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added first cut at view frustum debuging code

ZappoMan committed 13 years ago

Commit fc122f21 parent fac0c361 file · +148 −0Browse files

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interface/src/main.cpp+148−0
@@ -511,6 +511,151 @@ void simulateHead(float frametime) · 510 unmodified lines
511511 }
512512 }
513513
514+// These handy operators should probably go somewhere else, I'm surprised they don't
515+// already exist somewhere in OpenGL. Maybe someone can point me to them if they do exist!
516+glm::vec3 operator* (float lhs, const glm::vec3& rhs)
517+{
518+ glm::vec3 result = rhs;
519+ result.x *= lhs;
520+ result.y *= lhs;
521+ result.z *= lhs;
522+ return result;
523+}
524+
525+glm::vec3 operator* (const glm::vec3& lhs, float rhs)
526+{
527+ glm::vec3 result = lhs;
528+ result.x *= rhs;
529+ result.y *= rhs;
530+ result.z *= rhs;
531+ return result;
532+}
533+
534+// XXXBHG - this code is not yet working. This is here to help Jeffery debug getAvatarHeadLookatDirection()
535+// The code will draw a yellow line from the avatar's position to the origin,
536+// It also attempts to draw a cyan line from the avatar to 2 meters in front of the avatar in the direction
537+// it's looking. But that's not working right now.
538+void render_view_frustum() {
539+
540+ //printf("frustum low.x=%f, low.y=%f, low.z=%f, high.x=%f, high.y=%f, high.z=%f\n",low.x,low.y,low.z,high.x,high.y,high.z);
541+
542+
543+ // p – the camera position
544+ // d – a vector with the direction of the camera's view ray. In here it is assumed that this vector has been normalized
545+ // nearDist – the distance from the camera to the near plane
546+ // nearHeight – the height of the near plane
547+ // nearWidth – the width of the near plane
548+ // farDist – the distance from the camera to the far plane
549+ // farHeight – the height of the far plane
550+ // farWidth – the width of the far plane
551+
552+ glm::vec3 cameraPosition = ::myHead.getPos()*-1.0; // We need to flip the sign to make this work.
553+ glm::vec3 cameraDirection = ::myHead.getAvatarHeadLookatDirection()*-1.0; // gak! Not sure if this is correct!
554+
555+ // this is a temporary test, create a vertice that's 2 meters in front of avatar in direction their looking
556+ glm::vec3 lookingAt = cameraPosition+(cameraDirection*2.0);
557+
558+ // Some debug lines.
559+ glDisable(GL_LIGHTING);
560+ glColor4f(1.0, 1.0, 1.0, 1.0);
561+ glLineWidth(1.0);
562+ glBegin(GL_LINES);
563+
564+ // line from avatar to the origin -- this one is working.
565+ glColor3f(1,1,0);
566+ glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
567+ glVertex3f(0,0,0);
568+
569+ // line from avatar to 2 meters in front of avatar -- this is NOT working
570+ glColor3f(0,1,1);
571+ glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
572+ glVertex3f(lookingAt.x,lookingAt.y,lookingAt.z);
573+
574+ /*
575+ // Not yet ready for this...
576+ glm::vec3 up = glm::vec3(0.0,1.0,0.0);
577+ glm::vec3 right = glm::vec3(1.0,0.0,0.0);
578+ float nearDist = 0.1;
579+ float farDist = 500.0;
580+ float fov = (0.7854f*2.0); // 45 deg * 2 = 90 deg
581+
582+ float screenWidth = 800.0; // hack! We need to make this eventually be the correct height/width
583+ float screenHeight = 600.0;
584+ float ratio = screenWidth/screenHeight;
585+ float nearHeight = 2 * tan(fov / 2) * nearDist;
586+ float nearWidth = nearHeight * ratio;
587+ float farHeight = 2 * tan(fov / 2) * farDist;
588+ float farWidth = farHeight * ratio;
589+
590+ glm::vec3 farCenter = cameraPosition+cameraDirection*farDist;
591+ glm::vec3 farTopLeft = farCenter + (up*farHeight*0.5) - (right*farWidth*0.5);
592+ glm::vec3 farTopRight = farCenter + (up*farHeight*0.5) + (right*farWidth*0.5);
593+ glm::vec3 farBottomLeft = farCenter - (up*farHeight*0.5) - (right*farWidth*0.5);
594+ glm::vec3 farBottomRight = farCenter - (up*farHeight*0.5) + (right*farWidth*0.5);
595+
596+ glm::vec3 nearCenter = cameraPosition+cameraDirection*nearDist;
597+ glm::vec3 nearTopLeft = nearCenter + (up*nearHeight*0.5) - (right*nearWidth*0.5);
598+ glm::vec3 nearTopRight = nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
599+ glm::vec3 nearBottomLeft = nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
600+ glm::vec3 nearBottomRight = nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
601+ */
602+
603+
604+/*
605+ glColor3f(1,1,1);
606+
607+ // near plane - bottom edge
608+ glVertex3f(low.x,low.y,low.z);
609+ glVertex3f(high.x,low.y,low.z);
610+
611+ // near plane - top edge
612+ glVertex3f(low.x,high.y,low.z);
613+ glVertex3f(high.x,high.y,low.z);
614+
615+ // near plane - right edge
616+ glVertex3f(low.x,high.y,low.z);
617+ glVertex3f(low.x,low.y,low.z);
618+
619+ // near plane - left edge
620+ glVertex3f(high.x,high.y,low.z);
621+ glVertex3f(high.x,low.y,low.z);
622+
623+ // far plane - bottom edge
624+ glVertex3f(low.x,low.y,high.z);
625+ glVertex3f(high.x,low.y,high.z);
626+
627+ // far plane - top edge
628+ glVertex3f(low.x,high.y,high.z);
629+ glVertex3f(high.x,high.y,high.z);
630+
631+ // far plane - right edge
632+ glVertex3f(low.x,high.y,high.z);
633+ glVertex3f(low.x,low.y,high.z);
634+
635+ // far plane - left edge
636+ glVertex3f(high.x,high.y,high.z);
637+ glVertex3f(high.x,low.y,high.z);
638+
639+ // right plane - bottom edge - near to distant
640+ glVertex3f(low.x,low.y,low.z);
641+ glVertex3f(low.x,low.y,high.z);
642+
643+ // right plane - top edge - near to distant
644+ glVertex3f(low.x,high.y,low.z);
645+ glVertex3f(low.x,high.y,high.z);
646+
647+ // left plane - bottom edge - near to distant
648+ glVertex3f(high.x,low.y,low.z);
649+ glVertex3f(high.x,low.y,high.z);
650+
651+ // left plane - top edge - near to distant
652+ glVertex3f(high.x,high.y,low.z);
653+ glVertex3f(high.x,high.y,high.z);
654+*/
655+ glEnd();
656+}
657+
658+
514659 void display(void)
515660 {
516661 //printf( "avatar head lookat = %f, %f, %f\n", myHead.getAvatarHeadLookatDirection().x, myHead.getAvatarHeadLookatDirection().y, myHead.getAvatarHeadLookatDirection().z );
@@ -637,6 +782,9 @@ void display(void) · 120 unmodified lines
637782
638783 // Render the world box
639784 if (!displayHead && statsOn) render_world_box();
785+
786+ // brad's frustum for debugging
787+ render_view_frustum();
640788
641789
642790 //---------------------------------