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https://github.com/lubosz/overte.git
synced 2025-04-09 07:22:31 +02:00
resolve conflicts on merge with upstream master
This commit is contained in:
commit
9bd0bc671b
10 changed files with 88 additions and 73 deletions
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@ -15,3 +15,4 @@ Script.load("hydraMove.js");
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Script.load("headMove.js");
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Script.load("inspect.js");
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Script.load("lobby.js");
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Script.load("notifications.js");
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@ -228,7 +228,7 @@ else (APPLE)
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# we're using static GLEW, so define GLEW_STATIC
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add_definitions(-DGLEW_STATIC)
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target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" "${NSIGHT_LIBRARIES}" wsock32.lib opengl32.lib)
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target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" "${NSIGHT_LIBRARIES}" wsock32.lib opengl32.lib Winmm.lib)
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# try to find the Nsight package and add it to the build if we find it
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find_package(NSIGHT)
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@ -669,6 +669,49 @@ glm::vec3 Avatar::getDisplayNamePosition() {
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return namePosition;
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}
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float Avatar::calculateDisplayNameScaleFactor(const glm::vec3& textPosition, bool inHMD) {
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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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// correction scale needed
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// save the matrices for later scale correction factor
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// The up vector must be relative to the rotation current rotation matrix:
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// we set the identity
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glm::vec3 testPoint0 = textPosition;
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glm::vec3 testPoint1 = textPosition + (Application::getInstance()->getCamera()->getRotation() * IDENTITY_UP);
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double textWindowHeight;
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GLCanvas::SharedPointer glCanvas = DependencyManager::get<GLCanvas>();
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float windowSizeX = glCanvas->getDeviceWidth();
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float windowSizeY = glCanvas->getDeviceHeight();
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glm::dmat4 modelViewMatrix;
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glm::dmat4 projectionMatrix;
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Application::getInstance()->getModelViewMatrix(&modelViewMatrix);
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Application::getInstance()->getProjectionMatrix(&projectionMatrix);
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glm::dvec4 p0 = modelViewMatrix * glm::dvec4(testPoint0, 1.0);
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p0 = projectionMatrix * p0;
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glm::dvec2 result0 = glm::vec2(windowSizeX * (p0.x / p0.w + 1.0f) * 0.5f, windowSizeY * (p0.y / p0.w + 1.0f) * 0.5f);
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glm::dvec4 p1 = modelViewMatrix * glm::dvec4(testPoint1, 1.0);
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p1 = projectionMatrix * p1;
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glm::vec2 result1 = glm::vec2(windowSizeX * (p1.x / p1.w + 1.0f) * 0.5f, windowSizeY * (p1.y / p1.w + 1.0f) * 0.5f);
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textWindowHeight = abs(result1.y - result0.y);
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// need to scale to compensate for the font resolution due to the device
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float scaleFactor = QApplication::desktop()->windowHandle()->devicePixelRatio() *
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((textWindowHeight > EPSILON) ? 1.0f / textWindowHeight : 1.0f);
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if (inHMD) {
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const float HMDMODE_NAME_SCALE = 0.65f;
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scaleFactor *= HMDMODE_NAME_SCALE;
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} else {
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scaleFactor *= Application::getInstance()->getRenderResolutionScale();
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}
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return scaleFactor;
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}
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void Avatar::renderDisplayName() {
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if (_displayName.isEmpty() || _displayNameAlpha == 0.0f) {
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@ -700,78 +743,39 @@ void Avatar::renderDisplayName() {
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frontAxis = glm::normalize(glm::vec3(frontAxis.z, 0.0f, -frontAxis.x));
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float angle = acos(frontAxis.x) * ((frontAxis.z < 0) ? 1.0f : -1.0f);
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glRotatef(glm::degrees(angle), 0.0f, 1.0f, 0.0f);
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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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// correction scale needed
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// save the matrices for later scale correction factor
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glm::dmat4 modelViewMatrix;
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glm::dmat4 projectionMatrix;
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GLint viewportMatrix[4];
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Application::getInstance()->getModelViewMatrix(&modelViewMatrix);
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Application::getInstance()->getProjectionMatrix(&projectionMatrix);
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glGetIntegerv(GL_VIEWPORT, viewportMatrix);
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GLdouble result0[3], result1[3];
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// The up vector must be relative to the rotation current rotation matrix:
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// we set the identity
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glm::dvec3 testPoint0 = glm::dvec3(textPosition);
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glm::dvec3 testPoint1 = glm::dvec3(textPosition) + glm::dvec3(Application::getInstance()->getCamera()->getRotation() * IDENTITY_UP);
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bool success;
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success = gluProject(testPoint0.x, testPoint0.y, testPoint0.z,
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(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
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&result0[0], &result0[1], &result0[2]);
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success = success &&
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gluProject(testPoint1.x, testPoint1.y, testPoint1.z,
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(GLdouble*)&modelViewMatrix, (GLdouble*)&projectionMatrix, viewportMatrix,
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&result1[0], &result1[1], &result1[2]);
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float scaleFactor = calculateDisplayNameScaleFactor(textPosition, inHMD);
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glScalef(scaleFactor, scaleFactor, 1.0);
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glScalef(1.0f, -1.0f, 1.0f); // TextRenderer::draw paints the text upside down in y axis
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if (success) {
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double textWindowHeight = abs(result1[1] - result0[1]);
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// need to scale to compensate for the font resolution due to the device
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float scaleFactor = QApplication::desktop()->windowHandle()->devicePixelRatio() *
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((textWindowHeight > EPSILON) ? 1.0f / textWindowHeight : 1.0f);
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if (inHMD) {
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const float HMDMODE_NAME_SCALE = 0.65f;
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scaleFactor *= HMDMODE_NAME_SCALE;
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} else {
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scaleFactor *= Application::getInstance()->getRenderResolutionScale();
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}
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glScalef(scaleFactor, scaleFactor, 1.0);
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glScalef(1.0f, -1.0f, 1.0f); // TextRenderer::draw paints the text upside down in y axis
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int text_x = -_displayNameBoundingRect.width() / 2;
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int text_y = -_displayNameBoundingRect.height() / 2;
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int text_x = -_displayNameBoundingRect.width() / 2;
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int text_y = -_displayNameBoundingRect.height() / 2;
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// draw a gray background
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int left = text_x + _displayNameBoundingRect.x();
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int right = left + _displayNameBoundingRect.width();
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int bottom = text_y + _displayNameBoundingRect.y();
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int top = bottom + _displayNameBoundingRect.height();
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const int border = 8;
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bottom -= border;
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left -= border;
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top += border;
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right += border;
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// draw a gray background
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int left = text_x + _displayNameBoundingRect.x();
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int right = left + _displayNameBoundingRect.width();
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int bottom = text_y + _displayNameBoundingRect.y();
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int top = bottom + _displayNameBoundingRect.height();
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const int border = 8;
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bottom -= border;
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left -= border;
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top += border;
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right += border;
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// We are drawing coplanar textures with depth: need the polygon offset
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.0f, 1.0f);
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// We are drawing coplanar textures with depth: need the polygon offset
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glEnable(GL_POLYGON_OFFSET_FILL);
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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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renderBevelCornersRect(left, bottom, right - left, top - bottom, 3);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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QByteArray ba = _displayName.toLocal8Bit();
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const char* text = ba.data();
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glDisable(GL_POLYGON_OFFSET_FILL);
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textRenderer(DISPLAYNAME)->draw(text_x, text_y, text);
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}
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glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA);
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renderBevelCornersRect(left, bottom, right - left, top - bottom, 3);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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QByteArray ba = _displayName.toLocal8Bit();
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const char* text = ba.data();
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glDisable(GL_POLYGON_OFFSET_FILL);
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textRenderer(DISPLAYNAME)->draw(text_x, text_y, text);
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glPopMatrix();
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@ -230,6 +230,7 @@ protected:
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float getPelvisFloatingHeight() const;
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glm::vec3 getDisplayNamePosition();
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float calculateDisplayNameScaleFactor(const glm::vec3& textPosition, bool inHMD);
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void renderDisplayName();
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virtual void renderBody(RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
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virtual bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
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@ -582,7 +582,7 @@ void OculusManager::renderDistortionMesh(ovrPosef eyeRenderPose[ovrEye_Count]) {
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glLoadIdentity();
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GLCanvas::SharedPointer glCanvas = DependencyManager::get<GLCanvas>();
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gluOrtho2D(0, glCanvas->getDeviceWidth(), 0, glCanvas->getDeviceHeight());
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glOrtho(0, glCanvas->getDeviceWidth(), 0, glCanvas->getDeviceHeight(), -1.0, 1.0);
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glDisable(GL_DEPTH_TEST);
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@ -180,7 +180,7 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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glPushMatrix(); {
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glLoadIdentity();
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gluOrtho2D(0, glCanvas->width(), glCanvas->height(), 0);
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glOrtho(0, glCanvas->width(), glCanvas->height(), 0, -1.0, 1.0);
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renderAudioMeter();
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@ -224,7 +224,7 @@ void ApplicationOverlay::displayOverlayTexture() {
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glMatrixMode(GL_PROJECTION);
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glPushMatrix(); {
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glLoadIdentity();
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gluOrtho2D(0, glCanvas->getDeviceWidth(), glCanvas->getDeviceHeight(), 0);
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glOrtho(0, glCanvas->getDeviceWidth(), glCanvas->getDeviceHeight(), 0, -1.0, 1.0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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@ -128,7 +128,7 @@ void RearMirrorTools::displayIcon(QRect bounds, QRect iconBounds, GLuint texture
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(bounds.left(), bounds.right(), bounds.bottom(), bounds.top());
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glOrtho(bounds.left(), bounds.right(), bounds.bottom(), bounds.top(), -1.0, 1.0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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@ -19,7 +19,7 @@ elseif (WIN32)
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# we're using static GLEW, so define GLEW_STATIC
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add_definitions(-DGLEW_STATIC)
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target_link_libraries(${TARGET_NAME} "${GLEW_LIBRARIES}" opengl32.lib)
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target_link_libraries(${TARGET_NAME} opengl32.lib)
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# need to bubble up the GLEW_INCLUDE_DIRS
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list(APPEND ${TARGET_NAME}_DEPENDENCY_INCLUDES "${GLEW_INCLUDE_DIRS}")
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@ -98,6 +98,14 @@ std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule) {
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#ifndef QT_NO_DEBUG_STREAM
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#include <QDebug>
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QDebug& operator<<(QDebug& dbg, const glm::vec2& v) {
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dbg.nospace() << "{type='glm::vec2'"
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", x=" << v.x <<
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", y=" << v.y <<
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"}";
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return dbg;
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}
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QDebug& operator<<(QDebug& dbg, const glm::vec3& v) {
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dbg.nospace() << "{type='glm::vec3'"
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", x=" << v.x <<
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@ -49,6 +49,7 @@ std::ostream& operator<<(std::ostream& s, const CapsuleShape& capsule);
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#ifndef QT_NO_DEBUG_STREAM
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class QDebug;
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// Add support for writing these to qDebug().
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QDebug& operator<<(QDebug& s, const glm::vec2& v);
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QDebug& operator<<(QDebug& s, const glm::vec3& v);
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QDebug& operator<<(QDebug& s, const glm::quat& q);
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QDebug& operator<<(QDebug& s, const glm::mat4& m);
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