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https://github.com/HifiExperiments/overte.git
synced 2025-08-03 23:13:12 +02:00
Changed the displayname background rect: instead of having squared
corners, they are bevel Added some test code to prevent the decay effect in the text rendering
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commit
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3 changed files with 90 additions and 9 deletions
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@ -554,6 +554,78 @@ void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int
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}
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void renderBeverCornersRect(int x, int y, int width, int height, int bevelDistance) {
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glBegin(GL_POLYGON);
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// left side
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glVertex2f(x, y + bevelDistance);
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glVertex2f(x, y + height - bevelDistance);
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// top side
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glVertex2f(x + bevelDistance, y + height);
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glVertex2f(x + width - bevelDistance, y + height);
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// right
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glVertex2f(x + width, y + height - bevelDistance);
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glVertex2f(x + width, y + bevelDistance);
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// bottom
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glVertex2f(x + width - bevelDistance, y);
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glVertex2f(x +bevelDistance, y);
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glEnd();
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}
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void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner) {
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#define MAX_POINTS_CORNER 50
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// At least "2" is needed
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if (numPointsCorner <= 1) {
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return;
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}
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if (numPointsCorner > MAX_POINTS_CORNER) {
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numPointsCorner = MAX_POINTS_CORNER;
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}
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// Precompute sin and cos for [0, pi/2) for the number of points (numPointCorner)
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double radiusTimesSin[MAX_POINTS_CORNER];
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double radiusTimesCos[MAX_POINTS_CORNER];
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int i = 0;
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for (int i = 0; i < numPointsCorner; i++) {
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double t = i * PIf / (2.0f * (numPointsCorner - 1));
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radiusTimesSin[i] = radius * sin(t);
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radiusTimesCos[i] = radius * cos(t);
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}
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glm::dvec2 cornerCenter;
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glBegin(GL_POINTS);
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// Top left corner
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cornerCenter = glm::vec2(x + radius, y + height - radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x - radiusTimesCos[i], cornerCenter.y + radiusTimesSin[i]);
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}
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// Top rigth corner
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cornerCenter = glm::vec2(x + width - radius, y + height - radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x + radiusTimesSin[i], cornerCenter.y + radiusTimesCos[i]);
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}
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// Bottom right
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cornerCenter = glm::vec2(x + width - radius, y + radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x + radiusTimesCos[i], cornerCenter.y - radiusTimesSin[i]);
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}
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// Bottom left
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cornerCenter = glm::vec2(x + radius, y + radius);
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for (i = 0; i < numPointsCorner; i++) {
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glVertex2d(cornerCenter.x - radiusTimesSin[i], cornerCenter.y - radiusTimesCos[i]);
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}
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glEnd();
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}
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void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
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glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
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glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
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@ -73,6 +73,8 @@ void renderOrientationDirections( glm::vec3 position, const glm::quat& orientati
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void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
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void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
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void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner);
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void renderBeverCornersRect(int x, int y, int width, int height, int bevelDistance);
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void runTimingTests();
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@ -307,10 +307,19 @@ void Avatar::renderDisplayName() {
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glTranslatef(textPosition.x, textPosition.y, textPosition.z);
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glm::dmat4 modelViewMatrix2;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix2);
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modelViewMatrix2[0][0] = 1;
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modelViewMatrix2[1][1] = 1;
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modelViewMatrix2[2][2] = 1;
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modelViewMatrix2[0][1] = modelViewMatrix2[0][2] = 0;
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modelViewMatrix2[1][0] = modelViewMatrix2[1][2] = 0;
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modelViewMatrix2[2][0] = modelViewMatrix2[2][1] = 0;
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glLoadMatrixd((GLdouble*)&modelViewMatrix2);
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// we need "always facing camera": we must remove the camera rotation from the stack
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glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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// glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
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// glm::vec3 axis = glm::axis(rotation);
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// glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
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// We project a unit vector and check the difference in screen coordinates, to check which is the
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@ -364,12 +373,10 @@ void Avatar::renderDisplayName() {
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glPolygonOffset(1.0f, 1.0f);
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glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA);
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glBegin(GL_QUADS);
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glVertex2f(left, bottom);
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glVertex2f(right, bottom);
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glVertex2f(right, top);
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glVertex2f(left, top);
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glEnd();
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// glColor4f(1.0f, 0.2f, 0.2f, 1.0f);
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// glScalef(10,10, 1);
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renderBeverCornersRect(left, bottom, right - left, top - bottom, 3);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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