示例#1
0
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));
}
示例#2
0
void Sphere3DOverlay::render(RenderArgs* args) {
    if (!_renderVisible) {
        return; // do nothing if we're not visible
    }

    float alpha = getAlpha();
    xColor color = getColor();
    const float MAX_COLOR = 255.0f;
    glm::vec4 sphereColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha);

    auto batch = args->_batch;

    if (batch) {
        batch->setModelTransform(getRenderTransform());

        auto geometryCache = DependencyManager::get<GeometryCache>();
        auto shapePipeline = args->_shapePipeline;
        if (!shapePipeline) {
            shapePipeline = _isSolid ? geometryCache->getOpaqueShapePipeline() : geometryCache->getWireShapePipeline();
        }

        if (_isSolid) {
            geometryCache->renderSolidSphereInstance(args, *batch, sphereColor, shapePipeline);
        } else {
            geometryCache->renderWireSphereInstance(args, *batch, sphereColor, shapePipeline);
        }
    }
}
示例#3
0
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));
}
示例#4
0
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);
}