Merge pull request #5077 from jherico/render_cursor

Always use GL rendered cursor & fix broken cursor after merge
This commit is contained in:
Brad Hefta-Gaub 2015-06-09 12:09:24 -07:00
commit fb4e5a70bd
3 changed files with 47 additions and 20 deletions

View file

@ -524,6 +524,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_window->setVisible(true);
_glWidget->setFocusPolicy(Qt::StrongFocus);
_glWidget->setFocus();
_glWidget->setCursor(Qt::BlankCursor);
// enable mouse tracking; otherwise, we only get drag events
_glWidget->setMouseTracking(true);
@ -1891,8 +1892,6 @@ void Application::setEnableVRMode(bool enableVRMode) {
}
resizeGL();
updateCursorVisibility();
}
void Application::setLowVelocityFilter(bool lowVelocityFilter) {
@ -2401,19 +2400,8 @@ void Application::updateCursor(float deltaTime) {
lastMousePos = QCursor::pos();
}
void Application::updateCursorVisibility() {
if (!_cursorVisible ||
Menu::getInstance()->isOptionChecked(MenuOption::EnableVRMode) ||
Menu::getInstance()->isOptionChecked(MenuOption::Enable3DTVMode)) {
_window->setCursor(Qt::BlankCursor);
} else {
_window->unsetCursor();
}
}
void Application::setCursorVisible(bool visible) {
_cursorVisible = visible;
updateCursorVisibility();
}
void Application::update(float deltaTime) {

View file

@ -475,8 +475,6 @@ private:
void updateProjectionMatrix();
void updateProjectionMatrix(Camera& camera, bool updateViewFrustum = true);
void updateCursorVisibility();
void sendPingPackets();
void initDisplay();

View file

@ -267,9 +267,8 @@ void ApplicationOverlay::displayOverlayTexture() {
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
if (_alpha < 1.0) {
glEnable(GL_BLEND);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, qApp->getDeviceSize().width(), qApp->getDeviceSize().height());
static const glm::vec2 topLeft(-1, 1);
@ -277,9 +276,38 @@ void ApplicationOverlay::displayOverlayTexture() {
static const glm::vec2 texCoordTopLeft(0.0f, 1.0f);
static const glm::vec2 texCoordBottomRight(1.0f, 0.0f);
with_each_texture(_overlays.getTexture(), _newUiTexture, [&] {
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
DependencyManager::get<GeometryCache>()->renderQuad(
topLeft, bottomRight,
texCoordTopLeft, texCoordBottomRight,
glm::vec4(1.0f, 1.0f, 1.0f, _alpha));
});
if (!_crosshairTexture) {
_crosshairTexture = DependencyManager::get<TextureCache>()->
getImageTexture(PathUtils::resourcesPath() + "images/sixense-reticle.png");
}
//draw the mouse pointer
glm::vec2 canvasSize = qApp->getCanvasSize();
glm::vec2 mouseSize = 32.0f / canvasSize;
auto mouseTopLeft = topLeft * mouseSize;
auto mouseBottomRight = bottomRight * mouseSize;
vec2 mousePosition = vec2(qApp->getMouseX(), qApp->getMouseY());
mousePosition /= canvasSize;
mousePosition *= 2.0f;
mousePosition -= 1.0f;
mousePosition.y *= -1.0f;
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glm::vec4 reticleColor = { RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], 1.0f };
DependencyManager::get<GeometryCache>()->renderQuad(
mouseTopLeft + mousePosition, mouseBottomRight + mousePosition,
texCoordTopLeft, texCoordBottomRight,
reticleColor);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glDisable(GL_TEXTURE_2D);
} glPopMatrix();
}
@ -428,6 +456,9 @@ void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float
}
//draw the mouse pointer
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glm::vec2 canvasSize = qApp->getCanvasSize();
const float reticleSize = 40.0f / canvasSize.x * quadWidth;
@ -557,7 +588,9 @@ void ApplicationOverlay::renderPointers() {
_crosshairTexture = TextureCache::getImageTexture(PathUtils::resourcesPath() + "images/sixense-reticle.png");
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
@ -719,8 +752,14 @@ void ApplicationOverlay::renderControllerPointers() {
}
void ApplicationOverlay::renderPointersOculus() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
//Controller Pointers
@ -745,6 +784,8 @@ void ApplicationOverlay::renderPointersOculus() {
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
//Renders a small magnification of the currently bound texture at the coordinates