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Merge fixes
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parent
9eb15d3d55
commit
fee5f7cd0f
4 changed files with 49 additions and 38 deletions
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@ -923,6 +923,10 @@ void Application::paintGL() {
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{
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PerformanceTimer perfTimer("renderOverlay");
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gpu::Context context(new gpu::GLBackend());
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RenderArgs renderArgs(&context, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(),
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lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
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RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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@ -1066,7 +1070,6 @@ void Application::paintGL() {
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renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
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#endif
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<<<<<<< HEAD
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// deliver final composited scene to the display plugin
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{
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GLuint finalTexture = gpu::GLBackend::getTextureID(finalFbo->getRenderBuffer(0));
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@ -3049,25 +3052,6 @@ QRect Application::getDesirableApplicationGeometry() {
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return applicationGeometry;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// loadViewFrustum()
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//
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// Description: this will load the view frustum bounds for EITHER the head
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// or the "myCamera".
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//
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void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
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PROFILE_RANGE(__FUNCTION__);
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// We will use these below, from either the camera or head vectors calculated above
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viewFrustum.setProjection(camera.getProjection());
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// Set the viewFrustum up with the correct position and orientation of the camera
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viewFrustum.setPosition(camera.getPosition());
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viewFrustum.setOrientation(camera.getRotation());
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// Ask the ViewFrustum class to calculate our corners
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viewFrustum.calculate();
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}
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glm::vec3 Application::getSunDirection() {
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// Sun direction is in fact just the location of the sun relative to the origin
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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@ -3478,9 +3462,15 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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// load the view frustum
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theCamera.loadViewFrustum(_displayViewFrustum);
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// transform view according to theCamera
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// could be myCamera (if in normal mode)
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// or could be viewFrustumOffsetCamera if in offset mode
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// Load the legacy GL stacks, used by entities (for now)
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf(glm::value_ptr(theCamera.getProjection()));
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf(glm::value_ptr(glm::inverse(theCamera.getTransform())));
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glm::quat rotation = theCamera.getRotation();
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// Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation
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@ -3489,13 +3479,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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Transform viewTransform;
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viewTransform.setTranslation(theCamera.getPosition());
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viewTransform.setRotation(rotation);
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if (renderArgs->_renderSide != RenderArgs::MONO) {
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glm::mat4 invView = glm::inverse(_untranslatedViewMatrix);
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viewTransform.evalFromRawMatrix(invView);
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viewTransform.preTranslate(_viewMatrixTranslation);
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}
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setViewTransform(viewTransform);
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// Setup 3D lights (after the camera transform, so that they are positioned in world space)
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@ -35,7 +35,6 @@
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#include <UserActivityLogger.h>
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#include "devices/Faceshift.h"
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#include "devices/OculusManager.h"
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#include "Application.h"
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#include "AvatarManager.h"
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@ -919,10 +918,8 @@ void MyAvatar::updateLookAtTargetAvatar() {
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gazeOffset = gazeOffset * HUMAN_EYE_SEPARATION / myEyeSeparation;
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if (Application::getInstance()->isHMDMode()) {
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//avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getCamera()->getPosition()
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// + OculusManager::getMidEyePosition() + gazeOffset);
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avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
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+ OculusManager::getMidEyePosition() + gazeOffset);
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+ glm::vec3(qApp->getHeadPose()[3]) + gazeOffset);
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} else {
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avatar->getHead()->setCorrectedLookAtPosition(Application::getInstance()->getViewFrustum()->getPosition()
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+ gazeOffset);
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@ -40,14 +40,12 @@ void LocalModelsOverlay::render(RenderArgs* args) {
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auto batch = args ->_batch;
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Application* app = Application::getInstance();
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glm::vec3 oldTranslation = app->getViewMatrixTranslation();
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glm::vec3 oldTranslation = app->getViewFrustum()->getPosition();
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Transform transform = Transform();
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transform.setTranslation(oldTranslation + getPosition());
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batch->setViewTransform(transform);
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_entityTreeRenderer->render(args);
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transform.setTranslation(oldTranslation);
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batch->setViewTransform(transform);
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if (glower) {
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delete glower;
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}
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33
interface/ui/temp.qml
Normal file
33
interface/ui/temp.qml
Normal file
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@ -0,0 +1,33 @@
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import QtQuick 2.4
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import QtQuick.Controls 2.3
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import QtQuick.Controls.Styles 1.3
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Item {
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implicitHeight: 200
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implicitWidth: 800
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TextArea {
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id: gutter
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anchors.left: parent.left
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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style: TextAreaStyle {
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backgroundColor: "grey"
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}
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width: 16
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text: ">"
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font.family: "Lucida Console"
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}
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TextArea {
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anchors.left: gutter.right
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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anchors.right: parent.right
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text: "undefined"
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font.family: "Lucida Console"
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}
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}
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