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https://github.com/overte-org/overte.git
synced 2025-04-21 09:44:21 +02:00
Merge branch 'master' of https://github.com/worklist/hifi into metavoxels
This commit is contained in:
commit
c423205709
5 changed files with 76 additions and 48 deletions
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@ -79,8 +79,10 @@ const int MIRROR_VIEW_TOP_PADDING = 5;
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const int MIRROR_VIEW_LEFT_PADDING = 10;
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const int MIRROR_VIEW_WIDTH = 265;
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const int MIRROR_VIEW_HEIGHT = 215;
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const float MAX_ZOOM_DISTANCE = 0.3f;
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const float MIN_ZOOM_DISTANCE = 2.0f;
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const float MIRROR_FULLSCREEN_DISTANCE = 0.2f;
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const float MIRROR_REARVIEW_DISTANCE = 0.3f;
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const float MIRROR_REARVIEW_BODY_DISTANCE = 1.f;
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void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString &message) {
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fprintf(stdout, "%s", message.toLocal8Bit().constData());
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@ -376,11 +378,12 @@ void Application::paintGL() {
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} else if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness(0.0f);
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_myCamera.setDistance(MAX_ZOOM_DISTANCE);
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_myCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
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float headHeight = _myAvatar.getHead().calculateAverageEyePosition().y - _myAvatar.getPosition().y;
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_myCamera.setDistance(MIRROR_FULLSCREEN_DISTANCE * _myAvatar.getScale());
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_myCamera.setTargetPosition(_myAvatar.getPosition() + glm::vec3(0, headHeight, 0));
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_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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}
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// Update camera position
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_myCamera.update( 1.f/_fps );
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@ -432,10 +435,10 @@ void Application::paintGL() {
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bool eyeRelativeCamera = false;
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if (_rearMirrorTools->getZoomLevel() == BODY) {
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_mirrorCamera.setDistance(MIN_ZOOM_DISTANCE);
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_mirrorCamera.setDistance(MIRROR_REARVIEW_BODY_DISTANCE * _myAvatar.getScale());
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_mirrorCamera.setTargetPosition(_myAvatar.getChestJointPosition());
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} else { // HEAD zoom level
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_mirrorCamera.setDistance(MAX_ZOOM_DISTANCE);
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_mirrorCamera.setDistance(MIRROR_REARVIEW_DISTANCE * _myAvatar.getScale());
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if (_myAvatar.getSkeletonModel().isActive() && _myAvatar.getHead().getFaceModel().isActive()) {
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// as a hack until we have a better way of dealing with coordinate precision issues, reposition the
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// face/body so that the average eye position lies at the origin
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@ -1412,9 +1415,16 @@ void Application::processAvatarURLsMessage(unsigned char* packetData, size_t dat
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if (!avatar) {
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return;
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}
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QDataStream in(QByteArray((char*)packetData, dataBytes));
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QUrl voxelURL;
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in >> voxelURL;
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// PER Note: message is no longer processed but used to trigger
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// Dataserver lookup - redesign this to instantly ask the
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// dataserver on first receipt of other avatar UUID, and also
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// don't ask over and over again. Instead use this message to
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// Tell the other avatars that your dataserver data has
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// changed.
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//QDataStream in(QByteArray((char*)packetData, dataBytes));
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//QUrl voxelURL;
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//in >> voxelURL;
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// use this timing to as the data-server for an updated mesh for this avatar (if we have UUID)
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DataServerClient::getValuesForKeysAndUUID(QStringList() << DataServerKey::FaceMeshURL << DataServerKey::SkeletonURL,
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@ -2553,6 +2563,11 @@ void Application::updateAvatar(float deltaTime) {
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controlledBroadcastToNodes(broadcastString, endOfBroadcastStringWrite - broadcastString,
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nodeTypesOfInterest, sizeof(nodeTypesOfInterest));
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const float AVATAR_URLS_SEND_INTERVAL = 1.0f;
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if (shouldDo(AVATAR_URLS_SEND_INTERVAL, deltaTime)) {
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QUrl empty;
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Avatar::sendAvatarURLsMessage(empty);
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}
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// Update _viewFrustum with latest camera and view frustum data...
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// NOTE: we get this from the view frustum, to make it simpler, since the
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// loadViewFrumstum() method will get the correct details from the camera
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@ -2980,6 +2995,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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}
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}
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// render the ambient occlusion effect if enabled
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if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... AmbientOcclusion...");
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_ambientOcclusionEffect.render();
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}
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// restore default, white specular
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glMaterialfv(GL_FRONT, GL_SPECULAR, WHITE_SPECULAR_COLOR);
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@ -3063,13 +3085,6 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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renderWorldBox();
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}
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// render the ambient occlusion effect if enabled
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if (Menu::getInstance()->isOptionChecked(MenuOption::AmbientOcclusion)) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::displaySide() ... AmbientOcclusion...");
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_ambientOcclusionEffect.render();
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}
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// brad's frustum for debugging
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if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum) && whichCamera.getMode() != CAMERA_MODE_MIRROR) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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@ -168,18 +168,18 @@ void Avatar::follow(Avatar* leadingAvatar) {
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}
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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if (_leadingAvatar && !_leadingAvatar->getOwningNode()->isAlive()) {
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follow(NULL);
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}
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if (_scale != _newScale) {
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setScale(_newScale);
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}
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// copy velocity so we can use it later for acceleration
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glm::vec3 oldVelocity = getVelocity();
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// update balls
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if (_balls) {
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_balls->moveOrigin(_position);
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@ -194,7 +194,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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// update torso rotation based on head lean
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_skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3(
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_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
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_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
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// apply joint data (if any) to skeleton
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bool enableHandMovement = true;
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@ -205,25 +205,16 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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enableHandMovement &= (it->jointID != AVATAR_JOINT_RIGHT_WRIST);
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}
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// update avatar skeleton
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_skeleton.update(deltaTime, getOrientation(), _position);
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// if this is not my avatar, then hand position comes from transmitted data
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
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//update the movement of the hand and process handshaking with other avatars...
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updateHandMovementAndTouching(deltaTime, enableHandMovement);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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// update avatar skeleton
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_skeleton.update(deltaTime, getOrientation(), _position);
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// if this is not my avatar, then hand position comes from transmitted data
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_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position = _handPosition;
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_hand.simulate(deltaTime, false);
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_skeletonModel.simulate(deltaTime);
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_head.setBodyRotation(glm::vec3(_bodyPitch, _bodyYaw, _bodyRoll));
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@ -233,11 +224,20 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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_head.setScale(_scale);
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_head.setSkinColor(glm::vec3(SKIN_COLOR[0], SKIN_COLOR[1], SKIN_COLOR[2]));
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_head.simulate(deltaTime, false);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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_mode = AVATAR_MODE_WALKING;
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} else {
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_mode = AVATAR_MODE_INTERACTING;
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}
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// update position by velocity, and subtract the change added earlier for gravity
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_position += _velocity * deltaTime;
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0, 0, 0);
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}
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void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
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@ -452,6 +452,8 @@ void Avatar::renderBody(bool forceRenderHead) {
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_head.getVideoFace().render(1.0f);
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} else {
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// Render the body's voxels and head
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glm::vec3 pos = getPosition();
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//printf("Render other at %.3f, %.2f, %.2f\n", pos.x, pos.y, pos.z);
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_skeletonModel.render(1.0f);
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_head.render(1.0f, false);
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}
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@ -61,6 +61,7 @@ void SkeletonModel::simulate(float deltaTime) {
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}
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bool SkeletonModel::render(float alpha) {
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if (_jointStates.isEmpty()) {
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return false;
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}
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@ -19,6 +19,7 @@ GlowEffect::GlowEffect()
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: _initialized(false),
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_renderMode(DIFFUSE_ADD_MODE),
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_isOddFrame(false),
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_isFirstFrame(true),
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_intensity(0.0f) {
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}
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@ -166,16 +167,21 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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}
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newDiffusedFBO->bind();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
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if (_isFirstFrame) {
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glClear(GL_COLOR_BUFFER_BIT);
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_diffuseProgram->bind();
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QSize size = Application::getInstance()->getGLWidget()->size();
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_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
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_diffuseProgram->bind();
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QSize size = Application::getInstance()->getGLWidget()->size();
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_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / size.width(), 1.0f / size.height());
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renderFullscreenQuad();
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renderFullscreenQuad();
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_diffuseProgram->release();
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_diffuseProgram->release();
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}
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newDiffusedFBO->release();
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@ -221,7 +227,7 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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maybeRelease(destFBO);
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} else { // _renderMode == BLUR_PERSIST_ADD_MODE
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// render the secondary to the tertiary with horizontal blur and persistence
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// render the secondary to the tertiary with vertical blur and persistence
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QOpenGLFramebufferObject* tertiaryFBO =
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Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
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tertiaryFBO->bind();
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@ -229,7 +235,7 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_CONSTANT_ALPHA, GL_CONSTANT_ALPHA);
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const float PERSISTENCE_SMOOTHING = 0.9f;
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glBlendColor(0.0f, 0.0f, 0.0f, PERSISTENCE_SMOOTHING);
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glBlendColor(0.0f, 0.0f, 0.0f, _isFirstFrame ? 0.0f : PERSISTENCE_SMOOTHING);
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glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
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@ -270,6 +276,8 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) {
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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_isFirstFrame = false;
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return destFBO;
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}
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@ -292,6 +300,7 @@ void GlowEffect::cycleRenderMode() {
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qDebug() << "Glow mode: Diffuse/add\n";
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break;
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}
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_isFirstFrame = true;
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}
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Glower::Glower(float amount) {
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@ -66,6 +66,7 @@ private:
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bool _isEmpty; ///< set when nothing in the scene is currently glowing
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bool _isOddFrame; ///< controls the alternation between texture targets in diffuse add mode
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bool _isFirstFrame; ///< for persistent modes, notes whether this is the first frame rendered
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float _intensity;
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QStack<float> _intensityStack;
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