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Fixing broken cursor rendering from team-teaching merge
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parent
c360dde71a
commit
78ab6a03af
1 changed files with 18 additions and 4 deletions
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@ -267,9 +267,8 @@ void ApplicationOverlay::displayOverlayTexture() {
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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if (_alpha < 1.0) {
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glEnable(GL_BLEND);
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glViewport(0, 0, qApp->getDeviceSize().width(), qApp->getDeviceSize().height());
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static const glm::vec2 topLeft(-1, 1);
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@ -300,12 +299,14 @@ void ApplicationOverlay::displayOverlayTexture() {
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mousePosition.y *= -1.0f;
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
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glm::vec4 reticleColor = { RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], 1.0f };
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DependencyManager::get<GeometryCache>()->renderQuad(
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mouseTopLeft + mousePosition, mouseBottomRight + mousePosition,
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texCoordTopLeft, texCoordBottomRight,
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reticleColor);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glDisable(GL_TEXTURE_2D);
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} glPopMatrix();
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}
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@ -455,6 +456,9 @@ void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float
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}
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//draw the mouse pointer
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
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glm::vec2 canvasSize = qApp->getCanvasSize();
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const float reticleSize = 40.0f / canvasSize.x * quadWidth;
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@ -584,7 +588,9 @@ void ApplicationOverlay::renderPointers() {
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_crosshairTexture = TextureCache::getImageTexture(PathUtils::resourcesPath() + "images/sixense-reticle.png");
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}
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
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@ -746,8 +752,14 @@ void ApplicationOverlay::renderControllerPointers() {
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}
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void ApplicationOverlay::renderPointersOculus() {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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//Controller Pointers
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@ -772,6 +784,8 @@ void ApplicationOverlay::renderPointersOculus() {
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}
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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//Renders a small magnification of the currently bound texture at the coordinates
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