mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 15:43:50 +02:00
Working on fixing overlays with team-teaching merge
This commit is contained in:
parent
5e279367b7
commit
7374fb84e8
5 changed files with 198 additions and 169 deletions
|
@ -958,7 +958,7 @@ void Application::paintGL() {
|
|||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
_applicationOverlay.displayOverlayTexture();
|
||||
_applicationOverlay.displayOverlayTexture(&renderArgs);
|
||||
}
|
||||
|
||||
if (!OculusManager::isConnected() || OculusManager::allowSwap()) {
|
||||
|
|
|
@ -615,12 +615,9 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
|
|||
|
||||
renderArgs->_renderSide = RenderArgs::MONO;
|
||||
qApp->displaySide(renderArgs, *_camera, false);
|
||||
qApp->getApplicationOverlay().displayOverlayTextureHmd(*_camera);
|
||||
});
|
||||
_activeEye = ovrEye_Count;
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
gpu::FramebufferPointer finalFbo;
|
||||
//Bind the output texture from the glow shader. If glow effect is disabled, we just grab the texture
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
|
||||
|
@ -632,9 +629,35 @@ void OculusManager::display(QGLWidget * glCanvas, RenderArgs* renderArgs, const
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
|
||||
//Render each eye into an fbo
|
||||
for_each_eye(_ovrHmd, [&](ovrEyeType eye) {
|
||||
_activeEye = eye;
|
||||
// Update our camera to what the application camera is doing
|
||||
_camera->setRotation(toGlm(eyeRenderPose[eye].Orientation));
|
||||
_camera->setPosition(toGlm(eyeRenderPose[eye].Position));
|
||||
configureCamera(*_camera);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(glm::value_ptr(_camera->getProjection()));
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
ovrRecti & vp = _eyeTextures[eye].Header.RenderViewport;
|
||||
vp.Size.h = _recommendedTexSize.h * _offscreenRenderScale;
|
||||
vp.Size.w = _recommendedTexSize.w * _offscreenRenderScale;
|
||||
|
||||
glViewport(vp.Pos.x, vp.Pos.y, vp.Size.w, vp.Size.h);
|
||||
qApp->getApplicationOverlay().displayOverlayTextureHmd(renderArgs, *_camera);
|
||||
});
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
// restore our normal viewport
|
||||
glViewport(0, 0, deviceSize.width(), deviceSize.height());
|
||||
|
||||
|
|
|
@ -120,7 +120,7 @@ void TV3DManager::display(RenderArgs* renderArgs, Camera& whichCamera) {
|
|||
glLoadIdentity();
|
||||
renderArgs->_renderSide = RenderArgs::MONO;
|
||||
qApp->displaySide(renderArgs, eyeCamera, false);
|
||||
qApp->getApplicationOverlay().displayOverlayTextureStereo(whichCamera, _aspect, fov);
|
||||
qApp->getApplicationOverlay().displayOverlayTextureStereo(renderArgs, whichCamera, _aspect, fov);
|
||||
_activeEye = NULL;
|
||||
}, [&]{
|
||||
// render right side view
|
||||
|
|
|
@ -14,13 +14,16 @@
|
|||
#include <QOpenGLFramebufferObject>
|
||||
#include <QOpenGLTexture>
|
||||
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <avatar/AvatarManager.h>
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <PathUtils.h>
|
||||
#include <gpu/GLBackend.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <PerfStat.h>
|
||||
#include <OffscreenUi.h>
|
||||
#include <PathUtils.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "AudioClient.h"
|
||||
#include "audio/AudioIOStatsRenderer.h"
|
||||
|
@ -149,7 +152,8 @@ ApplicationOverlay::ApplicationOverlay() :
|
|||
_previousMagnifierBottomLeft(),
|
||||
_previousMagnifierBottomRight(),
|
||||
_previousMagnifierTopLeft(),
|
||||
_previousMagnifierTopRight()
|
||||
_previousMagnifierTopRight(),
|
||||
_framebufferObject(nullptr)
|
||||
{
|
||||
memset(_reticleActive, 0, sizeof(_reticleActive));
|
||||
memset(_magActive, 0, sizeof(_reticleActive));
|
||||
|
@ -196,16 +200,17 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
|||
//Handle fading and deactivation/activation of UI
|
||||
|
||||
// Render 2D overlay
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
_overlays.buildFramebufferObject();
|
||||
_overlays.bind();
|
||||
buildFramebufferObject();
|
||||
|
||||
_framebufferObject->bind();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glViewport(0, 0, size.x, size.y);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix(); {
|
||||
const float NEAR_CLIP = -10000;
|
||||
const float FAR_CLIP = 10000;
|
||||
|
@ -227,6 +232,22 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
|||
renderPointers();
|
||||
|
||||
renderDomainConnectionStatusBorder();
|
||||
if (_newUiTexture) {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindTexture(GL_TEXTURE_2D, _newUiTexture);
|
||||
DependencyManager::get<GeometryCache>()->renderUnitQuad();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
glLoadIdentity();
|
||||
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
} glPopMatrix();
|
||||
|
@ -236,166 +257,159 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
|
|||
glEnable(GL_LIGHTING);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
|
||||
_overlays.release();
|
||||
_framebufferObject->release();
|
||||
}
|
||||
|
||||
// A quick and dirty solution for compositing the old overlay
|
||||
// texture with the new one
|
||||
template <typename F>
|
||||
void with_each_texture(GLuint firstPassTexture, GLuint secondPassTexture, F f) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
if (firstPassTexture) {
|
||||
glBindTexture(GL_TEXTURE_2D, firstPassTexture);
|
||||
f();
|
||||
}
|
||||
if (secondPassTexture) {
|
||||
glBindTexture(GL_TEXTURE_2D, secondPassTexture);
|
||||
f();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
//template <typename F>
|
||||
//void with_each_texture(GLuint firstPassTexture, GLuint secondPassTexture, F f) {
|
||||
// glEnable(GL_TEXTURE_2D);
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// if (firstPassTexture) {
|
||||
// glBindTexture(GL_TEXTURE_2D, firstPassTexture);
|
||||
// f();
|
||||
// }
|
||||
// //if (secondPassTexture) {
|
||||
// // glBindTexture(GL_TEXTURE_2D, secondPassTexture);
|
||||
// // f();
|
||||
// //}
|
||||
// glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// glDisable(GL_TEXTURE_2D);
|
||||
//}
|
||||
|
||||
// Draws the FBO texture for the screen
|
||||
void ApplicationOverlay::displayOverlayTexture() {
|
||||
void ApplicationOverlay::displayOverlayTexture(RenderArgs* renderArgs) {
|
||||
|
||||
if (_alpha == 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_crosshairTexture) {
|
||||
_crosshairTexture = TextureCache::getImageTexture(
|
||||
PathUtils::resourcesPath() + "images/sixense-reticle.png");
|
||||
}
|
||||
|
||||
/*
|
||||
FIXME - doesn't work
|
||||
renderArgs->_context->syncCache();
|
||||
gpu::Batch batch;
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setProjectionTransform(mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
batch.setUniformTexture(0, _crosshairTexture);
|
||||
DependencyManager::get<GeometryCache>()->renderUnitQuad(batch, vec4(vec3(1), _alpha));
|
||||
renderArgs->_context->render(batch);
|
||||
return;
|
||||
*/
|
||||
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glViewport(0, 0, qApp->getDeviceSize().width(), qApp->getDeviceSize().height());
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix(); {
|
||||
glLoadIdentity();
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
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);
|
||||
static const glm::vec2 bottomRight(1, -1);
|
||||
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,
|
||||
glm::vec4(1.0f, 1.0f, 1.0f, _alpha));
|
||||
});
|
||||
|
||||
if (!_crosshairTexture) {
|
||||
_crosshairTexture = DependencyManager::get<TextureCache>()->
|
||||
getImageTexture(PathUtils::resourcesPath() + "images/sixense-reticle.png");
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, _framebufferObject->texture());
|
||||
DependencyManager::get<GeometryCache>()->renderUnitQuad(vec4(vec3(1), _alpha));
|
||||
//draw the mouse pointer
|
||||
glm::vec2 canvasSize = qApp->getCanvasSize();
|
||||
glm::vec2 mouseSize = 32.0f / canvasSize;
|
||||
auto mouseTopLeft = topLeft * mouseSize;
|
||||
auto mouseBottomRight = bottomRight * mouseSize;
|
||||
|
||||
// Get the mouse coordinates and convert to NDC [-1, 1]
|
||||
vec2 mousePosition = vec2(qApp->getMouseX(), qApp->getMouseY());
|
||||
mousePosition /= canvasSize;
|
||||
mousePosition *= 2.0f;
|
||||
mousePosition -= 1.0f;
|
||||
mousePosition.y *= -1.0f;
|
||||
mat4 mouseMv = glm::translate(mat4(), vec3(mousePosition, 0));
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// Scale the mouse based on the canvasSize (NOT the device size,
|
||||
// we don't want a smaller mouse on retina displays)
|
||||
glm::vec2 mouseSize = 32.0f / canvasSize;
|
||||
mouseMv = glm::scale(mouseMv, vec3(mouseSize, 1.0f));
|
||||
|
||||
// Push the resulting matrix into modelview
|
||||
glLoadMatrixf(glm::value_ptr(mouseMv));
|
||||
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();
|
||||
DependencyManager::get<GeometryCache>()->renderUnitQuad(reticleColor);
|
||||
}
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Draws the FBO texture for Oculus rift.
|
||||
void ApplicationOverlay::displayOverlayTextureHmd(Camera& whichCamera) {
|
||||
void ApplicationOverlay::displayOverlayTextureHmd(RenderArgs* renderArgs, Camera& whichCamera) {
|
||||
if (_alpha == 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
_overlays.buildVBO(_textureFov, _textureAspectRatio, 80, 80);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.01f);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
// The camera here contains only the head pose relative to the avatar position
|
||||
vec3 pos = whichCamera.getPosition();
|
||||
quat rot = whichCamera.getOrientation();
|
||||
mat4 overlayXfm = glm::translate(glm::mat4(), pos) * glm::mat4_cast(rot);
|
||||
|
||||
glLoadMatrixf(glm::value_ptr(glm::inverse(overlayXfm)));
|
||||
glBindTexture(GL_TEXTURE_2D, _framebufferObject->texture());
|
||||
_overlays.render();
|
||||
|
||||
//Update and draw the magnifiers
|
||||
/*
|
||||
// FIXME Mangifiers need to be re-thought
|
||||
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
|
||||
const glm::quat& orientation = myAvatar->getOrientation();
|
||||
// Always display the HMD overlay relative to the camera position but
|
||||
// remove the HMD pose offset. This results in an overlay that sticks with you
|
||||
// even in third person mode, but isn't drawn at a fixed distance.
|
||||
glm::vec3 position = whichCamera.getPosition();
|
||||
position -= qApp->getCamera()->getHmdPosition();
|
||||
const float scale = myAvatar->getScale() * _oculusUIRadius;
|
||||
|
||||
// glm::vec3 eyeOffset = setEyeOffsetPosition;
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix(); {
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glm::mat4 rotation = glm::toMat4(orientation);
|
||||
glMultMatrixf(&rotation[0][0]);
|
||||
glScalef(scale, scale, scale);
|
||||
for (int i = 0; i < NUMBER_OF_RETICLES; i++) {
|
||||
|
||||
if (_magActive[i]) {
|
||||
_magSizeMult[i] += MAG_SPEED;
|
||||
if (_magSizeMult[i] > 1.0f) {
|
||||
_magSizeMult[i] = 1.0f;
|
||||
}
|
||||
} else {
|
||||
_magSizeMult[i] -= MAG_SPEED;
|
||||
if (_magSizeMult[i] < 0.0f) {
|
||||
_magSizeMult[i] = 0.0f;
|
||||
}
|
||||
overlayXfm = glm::scale(overlayXfm, vec3(scale));
|
||||
for (int i = 0; i < NUMBER_OF_RETICLES; i++) {
|
||||
if (_magActive[i]) {
|
||||
_magSizeMult[i] += MAG_SPEED;
|
||||
if (_magSizeMult[i] > 1.0f) {
|
||||
_magSizeMult[i] = 1.0f;
|
||||
}
|
||||
|
||||
if (_magSizeMult[i] > 0.0f) {
|
||||
//Render magnifier, but dont show border for mouse magnifier
|
||||
glm::vec2 projection = screenToOverlay(glm::vec2(_reticlePosition[MOUSE].x(),
|
||||
_reticlePosition[MOUSE].y()));
|
||||
with_each_texture(_overlays.getTexture(), 0, [&] {
|
||||
renderMagnifier(projection, _magSizeMult[i], i != MOUSE);
|
||||
});
|
||||
} else {
|
||||
_magSizeMult[i] -= MAG_SPEED;
|
||||
if (_magSizeMult[i] < 0.0f) {
|
||||
_magSizeMult[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
|
||||
static float textureFOV = 0.0f, textureAspectRatio = 1.0f;
|
||||
if (textureFOV != _textureFov ||
|
||||
textureAspectRatio != _textureAspectRatio) {
|
||||
textureFOV = _textureFov;
|
||||
textureAspectRatio = _textureAspectRatio;
|
||||
|
||||
_overlays.buildVBO(_textureFov, _textureAspectRatio, 80, 80);
|
||||
if (_magSizeMult[i] > 0.0f) {
|
||||
//Render magnifier, but dont show border for mouse magnifier
|
||||
glm::vec2 projection = screenToOverlay(glm::vec2(_reticlePosition[MOUSE].x(),
|
||||
_reticlePosition[MOUSE].y()));
|
||||
with_each_texture(_overlays.getTexture(), 0, [&] {
|
||||
renderMagnifier(projection, _magSizeMult[i], i != MOUSE);
|
||||
});
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
with_each_texture(_overlays.getTexture(), _newUiTexture, [&] {
|
||||
_overlays.render();
|
||||
});
|
||||
|
||||
if (!Application::getInstance()->isMouseHidden()) {
|
||||
renderPointersOculus();
|
||||
}
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glEnable(GL_LIGHTING);
|
||||
} glPopMatrix();
|
||||
if (!Application::getInstance()->isMouseHidden()) {
|
||||
renderPointersOculus();
|
||||
}
|
||||
}
|
||||
|
||||
// Draws the FBO texture for 3DTV.
|
||||
void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float aspectRatio, float fov) {
|
||||
void ApplicationOverlay::displayOverlayTextureStereo(RenderArgs* renderArgs, Camera& whichCamera, float aspectRatio, float fov) {
|
||||
if (_alpha == 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
@ -440,15 +454,15 @@ void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float
|
|||
GLfloat y = -halfQuadHeight;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
with_each_texture(_overlays.getTexture(), _newUiTexture, [&] {
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(glm::vec3(x, y + quadHeight, -distance),
|
||||
glm::vec3(x + quadWidth, y + quadHeight, -distance),
|
||||
glm::vec3(x + quadWidth, y, -distance),
|
||||
glm::vec3(x, y, -distance),
|
||||
glm::vec2(0.0f, 1.0f), glm::vec2(1.0f, 1.0f),
|
||||
glm::vec2(1.0f, 0.0f), glm::vec2(0.0f, 0.0f),
|
||||
overlayColor);
|
||||
});
|
||||
//with_each_texture(_framebufferObject->texture(), _newUiTexture, [&] {
|
||||
// DependencyManager::get<GeometryCache>()->renderQuad(glm::vec3(x, y + quadHeight, -distance),
|
||||
// glm::vec3(x + quadWidth, y + quadHeight, -distance),
|
||||
// glm::vec3(x + quadWidth, y, -distance),
|
||||
// glm::vec3(x, y, -distance),
|
||||
// glm::vec2(0.0f, 1.0f), glm::vec2(1.0f, 1.0f),
|
||||
// glm::vec2(1.0f, 0.0f), glm::vec2(0.0f, 0.0f),
|
||||
// overlayColor);
|
||||
//});
|
||||
|
||||
if (!_crosshairTexture) {
|
||||
_crosshairTexture = TextureCache::getImageTexture(PathUtils::resourcesPath() +
|
||||
|
@ -1071,29 +1085,24 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder() {
|
|||
ApplicationOverlay::TexturedHemisphere::TexturedHemisphere() :
|
||||
_vertices(0),
|
||||
_indices(0),
|
||||
_framebufferObject(NULL),
|
||||
_vbo(0, 0) {
|
||||
}
|
||||
|
||||
ApplicationOverlay::TexturedHemisphere::~TexturedHemisphere() {
|
||||
cleanupVBO();
|
||||
if (_framebufferObject != NULL) {
|
||||
delete _framebufferObject;
|
||||
}
|
||||
}
|
||||
|
||||
void ApplicationOverlay::TexturedHemisphere::bind() {
|
||||
_framebufferObject->bind();
|
||||
}
|
||||
|
||||
void ApplicationOverlay::TexturedHemisphere::release() {
|
||||
_framebufferObject->release();
|
||||
}
|
||||
|
||||
void ApplicationOverlay::TexturedHemisphere::buildVBO(const float fov,
|
||||
const float aspectRatio,
|
||||
const int slices,
|
||||
const int stacks) {
|
||||
static float textureFOV = 0.0f, textureAspectRatio = 1.0f;
|
||||
if (textureFOV == fov && textureAspectRatio == aspectRatio) {
|
||||
return;
|
||||
}
|
||||
textureFOV = fov;
|
||||
textureAspectRatio = aspectRatio;
|
||||
|
||||
if (fov >= PI) {
|
||||
qDebug() << "TexturedHemisphere::buildVBO(): FOV greater or equal than Pi will create issues";
|
||||
}
|
||||
|
@ -1176,7 +1185,11 @@ void ApplicationOverlay::TexturedHemisphere::cleanupVBO() {
|
|||
}
|
||||
}
|
||||
|
||||
void ApplicationOverlay::TexturedHemisphere::buildFramebufferObject() {
|
||||
GLuint ApplicationOverlay::getOverlayTexture() {
|
||||
return _framebufferObject->texture();
|
||||
}
|
||||
|
||||
void ApplicationOverlay::buildFramebufferObject() {
|
||||
auto canvasSize = qApp->getCanvasSize();
|
||||
QSize fboSize = QSize(canvasSize.x, canvasSize.y);
|
||||
if (_framebufferObject != NULL && fboSize == _framebufferObject->size()) {
|
||||
|
@ -1189,7 +1202,7 @@ void ApplicationOverlay::TexturedHemisphere::buildFramebufferObject() {
|
|||
}
|
||||
|
||||
_framebufferObject = new QOpenGLFramebufferObject(fboSize, QOpenGLFramebufferObject::Depth);
|
||||
glBindTexture(GL_TEXTURE_2D, getTexture());
|
||||
glBindTexture(GL_TEXTURE_2D, getOverlayTexture());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
|
@ -1201,7 +1214,7 @@ void ApplicationOverlay::TexturedHemisphere::buildFramebufferObject() {
|
|||
|
||||
//Renders a hemisphere with texture coordinates.
|
||||
void ApplicationOverlay::TexturedHemisphere::render() {
|
||||
if (_framebufferObject == NULL || _vbo.first == 0 || _vbo.second == 0) {
|
||||
if (_vbo.first == 0 || _vbo.second == 0) {
|
||||
qDebug() << "TexturedHemisphere::render(): Incorrect initialisation";
|
||||
return;
|
||||
}
|
||||
|
@ -1227,10 +1240,6 @@ void ApplicationOverlay::TexturedHemisphere::render() {
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
GLuint ApplicationOverlay::TexturedHemisphere::getTexture() {
|
||||
return _framebufferObject->texture();
|
||||
}
|
||||
|
||||
glm::vec2 ApplicationOverlay::directionToSpherical(const glm::vec3& direction) {
|
||||
glm::vec2 result;
|
||||
// Compute yaw
|
||||
|
|
|
@ -33,9 +33,9 @@ public:
|
|||
~ApplicationOverlay();
|
||||
|
||||
void renderOverlay(RenderArgs* renderArgs);
|
||||
void displayOverlayTexture();
|
||||
void displayOverlayTextureStereo(Camera& whichCamera, float aspectRatio, float fov);
|
||||
void displayOverlayTextureHmd(Camera& whichCamera);
|
||||
void displayOverlayTexture(RenderArgs* renderArgs);
|
||||
void displayOverlayTextureStereo(RenderArgs* renderArgs, Camera& whichCamera, float aspectRatio, float fov);
|
||||
void displayOverlayTextureHmd(RenderArgs* renderArgs, Camera& whichCamera);
|
||||
|
||||
QPoint getPalmClickLocation(const PalmData *palm) const;
|
||||
bool calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction, glm::vec3& result) const;
|
||||
|
@ -59,6 +59,7 @@ public:
|
|||
glm::vec2 screenToOverlay(const glm::vec2 & screenPos) const;
|
||||
glm::vec2 overlayToScreen(const glm::vec2 & overlayPos) const;
|
||||
void computeHmdPickRay(glm::vec2 cursorPos, glm::vec3& origin, glm::vec3& direction) const;
|
||||
GLuint getOverlayTexture();
|
||||
|
||||
static glm::vec2 directionToSpherical(const glm::vec3 & direction);
|
||||
static glm::vec3 sphericalToDirection(const glm::vec2 & sphericalPos);
|
||||
|
@ -77,12 +78,6 @@ private:
|
|||
public:
|
||||
TexturedHemisphere();
|
||||
~TexturedHemisphere();
|
||||
|
||||
void bind();
|
||||
void release();
|
||||
GLuint getTexture();
|
||||
|
||||
void buildFramebufferObject();
|
||||
void buildVBO(const float fov, const float aspectRatio, const int slices, const int stacks);
|
||||
void render();
|
||||
|
||||
|
@ -91,14 +86,14 @@ private:
|
|||
|
||||
GLuint _vertices;
|
||||
GLuint _indices;
|
||||
QOpenGLFramebufferObject* _framebufferObject;
|
||||
VerticesIndices _vbo;
|
||||
};
|
||||
|
||||
float _hmdUIAngularSize = DEFAULT_HMD_UI_ANGULAR_SIZE;
|
||||
|
||||
QOpenGLFramebufferObject* _framebufferObject;
|
||||
|
||||
void renderReticle(glm::quat orientation, float alpha);
|
||||
void renderPointers();;
|
||||
void renderPointers();
|
||||
void renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder);
|
||||
|
||||
void renderControllerPointers();
|
||||
|
@ -109,6 +104,8 @@ private:
|
|||
void renderStatsAndLogs();
|
||||
void renderDomainConnectionStatusBorder();
|
||||
|
||||
void buildFramebufferObject();
|
||||
|
||||
TexturedHemisphere _overlays;
|
||||
|
||||
float _textureFov;
|
||||
|
|
Loading…
Reference in a new issue