mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
merge upstream/master into andrew/ragdoll
This commit is contained in:
commit
7f25c3e011
6 changed files with 239 additions and 60 deletions
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@ -9,8 +9,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/HandAnim.fbx";
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var leftHandAnimation = "";
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var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/RightHandAnim.fbx";
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var leftHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/LeftHandAnim.fbx";
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var LEFT = 0;
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var RIGHT = 1;
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@ -18,17 +18,20 @@ var RIGHT = 1;
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var lastLeftFrame = 0;
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var lastRightFrame = 0;
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var LAST_FRAME = 15.0; // What is the number of the last frame we want to use in the animation?
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var LAST_FRAME = 11.0; // What is the number of the last frame we want to use in the animation?
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var SMOOTH_FACTOR = 0.80;
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Script.update.connect(function(deltaTime) {
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var leftTriggerValue = Controller.getTriggerValue(LEFT);
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var rightTriggerValue = Controller.getTriggerValue(RIGHT);
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var leftTriggerValue = Math.sqrt(Controller.getTriggerValue(LEFT));
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var rightTriggerValue = Math.sqrt(Controller.getTriggerValue(RIGHT));
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var leftFrame, rightFrame;
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// Average last two trigger frames together for a bit of smoothing
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leftFrame = (leftTriggerValue * LAST_FRAME) * 0.5 + lastLeftFrame * 0.5;
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rightFrame = (rightTriggerValue * LAST_FRAME) * 0.5 + lastRightFrame * 0.5;
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// Average last few trigger frames together for a bit of smoothing
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leftFrame = (leftTriggerValue * LAST_FRAME) * (1.0 - SMOOTH_FACTOR) + lastLeftFrame * SMOOTH_FACTOR;
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rightFrame = (rightTriggerValue * LAST_FRAME) * (1.0 - SMOOTH_FACTOR) + lastRightFrame * SMOOTH_FACTOR;
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if ((leftFrame != lastLeftFrame) && leftHandAnimation.length){
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MyAvatar.stopAnimation(leftHandAnimation);
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@ -1007,12 +1007,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
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case Qt::Key_At:
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Menu::getInstance()->goTo();
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break;
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case Qt::Key_B:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - RADIANS_PER_DEGREE);
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break;
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case Qt::Key_N:
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_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + RADIANS_PER_DEGREE);
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break;
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default:
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event->ignore();
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break;
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@ -76,20 +76,21 @@ static void setPalm(float deltaTime, int index) {
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}
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}
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// NOTE: this math is done in the worl-frame with unecessary complexity.
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// TODO: transfom this to stay in the model-frame.
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glm::vec3 position;
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glm::quat rotation;
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SkeletonModel* skeletonModel = &Application::getInstance()->getAvatar()->getSkeletonModel();
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int jointIndex;
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glm::quat inverseRotation = glm::inverse(Application::getInstance()->getAvatar()->getOrientation());
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if (index == LEFT_HAND_INDEX) {
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jointIndex = skeletonModel->getLeftHandJointIndex();
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skeletonModel->getJointRotation(jointIndex, rotation, true);
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skeletonModel->getJointRotationInWorldFrame(jointIndex, rotation);
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rotation = inverseRotation * rotation * glm::quat(glm::vec3(0.0f, PI_OVER_TWO, 0.0f));
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} else {
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jointIndex = skeletonModel->getRightHandJointIndex();
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skeletonModel->getJointRotation(jointIndex, rotation, true);
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skeletonModel->getJointRotationInWorldFrame(jointIndex, rotation);
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rotation = inverseRotation * rotation * glm::quat(glm::vec3(0.0f, -PI_OVER_TWO, 0.0f));
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}
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skeletonModel->getJointPositionInWorldFrame(jointIndex, position);
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@ -22,7 +22,8 @@
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ApplicationOverlay::ApplicationOverlay() :
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_framebufferObject(NULL),
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_oculusAngle(65.0f * RADIANS_PER_DEGREE),
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_distance(0.5f) {
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_distance(0.5f),
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_uiType(HEMISPHERE) {
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}
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@ -305,6 +306,8 @@ inline float min(float a, float b) {
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return (a < b) ? a : b;
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}
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const float textureFov = PI / 2.5f;
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// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
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void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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@ -316,8 +319,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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int widgetWidth = glWidget->width();
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int widgetHeight = glWidget->height();
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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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@ -326,17 +329,22 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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const float halfVerticalAngle = _oculusAngle / 2.0f;
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const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
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const float overlayHeight = halfOverlayHeight * 2.0f;
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// The more vertices, the better the curve
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const int numHorizontalVertices = 20;
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const int numVerticalVertices = 20;
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// U texture coordinate width at each quad
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const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
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const float quadTexHeight = 1.0f / (numVerticalVertices - 1);
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// Get horizontal angle and angle increment from vertical angle and aspect ratio
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const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
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const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
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const float halfHorizontalAngle = horizontalAngle / 2;
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const float verticalAngleIncrement = _oculusAngle / (numVerticalVertices - 1);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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@ -390,6 +398,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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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@ -406,53 +416,118 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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 leftX, rightX, leftZ, rightZ;
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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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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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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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if (_uiType == HEMISPHERE) {
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//TODO: Remove immediate mode in favor of VBO
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glBegin(GL_QUADS);
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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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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, leftZ);
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, rightZ);
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glTexCoord2f(magnifyURight, magnifyVTop); glVertex3f(rightX, bottomY, rightZ);
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glTexCoord2f(magnifyULeft, magnifyVTop); glVertex3f(leftX, bottomY, leftZ);
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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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glEnd();
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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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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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//TODO: Remove immediate mode in favor of VBO
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glBegin(GL_QUADS);
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// Place the vertices in a semicircle curve around the camera
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for (int i = 0; i < numHorizontalVertices-1; i++) {
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if (_uiType == HEMISPHERE) {
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renderTexturedHemisphere();
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} else{
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glBegin(GL_QUADS);
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// Place the vertices in a semicircle curve around the camera
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for (int i = 0; i < numHorizontalVertices - 1; i++) {
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for (int j = 0; j < numVerticalVertices - 1; j++) {
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// Calculate the X and Z coordinates from the angles and radius from camera
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leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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// Calculate the X and Z coordinates from the angles and radius from camera
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leftX = sin(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * _distance;
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rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * _distance;
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if (_uiType == 2) {
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topZ = -cos((verticalAngleIncrement * (j + 1) - halfVerticalAngle) * overlayAspectRatio) * _distance;
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bottomZ = -cos((verticalAngleIncrement * j - halfVerticalAngle) * overlayAspectRatio) * _distance;
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} else {
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topZ = -99999;
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bottomZ = -99999;
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}
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glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
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glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
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glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
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glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
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glTexCoord2f(quadTexWidth * i, (j + 1) * quadTexHeight);
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glVertex3f(leftX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, leftZ));
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glTexCoord2f(quadTexWidth * (i + 1), (j + 1) * quadTexHeight);
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glVertex3f(rightX, (j + 1) * quadTexHeight * overlayHeight - halfOverlayHeight, max(topZ, rightZ));
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glTexCoord2f(quadTexWidth * (i + 1), j * quadTexHeight);
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glVertex3f(rightX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, rightZ));
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glTexCoord2f(quadTexWidth * i, j * quadTexHeight);
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glVertex3f(leftX, j * quadTexHeight * overlayHeight - halfOverlayHeight, max(bottomZ, leftZ));
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}
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}
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glEnd();
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}
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glEnd();
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glPopMatrix();
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|
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|
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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|
@ -462,13 +537,106 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
|
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|
||||
}
|
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|
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void ApplicationOverlay::renderTexturedHemisphere() {
|
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const int slices = 80;
|
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const int stacks = 80;
|
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|
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static VerticesIndices vbo(0, 0);
|
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int vertices = slices * (stacks - 1) + 1;
|
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int indices = slices * 2 * 3 * (stacks - 2) + slices * 3;
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if (vbo.first == 0) {
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TextureVertex* vertexData = new TextureVertex[vertices];
|
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TextureVertex* vertex = vertexData;
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for (int i = 0; i < stacks - 1; i++) {
|
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float phi = PI_OVER_TWO * (float)i / (float)(stacks - 1);
|
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float z = -sinf(phi), radius = cosf(phi);
|
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|
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for (int j = 0; j < slices; j++) {
|
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float theta = TWO_PI * (float)j / (float)slices;
|
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|
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vertex->position.x = sinf(theta) * radius;
|
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vertex->position.y = cosf(theta) * radius;
|
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vertex->position.z = z;
|
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vertex->uv.x = asin(vertex->position.x) / (textureFov) + 0.5f;
|
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vertex->uv.y = asin(vertex->position.y) / (textureFov) + 0.5f;
|
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vertex++;
|
||||
}
|
||||
}
|
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vertex->position.x = 0.0f;
|
||||
vertex->position.y = 0.0f;
|
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vertex->position.z = -1.0f;
|
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vertex->uv.x = 0.5f;
|
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vertex->uv.y = 0.5f;
|
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vertex++;
|
||||
|
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glGenBuffers(1, &vbo.first);
|
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glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
|
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const int BYTES_PER_VERTEX = sizeof(TextureVertex);
|
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glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
|
||||
delete[] vertexData;
|
||||
|
||||
GLushort* indexData = new GLushort[indices];
|
||||
GLushort* index = indexData;
|
||||
for (int i = 0; i < stacks - 2; i++) {
|
||||
GLushort bottom = i * slices;
|
||||
GLushort top = bottom + slices;
|
||||
for (int j = 0; j < slices; j++) {
|
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int next = (j + 1) % slices;
|
||||
|
||||
*(index++) = bottom + j;
|
||||
*(index++) = top + next;
|
||||
*(index++) = top + j;
|
||||
|
||||
*(index++) = bottom + j;
|
||||
*(index++) = bottom + next;
|
||||
*(index++) = top + next;
|
||||
}
|
||||
}
|
||||
GLushort bottom = (stacks - 2) * slices;
|
||||
GLushort top = bottom + slices;
|
||||
for (int i = 0; i < slices; i++) {
|
||||
*(index++) = bottom + i;
|
||||
*(index++) = bottom + (i + 1) % slices;
|
||||
*(index++) = top;
|
||||
}
|
||||
|
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glGenBuffers(1, &vbo.second);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
|
||||
const int BYTES_PER_INDEX = sizeof(GLushort);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW);
|
||||
delete[] indexData;
|
||||
|
||||
} else {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
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glVertexPointer(3, GL_FLOAT, sizeof(TextureVertex), (void*)0);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(TextureVertex), (void*)12);
|
||||
|
||||
glDrawRangeElements(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
||||
|
||||
QOpenGLFramebufferObject* ApplicationOverlay::getFramebufferObject() {
|
||||
if (!_framebufferObject) {
|
||||
_framebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, _framebufferObject->texture());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
GLfloat borderColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
return _framebufferObject;
|
||||
|
|
|
@ -19,6 +19,8 @@ class QOpenGLFramebufferObject;
|
|||
class ApplicationOverlay {
|
||||
public:
|
||||
|
||||
enum UIType { HEMISPHERE, SEMICIRCLE, CURVED_SEMICIRCLE };
|
||||
|
||||
ApplicationOverlay();
|
||||
~ApplicationOverlay();
|
||||
|
||||
|
@ -32,14 +34,24 @@ public:
|
|||
|
||||
// Setters
|
||||
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
|
||||
void setUIType(UIType uiType) { _uiType = uiType; }
|
||||
|
||||
private:
|
||||
// Interleaved vertex data
|
||||
struct TextureVertex {
|
||||
glm::vec3 position;
|
||||
glm::vec2 uv;
|
||||
};
|
||||
|
||||
typedef QPair<GLuint, GLuint> VerticesIndices;
|
||||
|
||||
void renderTexturedHemisphere();
|
||||
|
||||
ProgramObject _textureProgram;
|
||||
QOpenGLFramebufferObject* _framebufferObject;
|
||||
float _trailingAudioLoudness;
|
||||
float _oculusAngle;
|
||||
float _distance;
|
||||
UIType _uiType;
|
||||
};
|
||||
|
||||
#endif // hifi_ApplicationOverlay_h
|
|
@ -92,13 +92,14 @@ int Bitstream::registerMetaObject(const char* className, const QMetaObject* meta
|
|||
}
|
||||
|
||||
// register the streamers for all enumerators
|
||||
for (int i = 0; i < metaObject->enumeratorCount(); i++) {
|
||||
QMetaEnum metaEnum = metaObject->enumerator(i);
|
||||
const TypeStreamer*& streamer = getEnumStreamers()[QPair<QByteArray, QByteArray>(metaEnum.scope(), metaEnum.name())];
|
||||
if (!streamer) {
|
||||
getEnumStreamersByName().insert(getEnumName(metaEnum), streamer = new EnumTypeStreamer(metaEnum));
|
||||
}
|
||||
}
|
||||
// temporarily disabled: crashes on Windows
|
||||
//for (int i = 0; i < metaObject->enumeratorCount(); i++) {
|
||||
// QMetaEnum metaEnum = metaObject->enumerator(i);
|
||||
// const TypeStreamer*& streamer = getEnumStreamers()[QPair<QByteArray, QByteArray>(metaEnum.scope(), metaEnum.name())];
|
||||
// if (!streamer) {
|
||||
// getEnumStreamersByName().insert(getEnumName(metaEnum), streamer = new EnumTypeStreamer(metaEnum));
|
||||
// }
|
||||
//}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue