void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { const int BALL_SUBDIVISIONS = 10; auto geometryCache = DependencyManager::get<GeometryCache>(); auto deferredLighting = DependencyManager::get<DeferredLightingEffect>(); Transform transform; // = Transform(); // draw a blue sphere at the capsule top point glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f); transform.setTranslation(topPoint); batch.setModelTransform(transform); deferredLighting->bindSimpleProgram(batch); geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule bottom point glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, -_boundingCapsuleHeight, 0.0f); glm::vec3 axis = topPoint - bottomPoint; transform.setTranslation(bottomPoint); batch.setModelTransform(transform); deferredLighting->bindSimpleProgram(batch); geometryCache->renderSphere(batch, _boundingCapsuleRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.8f, 0.8f, 0.6f, alpha)); // draw a green cylinder between the two points glm::vec3 origin(0.0f); Avatar::renderJointConnectingCone(batch, origin, axis, _boundingCapsuleRadius, _boundingCapsuleRadius, glm::vec4(0.6f, 0.8f, 0.6f, alpha)); }
void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const { // Still relying on the raw data from the model bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE && renderMode != RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE); if (useCauterizedMesh) { ModelPointer model = _model.lock(); if (model) { CauterizedModel* skeleton = static_cast<CauterizedModel*>(model.get()); useCauterizedMesh = useCauterizedMesh && skeleton->getEnableCauterization(); } else { useCauterizedMesh = false; } } if (useCauterizedMesh) { if (_cauterizedClusterBuffer) { batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer); } batch.setModelTransform(_cauterizedTransform); } else { if (_clusterBuffer) { batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer); } batch.setModelTransform(_transform); } }
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const { // Still relying on the raw data from the model if (_clusterBuffer) { batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer); } batch.setModelTransform(_transform); }
void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) { if (jointIndex == -1 || jointIndex >= _jointStates.size()) { return; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); const float BASE_DIRECTION_SIZE = 0.3f; float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale); batch._glLineWidth(3.0f); do { const FBXJoint& joint = geometry.joints.at(jointIndex); const JointState& jointState = _jointStates.at(jointIndex); glm::vec3 position = _rotation * jointState.getPosition() + _translation; glm::quat parentRotation = (joint.parentIndex == -1) ? _rotation : _rotation * _jointStates.at(joint.parentIndex).getRotation(); float fanScale = directionSize * 0.75f; Transform transform = Transform(); transform.setTranslation(position); transform.setRotation(parentRotation); transform.setScale(fanScale); batch.setModelTransform(transform); const int AXIS_COUNT = 3; auto geometryCache = DependencyManager::get<GeometryCache>(); for (int i = 0; i < AXIS_COUNT; i++) { if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) { continue; // unconstrained } glm::vec3 axis; axis[i] = 1.0f; glm::vec3 otherAxis; if (i == 0) { otherAxis.y = 1.0f; } else { otherAxis.x = 1.0f; } glm::vec4 color(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f); QVector<glm::vec3> points; points << glm::vec3(0.0f, 0.0f, 0.0f); const int FAN_SEGMENTS = 16; for (int j = 0; j < FAN_SEGMENTS; j++) { glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i], (float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis; points << rotated; } // TODO: this is really inefficient constantly recreating these vertices buffers. It would be // better if the skeleton model cached these buffers for each of the joints they are rendering geometryCache->updateVertices(_triangleFanID, points, color); geometryCache->renderVertices(batch, gpu::TRIANGLE_FAN, _triangleFanID); } renderOrientationDirections(jointIndex, position, _rotation * jointState.getRotation(), directionSize); jointIndex = joint.parentIndex; } while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree); }
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { const int BALL_SUBDIVISIONS = 10; if (_shapes.isEmpty()) { // the bounding shape has not been propery computed // so no need to render it return; } Application::getInstance()->loadTranslatedViewMatrix(_translation); // draw a blue sphere at the capsule endpoint glm::vec3 endPoint; _boundingShape.getEndPoint(endPoint); endPoint = endPoint - _translation; Transform transform = Transform(); transform.setTranslation(endPoint); batch.setModelTransform(transform); auto geometryCache = DependencyManager::get<GeometryCache>(); geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule startpoint glm::vec3 startPoint; _boundingShape.getStartPoint(startPoint); startPoint = startPoint - _translation; glm::vec3 axis = endPoint - startPoint; glTranslatef(-axis.x, -axis.y, -axis.z); geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.8f, 0.8f, 0.6f, alpha)); // draw a green cylinder between the two points glm::vec3 origin(0.0f); Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha)); }
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float scale, float alpha) { auto geometryCache = DependencyManager::get<GeometryCache>(); auto deferredLighting = DependencyManager::get<DeferredLightingEffect>(); // draw a blue sphere at the capsule top point glm::vec3 topPoint = _translation + getRotation() * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y)); deferredLighting->renderSolidSphereInstance(batch, Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius), glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule bottom point glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f); glm::vec3 axis = topPoint - bottomPoint; deferredLighting->renderSolidSphereInstance(batch, Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius), glm::vec4(0.8f, 0.8f, 0.6f, alpha)); // draw a green cylinder between the two points glm::vec3 origin(0.0f); batch.setModelTransform(Transform().setTranslation(bottomPoint)); deferredLighting->bindSimpleProgram(batch); Avatar::renderJointConnectingCone(batch, origin, axis, scale * _boundingCapsuleRadius, scale * _boundingCapsuleRadius, glm::vec4(0.6f, 0.8f, 0.6f, alpha)); }
void SkeletonModel::renderBoundingCollisionShapes(RenderArgs* args, gpu::Batch& batch, float scale, float alpha) { auto geometryCache = DependencyManager::get<GeometryCache>(); // draw a blue sphere at the capsule top point glm::vec3 topPoint = _translation + _rotation * (scale * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * Vectors::UNIT_Y)); batch.setModelTransform(Transform().setTranslation(topPoint).postScale(scale * _boundingCapsuleRadius)); geometryCache->renderSolidSphereInstance(args, batch, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule bottom point glm::vec3 bottomPoint = topPoint - _rotation * glm::vec3(0.0f, scale * _boundingCapsuleHeight, 0.0f); batch.setModelTransform(Transform().setTranslation(bottomPoint).postScale(scale * _boundingCapsuleRadius)); geometryCache->renderSolidSphereInstance(args, batch, glm::vec4(0.8f, 0.8f, 0.6f, alpha)); // draw a green cylinder between the two points float capsuleDiameter = 2.0f * _boundingCapsuleRadius; glm::vec3 cylinderDimensions = glm::vec3(capsuleDiameter, _boundingCapsuleHeight, capsuleDiameter); batch.setModelTransform(Transform().setScale(scale * cylinderDimensions).setRotation(_rotation).setTranslation(0.5f * (topPoint + bottomPoint))); geometryCache->renderSolidShapeInstance(args, batch, GeometryCache::Shape::Cylinder, glm::vec4(0.6f, 0.8f, 0.6f, alpha)); }
void renderWorldBox(gpu::Batch& batch) { auto geometryCache = DependencyManager::get<GeometryCache>(); // Show edge of world static const glm::vec3 red(1.0f, 0.0f, 0.0f); static const glm::vec3 green(0.0f, 1.0f, 0.0f); static const glm::vec3 blue(0.0f, 0.0f, 1.0f); static const glm::vec3 grey(0.5f, 0.5f, 0.5f); auto transform = Transform{}; batch.setModelTransform(transform); // TODO - consider alternate rendering for negative build-able space in the domain geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), red); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, HALF_TREE_SCALE, 0.0f), green); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), blue); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), grey); geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), grey); // Draw meter markers along the 3 axis to help with measuring things const float MARKER_DISTANCE = 1.0f; const float MARKER_RADIUS = 0.05f; geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, red); transform.setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)); batch.setModelTransform(transform); geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, red); transform.setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)); batch.setModelTransform(transform); geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, green); transform.setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)); batch.setModelTransform(transform); geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, blue); transform.setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)); batch.setModelTransform(transform); geometryCache->renderSphere(batch, MARKER_RADIUS, 10, 10, grey); }
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { const int BALL_SUBDIVISIONS = 10; if (_shapes.isEmpty()) { // the bounding shape has not been properly computed // so no need to render it return; } auto geometryCache = DependencyManager::get<GeometryCache>(); auto deferredLighting = DependencyManager::get<DeferredLightingEffect>(); Transform transform; // = Transform(); // draw a blue sphere at the capsule end point glm::vec3 endPoint; _boundingShape.getEndPoint(endPoint); endPoint = endPoint + _translation; transform.setTranslation(endPoint); batch.setModelTransform(transform); deferredLighting->bindSimpleProgram(batch); geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule start point glm::vec3 startPoint; _boundingShape.getStartPoint(startPoint); startPoint = startPoint + _translation; glm::vec3 axis = endPoint - startPoint; transform.setTranslation(startPoint); batch.setModelTransform(transform); deferredLighting->bindSimpleProgram(batch); geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.8f, 0.8f, 0.6f, alpha)); // draw a green cylinder between the two points glm::vec3 origin(0.0f); Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha)); }
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const { // Still relying on the raw data from the model const Model::MeshState& state = _model->_meshStates.at(_meshIndex); Transform transform; if (state.clusterBuffer) { if (canCauterize && _model->getCauterizeBones()) { batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.cauterizedClusterBuffer); } else { batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer); } } else { if (canCauterize && _model->getCauterizeBones()) { transform = Transform(state.cauterizedClusterMatrices[0]); } else { transform = Transform(state.clusterMatrices[0]); } } transform.preTranslate(_transform.getTranslation()); batch.setModelTransform(transform); }
void ViveControllerManager::renderHand(const controller::Pose& pose, gpu::Batch& batch, int sign) { auto userInputMapper = DependencyManager::get<controller::UserInputMapper>(); Transform transform(userInputMapper->getSensorToWorldMat()); transform.postTranslate(pose.getTranslation() + pose.getRotation() * glm::vec3(0, 0, CONTROLLER_LENGTH_OFFSET)); glm::quat rotation = pose.getRotation() * glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::angleAxis(sign * PI_OVER_TWO, glm::vec3(0.0f, 0.0f, 1.0f)); transform.postRotate(rotation); batch.setModelTransform(transform); auto mesh = _modelGeometry.getMesh(); batch.setInputBuffer(gpu::Stream::POSITION, mesh->getVertexBuffer()); batch.setInputBuffer(gpu::Stream::NORMAL, mesh->getVertexBuffer()._buffer, sizeof(float) * 3, mesh->getVertexBuffer()._stride); //batch.setInputBuffer(gpu::Stream::TEXCOORD, // mesh->getVertexBuffer()._buffer, // 2 * 3 * sizeof(float), // mesh->getVertexBuffer()._stride); batch.setIndexBuffer(gpu::UINT16, mesh->getIndexBuffer()._buffer, 0); batch.drawIndexed(gpu::TRIANGLES, mesh->getNumIndices(), 0); }
void ProceduralSkybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const ProceduralSkybox& skybox) { if (!(skybox._procedural)) { Skybox::render(batch, viewFrustum, skybox); } static gpu::BufferPointer theBuffer; static gpu::Stream::FormatPointer theFormat; if (skybox._procedural && skybox._procedural->_enabled && skybox._procedural->ready()) { if (!theBuffer) { const float CLIP = 1.0f; const glm::vec2 vertices[4] = { { -CLIP, -CLIP }, { CLIP, -CLIP }, { -CLIP, CLIP }, { CLIP, CLIP } }; theBuffer = std::make_shared<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*) vertices); theFormat = std::make_shared<gpu::Stream::Format>(); theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ)); } glm::mat4 projMat; viewFrustum.evalProjectionMatrix(projMat); Transform viewTransform; viewFrustum.evalViewTransform(viewTransform); batch.setProjectionTransform(projMat); batch.setViewTransform(viewTransform); batch.setModelTransform(Transform()); // only for Mac batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8); batch.setInputFormat(theFormat); if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) { batch.setResourceTexture(0, skybox.getCubemap()); } skybox._procedural->prepare(batch, glm::vec3(1)); batch.draw(gpu::TRIANGLE_STRIP, 4); } }
void WorldBoxRenderData::renderWorldBox(RenderArgs* args, gpu::Batch& batch) { auto geometryCache = DependencyManager::get<GeometryCache>(); // Show center of world static const glm::vec3 RED(1.0f, 0.0f, 0.0f); static const glm::vec3 GREEN(0.0f, 1.0f, 0.0f); static const glm::vec3 BLUE(0.0f, 0.0f, 1.0f); static const glm::vec3 GREY(0.5f, 0.5f, 0.5f); static const glm::vec4 GREY4(0.5f, 0.5f, 0.5f, 1.0f); static const glm::vec4 DASHED_RED(1.0f, 0.0f, 0.0f, 1.0f); static const glm::vec4 DASHED_GREEN(0.0f, 1.0f, 0.0f, 1.0f); static const glm::vec4 DASHED_BLUE(0.0f, 0.0f, 1.0f, 1.0f); static const float DASH_LENGTH = 1.0f; static const float GAP_LENGTH = 1.0f; auto transform = Transform{}; static std::array<int, 18> geometryIds; static std::once_flag initGeometryIds; std::call_once(initGeometryIds, [&] { for (size_t i = 0; i < geometryIds.size(); ++i) { geometryIds[i] = geometryCache->allocateID(); } }); batch.setModelTransform(transform); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), RED, geometryIds[0]); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-HALF_TREE_SCALE, 0.0f, 0.0f), DASHED_RED, DASH_LENGTH, GAP_LENGTH, geometryIds[1]); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, HALF_TREE_SCALE, 0.0f), GREEN, geometryIds[2]); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -HALF_TREE_SCALE, 0.0f), DASHED_GREEN, DASH_LENGTH, GAP_LENGTH, geometryIds[3]); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), BLUE, geometryIds[4]); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -HALF_TREE_SCALE), DASHED_BLUE, DASH_LENGTH, GAP_LENGTH, geometryIds[5]); // X center boundaries geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), GREY, geometryIds[6]); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY, geometryIds[7]); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY, geometryIds[8]); geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY, geometryIds[9]); // Z center boundaries geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), GREY, geometryIds[10]); geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), GREY, geometryIds[11]); geometryCache->renderLine(batch, glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY, geometryIds[12]); geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY, geometryIds[13]); // Center boundaries geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY, geometryIds[14]); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), GREY, geometryIds[15]); geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY, geometryIds[16]); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY, geometryIds[17]); geometryCache->renderWireCubeInstance(args, batch, GREY4); // Draw meter markers along the 3 axis to help with measuring things const float MARKER_DISTANCE = 1.0f; const float MARKER_RADIUS = 0.05f; transform = Transform().setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(args, batch, RED); transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(args, batch, RED); transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(args, batch, GREEN); transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(args, batch, BLUE); transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(args, batch, GREY); }
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) { if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) { static gpu::PipelinePointer thePipeline; static gpu::BufferPointer theBuffer; static gpu::Stream::FormatPointer theFormat; static gpu::BufferPointer theConstants; int SKYBOX_CONSTANTS_SLOT = 0; // need to be defined by the compilation of the shader if (!thePipeline) { auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert))); auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag))); auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS)); gpu::Shader::BindingSet bindings; bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0)); if (!gpu::Shader::makeProgram(*skyShader, bindings)) { } SKYBOX_CONSTANTS_SLOT = skyShader->getBuffers().findLocation("skyboxBuffer"); if (SKYBOX_CONSTANTS_SLOT == gpu::Shader::INVALID_LOCATION) { SKYBOX_CONSTANTS_SLOT = skyShader->getUniforms().findLocation("skyboxBuffer"); } auto skyState = gpu::StatePointer(new gpu::State()); thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState)); const float CLIP = 1.0; const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}}; theBuffer.reset(new gpu::Buffer(sizeof(vertices), (const gpu::Byte*) vertices)); theFormat.reset(new gpu::Stream::Format()); theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ)); auto color = glm::vec4(1.0f); theConstants.reset(new gpu::Buffer(sizeof(color), (const gpu::Byte*) &color)); } glm::mat4 projMat; viewFrustum.evalProjectionMatrix(projMat); Transform viewTransform; viewFrustum.evalViewTransform(viewTransform); if (glm::all(glm::equal(skybox.getColor(), glm::vec3(0.0f)))) { auto color = glm::vec4(1.0f); theConstants->setSubData(0, sizeof(color), (const gpu::Byte*) &color); } else { theConstants->setSubData(0, sizeof(Color), (const gpu::Byte*) &skybox.getColor()); } batch.setProjectionTransform(projMat); batch.setViewTransform(viewTransform); batch.setModelTransform(Transform()); // only for Mac batch.setPipeline(thePipeline); batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8); batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize()); batch.setInputFormat(theFormat); batch.setUniformTexture(0, skybox.getCubemap()); batch.draw(gpu::TRIANGLE_STRIP, 4); } else { // skybox has no cubemap, just clear the color buffer auto color = skybox.getColor(); batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(skybox.getColor(),1.0f), 0.f, 0); } }
void renderWorldBox(gpu::Batch& batch) { auto geometryCache = DependencyManager::get<GeometryCache>(); // Show center of world static const glm::vec3 RED(1.0f, 0.0f, 0.0f); static const glm::vec3 GREEN(0.0f, 1.0f, 0.0f); static const glm::vec3 BLUE(0.0f, 0.0f, 1.0f); static const glm::vec3 GREY(0.5f, 0.5f, 0.5f); static const glm::vec4 GREY4(0.5f, 0.5f, 0.5f, 1.0f); static const glm::vec4 DASHED_RED(1.0f, 0.0f, 0.0f, 1.0f); static const glm::vec4 DASHED_GREEN(0.0f, 1.0f, 0.0f, 1.0f); static const glm::vec4 DASHED_BLUE(0.0f, 0.0f, 1.0f, 1.0f); static const float DASH_LENGTH = 1.0f; static const float GAP_LENGTH = 1.0f; auto transform = Transform{}; batch.setModelTransform(transform); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), RED); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-HALF_TREE_SCALE, 0.0f, 0.0f), DASHED_RED, DASH_LENGTH, GAP_LENGTH); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, HALF_TREE_SCALE, 0.0f), GREEN); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -HALF_TREE_SCALE, 0.0f), DASHED_GREEN, DASH_LENGTH, GAP_LENGTH); geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), BLUE); geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -HALF_TREE_SCALE), DASHED_BLUE, DASH_LENGTH, GAP_LENGTH); // X center boundaries geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), GREY); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY); geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY); // Z center boundaries geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY); // Center boundaries geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY); geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY); geometryCache->renderWireCubeInstance(batch, GREY4); // Draw meter markers along the 3 axis to help with measuring things const float MARKER_DISTANCE = 1.0f; const float MARKER_RADIUS = 0.05f; transform = Transform().setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(batch, RED); transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(batch, RED); transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(batch, GREEN); transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(batch, BLUE); transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS); batch.setModelTransform(transform); geometryCache->renderSolidSphereInstance(batch, GREY); }
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const { batch.setModelTransform(_drawTransform); }
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const { batch.setModelTransform(_drawTransform); }