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https://github.com/overte-org/overte.git
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Support for multiple oculus overlay magnifiers
This commit is contained in:
parent
762751ef6a
commit
18543ff313
2 changed files with 139 additions and 121 deletions
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@ -16,6 +16,7 @@
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#include "Application.h"
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#include "ApplicationOverlay.h"
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#include "devices/OculusManager.h"
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#include "ui/Stats.h"
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@ -35,7 +36,7 @@ ApplicationOverlay::~ApplicationOverlay() {
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const float WHITE_TEXT[] = { 0.93f, 0.93f, 0.93f };
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void renderControllerPointer() {
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void ApplicationOverlay::renderControllerPointer() {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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MyAvatar* myAvatar = application->getAvatar();
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@ -60,7 +61,7 @@ void renderControllerPointer() {
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if (handData->getPalms()[palmIndex].isActive()) {
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palmData = &handData->getPalms()[palmIndex];
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} else {
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return;
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continue;
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}
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// Get directon relative to avatar orientation
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@ -75,24 +76,25 @@ void renderControllerPointer() {
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int mouseX = cursorRange * xAngle;
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int mouseY = cursorRange * yAngle;
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if (mouseX < 0) {
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//mouseX = 0;
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continue;
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} else if (mouseX > glWidget->width()) {
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//mouseX = glWidget->width();
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continue;
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}
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if (mouseY < 0) {
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//mouseY = 0;
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continue;
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} else if (mouseY > glWidget->width()) {
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//mouseY = glWidget->width();
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if (mouseX < 0 || mouseX >= glWidget->width() || mouseY < 0 || mouseY >= glWidget->height()) {
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continue;
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}
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const float pointerWidth = 40;
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const float pointerHeight = 40;
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const float crossPad = 16;
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float pointerWidth = 40;
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float pointerHeight = 40;
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float crossPad = 16;
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//if we have the oculus, we should make the cursor smaller since it will be
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//magnified
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if (OculusManager::isConnected()) {
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pointerWidth /= 4;
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pointerHeight /= 4;
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crossPad /= 4;
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_mouseX[_numMagnifiers] = mouseX;
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_mouseY[_numMagnifiers] = mouseY;
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_numMagnifiers++;
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}
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mouseX -= pointerWidth / 2.0f;
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mouseY += pointerHeight / 2.0f;
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@ -131,6 +133,8 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
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NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
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_numMagnifiers = 0;
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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bool renderPointer = renderToTexture;
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@ -310,15 +314,21 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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overlays.render2D();
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// Render a crosshair over the pointer when in Oculus
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if (renderPointer) {
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// Render a crosshair over the mouse when in Oculus
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if (renderPointer && application->getLastMouseMoveType() == QEvent::MouseMove) {
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const float pointerWidth = 10;
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const float pointerHeight = 10;
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const float crossPad = 4;
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_numMagnifiers = 1;
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_mouseX[0] = application->getMouseX();
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_mouseY[0] = application->getMouseY();
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mouseX -= pointerWidth / 2.0f;
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mouseY += pointerHeight / 2.0f;
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glBegin(GL_QUADS);
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glColor3f(1, 0, 0);
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@ -336,7 +346,7 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
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glEnd();
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} else if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
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} else if (application->getLastMouseMoveType() == CONTROLLER_MOVE_EVENT && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
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//only render controller pointer if we aren't already rendering a mouse pointer
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renderControllerPointer();
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}
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@ -418,12 +428,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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const int widgetWidth = glWidget->width();
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const int widgetHeight = glWidget->height();
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float magnifyWidth = 80.0f;
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float magnifyHeight = 60.0f;
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const float magnification = 4.0f;
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// Get vertical FoV of the displayed overlay texture
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@ -480,114 +486,122 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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//Draw the magnifying glass
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mouseX -= magnifyWidth / 2;
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mouseY -= magnifyHeight / 2;
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//clamp the magnification
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if (mouseX < 0) {
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magnifyWidth += mouseX;
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mouseX = 0;
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} else if (mouseX + magnifyWidth > widgetWidth) {
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magnifyWidth = widgetWidth - mouseX;
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}
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if (mouseY < 0) {
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magnifyHeight += mouseY;
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mouseY = 0;
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} else if (mouseY + magnifyHeight > widgetHeight) {
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magnifyHeight = widgetHeight - mouseY;
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}
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const float halfMagnifyHeight = magnifyHeight / 2.0f;
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float newWidth = magnifyWidth * magnification;
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float newHeight = magnifyHeight * magnification;
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// Magnification Texture Coordinates
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float magnifyULeft = mouseX / (float)widgetWidth;
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float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
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float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
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float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
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// Coordinates of magnification overlay
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float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
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float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
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// Get angle on the UI
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float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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// Get position on hemisphere using angle
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if (_uiType == HEMISPHERE) {
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//Get new UV coordinates from our magnification window
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float newULeft = newMouseX / widgetWidth;
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float newURight = (newMouseX + newWidth) / widgetWidth;
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float newVBottom = 1.0 - newMouseY / widgetHeight;
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float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
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//Draw the magnifiers
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for (int i = 0; i < _numMagnifiers; i++) {
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// Project our position onto the hemisphere using the UV coordinates
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float lX = sin((newULeft - 0.5f) * textureFov);
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float rX = sin((newURight - 0.5f) * textureFov);
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float bY = sin((newVBottom - 0.5f) * textureFov);
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float tY = sin((newVTop - 0.5f) * textureFov);
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float dist;
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//Bottom Left
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dist = sqrt(lX * lX + bY * bY);
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float blZ = sqrt(1.0f - dist * dist);
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//Top Left
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dist = sqrt(lX * lX + tY * tY);
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float tlZ = sqrt(1.0f - dist * dist);
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//Bottom Right
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dist = sqrt(rX * rX + bY * bY);
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float brZ = sqrt(1.0f - dist * dist);
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//Top Right
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dist = sqrt(rX * rX + tY * tY);
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float trZ = sqrt(1.0f - dist * dist);
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float magnifyWidth = 80.0f;
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float magnifyHeight = 60.0f;
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glBegin(GL_QUADS);
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int mouseX = _mouseX[i];
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int mouseY = _mouseY[i];
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mouseX -= magnifyWidth / 2;
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mouseY -= magnifyHeight / 2;
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
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glEnd();
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} else {
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leftX = sin(leftAngle) * _distance;
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rightX = sin(rightAngle) * _distance;
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leftZ = -cos(leftAngle) * _distance;
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rightZ = -cos(rightAngle) * _distance;
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if (_uiType == CURVED_SEMICIRCLE) {
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topZ = -cos(topAngle * overlayAspectRatio) * _distance;
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bottomZ = -cos(bottomAngle * overlayAspectRatio) * _distance;
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} else {
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// Dont want to use topZ or bottomZ for SEMICIRCLE
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topZ = -99999;
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bottomZ = -99999;
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//clamp the magnification
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if (mouseX < 0) {
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magnifyWidth += mouseX;
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mouseX = 0;
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} else if (mouseX + magnifyWidth > widgetWidth) {
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magnifyWidth = widgetWidth - mouseX;
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}
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if (mouseY < 0) {
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magnifyHeight += mouseY;
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mouseY = 0;
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} else if (mouseY + magnifyHeight > widgetHeight) {
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magnifyHeight = widgetHeight - mouseY;
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}
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float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
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float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
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const float halfMagnifyHeight = magnifyHeight / 2.0f;
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//TODO: Remove immediate mode in favor of VBO
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glBegin(GL_QUADS);
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float newWidth = magnifyWidth * magnification;
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float newHeight = magnifyHeight * magnification;
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, max(topZ, leftZ));
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, max(topZ, rightZ));
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, max(bottomZ, rightZ));
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, max(bottomZ, leftZ));
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// Magnification Texture Coordinates
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float magnifyULeft = mouseX / (float)widgetWidth;
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float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
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float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
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float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
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glEnd();
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// Coordinates of magnification overlay
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float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
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float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
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// Get angle on the UI
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float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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// Get position on hemisphere using angle
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if (_uiType == HEMISPHERE) {
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//Get new UV coordinates from our magnification window
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float newULeft = newMouseX / widgetWidth;
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float newURight = (newMouseX + newWidth) / widgetWidth;
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float newVBottom = 1.0 - newMouseY / widgetHeight;
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float newVTop = 1.0 - (newMouseY - newHeight) / widgetHeight;
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// Project our position onto the hemisphere using the UV coordinates
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float lX = sin((newULeft - 0.5f) * textureFov);
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float rX = sin((newURight - 0.5f) * textureFov);
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float bY = sin((newVBottom - 0.5f) * textureFov);
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float tY = sin((newVTop - 0.5f) * textureFov);
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float dist;
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//Bottom Left
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dist = sqrt(lX * lX + bY * bY);
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float blZ = sqrt(1.0f - dist * dist);
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//Top Left
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dist = sqrt(lX * lX + tY * tY);
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float tlZ = sqrt(1.0f - dist * dist);
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//Bottom Right
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dist = sqrt(rX * rX + bY * bY);
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float brZ = sqrt(1.0f - dist * dist);
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//Top Right
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dist = sqrt(rX * rX + tY * tY);
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float trZ = sqrt(1.0f - dist * dist);
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glBegin(GL_QUADS);
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(lX, tY, -tlZ);
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rX, tY, -trZ);
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rX, bY, -brZ);
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(lX, bY, -blZ);
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glEnd();
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} else {
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leftX = sin(leftAngle) * _distance;
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rightX = sin(rightAngle) * _distance;
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leftZ = -cos(leftAngle) * _distance;
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rightZ = -cos(rightAngle) * _distance;
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if (_uiType == CURVED_SEMICIRCLE) {
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topZ = -cos(topAngle * overlayAspectRatio) * _distance;
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bottomZ = -cos(bottomAngle * overlayAspectRatio) * _distance;
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} else {
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// Dont want to use topZ or bottomZ for SEMICIRCLE
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topZ = -99999;
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bottomZ = -99999;
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}
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float bottomY = (1.0 - newMouseY / (float)widgetHeight) * halfOverlayHeight * 2.0f - halfOverlayHeight;
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float topY = bottomY + (newHeight / widgetHeight) * halfOverlayHeight * 2;
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//TODO: Remove immediate mode in favor of VBO
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glBegin(GL_QUADS);
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, max(topZ, leftZ));
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, max(topZ, rightZ));
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, max(bottomZ, rightZ));
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, max(bottomZ, leftZ));
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glEnd();
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}
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}
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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@ -46,6 +46,7 @@ private:
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typedef QPair<GLuint, GLuint> VerticesIndices;
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void renderControllerPointer();
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void renderTexturedHemisphere();
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QOpenGLFramebufferObject* _framebufferObject;
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@ -53,6 +54,9 @@ private:
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float _oculusAngle;
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float _distance;
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UIType _uiType;
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int _mouseX[2];
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int _mouseY[2];
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int _numMagnifiers;
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};
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#endif // hifi_ApplicationOverlay_h
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