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||||
if (mesh.blendshapes.isEmpty()) {
|
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if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
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||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
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||||
|
@ -1622,6 +1627,20 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
|
|||
}
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||||
}
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||||
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||||
void Model::setLocalLightDirection(const glm::vec3& direction, int lightIndex) {
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||||
assert(lightIndex >= 0 && lightIndex < MAX_LOCAL_LIGHTS);
|
||||
_localLightDirections[lightIndex] = direction;
|
||||
}
|
||||
|
||||
void Model::setLocalLightColor(const glm::vec3& color, int lightIndex) {
|
||||
assert(lightIndex >= 0 && lightIndex < MAX_LOCAL_LIGHTS);
|
||||
_localLightColors[lightIndex] = color;
|
||||
}
|
||||
|
||||
void Model::setNumLocalLights(int numLocalLights) {
|
||||
_numLocalLights = numLocalLights;
|
||||
}
|
||||
|
||||
void AnimationHandle::setURL(const QUrl& url) {
|
||||
if (_url != url) {
|
||||
_animation = Application::getInstance()->getAnimationCache()->getAnimation(_url = url);
|
||||
|
|
|
@ -32,6 +32,8 @@ class Shape;
|
|||
typedef QSharedPointer<AnimationHandle> AnimationHandlePointer;
|
||||
typedef QWeakPointer<AnimationHandle> WeakAnimationHandlePointer;
|
||||
|
||||
const int MAX_LOCAL_LIGHTS = 2;
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject, public PhysicsEntity {
|
||||
Q_OBJECT
|
||||
|
@ -143,6 +145,10 @@ public:
|
|||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
||||
void setLocalLightDirection(const glm::vec3& direction, int lightIndex);
|
||||
void setLocalLightColor(const glm::vec3& color, int lightIndex);
|
||||
void setNumLocalLights(int numLocalLights);
|
||||
|
||||
protected:
|
||||
QSharedPointer<NetworkGeometry> _geometry;
|
||||
|
||||
|
@ -158,6 +164,10 @@ protected:
|
|||
bool _showTrueJointTransforms;
|
||||
int _rootIndex;
|
||||
|
||||
glm::vec3 _localLightDirections[MAX_LOCAL_LIGHTS];
|
||||
glm::vec3 _localLightColors[MAX_LOCAL_LIGHTS];
|
||||
int _numLocalLights;
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
class MeshState {
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
//
|
||||
|
||||
#include "ProgramObject.h"
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
ProgramObject::ProgramObject(QObject* parent) : QGLShaderProgram(parent) {
|
||||
}
|
||||
|
@ -22,3 +23,17 @@ void ProgramObject::setUniform(const char* name, const glm::vec3& value) {
|
|||
setUniformValue(name, value.x, value.y, value.z);
|
||||
}
|
||||
|
||||
void ProgramObject::setUniformArray(const char* name, const glm::vec3* values, int count) {
|
||||
GLfloat* floatVal = new GLfloat[count*3];
|
||||
int index = 0;
|
||||
for (int i = 0; i < count; i++) {
|
||||
assert(index < count*3);
|
||||
const float* valPtr = glm::value_ptr(values[i]);
|
||||
floatVal[index++] = valPtr[0];
|
||||
floatVal[index++] = valPtr[1];
|
||||
floatVal[index++] = valPtr[2];
|
||||
}
|
||||
|
||||
setUniformValueArray(name, floatVal, count, 3);
|
||||
delete[] floatVal;
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ public:
|
|||
|
||||
void setUniform(int location, const glm::vec3& value);
|
||||
void setUniform(const char* name, const glm::vec3& value);
|
||||
void setUniformArray(const char* name, const glm::vec3* values, int count);
|
||||
};
|
||||
|
||||
#endif // hifi_ProgramObject_h
|
||||
|
|
|
@ -21,6 +21,8 @@
|
|||
#include <SharedUtil.h>
|
||||
#include <NodeList.h>
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "Application.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "Menu.h"
|
||||
|
@ -57,6 +59,8 @@ GLubyte identityIndicesRight[] = { 1, 2, 6, 1, 6, 5 };
|
|||
GLubyte identityIndicesFront[] = { 0, 2, 1, 0, 3, 2 };
|
||||
GLubyte identityIndicesBack[] = { 4, 5, 6, 4, 6, 7 };
|
||||
|
||||
static glm::vec3 grayColor = glm::vec3(0.3f, 0.3f, 0.3f);
|
||||
|
||||
VoxelSystem::VoxelSystem(float treeScale, int maxVoxels, VoxelTree* tree)
|
||||
: NodeData(),
|
||||
_treeScale(treeScale),
|
||||
|
@ -67,7 +71,10 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels, VoxelTree* tree)
|
|||
_inOcclusions(false),
|
||||
_showCulledSharedFaces(false),
|
||||
_usePrimitiveRenderer(false),
|
||||
_renderer(0)
|
||||
_renderer(0),
|
||||
_drawHaze(false),
|
||||
_farHazeDistance(300.0f),
|
||||
_hazeColor(grayColor)
|
||||
{
|
||||
|
||||
_voxelsInReadArrays = _voxelsInWriteArrays = _voxelsUpdated = 0;
|
||||
|
@ -373,6 +380,7 @@ void VoxelSystem::cleanupVoxelMemory() {
|
|||
delete[] _readVoxelDirtyArray;
|
||||
_writeVoxelDirtyArray = _readVoxelDirtyArray = NULL;
|
||||
_readArraysLock.unlock();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -454,6 +462,7 @@ void VoxelSystem::initVoxelMemory() {
|
|||
|
||||
_readVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
|
||||
_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
|
||||
|
||||
} else {
|
||||
|
||||
// Global Normals mode uses a technique of not including normals on any voxel vertices, and instead
|
||||
|
@ -521,13 +530,23 @@ void VoxelSystem::initVoxelMemory() {
|
|||
_shadowDistancesLocation = _cascadedShadowMapProgram.uniformLocation("shadowDistances");
|
||||
_cascadedShadowMapProgram.release();
|
||||
}
|
||||
|
||||
}
|
||||
_renderer = new PrimitiveRenderer(_maxVoxels);
|
||||
|
||||
_initialized = true;
|
||||
|
||||
|
||||
_writeArraysLock.unlock();
|
||||
_readArraysLock.unlock();
|
||||
|
||||
// fog for haze
|
||||
if (_drawHaze) {
|
||||
GLfloat fogColor[] = {_hazeColor.x, _hazeColor.y, _hazeColor.z, 1.0f};
|
||||
glFogi(GL_FOG_MODE, GL_LINEAR);
|
||||
glFogfv(GL_FOG_COLOR, fogColor);
|
||||
glFogf(GL_FOG_START, 0.0f);
|
||||
glFogf(GL_FOG_END, _farHazeDistance);
|
||||
}
|
||||
}
|
||||
|
||||
int VoxelSystem::parseData(const QByteArray& packet) {
|
||||
|
@ -1114,6 +1133,7 @@ int VoxelSystem::updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, boo
|
|||
node->setBufferIndex(nodeIndex);
|
||||
node->setVoxelSystem(this);
|
||||
}
|
||||
|
||||
// populate the array with points for the 8 vertices and RGB color for each added vertex
|
||||
updateArraysDetails(nodeIndex, startVertex, voxelScale, node->getColor());
|
||||
}
|
||||
|
@ -1131,11 +1151,13 @@ int VoxelSystem::updateNodeInArrays(VoxelTreeElement* node, bool reuseIndex, boo
|
|||
|
||||
void VoxelSystem::updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
|
||||
float voxelScale, const nodeColor& color) {
|
||||
|
||||
|
||||
if (_initialized && nodeIndex <= _maxVoxels) {
|
||||
_writeVoxelDirtyArray[nodeIndex] = true;
|
||||
|
||||
|
||||
if (_useVoxelShader) {
|
||||
// write in position, scale, and color for the voxel
|
||||
|
||||
if (_writeVoxelShaderData) {
|
||||
VoxelShaderVBOData* writeVerticesAt = &_writeVoxelShaderData[nodeIndex];
|
||||
writeVerticesAt->x = startVertex.x * TREE_SCALE;
|
||||
|
@ -1157,6 +1179,7 @@ void VoxelSystem::updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3&
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1407,6 +1430,10 @@ void VoxelSystem::render() {
|
|||
}
|
||||
} else
|
||||
if (!_usePrimitiveRenderer) {
|
||||
if (_drawHaze) {
|
||||
glEnable(GL_FOG);
|
||||
}
|
||||
|
||||
PerformanceWarning warn(showWarnings, "render().. TRIANGLES...");
|
||||
|
||||
{
|
||||
|
@ -1478,6 +1505,10 @@ void VoxelSystem::render() {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
if (_drawHaze) {
|
||||
glDisable(GL_FOG);
|
||||
}
|
||||
}
|
||||
else {
|
||||
applyScaleAndBindProgram(texture);
|
||||
|
|
|
@ -273,7 +273,11 @@ 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
|
||||
bool _drawHaze;
|
||||
float _farHazeDistance;
|
||||
glm::vec3 _hazeColor;
|
||||
};
|
||||
|
||||
#endif // hifi_VoxelSystem_h
|
||||
|
|
Loading…
Reference in a new issue