mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 09:25:12 +02:00
Made applicationoverlay more readable
This commit is contained in:
parent
bc293071d6
commit
a13ef5c3bf
2 changed files with 439 additions and 378 deletions
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@ -20,10 +20,20 @@
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#include "ui/Stats.h"
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// Fast helper functions
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inline float max(float a, float b) {
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return (a > b) ? a : b;
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}
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inline float min(float a, float b) {
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return (a < b) ? a : b;
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}
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ApplicationOverlay::ApplicationOverlay() :
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_framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE),
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_distance(0.5f),
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_textureFov(PI / 2.5f),
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_uiType(HEMISPHERE) {
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}
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@ -36,6 +46,273 @@ ApplicationOverlay::~ApplicationOverlay() {
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const float WHITE_TEXT[] = { 0.93f, 0.93f, 0.93f };
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// Renders the overlays either to a texture or to the screen
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void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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Application* application = Application::getInstance();
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Overlays& overlays = application->getOverlays();
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QGLWidget* glWidget = application->getGLWidget();
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MyAvatar* myAvatar = application->getAvatar();
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if (renderToTexture) {
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getFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Render 2D overlay
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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renderAudioMeter();
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if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)) {
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myAvatar->renderHeadMouse(glWidget->width(), glWidget->height());
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}
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renderStatsAndLogs();
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// give external parties a change to hook in
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emit application->renderingOverlay();
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overlays.render2D();
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renderPointers();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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if (renderToTexture) {
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getFramebufferObject()->release();
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}
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}
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// Draws the FBO texture for the screen
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void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(0, glWidget->height());
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glTexCoord2f(1, 0); glVertex2i(glWidget->width(), glWidget->height());
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glTexCoord2f(1, 1); glVertex2i(glWidget->width(), 0);
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glTexCoord2f(0, 1); glVertex2i(0, 0);
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glEnd();
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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}
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void ApplicationOverlay::computeOculusPickRay(float x, float y, glm::vec3& direction) const {
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glm::quat rot = Application::getInstance()->getAvatar()->getOrientation();
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//invert y direction
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y = 1.0 - y;
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//Get position on hemisphere UI
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x = sin((x - 0.5f) * _textureFov);
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y = sin((y - 0.5f) * _textureFov);
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float dist = sqrt(x * x + y * y);
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float z = -sqrt(1.0f - dist * dist);
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//Rotate the UI pick ray by the avatar orientation
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direction = glm::normalize(rot * glm::vec3(x, y, z));
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}
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// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
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void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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const int widgetWidth = glWidget->width();
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const int widgetHeight = glWidget->height();
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const float magnification = 4.0f;
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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 overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
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const float overlayHeight = halfOverlayHeight * 2.0f;
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// The more vertices, the better the curve
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const int numHorizontalVertices = 20;
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const int numVerticalVertices = 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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const float quadTexHeight = 1.0f / (numVerticalVertices - 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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const float verticalAngleIncrement = _oculusAngle / (numVerticalVertices - 1);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Transform to world space
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glm::quat rotation = whichCamera.getRotation();
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glm::vec3 axis2 = glm::axis(rotation);
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glRotatef(-glm::degrees(glm::angle(rotation)), axis2.x, axis2.y, axis2.z);
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glTranslatef(viewMatrixTranslation.x, viewMatrixTranslation.y, viewMatrixTranslation.z);
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// Translate to the front of the camera
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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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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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glColor3f(1.0f, 1.0f, 1.0f);
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glDepthMask(GL_TRUE);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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//Draw the magnifiers
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for (int i = 0; i < _numMagnifiers; i++) {
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renderMagnifier(_mouseX[i], _mouseY[i]);
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}
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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//TODO: Remove immediate mode in favor of VBO
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if (_uiType == HEMISPHERE) {
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renderTexturedHemisphere();
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} else{
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glBegin(GL_QUADS);
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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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for (int j = 0; j < numVerticalVertices - 1; j++) {
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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) * _distance;
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rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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if (_uiType == 2) {
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topZ = -cos((verticalAngleIncrement * (j + 1) - halfVerticalAngle) * overlayAspectRatio) * _distance;
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bottomZ = -cos((verticalAngleIncrement * j - halfVerticalAngle) * overlayAspectRatio) * _distance;
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} else {
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topZ = -99999;
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bottomZ = -99999;
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}
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glTexCoord2f(quadTexWidth * i, (j + 1) * quadTexHeight);
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glVertex3f(leftX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, leftZ));
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glTexCoord2f(quadTexWidth * (i + 1), (j + 1) * quadTexHeight);
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glVertex3f(rightX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, rightZ));
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glTexCoord2f(quadTexWidth * (i + 1), j * quadTexHeight);
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glVertex3f(rightX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, rightZ));
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glTexCoord2f(quadTexWidth * i, j * quadTexHeight);
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glVertex3f(leftX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, leftZ));
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}
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}
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glEnd();
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}
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glPopMatrix();
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glEnable(GL_LIGHTING);
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}
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//Renders optional pointers
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void ApplicationOverlay::renderPointers() {
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Application* application = Application::getInstance();
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// Render a crosshair over the mouse when in Oculus
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_numMagnifiers = 0;
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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if (OculusManager::isConnected() && application->getLastMouseMoveType() == QEvent::MouseMove) {
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const float pointerWidth = 10;
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const float pointerHeight = 10;
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const float crossPad = 4;
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_numMagnifiers = 1;
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_mouseX[0] = application->getMouseX();
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_mouseY[0] = application->getMouseY();
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mouseX -= pointerWidth / 2.0f;
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mouseY += pointerHeight / 2.0f;
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glBegin(GL_QUADS);
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glColor3f(1, 0, 0);
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//Horizontal crosshair
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glVertex2i(mouseX, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
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glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
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//Vertical crosshair
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glVertex2i(mouseX + crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
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glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
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glEnd();
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} else if (application->getLastMouseMoveType() == CONTROLLER_MOVE_EVENT && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
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//only render controller pointer if we aren't already rendering a mouse pointer
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renderControllerPointer();
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}
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}
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void ApplicationOverlay::renderControllerPointer() {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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_mouseX[_numMagnifiers] = mouseX;
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_mouseY[_numMagnifiers] = mouseY;
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_numMagnifiers++;
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}
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mouseX -= pointerWidth / 2.0f;
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}
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}
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// Renders the overlays either to a texture or to the screen
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void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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//Renders a small magnification of the currently bound texture at the coordinates
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void ApplicationOverlay::renderMagnifier(int mouseX, int mouseY)
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{
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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const int widgetWidth = glWidget->width();
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const int widgetHeight = glWidget->height();
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const float magnification = 4.0f;
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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 overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
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const float overlayHeight = halfOverlayHeight * 2.0f;
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// The more vertices, the better the curve
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const int numHorizontalVertices = 20;
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const int numVerticalVertices = 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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const float quadTexHeight = 1.0f / (numVerticalVertices - 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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float magnifyWidth = 80.0f;
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float magnifyHeight = 60.0f;
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mouseX -= magnifyWidth / 2;
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mouseY -= magnifyHeight / 2;
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//clamp the magnification
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if (mouseX < 0) {
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magnifyWidth += mouseX;
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mouseX = 0;
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} else if (mouseX + magnifyWidth > widgetWidth) {
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magnifyWidth = widgetWidth - mouseX;
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}
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if (mouseY < 0) {
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magnifyHeight += mouseY;
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mouseY = 0;
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} else if (mouseY + magnifyHeight > widgetHeight) {
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magnifyHeight = widgetHeight - mouseY;
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}
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const float halfMagnifyHeight = magnifyHeight / 2.0f;
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float newWidth = magnifyWidth * magnification;
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float newHeight = magnifyHeight * magnification;
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// Magnification Texture Coordinates
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float magnifyULeft = mouseX / (float)widgetWidth;
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float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
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float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
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float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
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// Coordinates of magnification overlay
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float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
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float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
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// Get angle on the UI
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float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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// Get position on hemisphere using angle
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if (_uiType == HEMISPHERE) {
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//Get new UV coordinates from our magnification window
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float newULeft = newMouseX / widgetWidth;
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float newURight = (newMouseX + newWidth) / widgetWidth;
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float newVBottom = 1.0 - newMouseY / widgetHeight;
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float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
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// Project our position onto the hemisphere using the UV coordinates
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float lX = sin((newULeft - 0.5f) * _textureFov);
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float rX = sin((newURight - 0.5f) * _textureFov);
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float bY = sin((newVBottom - 0.5f) * _textureFov);
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float tY = sin((newVTop - 0.5f) * _textureFov);
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float dist;
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//Bottom Left
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dist = sqrt(lX * lX + bY * bY);
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float blZ = sqrt(1.0f - dist * dist);
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//Top Left
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dist = sqrt(lX * lX + tY * tY);
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float tlZ = sqrt(1.0f - dist * dist);
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//Bottom Right
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dist = sqrt(rX * rX + bY * bY);
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float brZ = sqrt(1.0f - dist * dist);
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//Top Right
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dist = sqrt(rX * rX + tY * tY);
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float trZ = sqrt(1.0f - dist * dist);
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glBegin(GL_QUADS);
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
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glEnd();
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} else {
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leftX = sin(leftAngle) * _distance;
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rightX = sin(rightAngle) * _distance;
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leftZ = -cos(leftAngle) * _distance;
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rightZ = -cos(rightAngle) * _distance;
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if (_uiType == CURVED_SEMICIRCLE) {
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topZ = -cos(topAngle * overlayAspectRatio) * _distance;
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bottomZ = -cos(bottomAngle * overlayAspectRatio) * _distance;
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} else {
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// Dont want to use topZ or bottomZ for SEMICIRCLE
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topZ = -99999;
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bottomZ = -99999;
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}
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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));
|
||||
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void ApplicationOverlay::renderAudioMeter() {
|
||||
|
||||
Application* application = Application::getInstance();
|
||||
|
||||
Overlays& overlays = application->getOverlays();
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
MyAvatar* myAvatar = application->getAvatar();
|
||||
Audio* audio = application->getAudio();
|
||||
const OctreePacketProcessor& octreePacketProcessor = application->getOctreePacketProcessor();
|
||||
BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
|
||||
NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
|
||||
|
||||
_numMagnifiers = 0;
|
||||
|
||||
int mouseX = application->getMouseX();
|
||||
int mouseY = application->getMouseY();
|
||||
bool renderPointer = renderToTexture;
|
||||
|
||||
if (renderToTexture) {
|
||||
getFramebufferObject()->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Render 2D overlay: I/O level bar graphs and text
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
// Display a single screen-size quad to create an alpha blended 'collision' flash
|
||||
if (audio->getCollisionFlashesScreen()) {
|
||||
|
@ -267,11 +657,16 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
|
|||
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET + audioLevel, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
|
||||
glVertex2i(AUDIO_METER_X + AUDIO_METER_INSET, audioMeterY + AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void ApplicationOverlay::renderStatsAndLogs() {
|
||||
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)) {
|
||||
myAvatar->renderHeadMouse(glWidget->width(), glWidget->height());
|
||||
}
|
||||
Application* application = Application::getInstance();
|
||||
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
const OctreePacketProcessor& octreePacketProcessor = application->getOctreePacketProcessor();
|
||||
BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
|
||||
NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
|
||||
|
||||
// Display stats and log text onscreen
|
||||
glLineWidth(1.0f);
|
||||
|
@ -302,357 +697,18 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
|
|||
drawText(glWidget->width() - 100, glWidget->height() - timerBottom, 0.30f, 0.0f, 0, frameTimer, WHITE_TEXT);
|
||||
}
|
||||
nodeBoundsDisplay.drawOverlay();
|
||||
|
||||
// give external parties a change to hook in
|
||||
emit application->renderingOverlay();
|
||||
|
||||
overlays.render2D();
|
||||
|
||||
// Render a crosshair over the mouse when in Oculus
|
||||
if (renderPointer && application->getLastMouseMoveType() == QEvent::MouseMove) {
|
||||
const float pointerWidth = 10;
|
||||
const float pointerHeight = 10;
|
||||
const float crossPad = 4;
|
||||
|
||||
|
||||
_numMagnifiers = 1;
|
||||
_mouseX[0] = application->getMouseX();
|
||||
_mouseY[0] = application->getMouseY();
|
||||
|
||||
mouseX -= pointerWidth / 2.0f;
|
||||
mouseY += pointerHeight / 2.0f;
|
||||
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
|
||||
glColor3f(1, 0, 0);
|
||||
|
||||
//Horizontal crosshair
|
||||
glVertex2i(mouseX, mouseY - crossPad);
|
||||
glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
|
||||
glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
|
||||
glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
|
||||
|
||||
//Vertical crosshair
|
||||
glVertex2i(mouseX + crossPad, mouseY);
|
||||
glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
|
||||
glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
|
||||
glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
|
||||
|
||||
glEnd();
|
||||
} else if (application->getLastMouseMoveType() == CONTROLLER_MOVE_EVENT && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
|
||||
//only render controller pointer if we aren't already rendering a mouse pointer
|
||||
renderControllerPointer();
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
|
||||
if (renderToTexture) {
|
||||
getFramebufferObject()->release();
|
||||
}
|
||||
}
|
||||
|
||||
// Draws the FBO texture for the screen
|
||||
void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
|
||||
|
||||
Application* application = Application::getInstance();
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, 0); glVertex2i(0, glWidget->height());
|
||||
glTexCoord2f(1, 0); glVertex2i(glWidget->width(), glWidget->height());
|
||||
glTexCoord2f(1, 1); glVertex2i(glWidget->width(), 0);
|
||||
glTexCoord2f(0, 1); glVertex2i(0, 0);
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
const float textureFov = PI / 2.5f;
|
||||
|
||||
void ApplicationOverlay::computeOculusPickRay(float x, float y, glm::vec3& direction) const {
|
||||
glm::quat rot = Application::getInstance()->getAvatar()->getOrientation();
|
||||
|
||||
//invert y direction
|
||||
y = 1.0 - y;
|
||||
|
||||
//Get position on hemisphere UI
|
||||
x = sin((x - 0.5f) * textureFov);
|
||||
y = sin((y - 0.5f) * textureFov);
|
||||
|
||||
float dist = sqrt(x * x + y * y);
|
||||
float z = -sqrt(1.0f - dist * dist);
|
||||
|
||||
//Rotate the UI pick ray by the avatar orientation
|
||||
direction = glm::normalize(rot * glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
// Fast helper functions
|
||||
inline float max(float a, float b) {
|
||||
return (a > b) ? a : b;
|
||||
}
|
||||
|
||||
inline float min(float a, float b) {
|
||||
return (a < b) ? a : b;
|
||||
}
|
||||
|
||||
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
|
||||
void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
|
||||
|
||||
Application* application = Application::getInstance();
|
||||
|
||||
QGLWidget* glWidget = application->getGLWidget();
|
||||
MyAvatar* myAvatar = application->getAvatar();
|
||||
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
// Transform to world space
|
||||
glm::quat rotation = whichCamera.getRotation();
|
||||
glm::vec3 axis2 = glm::axis(rotation);
|
||||
glRotatef(-glm::degrees(glm::angle(rotation)), axis2.x, axis2.y, axis2.z);
|
||||
glTranslatef(viewMatrixTranslation.x, viewMatrixTranslation.y, viewMatrixTranslation.z);
|
||||
|
||||
// Translate to the front of the camera
|
||||
glm::vec3 pos = whichCamera.getPosition();
|
||||
glm::quat rot = myAvatar->getOrientation();
|
||||
glm::vec3 axis = glm::axis(rot);
|
||||
|
||||
glTranslatef(pos.x, pos.y, pos.z);
|
||||
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
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++) {
|
||||
|
||||
float magnifyWidth = 80.0f;
|
||||
float magnifyHeight = 60.0f;
|
||||
|
||||
int mouseX = _mouseX[i];
|
||||
int mouseY = _mouseY[i];
|
||||
mouseX -= magnifyWidth / 2;
|
||||
mouseY -= magnifyHeight / 2;
|
||||
|
||||
//clamp the magnification
|
||||
if (mouseX < 0) {
|
||||
magnifyWidth += mouseX;
|
||||
mouseX = 0;
|
||||
} else if (mouseX + magnifyWidth > widgetWidth) {
|
||||
magnifyWidth = widgetWidth - mouseX;
|
||||
}
|
||||
if (mouseY < 0) {
|
||||
magnifyHeight += mouseY;
|
||||
mouseY = 0;
|
||||
} else if (mouseY + magnifyHeight > widgetHeight) {
|
||||
magnifyHeight = widgetHeight - mouseY;
|
||||
}
|
||||
|
||||
const float halfMagnifyHeight = magnifyHeight / 2.0f;
|
||||
|
||||
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;
|
||||
|
||||
// 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();
|
||||
|
||||
} 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));
|
||||
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
}
|
||||
|
||||
//Renders a hemisphere with texture coordinates.
|
||||
void ApplicationOverlay::renderTexturedHemisphere() {
|
||||
const int slices = 80;
|
||||
const int stacks = 80;
|
||||
|
||||
//UV mapping source: http://www.mvps.org/directx/articles/spheremap.htm
|
||||
static VerticesIndices vbo(0, 0);
|
||||
int vertices = slices * (stacks - 1) + 1;
|
||||
int indices = slices * 2 * 3 * (stacks - 2) + slices * 3;
|
||||
//We only generate the VBO once
|
||||
if (vbo.first == 0) {
|
||||
TextureVertex* vertexData = new TextureVertex[vertices];
|
||||
TextureVertex* vertex = vertexData;
|
||||
|
@ -666,8 +722,8 @@ void ApplicationOverlay::renderTexturedHemisphere() {
|
|||
vertex->position.x = sinf(theta) * radius;
|
||||
vertex->position.y = cosf(theta) * radius;
|
||||
vertex->position.z = z;
|
||||
vertex->uv.x = asin(vertex->position.x) / (textureFov) + 0.5f;
|
||||
vertex->uv.y = asin(vertex->position.y) / (textureFov) + 0.5f;
|
||||
vertex->uv.x = asin(vertex->position.x) / (_textureFov) + 0.5f;
|
||||
vertex->uv.y = asin(vertex->position.y) / (_textureFov) + 0.5f;
|
||||
vertex++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -46,13 +46,18 @@ private:
|
|||
|
||||
typedef QPair<GLuint, GLuint> VerticesIndices;
|
||||
|
||||
void renderPointers();
|
||||
void renderControllerPointer();
|
||||
void renderMagnifier(int mouseX, int mouseY);
|
||||
void renderAudioMeter();
|
||||
void renderStatsAndLogs();
|
||||
void renderTexturedHemisphere();
|
||||
|
||||
QOpenGLFramebufferObject* _framebufferObject;
|
||||
float _trailingAudioLoudness;
|
||||
float _oculusAngle;
|
||||
float _distance;
|
||||
float _textureFov;
|
||||
UIType _uiType;
|
||||
int _mouseX[2];
|
||||
int _mouseY[2];
|
||||
|
|
Loading…
Reference in a new issue