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https://github.com/AleziaKurdis/overte.git
synced 2025-04-14 09:06:51 +02:00
Curved Oculus overlay around camera as a semicircle
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parent
6f5d2ba233
commit
90754e320d
5 changed files with 48 additions and 16 deletions
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@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
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var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
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var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
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var leaders = 0; // number of birds leading
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var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
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var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
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var birds = new Array(); // array of bird state data
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@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
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case Qt::Key_At:
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Menu::getInstance()->goTo();
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break;
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case Qt::Key_B:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - 1.0f*RADIANS_PER_DEGREE);
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break;
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case Qt::Key_N:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + 1.0f*RADIANS_PER_DEGREE);
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break;
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default:
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event->ignore();
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break;
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@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
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// We only need to render the overlays to a texture once, then we just render the texture as a quad
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// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
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applicationOverlay.renderOverlay(true);
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const bool displayOverlays = false;
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const bool displayOverlays = true;
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Application::getInstance()->getGlowEffect()->prepare();
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@ -19,7 +19,8 @@
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#include "ui/Stats.h"
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE) {
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}
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@ -271,14 +272,21 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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// Calculates the world space width and height of the texture based on a desired FOV
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const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
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const float overlayDistance = 1;
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// Get vertical FoV of the displayed overlay texture
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const float halfVerticalAngle = _oculusAngle / 2.0f;
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const float overlayDistance = 1.0;
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const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float overlayHeight = overlayDistance * tan(overlayFov);
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const float overlayWidth = overlayHeight * overlayAspectRatio;
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const float halfOverlayWidth = overlayWidth / 2;
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const float halfOverlayHeight = overlayHeight / 2;
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const float halfOverlayHeight = overlayDistance * tan(halfVerticalAngle);
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// The more vertices, the better the curve
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const int numHorizontalVertices = 20;
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// U texture coordinate width at each quad
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const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
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// Get horizontal angle and angle increment from vertical angle and aspect ratio
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const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
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const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
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const float halfHorizontalAngle = horizontalAngle / 2;
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glActiveTexture(GL_TEXTURE0);
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@ -305,16 +313,29 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glm::vec3 pos = whichCamera.getPosition();
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glm::quat rot = myAvatar->getOrientation();
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glm::vec3 axis = glm::axis(rot);
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pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
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glTranslatef(pos.x, pos.y, pos.z);
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glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
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float leftX, rightX, leftZ, rightZ;
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
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glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
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glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
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// Place the vertices in a semicircle curve around the camera
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for (int i = 0; i < numHorizontalVertices-1; i++) {
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// Calculate the X and Z coordinates from the angles and radius from camera
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leftX = sin(angleIncrement * i - halfHorizontalAngle) * overlayDistance;
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rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance;
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leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * overlayDistance;
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rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance;
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glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
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glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
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glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
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glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
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}
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glEnd();
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glPopMatrix();
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@ -28,11 +28,16 @@ public:
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// Getters
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QOpenGLFramebufferObject* getFramebufferObject();
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float getOculusAngle() const { return _oculusAngle; }
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// Setters
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void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
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private:
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QOpenGLFramebufferObject* _framebufferObject;
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float _trailingAudioLoudness;
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float _oculusAngle;
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};
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#endif // hifi_ApplicationOverlay_h
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