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Merge pull request #7316 from ZappoMan/toggleOverlay
Repair Toggle Overlays
This commit is contained in:
commit
510d96af0e
6 changed files with 118 additions and 39 deletions
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@ -11,6 +11,7 @@
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#include <memory>
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#include <math.h>
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#include <QtCore/QTimer>
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#include <QtCore/QThread>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QDesktopWidget>
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@ -414,13 +415,39 @@ void CompositorHelper::updateTooltips() {
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}
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static const float FADE_DURATION = 500.0f;
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static const float FADE_IN_ALPHA = 1.0f;
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static const float FADE_OUT_ALPHA = 0.0f;
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void CompositorHelper::startFadeFailsafe(float endValue) {
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_fadeStarted = usecTimestampNow();
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_fadeFailsafeEndValue = endValue;
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const int SLIGHT_DELAY = 10;
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QTimer::singleShot(FADE_DURATION + SLIGHT_DELAY, [this]{
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checkFadeFailsafe();
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});
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}
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void CompositorHelper::checkFadeFailsafe() {
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auto elapsedInFade = usecTimestampNow() - _fadeStarted;
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if (elapsedInFade > FADE_DURATION) {
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setAlpha(_fadeFailsafeEndValue);
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}
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}
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void CompositorHelper::fadeIn() {
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_fadeInAlpha = true;
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_alphaPropertyAnimation->setDuration(FADE_DURATION);
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_alphaPropertyAnimation->setStartValue(_alpha);
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_alphaPropertyAnimation->setEndValue(1.0f);
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_alphaPropertyAnimation->setEndValue(FADE_IN_ALPHA);
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_alphaPropertyAnimation->start();
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// Sometimes, this "QPropertyAnimation" fails to complete the animation, and we end up with a partially faded
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// state. So we will also have this fail-safe, where we record the timestamp of the fadeRequest, and the target
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// value of the fade, and if after that time we still haven't faded all the way, we will kick it to the final
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// fade value
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startFadeFailsafe(FADE_IN_ALPHA);
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}
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void CompositorHelper::fadeOut() {
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@ -428,8 +455,9 @@ void CompositorHelper::fadeOut() {
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_alphaPropertyAnimation->setDuration(FADE_DURATION);
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_alphaPropertyAnimation->setStartValue(_alpha);
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_alphaPropertyAnimation->setEndValue(0.0f);
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_alphaPropertyAnimation->setEndValue(FADE_OUT_ALPHA);
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_alphaPropertyAnimation->start();
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startFadeFailsafe(FADE_OUT_ALPHA);
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}
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void CompositorHelper::toggle() {
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@ -145,6 +145,11 @@ private:
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float _fadeInAlpha { true };
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float _oculusUIRadius { 1.0f };
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quint64 _fadeStarted { 0 };
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float _fadeFailsafeEndValue { 1.0f };
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void checkFadeFailsafe();
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void startFadeFailsafe(float endValue);
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int _reticleQuad;
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int _previousBorderWidth { -1 };
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@ -296,6 +296,9 @@ void OpenGLDisplayPlugin::customizeContext() {
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if (uniform.Name() == "mvp") {
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_mvpUniform = uniform.Index();
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}
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if (uniform.Name() == "alpha") {
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_alphaUniform = uniform.Index();
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}
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uniforms.Next();
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}
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@ -406,33 +409,53 @@ void OpenGLDisplayPlugin::updateFramerate() {
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void OpenGLDisplayPlugin::compositeOverlay() {
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using namespace oglplus;
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// Overlay draw
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if (isStereo()) {
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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// Overlay draw
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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drawUnitQuad();
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if (isStereo()) {
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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// Overlay draw
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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drawUnitQuad();
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}
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}
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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void OpenGLDisplayPlugin::compositePointer() {
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using namespace oglplus;
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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drawUnitQuad();
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});
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} else {
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drawUnitQuad();
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}
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}
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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void OpenGLDisplayPlugin::compositeLayers() {
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@ -86,6 +86,7 @@ protected:
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ProgramPtr _program;
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int32_t _mvpUniform { -1 };
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int32_t _alphaUniform { -1 };
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ShapeWrapperPtr _plane;
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mutable Mutex _mutex;
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@ -62,30 +62,50 @@ void HmdDisplayPlugin::uncustomizeContext() {
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void HmdDisplayPlugin::compositeOverlay() {
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using namespace oglplus;
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_sphereSection->Use();
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
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auto mvp = _eyeProjections[eye] * modelView;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_sphereSection->Draw();
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});
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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_sphereSection->Use();
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
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auto mvp = _eyeProjections[eye] * modelView;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_sphereSection->Draw();
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});
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}
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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void HmdDisplayPlugin::compositePointer() {
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//Mouse Pointer
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using namespace oglplus;
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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_plane->Use();
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// Reconstruct the headpose from the eye poses
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auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
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for_each_eye([&](Eye eye) {
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using namespace oglplus;
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eyeViewport(eye);
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auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
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auto mvp = _eyeProjections[eye] * reticleTransform;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_plane->Draw();
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});
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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// Mouse pointer
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_plane->Use();
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// Reconstruct the headpose from the eye poses
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auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
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auto mvp = _eyeProjections[eye] * reticleTransform;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_plane->Draw();
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});
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}
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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void HmdDisplayPlugin::internalPresent() {
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@ -33,6 +33,7 @@ static const char * SIMPLE_TEXTURED_FS = R"FS(#version 410 core
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#pragma line __LINE__
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uniform sampler2D sampler;
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uniform float alpha = 1.0;
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in vec2 vTexCoord;
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out vec4 FragColor;
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@ -40,6 +41,7 @@ out vec4 FragColor;
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void main() {
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FragColor = texture(sampler, vTexCoord);
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FragColor.a *= alpha;
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}
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)FS";
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