Merge branch 'master' of https://github.com/highfidelity/hifi into metavoxels

This commit is contained in:
Andrzej Kapolka 2014-07-22 19:24:02 -07:00
commit bbd977777a
27 changed files with 491 additions and 468 deletions

View file

@ -20,7 +20,7 @@
set(VISAGE_SEARCH_DIRS "${VISAGE_ROOT_DIR}" "$ENV{VISAGE_ROOT_DIR}" "$ENV{HIFI_LIB_DIR}/visage")
find_path(VISAGE_INCLUDE_DIR VisageTracker2.h PATH_SUFFIXES include HINTS ${VISAGE_SEARCH_DIRS})
find_path(VISAGE_BASE_INCLUDE_DIR VisageTracker2.h PATH_SUFFIXES include HINTS ${VISAGE_SEARCH_DIRS})
if (APPLE)
find_path(VISAGE_XML_INCLUDE_DIR libxml/xmlreader.h HINTS /usr/include/libxml2 ${VISAGE_SEARCH_DIRS})
@ -43,15 +43,15 @@ endif ()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(VISAGE DEFAULT_MSG
VISAGE_INCLUDE_DIR VISAGE_XML_INCLUDE_DIR VISAGE_OPENCV_INCLUDE_DIR VISAGE_OPENCV2_INCLUDE_DIR
VISAGE_BASE_INCLUDE_DIR VISAGE_XML_INCLUDE_DIR VISAGE_OPENCV_INCLUDE_DIR VISAGE_OPENCV2_INCLUDE_DIR
VISAGE_CORE_LIBRARY VISAGE_VISION_LIBRARY VISAGE_OPENCV_LIBRARY
)
set(VISAGE_INCLUDE_DIRS "${VISAGE_XML_INCLUDE_DIR}" "${VISAGE_OPENCV_INCLUDE_DIR}" "${VISAGE_OPENCV2_INCLUDE_DIR}")
set(VISAGE_INCLUDE_DIRS "${VISAGE_XML_INCLUDE_DIR}" "${VISAGE_OPENCV_INCLUDE_DIR}" "${VISAGE_OPENCV2_INCLUDE_DIR}" "${VISAGE_BASE_INCLUDE_DIR}")
set(VISAGE_LIBRARIES "${VISAGE_CORE_LIBRARY}" "${VISAGE_VISION_LIBRARY}" "${VISAGE_OPENCV_LIBRARY}")
mark_as_advanced(
VISAGE_INCLUDE_DIRS VISAGE_LIBRARIES
VISAGE_INCLUDE_DIR VISAGE_XML_INCLUDE_DIR VISAGE_OPENCV_INCLUDE_DIR VISAGE_OPENCV2_INCLUDE_DIR
VISAGE_BASE_INCLUDE_DIR VISAGE_XML_INCLUDE_DIR VISAGE_OPENCV_INCLUDE_DIR VISAGE_OPENCV2_INCLUDE_DIR
VISAGE_CORE_LIBRARY VISAGE_VISION_LIBRARY VISAGE_OPENCV_LIBRARY
)

View file

@ -10,174 +10,127 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var localLightDirections = [ {x: 1.0, y:1.0, z: 0.0}, {x: 0.0, y:1.0, z: 1.0} ];
var localLightColors = [ {x: 0.0, y:1.0, z: 0.0}, {x: 1.0, y:0.0, z: 0.0} ];
var localLightDirections = [ {x: 1.0, y:0.0, z: 0.0}, {x: 0.0, y:0.0, z: 1.0} ];
var localLightColors = [ {x: 0.4, y:0.335, z: 0.266}, {x: 0.4, y:0.335, z: 0.266} ];
var currentSelection = 0;
var currentNumLights = 1;
var currentNumLights = 2;
var maxNumLights = 2;
var currentNumAvatars = 0;
var changeDelta = 0.1;
var lightsDirty = true;
function keyPressEvent(event) {
var choice = parseInt(event.text);
if (event.text == "1") {
currentSelection = 0;
print("light election = " + currentSelection);
currentSelection = 0;
print("light election = " + currentSelection);
}
else if (event.text == "2" ) {
currentSelection = 1;
print("light selection = " + currentSelection);
currentSelection = 1;
print("light selection = " + currentSelection);
}
else if (event.text == "3" ) {
currentSelection = 2;
print("light selection = " + currentSelection);
currentSelection = 2;
print("light selection = " + currentSelection);
}
else if (event.text == "4" ) {
currentSelection = 3;
print("light selection = " + currentSelection);
currentSelection = 3;
print("light selection = " + currentSelection);
}
else if (event.text == "5" ) {
localLightColors[currentSelection].x += changeDelta;
if ( localLightColors[currentSelection].x > 1.0) {
localLightColors[currentSelection].x = 0.0;
}
setAllLightColors();
print("CHANGE RED light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
localLightColors[currentSelection].x += changeDelta;
if ( localLightColors[currentSelection].x > 1.0) {
localLightColors[currentSelection].x = 0.0;
}
lightsDirty = true;
print("CHANGE RED light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "6" ) {
localLightColors[currentSelection].y += changeDelta;
if ( localLightColors[currentSelection].y > 1.0) {
localLightColors[currentSelection].y = 0.0;
}
setAllLightColors();
print("CHANGE GREEN light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
localLightColors[currentSelection].y += changeDelta;
if ( localLightColors[currentSelection].y > 1.0) {
localLightColors[currentSelection].y = 0.0;
}
lightsDirty = true;
print("CHANGE GREEN light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "7" ) {
localLightColors[currentSelection].z += changeDelta;
if ( localLightColors[currentSelection].z > 1.0) {
localLightColors[currentSelection].z = 0.0;
}
setAllLightColors();
print("CHANGE BLUE light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
localLightColors[currentSelection].z += changeDelta;
if ( localLightColors[currentSelection].z > 1.0) {
localLightColors[currentSelection].z = 0.0;
}
lightsDirty = true;
print("CHANGE BLUE light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "8" ) {
localLightDirections[currentSelection].x += changeDelta;
if (localLightDirections[currentSelection].x > 1.0) {
localLightDirections[currentSelection].x = -1.0;
}
setAllLightDirections();
print("PLUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
localLightDirections[currentSelection].x += changeDelta;
if (localLightDirections[currentSelection].x > 1.0) {
localLightDirections[currentSelection].x = -1.0;
}
lightsDirty = true;
print("PLUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "9" ) {
localLightDirections[currentSelection].x -= changeDelta;
if (localLightDirections[currentSelection].x < -1.0) {
localLightDirections[currentSelection].x = 1.0;
}
setAllLightDirections();
print("MINUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
localLightDirections[currentSelection].x -= changeDelta;
if (localLightDirections[currentSelection].x < -1.0) {
localLightDirections[currentSelection].x = 1.0;
}
lightsDirty = true;
print("MINUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "0" ) {
localLightDirections[currentSelection].y += changeDelta;
if (localLightDirections[currentSelection].y > 1.0) {
localLightDirections[currentSelection].y = -1.0;
}
setAllLightDirections();
print("PLUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
localLightDirections[currentSelection].y += changeDelta;
if (localLightDirections[currentSelection].y > 1.0) {
localLightDirections[currentSelection].y = -1.0;
}
lightsDirty = true;
print("PLUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "-" ) {
localLightDirections[currentSelection].y -= changeDelta;
if (localLightDirections[currentSelection].y < -1.0) {
localLightDirections[currentSelection].y = 1.0;
}
setAllLightDirections();
print("MINUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
localLightDirections[currentSelection].y -= changeDelta;
if (localLightDirections[currentSelection].y < -1.0) {
localLightDirections[currentSelection].y = 1.0;
}
lightsDirty = true;
print("MINUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "," ) {
if (currentNumLights + 1 <= maxNumLights) {
++currentNumLights;
for (var i = 0; i < currentNumAvatars; i++) {
AvatarManager.addAvatarLocalLight(i);
for (var j = 0; j < currentNumLights; j++) {
AvatarManager.setAvatarLightColor(localLightColors[j], j, i);
AvatarManager.setAvatarLightDirection(localLightDirections[j], j, i);
}
}
}
print("ADD LIGHT, number of lights " + currentNumLights);
if (currentNumLights + 1 <= maxNumLights) {
++currentNumLights;
lightsDirty = true;
}
print("ADD LIGHT, number of lights " + currentNumLights);
}
else if (event.text == "." ) {
if (currentNumLights - 1 >= 0 ) {
--currentNumLights;
for (var i = 0; i < currentNumAvatars; i++) {
AvatarManager.removeAvatarLocalLight(i);
for (var j = 0; j < currentNumLights; j++) {
AvatarManager.setAvatarLightColor(localLightColors[j], j, i);
AvatarManager.setAvatarLightDirection(localLightDirections[j], j, i);
}
}
}
print("REMOVE LIGHT, number of lights " + currentNumLights);
if (currentNumLights - 1 >= 0 ) {
--currentNumLights;
lightsDirty = true;
}
print("REMOVE LIGHT, number of lights " + currentNumLights);
}
}
function updateLocalLights()
{
// new avatars, so add lights
var numAvatars = AvatarManager.getNumAvatars();
if (numAvatars != currentNumAvatars) {
for (var i = 0; i < numAvatars; i++) {
var numLights = AvatarManager.getNumLightsInAvatar(i);
// check if new avatar has lights
if (numLights <= 0) {
AvatarManager.addAvatarLocalLight(i);
// set color and direction for new avatar
for (var j = 0; j < maxNumLights; j++) {
AvatarManager.setAvatarLightColor(localLightColors[j], j, i);
AvatarManager.setAvatarLightDirection(localLightDirections[j], j, i);
}
}
}
currentNumAvatars = numAvatars;
}
}
function setAllLightColors()
{
for (var i = 0; i < currentNumAvatars; i++) {
for (var j = 0; j < maxNumLights; j++) {
AvatarManager.setAvatarLightColor(localLightColors[j], j, i);
}
}
}
function setAllLightDirections()
{
for (var i = 0; i < currentNumAvatars; i++) {
for (var j = 0; j < maxNumLights; j++) {
AvatarManager.setAvatarLightDirection(localLightDirections[j], j, i);
}
}
if (lightsDirty) {
var localLights = [];
for (var i = 0; i < currentNumLights; i++) {
localLights.push({ direction: localLightDirections[i], color: localLightColors[i] });
}
AvatarManager.setLocalLights(localLights);
lightsDirty = false;
}
}
// main

View file

@ -11,16 +11,18 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
// local lights
const int MAX_LOCAL_LIGHTS = 2; // 2 lights for now, will probably need more later on
uniform int numLocalLights;
uniform vec3 localLightDirections[MAX_LOCAL_LIGHTS];
uniform vec3 localLightColors[MAX_LOCAL_LIGHTS];
// the interpolated position
varying vec4 position;
@ -28,23 +30,18 @@ varying vec4 position;
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
// the local light that is always present
vec4 totalLocalLight = vec4(0.0, 0.0, 0.0, 1.0);
for (int i = 0; i < numLocalLights; i++) {
float localDiffuse = dot(normalizedNormal, vec4(localLightDirections[i], 1.0));
float localLight = step(0.0, localDiffuse);
float localLightVal = localDiffuse * localLight;
totalLocalLight += (localLightVal * vec4( localLightColors[i], 0.0));
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + totalLocalLight);
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -34,9 +43,15 @@ void main(void) {
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// add up the local lights
vec4 normalizedNormal = normalize(normal);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -44,7 +59,7 @@ void main(void) {
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -46,10 +55,16 @@ void main(void) {
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -57,7 +72,7 @@ void main(void) {
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -50,9 +59,15 @@ void main(void) {
dot(gl_EyePlaneT[shadowIndex], interpolatedPosition),
dot(gl_EyePlaneR[shadowIndex], interpolatedPosition));
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -60,7 +75,7 @@ void main(void) {
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -38,8 +47,14 @@ void main(void) {
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 normalizedNormal = normalize(normal);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -47,7 +62,7 @@ void main(void) {
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -32,19 +41,20 @@ void main(void) {
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
float localDiffuse = dot(viewNormal, gl_LightSource[1].position);
float localLight = step(0.0, localDiffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + gl_FrontLightProduct[1].diffuse * (localDiffuse * localLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -35,13 +44,19 @@ void main(void) {
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -27,8 +36,14 @@ varying vec4 position;
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 normalizedNormal = normalize(normal);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -36,7 +51,7 @@ void main(void) {
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -38,9 +47,15 @@ void main(void) {
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -48,7 +63,7 @@ void main(void) {
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -41,9 +50,15 @@ void main(void) {
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(viewNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -51,7 +66,7 @@ void main(void) {
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -

View file

@ -11,6 +11,15 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -30,8 +39,14 @@ varying vec4 position;
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 normalizedNormal = normalize(normal);
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
@ -39,7 +54,7 @@ void main(void) {
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -10,11 +10,15 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the maximum number of local lights to apply
const int MAX_LOCAL_LIGHTS = 2;
uniform int numLocalLights;
uniform vec3 localLightDirections[MAX_LOCAL_LIGHTS];
uniform vec3 localLightColors[MAX_LOCAL_LIGHTS];
// the color of each local light
uniform vec4 localLightColors[MAX_LOCAL_LIGHTS];
// the direction of each local light
uniform vec4 localLightDirections[MAX_LOCAL_LIGHTS];
// the diffuse texture
uniform sampler2D diffuseMap;
@ -29,23 +33,18 @@ varying vec4 position;
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
// add up the local lights
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
// the local light that is always present
vec4 totalLocalLight = vec4(0.0, 0.0, 0.0, 1.0);
for (int i = 0; i < numLocalLights; i++) {
float localDiffuse = dot(normalizedNormal, vec4(localLightDirections[i], 1.0));
float localLight = step(0.0, localDiffuse);
float localLightVal = localDiffuse * localLight;
totalLocalLight += (localLightVal * vec4( localLightColors[i], 0.0));
vec4 localLight = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
localLight += localLightColors[i] * max(0.0, dot(normalizedNormal, localLightDirections[i]));
}
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + totalLocalLight);
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight) + localLight);
// compute the specular component (sans exponent)
float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),

View file

@ -2600,7 +2600,9 @@ void Application::updateShadowMap() {
glViewport(0, 0, _glWidget->width(), _glWidget->height());
}
const GLfloat WHITE_SPECULAR_COLOR[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat WORLD_AMBIENT_COLOR[] = { 0.525f, 0.525f, 0.6f };
const GLfloat WORLD_DIFFUSE_COLOR[] = { 0.6f, 0.525f, 0.525f };
const GLfloat WORLD_SPECULAR_COLOR[] = { 0.94f, 0.94f, 0.737f, 1.0f };
const GLfloat NO_SPECULAR_COLOR[] = { 0.0f, 0.0f, 0.0f, 1.0f };
void Application::setupWorldLight() {
@ -2612,13 +2614,10 @@ void Application::setupWorldLight() {
glm::vec3 sunDirection = getSunDirection();
GLfloat light_position0[] = { sunDirection.x, sunDirection.y, sunDirection.z, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
GLfloat ambient_color[] = { 0.7f, 0.7f, 0.8f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
GLfloat diffuse_color[] = { 0.8f, 0.7f, 0.7f };
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
glLightfv(GL_LIGHT0, GL_SPECULAR, WHITE_SPECULAR_COLOR);
glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE_SPECULAR_COLOR);
glLightfv(GL_LIGHT0, GL_AMBIENT, WORLD_AMBIENT_COLOR);
glLightfv(GL_LIGHT0, GL_DIFFUSE, WORLD_DIFFUSE_COLOR);
glLightfv(GL_LIGHT0, GL_SPECULAR, WORLD_SPECULAR_COLOR);
glMaterialfv(GL_FRONT, GL_SPECULAR, WORLD_SPECULAR_COLOR);
glMateriali(GL_FRONT, GL_SHININESS, 96);
}
@ -2796,7 +2795,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
}
// restore default, white specular
glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE_SPECULAR_COLOR);
glMaterialfv(GL_FRONT, GL_SPECULAR, WORLD_SPECULAR_COLOR);
_nodeBoundsDisplay.draw();
@ -3628,6 +3627,9 @@ ScriptEngine* Application::loadScript(const QString& scriptName, bool loadScript
scriptEngine->getModelsScriptingInterface()->setPacketSender(&_modelEditSender);
scriptEngine->getModelsScriptingInterface()->setModelTree(_models.getTree());
// model has some custom types
Model::registerMetaTypes(scriptEngine->getEngine());
// hook our avatar object into this script engine
scriptEngine->setAvatarData(_myAvatar, "MyAvatar"); // leave it as a MyAvatar class to expose thrust features

View file

@ -258,6 +258,8 @@ public:
/// the view matrix translation.
void updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation = glm::vec3());
const glm::mat4& getUntranslatedViewMatrix() const { return _untranslatedViewMatrix; }
/// Loads a view matrix that incorporates the specified model translation without the precision issues that can
/// result from matrix multiplication at high translation magnitudes.
void loadTranslatedViewMatrix(const glm::vec3& translation);

View file

@ -18,7 +18,8 @@
const float HAIR_DAMPING = 0.99f;
const float CONSTRAINT_RELAXATION = 10.0f;
const float HAIR_ACCELERATION_COUPLING = 0.025f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.10f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.01f;
const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
const float HAIR_STIFFNESS = 0.005f;
const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
@ -36,6 +37,7 @@ Hair::Hair(int strands,
_radius(radius),
_acceleration(0.0f),
_angularVelocity(0.0f),
_angularAcceleration(0.0f),
_gravity(0.0f)
{
_hairPosition = new glm::vec3[_strands * _links];
@ -127,13 +129,15 @@ void Hair::simulate(float deltaTime) {
const float ANGULAR_VELOCITY_MIN = 0.001f;
if (glm::length(_angularVelocity) > ANGULAR_VELOCITY_MIN) {
glm::vec3 yawVector = _hairPosition[vertexIndex];
glm::vec3 angularVelocity = _angularVelocity * HAIR_ANGULAR_VELOCITY_COUPLING;
glm::vec3 angularAcceleration = _angularAcceleration * HAIR_ANGULAR_ACCELERATION_COUPLING;
yawVector.y = 0.f;
if (glm::length(yawVector) > EPSILON) {
float radius = glm::length(yawVector);
yawVector = glm::normalize(yawVector);
float angle = atan2f(yawVector.x, -yawVector.z) + PI;
glm::vec3 delta = glm::vec3(-1.f, 0.f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
_hairPosition[vertexIndex] -= delta * radius * _angularVelocity.y * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.y - angularAcceleration.y) * deltaTime;
}
glm::vec3 pitchVector = _hairPosition[vertexIndex];
pitchVector.x = 0.f;
@ -142,7 +146,7 @@ void Hair::simulate(float deltaTime) {
pitchVector = glm::normalize(pitchVector);
float angle = atan2f(pitchVector.y, -pitchVector.z) + PI;
glm::vec3 delta = glm::vec3(0.0f, 1.0f, 0.f) * glm::angleAxis(angle, glm::vec3(1, 0, 0));
_hairPosition[vertexIndex] -= delta * radius * _angularVelocity.x * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.x - angularAcceleration.x) * deltaTime;
}
glm::vec3 rollVector = _hairPosition[vertexIndex];
rollVector.z = 0.f;
@ -151,7 +155,7 @@ void Hair::simulate(float deltaTime) {
pitchVector = glm::normalize(rollVector);
float angle = atan2f(rollVector.x, rollVector.y) + PI;
glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 0, 1));
_hairPosition[vertexIndex] -= delta * radius * _angularVelocity.z * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.z - angularAcceleration.z) * deltaTime;
}
}

View file

@ -40,6 +40,7 @@ public:
void render();
void setAcceleration(const glm::vec3& acceleration) { _acceleration = acceleration; }
void setAngularVelocity(const glm::vec3& angularVelocity) { _angularVelocity = angularVelocity; }
void setAngularAcceleration(const glm::vec3& angularAcceleration) { _angularAcceleration = angularAcceleration; }
void setGravity(const glm::vec3& gravity) { _gravity = gravity; }
private:
@ -58,6 +59,7 @@ private:
int* _hairConstraints;
glm::vec3 _acceleration;
glm::vec3 _angularVelocity;
glm::vec3 _angularAcceleration;
glm::vec3 _gravity;

View file

@ -52,6 +52,8 @@ Avatar::Avatar() :
_lastVelocity(0.0f, 0.0f, 0.0f),
_acceleration(0.0f, 0.0f, 0.0f),
_angularVelocity(0.0f, 0.0f, 0.0f),
_lastAngularVelocity(0.0f, 0.0f, 0.0f),
_angularAcceleration(0.0f, 0.0f, 0.0f),
_lastOrientation(),
_leanScale(0.5f),
_scale(1.0f),
@ -60,7 +62,6 @@ Avatar::Avatar() :
_mouseRayDirection(0.0f, 0.0f, 0.0f),
_moving(false),
_collisionGroups(0),
_numLocalLights(0),
_initialized(false),
_shouldRenderBillboard(true)
{
@ -151,7 +152,8 @@ void Avatar::simulate(float deltaTime) {
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
PerformanceTimer perfTimer("hair");
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity(getAngularVelocity() + getHead()->getAngularVelocity() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
_hair.simulate(deltaTime);
}
@ -187,6 +189,7 @@ void Avatar::updateAcceleration(float deltaTime) {
glm::quat orientation = getOrientation();
glm::quat delta = glm::inverse(_lastOrientation) * orientation;
_angularVelocity = safeEulerAngles(delta) * (1.f / deltaTime);
_angularAcceleration = (_angularVelocity - _lastAngularVelocity) * (1.f / deltaTime);
_lastOrientation = getOrientation();
}
@ -245,19 +248,9 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
// local lights directions and colors
getSkeletonModel().setNumLocalLights(_numLocalLights);
getHead()->getFaceModel().setNumLocalLights(_numLocalLights);
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
glm::vec3 normalized = glm::normalize(_localLightDirections[i]);
// body
getSkeletonModel().setLocalLightColor(_localLightColors[i], i);
getSkeletonModel().setLocalLightDirection(normalized, i);
// head
getHead()->getFaceModel().setLocalLightColor(_localLightColors[i], i);
getHead()->getFaceModel().setLocalLightDirection(_localLightDirections[i], i);
}
const QVector<Model::LocalLight>& localLights = Application::getInstance()->getAvatarManager().getLocalLights();
_skeletonModel.setLocalLights(localLights);
getHead()->getFaceModel().setLocalLights(localLights);
// render body
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
@ -926,36 +919,3 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
}
void Avatar::setLocalLightDirection(const glm::vec3& direction, int lightIndex) {
_localLightDirections[lightIndex] = direction;
}
void Avatar::setLocalLightColor(const glm::vec3& color, int lightIndex) {
_localLightColors[lightIndex] = color;
}
void Avatar::addLocalLight() {
if (_numLocalLights + 1 <= MAX_LOCAL_LIGHTS) {
++_numLocalLights;
}
}
void Avatar::removeLocalLight() {
if (_numLocalLights - 1 >= 0) {
--_numLocalLights;
}
}
int Avatar::getNumLocalLights() {
return _numLocalLights;
}
glm::vec3 Avatar::getLocalLightDirection(int lightIndex) {
return _localLightDirections[lightIndex];
}
glm::vec3 Avatar::getLocalLightColor(int lightIndex) {
return _localLightColors[lightIndex];
}

View file

@ -152,6 +152,8 @@ public:
glm::vec3 getAcceleration() const { return _acceleration; }
glm::vec3 getAngularVelocity() const { return _angularVelocity; }
glm::vec3 getAngularAcceleration() const { return _angularAcceleration; }
/// Scales a world space position vector relative to the avatar position and scale
/// \param vector position to be scaled. Will store the result
@ -159,14 +161,7 @@ public:
public slots:
void updateCollisionGroups();
void setLocalLightDirection(const glm::vec3& direction, int lightIndex);
void setLocalLightColor(const glm::vec3& color, int lightIndex);
void addLocalLight();
void removeLocalLight();
int getNumLocalLights();
glm::vec3 getLocalLightDirection(int lightIndex);
glm::vec3 getLocalLightColor(int lightIndex);
signals:
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
@ -179,6 +174,8 @@ protected:
glm::vec3 _lastVelocity;
glm::vec3 _acceleration;
glm::vec3 _angularVelocity;
glm::vec3 _lastAngularVelocity;
glm::vec3 _angularAcceleration;
glm::quat _lastOrientation;
float _leanScale;
float _scale;
@ -189,11 +186,6 @@ protected:
bool _moving; ///< set when position is changing
quint32 _collisionGroups;
// always-present local lighting for the avatar
glm::vec3 _localLightDirections[MAX_LOCAL_LIGHTS];
glm::vec3 _localLightColors[MAX_LOCAL_LIGHTS];
int _numLocalLights;
// protected methods...
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }

View file

@ -159,58 +159,21 @@ void AvatarManager::clearOtherAvatars() {
_myAvatar->clearLookAtTargetAvatar();
}
Avatar* AvatarManager::getAvatarFromIndex(int avatarIndex) {
Avatar* avatar = NULL;
int numAvatars = _avatarHash.count();
if (avatarIndex < numAvatars) {
QUuid key = (_avatarHash.keys())[avatarIndex];
const AvatarSharedPointer& avatarPointer = _avatarHash.value(key);
avatar = static_cast<Avatar*>(avatarPointer.data());
void AvatarManager::setLocalLights(const QVector<Model::LocalLight>& localLights) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "setLocalLights", Q_ARG(const QVector<Model::LocalLight>&, localLights));
return;
}
return avatar;
_localLights = localLights;
}
void AvatarManager::addAvatarLocalLight(int avatarIndex) {
Avatar* avatar = getAvatarFromIndex(avatarIndex);
if (avatar) {
avatar->addLocalLight();
QVector<Model::LocalLight> AvatarManager::getLocalLights() const {
if (QThread::currentThread() != thread()) {
QVector<Model::LocalLight> result;
QMetaObject::invokeMethod(const_cast<AvatarManager*>(this), "getLocalLights", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QVector<Model::LocalLight>, result));
return result;
}
return _localLights;
}
void AvatarManager::removeAvatarLocalLight(int avatarIndex) {
Avatar* avatar = getAvatarFromIndex(avatarIndex);
if (avatar) {
avatar->removeLocalLight();
}
}
void AvatarManager::setAvatarLightDirection(const glm::vec3& direction, int lightIndex, int avatarIndex) {
Avatar* avatar = getAvatarFromIndex(avatarIndex);
if (avatar) {
avatar->setLocalLightDirection(direction, lightIndex);
}
}
void AvatarManager::setAvatarLightColor(const glm::vec3& color, int lightIndex, int avatarIndex) {
Avatar* avatar = getAvatarFromIndex(avatarIndex);
if (avatar) {
avatar->setLocalLightColor(color, lightIndex);
}
}
int AvatarManager::getNumLightsInAvatar(int avatarIndex) {
int numLights = 0;
Avatar* avatar = getAvatarFromIndex(avatarIndex);
if (avatar) {
numLights = avatar->getNumLocalLights();
}
return numLights;
}
int AvatarManager::getNumAvatars() {
return _avatarHash.count();
}

View file

@ -37,13 +37,8 @@ public:
void clearOtherAvatars();
public slots:
void setAvatarLightColor(const glm::vec3& color, int lightIndex, int avatarIndex);
void setAvatarLightDirection(const glm::vec3& direction, int lightIndex, int avatarIndex);
void removeAvatarLocalLight(int avatarIndex);
void addAvatarLocalLight(int avatarIndex);
int getNumLightsInAvatar(int avatarIndex);
int getNumAvatars();
Q_INVOKABLE void setLocalLights(const QVector<Model::LocalLight>& localLights);
Q_INVOKABLE QVector<Model::LocalLight> getLocalLights() const;
private:
AvatarManager(const AvatarManager& other);
@ -53,13 +48,13 @@ private:
AvatarSharedPointer newSharedAvatar();
Avatar* getAvatarFromIndex(int avatarIndex);
// virtual override
AvatarHash::iterator erase(const AvatarHash::iterator& iterator);
QVector<AvatarSharedPointer> _avatarFades;
QSharedPointer<MyAvatar> _myAvatar;
QVector<Model::LocalLight> _localLights;
};
#endif // hifi_AvatarManager_h

View file

@ -187,7 +187,8 @@ void MyAvatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("hair");
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity(getAngularVelocity() + getHead()->getAngularVelocity() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
_hair.simulate(deltaTime);
}

View file

@ -16,9 +16,7 @@
#include <QUdpSocket>
#ifdef HAVE_FACESHIFT
#include <fsbinarystream.h>
#endif
#include "FaceTracker.h"

View file

@ -11,6 +11,7 @@
#include <QMetaType>
#include <QRunnable>
#include <QScriptEngine>
#include <QThreadPool>
#include <glm/gtx/transform.hpp>
@ -19,6 +20,7 @@
#include <CapsuleShape.h>
#include <GeometryUtil.h>
#include <PhysicsEntity.h>
#include <RegisteredMetaTypes.h>
#include <ShapeCollider.h>
#include <SphereShape.h>
@ -31,6 +33,23 @@ static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
static int weakNetworkGeometryPointerTypeId = qRegisterMetaType<QWeakPointer<NetworkGeometry> >();
static int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
static QScriptValue localLightToScriptValue(QScriptEngine* engine, const Model::LocalLight& light) {
QScriptValue object = engine->newObject();
object.setProperty("direction", vec3toScriptValue(engine, light.direction));
object.setProperty("color", vec3toScriptValue(engine, light.color));
return object;
}
static void localLightFromScriptValue(const QScriptValue& value, Model::LocalLight& light) {
vec3FromScriptValue(value.property("direction"), light.direction);
vec3FromScriptValue(value.property("color"), light.color);
}
void Model::registerMetaTypes(QScriptEngine* engine) {
qScriptRegisterMetaType(engine, localLightToScriptValue, localLightFromScriptValue);
qScriptRegisterSequenceMetaType<QVector<Model::LocalLight> >(engine);
}
Model::Model(QObject* parent) :
QObject(parent),
_scale(1.0f, 1.0f, 1.0f),
@ -85,17 +104,18 @@ ProgramObject Model::_skinCascadedShadowNormalSpecularMapProgram;
ProgramObject Model::_skinShadowProgram;
int Model::_normalMapTangentLocation;
int Model::_normalSpecularMapTangentLocation;
int Model::_shadowNormalMapTangentLocation;
int Model::_shadowNormalSpecularMapTangentLocation;
int Model::_cascadedShadowNormalMapTangentLocation;
int Model::_cascadedShadowNormalSpecularMapTangentLocation;
int Model::_cascadedShadowMapDistancesLocation;
int Model::_cascadedShadowNormalMapDistancesLocation;
int Model::_cascadedShadowSpecularMapDistancesLocation;
int Model::_cascadedShadowNormalSpecularMapDistancesLocation;
Model::Locations Model::_locations;
Model::Locations Model::_normalMapLocations;
Model::Locations Model::_specularMapLocations;
Model::Locations Model::_normalSpecularMapLocations;
Model::Locations Model::_shadowMapLocations;
Model::Locations Model::_shadowNormalMapLocations;
Model::Locations Model::_shadowSpecularMapLocations;
Model::Locations Model::_shadowNormalSpecularMapLocations;
Model::Locations Model::_cascadedShadowMapLocations;
Model::Locations Model::_cascadedShadowNormalMapLocations;
Model::Locations Model::_cascadedShadowSpecularMapLocations;
Model::Locations Model::_cascadedShadowNormalSpecularMapLocations;
Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations;
@ -141,15 +161,13 @@ void Model::setOffset(const glm::vec3& offset) {
_snappedToCenter = false;
}
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations,
void Model::initProgram(ProgramObject& program, Model::Locations& locations,
int specularTextureUnit, int shadowTextureUnit) {
program.bind();
locations.clusterMatrices = program.uniformLocation("clusterMatrices");
locations.clusterIndices = program.attributeLocation("clusterIndices");
locations.clusterWeights = program.attributeLocation("clusterWeights");
locations.tangent = program.attributeLocation("tangent");
locations.shadowDistances = program.uniformLocation("shadowDistances");
locations.localLightColors = program.uniformLocation("localLightColors");
locations.localLightDirections = program.uniformLocation("localLightDirections");
program.setUniformValue("diffuseMap", 0);
program.setUniformValue("normalMap", 1);
program.setUniformValue("specularMap", specularTextureUnit);
@ -157,6 +175,17 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
program.release();
}
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations,
int specularTextureUnit, int shadowTextureUnit) {
initProgram(program, locations, specularTextureUnit, shadowTextureUnit);
program.bind();
locations.clusterMatrices = program.uniformLocation("clusterMatrices");
locations.clusterIndices = program.attributeLocation("clusterIndices");
locations.clusterWeights = program.attributeLocation("clusterWeights");
program.release();
}
QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
QVector<JointState> jointStates;
foreach (const FBXJoint& joint, geometry.joints) {
@ -193,9 +222,7 @@ void Model::init() {
_program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
_program.link();
_program.bind();
_program.setUniformValue("diffuseMap", 0);
_program.release();
initProgram(_program, _locations);
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -203,11 +230,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_normal_map.frag");
_normalMapProgram.link();
_normalMapProgram.bind();
_normalMapProgram.setUniformValue("diffuseMap", 0);
_normalMapProgram.setUniformValue("normalMap", 1);
_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_normalMapProgram.release();
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
@ -215,10 +238,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_specular_map.frag");
_specularMapProgram.link();
_specularMapProgram.bind();
_specularMapProgram.setUniformValue("diffuseMap", 0);
_specularMapProgram.setUniformValue("specularMap", 1);
_specularMapProgram.release();
initProgram(_specularMapProgram, _specularMapLocations);
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -226,12 +246,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_normal_specular_map.frag");
_normalSpecularMapProgram.link();
_normalSpecularMapProgram.bind();
_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_normalSpecularMapProgram.setUniformValue("normalMap", 1);
_normalSpecularMapProgram.setUniformValue("specularMap", 2);
_normalSpecularMapTangentLocation = _normalSpecularMapProgram.attributeLocation("tangent");
_normalSpecularMapProgram.release();
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations, 2);
_shadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model.vert");
@ -239,10 +254,7 @@ void Model::init() {
"shaders/model_shadow_map.frag");
_shadowMapProgram.link();
_shadowMapProgram.bind();
_shadowMapProgram.setUniformValue("diffuseMap", 0);
_shadowMapProgram.setUniformValue("shadowMap", 1);
_shadowMapProgram.release();
initProgram(_shadowMapProgram, _shadowMapLocations);
_shadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -250,12 +262,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_shadow_normal_map.frag");
_shadowNormalMapProgram.link();
_shadowNormalMapProgram.bind();
_shadowNormalMapProgram.setUniformValue("diffuseMap", 0);
_shadowNormalMapProgram.setUniformValue("normalMap", 1);
_shadowNormalMapProgram.setUniformValue("shadowMap", 2);
_shadowNormalMapTangentLocation = _shadowNormalMapProgram.attributeLocation("tangent");
_shadowNormalMapProgram.release();
initProgram(_shadowNormalMapProgram, _shadowNormalMapLocations, 1, 2);
_shadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
@ -263,11 +270,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_shadow_specular_map.frag");
_shadowSpecularMapProgram.link();
_shadowSpecularMapProgram.bind();
_shadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
_shadowSpecularMapProgram.setUniformValue("specularMap", 1);
_shadowSpecularMapProgram.setUniformValue("shadowMap", 2);
_shadowSpecularMapProgram.release();
initProgram(_shadowSpecularMapProgram, _shadowSpecularMapLocations, 1, 2);
_shadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -275,13 +278,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_shadow_normal_specular_map.frag");
_shadowNormalSpecularMapProgram.link();
_shadowNormalSpecularMapProgram.bind();
_shadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_shadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
_shadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
_shadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
_shadowNormalSpecularMapTangentLocation = _shadowNormalSpecularMapProgram.attributeLocation("tangent");
_shadowNormalSpecularMapProgram.release();
initProgram(_shadowNormalSpecularMapProgram, _shadowNormalSpecularMapLocations, 2, 3);
_cascadedShadowMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() +
@ -290,11 +287,7 @@ void Model::init() {
"shaders/model_cascaded_shadow_map.frag");
_cascadedShadowMapProgram.link();
_cascadedShadowMapProgram.bind();
_cascadedShadowMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowMapProgram.setUniformValue("shadowMap", 1);
_cascadedShadowMapDistancesLocation = _cascadedShadowMapProgram.uniformLocation("shadowDistances");
_cascadedShadowMapProgram.release();
initProgram(_cascadedShadowMapProgram, _cascadedShadowMapLocations);
_cascadedShadowNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -302,13 +295,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_map.frag");
_cascadedShadowNormalMapProgram.link();
_cascadedShadowNormalMapProgram.bind();
_cascadedShadowNormalMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowNormalMapProgram.setUniformValue("normalMap", 1);
_cascadedShadowNormalMapProgram.setUniformValue("shadowMap", 2);
_cascadedShadowNormalMapDistancesLocation = _cascadedShadowNormalMapProgram.uniformLocation("shadowDistances");
_cascadedShadowNormalMapTangentLocation = _cascadedShadowNormalMapProgram.attributeLocation("tangent");
_cascadedShadowNormalMapProgram.release();
initProgram(_cascadedShadowNormalMapProgram, _cascadedShadowNormalMapLocations, 1, 2);
_cascadedShadowSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
@ -316,12 +303,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_cascaded_shadow_specular_map.frag");
_cascadedShadowSpecularMapProgram.link();
_cascadedShadowSpecularMapProgram.bind();
_cascadedShadowSpecularMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowSpecularMapProgram.setUniformValue("specularMap", 1);
_cascadedShadowSpecularMapProgram.setUniformValue("shadowMap", 2);
_cascadedShadowSpecularMapDistancesLocation = _cascadedShadowSpecularMapProgram.uniformLocation("shadowDistances");
_cascadedShadowSpecularMapProgram.release();
initProgram(_cascadedShadowSpecularMapProgram, _cascadedShadowSpecularMapLocations, 1, 2);
_cascadedShadowNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
@ -329,15 +311,7 @@ void Model::init() {
Application::resourcesPath() + "shaders/model_cascaded_shadow_normal_specular_map.frag");
_cascadedShadowNormalSpecularMapProgram.link();
_cascadedShadowNormalSpecularMapProgram.bind();
_cascadedShadowNormalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("normalMap", 1);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("specularMap", 2);
_cascadedShadowNormalSpecularMapProgram.setUniformValue("shadowMap", 3);
_cascadedShadowNormalSpecularMapDistancesLocation =
_cascadedShadowNormalSpecularMapProgram.uniformLocation("shadowDistances");
_cascadedShadowNormalSpecularMapTangentLocation = _cascadedShadowNormalSpecularMapProgram.attributeLocation("tangent");
_cascadedShadowNormalSpecularMapProgram.release();
initProgram(_cascadedShadowNormalSpecularMapProgram, _cascadedShadowNormalSpecularMapLocations, 2, 3);
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
@ -609,6 +583,17 @@ bool Model::render(float alpha, RenderMode mode, bool receiveShadows) {
glEnable(GL_CULL_FACE);
if (mode == SHADOW_RENDER_MODE) {
glCullFace(GL_FRONT);
} else if (mode == DEFAULT_RENDER_MODE) {
// update the local lights
for (int i = 0; i < MAX_LOCAL_LIGHTS; i++) {
if (i < _localLights.size()) {
_localLightDirections[i] = glm::normalize(Application::getInstance()->getUntranslatedViewMatrix() *
glm::vec4(_rotation * _localLights.at(i).direction, 0.0f));
} else {
_localLightColors[i] = glm::vec4();
}
}
}
}
@ -1384,10 +1369,9 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
ProgramObject* program = &_program;
Locations* locations = &_locations;
ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations;
int tangentLocation = _normalMapTangentLocation;
int shadowDistancesLocation = _cascadedShadowMapDistancesLocation;
GLenum specularTextureUnit = 0;
GLenum shadowTextureUnit = 0;
if (mode == SHADOW_RENDER_MODE) {
@ -1400,41 +1384,40 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
if (receiveShadows) {
if (cascadedShadows) {
program = &_cascadedShadowNormalSpecularMapProgram;
locations = &_cascadedShadowNormalSpecularMapLocations;
skinProgram = &_skinCascadedShadowNormalSpecularMapProgram;
skinLocations = &_skinCascadedShadowNormalSpecularMapLocations;
tangentLocation = _cascadedShadowNormalSpecularMapTangentLocation;
shadowDistancesLocation = _cascadedShadowNormalSpecularMapDistancesLocation;
} else {
program = &_shadowNormalSpecularMapProgram;
locations = &_shadowNormalSpecularMapLocations;
skinProgram = &_skinShadowNormalSpecularMapProgram;
skinLocations = &_skinShadowNormalSpecularMapLocations;
tangentLocation = _shadowNormalSpecularMapTangentLocation;
}
shadowTextureUnit = GL_TEXTURE3;
} else {
program = &_normalSpecularMapProgram;
locations = &_normalSpecularMapLocations;
skinProgram = &_skinNormalSpecularMapProgram;
skinLocations = &_skinNormalSpecularMapLocations;
tangentLocation = _normalSpecularMapTangentLocation;
}
specularTextureUnit = GL_TEXTURE2;
} else if (receiveShadows) {
if (cascadedShadows) {
program = &_cascadedShadowNormalMapProgram;
locations = &_cascadedShadowNormalMapLocations;
skinProgram = &_skinCascadedShadowNormalMapProgram;
skinLocations = &_skinCascadedShadowNormalMapLocations;
tangentLocation = _cascadedShadowNormalMapTangentLocation;
shadowDistancesLocation = _cascadedShadowNormalMapDistancesLocation;
} else {
program = &_shadowNormalMapProgram;
locations = &_shadowNormalMapLocations;
skinProgram = &_skinShadowNormalMapProgram;
skinLocations = &_skinShadowNormalMapLocations;
tangentLocation = _shadowNormalMapTangentLocation;
}
shadowTextureUnit = GL_TEXTURE2;
} else {
program = &_normalMapProgram;
locations = &_normalMapLocations;
skinProgram = &_skinNormalMapProgram;
skinLocations = &_skinNormalMapLocations;
}
@ -1442,17 +1425,19 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
if (receiveShadows) {
if (cascadedShadows) {
program = &_cascadedShadowSpecularMapProgram;
locations = &_cascadedShadowSpecularMapLocations;
skinProgram = &_skinCascadedShadowSpecularMapProgram;
skinLocations = &_skinCascadedShadowSpecularMapLocations;
shadowDistancesLocation = _cascadedShadowSpecularMapDistancesLocation;
} else {
program = &_shadowSpecularMapProgram;
locations = &_shadowSpecularMapLocations;
skinProgram = &_skinShadowSpecularMapProgram;
skinLocations = &_skinShadowSpecularMapLocations;
}
shadowTextureUnit = GL_TEXTURE2;
} else {
program = &_specularMapProgram;
locations = &_specularMapLocations;
skinProgram = &_skinSpecularMapProgram;
skinLocations = &_skinSpecularMapLocations;
}
@ -1461,10 +1446,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
} else if (receiveShadows) {
if (cascadedShadows) {
program = &_cascadedShadowMapProgram;
locations = &_cascadedShadowMapLocations;
skinProgram = &_skinCascadedShadowMapProgram;
skinLocations = &_skinCascadedShadowMapLocations;
} else {
program = &_shadowMapProgram;
locations = &_shadowMapLocations;
skinProgram = &_skinShadowMapProgram;
skinLocations = &_skinShadowMapLocations;
}
@ -1473,6 +1460,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
const MeshState& state = _meshStates.at(i);
ProgramObject* activeProgram = program;
Locations* activeLocations = locations;
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);
@ -1489,27 +1477,22 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
activeProgram = skinProgram;
tangentLocation = skinLocations->tangent;
if (cascadedShadows) {
program->setUniform(skinLocations->shadowDistances, Application::getInstance()->getShadowDistances());
}
activeLocations = skinLocations;
// local light uniforms
skinProgram->setUniformValue("numLocalLights", _numLocalLights);
skinProgram->setUniformArray("localLightDirections", _localLightDirections, MAX_LOCAL_LIGHTS);
skinProgram->setUniformArray("localLightColors", _localLightColors, MAX_LOCAL_LIGHTS);
} else {
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
program->bind();
if (cascadedShadows) {
program->setUniform(shadowDistancesLocation, Application::getInstance()->getShadowDistances());
}
}
if (cascadedShadows) {
activeProgram->setUniform(activeLocations->shadowDistances, Application::getInstance()->getShadowDistances());
}
activeProgram->setUniformValueArray(activeLocations->localLightDirections,
(const GLfloat*)_localLightDirections, MAX_LOCAL_LIGHTS, 4);
if (mesh.blendshapes.isEmpty()) {
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
activeProgram->enableAttributeArray(tangentLocation);
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
activeProgram->enableAttributeArray(activeLocations->tangent);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
mesh.tangents.size() * sizeof(glm::vec3)));
@ -1518,8 +1501,8 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
} else {
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3);
activeProgram->enableAttributeArray(tangentLocation);
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, 0, 3);
activeProgram->enableAttributeArray(activeLocations->tangent);
}
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
@ -1557,6 +1540,12 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
for (int k = 0; k < qMin(MAX_LOCAL_LIGHTS, _localLights.size()); k++) {
_localLightColors[k] = glm::vec4(_localLights.at(k).color, 1.0f) * diffuse;
}
activeProgram->setUniformValueArray(activeLocations->localLightColors,
(const GLfloat*)_localLightColors, MAX_LOCAL_LIGHTS, 4);
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye && diffuseMap) {
diffuseMap = (_dilatedTextures[i][j] =
@ -1607,7 +1596,7 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
activeProgram->disableAttributeArray(tangentLocation);
activeProgram->disableAttributeArray(activeLocations->tangent);
}
if (specularTextureUnit) {
@ -1632,20 +1621,6 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent, bool re
}
}
void Model::setLocalLightDirection(const glm::vec3& direction, int lightIndex) {
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);

View file

@ -26,6 +26,8 @@
#include "ProgramObject.h"
#include "TextureCache.h"
class QScriptEngine;
class AnimationHandle;
class Shape;
@ -40,6 +42,9 @@ class Model : public QObject, public PhysicsEntity {
public:
/// Registers the script types associated with models.
static void registerMetaTypes(QScriptEngine* engine);
Model(QObject* parent = NULL);
virtual ~Model();
@ -145,9 +150,14 @@ 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);
class LocalLight {
public:
glm::vec3 color;
glm::vec3 direction;
};
void setLocalLights(const QVector<LocalLight>& localLights) { _localLights = localLights; }
const QVector<LocalLight>& getLocalLights() const { return _localLights; }
void setShowTrueJointTransforms(bool show) { _showTrueJointTransforms = show; }
@ -165,10 +175,8 @@ protected:
bool _snappedToCenter; /// are we currently snapped to center
bool _showTrueJointTransforms;
glm::vec3 _localLightDirections[MAX_LOCAL_LIGHTS];
glm::vec3 _localLightColors[MAX_LOCAL_LIGHTS];
int _numLocalLights;
QVector<LocalLight> _localLights;
QVector<JointState> _jointStates;
class MeshState {
@ -250,6 +258,9 @@ private:
QList<AnimationHandlePointer> _runningAnimations;
glm::vec4 _localLightColors[MAX_LOCAL_LIGHTS];
glm::vec4 _localLightDirections[MAX_LOCAL_LIGHTS];
static ProgramObject _program;
static ProgramObject _normalMapProgram;
static ProgramObject _specularMapProgram;
@ -296,13 +307,35 @@ private:
static int _cascadedShadowSpecularMapDistancesLocation;
static int _cascadedShadowNormalSpecularMapDistancesLocation;
class SkinLocations {
class Locations {
public:
int localLightColors;
int localLightDirections;
int tangent;
int shadowDistances;
};
static Locations _locations;
static Locations _normalMapLocations;
static Locations _specularMapLocations;
static Locations _normalSpecularMapLocations;
static Locations _shadowMapLocations;
static Locations _shadowNormalMapLocations;
static Locations _shadowSpecularMapLocations;
static Locations _shadowNormalSpecularMapLocations;
static Locations _cascadedShadowMapLocations;
static Locations _cascadedShadowNormalMapLocations;
static Locations _cascadedShadowSpecularMapLocations;
static Locations _cascadedShadowNormalSpecularMapLocations;
static void initProgram(ProgramObject& program, Locations& locations,
int specularTextureUnit = 1, int shadowTextureUnit = 1);
class SkinLocations : public Locations {
public:
int clusterMatrices;
int clusterIndices;
int clusterWeights;
int tangent;
int shadowDistances;
int clusterWeights;
};
static SkinLocations _skinLocations;
@ -326,6 +359,8 @@ private:
Q_DECLARE_METATYPE(QPointer<Model>)
Q_DECLARE_METATYPE(QWeakPointer<NetworkGeometry>)
Q_DECLARE_METATYPE(QVector<glm::vec3>)
Q_DECLARE_METATYPE(Model::LocalLight)
Q_DECLARE_METATYPE(QVector<Model::LocalLight>)
/// Represents a handle to a model animation.
class AnimationHandle : public QObject {

View file

@ -828,19 +828,19 @@ void Stats::display(
}
// draw local light stats
int numLocalLights = myAvatar->getNumLocalLights();
QVector<Model::LocalLight> localLights = Application::getInstance()->getAvatarManager().getLocalLights();
verticalOffset = 400;
horizontalOffset = 20;
char buffer[128];
for (int i = 0; i < numLocalLights; i++) {
glm::vec3 lightDirection = myAvatar->getLocalLightDirection(i);
for (int i = 0; i < localLights.size(); i++) {
glm::vec3 lightDirection = localLights.at(i).direction;
snprintf(buffer, sizeof(buffer), "Light %d direction (%.2f, %.2f, %.2f)", i, lightDirection.x, lightDirection.y, lightDirection.z);
drawText(horizontalOffset, verticalOffset, scale, rotation, font, buffer, color);
verticalOffset += STATS_PELS_PER_LINE;
glm::vec3 lightColor = myAvatar->getLocalLightColor(i);
glm::vec3 lightColor = localLights.at(i).color;
snprintf(buffer, sizeof(buffer), "Light %d color (%.2f, %.2f, %.2f)", i, lightColor.x, lightColor.y, lightColor.z);
drawText(horizontalOffset, verticalOffset, scale, rotation, font, buffer, color);