Move headlight pos/dir computation from mjr_render to mjv_updateScene.
PiperOrigin-RevId: 586630110 Change-Id: Ia44ea944016ccfe081682375cdb975342695d826
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Copybara-Service
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822b03446c
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b39cca725a
@@ -241,12 +241,12 @@ int mjv_updateSceneFromState(const mjvSceneState* scnstate, const mjvOption* opt
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// add all categories
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mjv_addGeoms(&m, &d, opt, pert, catmask, scn);
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// add lights
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mjv_makeLights(&m, &d, scn);
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// update camera
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mjv_updateCamera(&m, &d, cam, scn);
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// add lights
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mjv_makeLights(&m, &d, scn);
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// update flexes
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if (opt->flags[mjVIS_FLEXVERT] || opt->flags[mjVIS_FLEXEDGE] ||
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opt->flags[mjVIS_FLEXFACE] || opt->flags[mjVIS_FLEXSKIN]) {
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@@ -30,6 +30,7 @@
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#include "engine/engine_util_misc.h"
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#include "engine/engine_util_spatial.h"
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#include "engine/engine_vis_init.h"
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#include "engine/engine_vis_interact.h"
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//----------------------------- utility functions and macros ---------------------------------------
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@@ -2087,6 +2088,12 @@ void mjv_makeLights(const mjModel* m, mjData* d, mjvScene* scn) {
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thislight->directional = 1;
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thislight->castshadow = 0;
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// compute head position and gaze direction in model space
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mjtNum hpos[3], hfwd[3];
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mjv_cameraInModel(hpos, hfwd, NULL, scn);
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mju_n2f(thislight->pos, hpos, 3);
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mju_n2f(thislight->dir, hfwd, 3);
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// copy colors
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f2f(thislight->ambient, m->vis.headlight.ambient, 3);
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f2f(thislight->diffuse, m->vis.headlight.diffuse, 3);
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@@ -2723,12 +2730,12 @@ void mjv_updateScene(const mjModel* m, mjData* d, const mjvOption* opt,
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// add all categories
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mjv_addGeoms(m, d, opt, pert, catmask, scn);
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// add lights
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mjv_makeLights(m, d, scn);
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// update camera
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mjv_updateCamera(m, d, cam, scn);
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// add lights
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mjv_makeLights(m, d, scn);
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// update flexes
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if (opt->flags[mjVIS_FLEXVERT] || opt->flags[mjVIS_FLEXEDGE] ||
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opt->flags[mjVIS_FLEXFACE] || opt->flags[mjVIS_FLEXSKIN]) {
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+8
-17
@@ -613,7 +613,7 @@ static void initGL3(const mjvScene* scn, const mjrContext* con) {
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// init lights
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static void initLights(mjvScene* scn, const float* headpos, const float* gazedir) {
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static void initLights(mjvScene* scn) {
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// create some ambient light if no ligths are present
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float global = scn->nlight ? 0 : 0.3f;
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float rgba_global[4] = {global, global, global, 1};
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@@ -623,14 +623,6 @@ static void initLights(mjvScene* scn, const float* headpos, const float* gazedir
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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// headlight: set pos and dir
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if (scn->lights[0].headlight) {
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for (int i=0; i < 3; i++) {
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scn->lights[0].pos[i] = headpos[i];
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scn->lights[0].dir[i] = gazedir[i];
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}
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}
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// set light properties
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for (int i=0; i < scn->nlight; i++) {
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// colors
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@@ -762,8 +754,8 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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int stereo, nt, ngeom = scn->ngeom, nlight = mjMIN(mjMAXLIGHT, scn->nlight);
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unsigned int drawbuffer;
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mjvGLCamera cam;
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mjtNum hpos[3], hfwd[3];
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float temp[4], headpos[3], forward[3], skyboxdst;
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mjtNum hpos[3];
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float temp[4], headpos[3], skyboxdst;
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float camProject[16], camView[16], lightProject[16], lightView[16];
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double clipplane[4];
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float biasMatrix[16] = {
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@@ -827,13 +819,12 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
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drawbuffer = GL_COLOR_ATTACHMENT0;
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}
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// compute head position and gaze direction in model space
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mjv_cameraInModel(hpos, hfwd, NULL, scn);
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mju_n2f(headpos, hpos, 3);
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mju_n2f(forward, hfwd, 3);
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// init lights
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initLights(scn, headpos, forward);
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initLights(scn);
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// compute head position in model space
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mjv_cameraInModel(hpos, NULL, NULL, scn);
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mju_n2f(headpos, hpos, 3);
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// make list of transparent geoms
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nt = 0;
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