Removed unused UI types that clutter code

This commit is contained in:
barnold1953 2014-06-13 16:09:45 -07:00
parent 587c0e5a9d
commit 53d4cc795a
2 changed files with 85 additions and 194 deletions

View file

@ -34,7 +34,6 @@ ApplicationOverlay::ApplicationOverlay() :
_oculusAngle(65.0f * RADIANS_PER_DEGREE),
_distance(0.5f),
_textureFov(DEFAULT_OCULUS_UI_ANGULAR_SIZE * RADIANS_PER_DEGREE),
_uiType(HEMISPHERE),
_crosshairTexture(0) {
}
@ -157,25 +156,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
MyAvatar* myAvatar = application->getAvatar();
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
// Get vertical FoV of the displayed overlay texture
const float halfVerticalAngle = _oculusAngle / 2.0f;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
const float overlayHeight = halfOverlayHeight * 2.0f;
// The more vertices, the better the curve
const int numHorizontalVertices = 20;
const int numVerticalVertices = 20;
// U texture coordinate width at each quad
const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
const float quadTexHeight = 1.0f / (numVerticalVertices - 1);
// Get horizontal angle and angle increment from vertical angle and aspect ratio
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
const float halfHorizontalAngle = horizontalAngle / 2;
const float verticalAngleIncrement = _oculusAngle / (numVerticalVertices - 1);
glActiveTexture(GL_TEXTURE0);
@ -211,8 +191,6 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
//Draw the magnifiers
for (int i = 0; i < _numMagnifiers; i++) {
renderMagnifier(_mouseX[i], _mouseY[i]);
@ -221,42 +199,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
//TODO: Remove immediate mode in favor of VBO
if (_uiType == HEMISPHERE) {
renderTexturedHemisphere();
} else{
glBegin(GL_QUADS);
// Place the vertices in a semicircle curve around the camera
for (int i = 0; i < numHorizontalVertices - 1; i++) {
for (int j = 0; j < numVerticalVertices - 1; j++) {
// Calculate the X and Z coordinates from the angles and radius from camera
leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
if (_uiType == 2) {
topZ = -cos((verticalAngleIncrement * (j + 1) - halfVerticalAngle) * overlayAspectRatio) * _distance;
bottomZ = -cos((verticalAngleIncrement * j - halfVerticalAngle) * overlayAspectRatio) * _distance;
} else {
topZ = -99999;
bottomZ = -99999;
}
glTexCoord2f(quadTexWidth * i, (j + 1) * quadTexHeight);
glVertex3f(leftX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, leftZ));
glTexCoord2f(quadTexWidth * (i + 1), (j + 1) * quadTexHeight);
glVertex3f(rightX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, rightZ));
glTexCoord2f(quadTexWidth * (i + 1), j * quadTexHeight);
glVertex3f(rightX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, rightZ));
glTexCoord2f(quadTexWidth * i, j * quadTexHeight);
glVertex3f(leftX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, leftZ));
}
}
glEnd();
}
renderTexturedHemisphere();
renderControllerPointersOculus();
glPopMatrix();
@ -411,106 +355,12 @@ void ApplicationOverlay::renderControllerPointersOculus() {
float mouseY = (float)_mouseY[i];
mouseX -= reticleSize / 2;
mouseY += reticleSize / 2;
// Get position on hemisphere using angle
if (_uiType == HEMISPHERE) {
//Get new UV coordinates from our magnification window
float newULeft = mouseX / widgetWidth;
float newURight = (mouseX + reticleSize) / widgetWidth;
float newVBottom = 1.0 - mouseY / widgetHeight;
float newVTop = 1.0 - (mouseY - reticleSize) / widgetHeight;
// Project our position onto the hemisphere using the UV coordinates
float lX = sin((newULeft - 0.5f) * _textureFov);
float rX = sin((newURight - 0.5f) * _textureFov);
float bY = sin((newVBottom - 0.5f) * _textureFov);
float tY = sin((newVTop - 0.5f) * _textureFov);
float dist;
//Bottom Left
dist = sqrt(lX * lX + bY * bY);
float blZ = sqrt(1.0f - dist * dist);
//Top Left
dist = sqrt(lX * lX + tY * tY);
float tlZ = sqrt(1.0f - dist * dist);
//Bottom Right
dist = sqrt(rX * rX + bY * bY);
float brZ = sqrt(1.0f - dist * dist);
//Top Right
dist = sqrt(rX * rX + tY * tY);
float trZ = sqrt(1.0f - dist * dist);
glBegin(GL_QUADS);
glColor3f(0.0f, 198.0f / 255.0f, 244.0f / 255.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(lX, tY, -tlZ);
glTexCoord2f(1.0f, 0.0f); glVertex3f(rX, tY, -trZ);
glTexCoord2f(1.0f, 1.0f); glVertex3f(rX, bY, -brZ);
glTexCoord2f(0.0f, 1.0f); glVertex3f(lX, bY, -blZ);
glEnd();
}
}
glEnable(GL_DEPTH_TEST);
}
//Renders a small magnification of the currently bound texture at the coordinates
void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
{
Application* application = Application::getInstance();
QGLWidget* glWidget = application->getGLWidget();
float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
const int widgetWidth = glWidget->width();
const int widgetHeight = glWidget->height();
const float magnification = 4.0f;
// Get vertical FoV of the displayed overlay texture
const float halfVerticalAngle = _oculusAngle / 2.0f;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
// Get horizontal angle and angle increment from vertical angle and aspect ratio
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
const float halfHorizontalAngle = horizontalAngle / 2;
float magnifyWidth = 80.0f;
float magnifyHeight = 60.0f;
mouseX -= magnifyWidth / 2;
mouseY -= magnifyHeight / 2;
float newWidth = magnifyWidth * magnification;
float newHeight = magnifyHeight * magnification;
// Magnification Texture Coordinates
float magnifyULeft = mouseX / (float)widgetWidth;
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
// Coordinates of magnification overlay
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
// Get angle on the UI
float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
// Get position on hemisphere using angle
if (_uiType == HEMISPHERE) {
//Get new UV coordinates from our magnification window
float newULeft = newMouseX / widgetWidth;
float newURight = (newMouseX + newWidth) / widgetWidth;
float newVBottom = 1.0 - newMouseY / widgetHeight;
float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
float newULeft = mouseX / widgetWidth;
float newURight = (mouseX + reticleSize) / widgetWidth;
float newVBottom = 1.0 - mouseY / widgetHeight;
float newVTop = 1.0 - (mouseY - reticleSize) / widgetHeight;
// Project our position onto the hemisphere using the UV coordinates
float lX = sin((newULeft - 0.5f) * _textureFov);
@ -534,40 +384,86 @@ void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
glBegin(GL_QUADS);
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
glEnd();
} else {
leftX = sin(leftAngle) * _distance;
rightX = sin(rightAngle) * _distance;
leftZ = -cos(leftAngle) * _distance;
rightZ = -cos(rightAngle) * _distance;
if (_uiType == CURVED_SEMICIRCLE) {
topZ = -cos(topAngle * overlayAspectRatio) * _distance;
bottomZ = -cos(bottomAngle * overlayAspectRatio) * _distance;
} else {
// Dont want to use topZ or bottomZ for SEMICIRCLE
topZ = -99999;
bottomZ = -99999;
}
float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
//TODO: Remove immediate mode in favor of VBO
glBegin(GL_QUADS);
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, max(topZ, leftZ));
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, max(topZ, rightZ));
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, max(bottomZ, rightZ));
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, max(bottomZ, leftZ));
glColor3f(0.0f, 198.0f / 255.0f, 244.0f / 255.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(lX, tY, -tlZ);
glTexCoord2f(1.0f, 0.0f); glVertex3f(rX, tY, -trZ);
glTexCoord2f(1.0f, 1.0f); glVertex3f(rX, bY, -brZ);
glTexCoord2f(0.0f, 1.0f); glVertex3f(lX, bY, -blZ);
glEnd();
}
glEnable(GL_DEPTH_TEST);
}
//Renders a small magnification of the currently bound texture at the coordinates
void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
{
Application* application = Application::getInstance();
QGLWidget* glWidget = application->getGLWidget();
const int widgetWidth = glWidget->width();
const int widgetHeight = glWidget->height();
const float magnification = 4.0f;
float magnifyWidth = 80.0f;
float magnifyHeight = 60.0f;
mouseX -= magnifyWidth / 2;
mouseY -= magnifyHeight / 2;
float newWidth = magnifyWidth * magnification;
float newHeight = magnifyHeight * magnification;
// Magnification Texture Coordinates
float magnifyULeft = mouseX / (float)widgetWidth;
float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
// Coordinates of magnification overlay
float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
// Get position on hemisphere using angle
//Get new UV coordinates from our magnification window
float newULeft = newMouseX / widgetWidth;
float newURight = (newMouseX + newWidth) / widgetWidth;
float newVBottom = 1.0 - newMouseY / widgetHeight;
float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
// Project our position onto the hemisphere using the UV coordinates
float lX = sin((newULeft - 0.5f) * _textureFov);
float rX = sin((newURight - 0.5f) * _textureFov);
float bY = sin((newVBottom - 0.5f) * _textureFov);
float tY = sin((newVTop - 0.5f) * _textureFov);
float dist;
//Bottom Left
dist = sqrt(lX * lX + bY * bY);
float blZ = sqrt(1.0f - dist * dist);
//Top Left
dist = sqrt(lX * lX + tY * tY);
float tlZ = sqrt(1.0f - dist * dist);
//Bottom Right
dist = sqrt(rX * rX + bY * bY);
float brZ = sqrt(1.0f - dist * dist);
//Top Right
dist = sqrt(rX * rX + tY * tY);
float trZ = sqrt(1.0f - dist * dist);
glBegin(GL_QUADS);
glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
glEnd();
}
void ApplicationOverlay::renderAudioMeter() {

View file

@ -19,8 +19,6 @@ class QOpenGLFramebufferObject;
class ApplicationOverlay {
public:
enum UIType { HEMISPHERE, SEMICIRCLE, CURVED_SEMICIRCLE };
ApplicationOverlay();
~ApplicationOverlay();
@ -31,9 +29,7 @@ public:
// Getters
QOpenGLFramebufferObject* getFramebufferObject();
void setUIType(UIType uiType) { _uiType = uiType; }
private:
// Interleaved vertex data
struct TextureVertex {
@ -56,7 +52,6 @@ private:
float _oculusAngle;
float _distance;
float _textureFov;
UIType _uiType;
int _mouseX[2];
int _mouseY[2];
int _numMagnifiers;