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_distance variable
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2 changed files with 8 additions and 7 deletions
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@ -20,7 +20,8 @@
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#include "ui/Stats.h"
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE) {
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_oculusAngle(65.0f * RADIANS_PER_DEGREE),
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_distance(0.5f){
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}
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@ -273,9 +274,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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 halfOverlayHeight = overlayDistance * tan(halfVerticalAngle);
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const float halfOverlayHeight = _distance * 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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@ -325,10 +325,10 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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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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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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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@ -38,6 +38,7 @@ private:
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QOpenGLFramebufferObject* _framebufferObject;
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float _trailingAudioLoudness;
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float _oculusAngle;
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float _distance;
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};
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#endif // hifi_ApplicationOverlay_h
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