Curved Oculus overlay around camera as a semicircle

This commit is contained in:
barnold1953 2014-06-02 16:05:07 -07:00
parent 6f5d2ba233
commit 90754e320d
5 changed files with 48 additions and 16 deletions

View file

@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction. var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
var leaders = 0; // number of birds leading var leaders = 0; // number of birds leading
var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
var birds = new Array(); // array of bird state data var birds = new Array(); // array of bird state data

View file

@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
case Qt::Key_At: case Qt::Key_At:
Menu::getInstance()->goTo(); Menu::getInstance()->goTo();
break; break;
case Qt::Key_B:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() - 1.0f*RADIANS_PER_DEGREE);
break;
case Qt::Key_N:
_applicationOverlay.setOculusAngle(_applicationOverlay.getOculusAngle() + 1.0f*RADIANS_PER_DEGREE);
break;
default: default:
event->ignore(); event->ignore();
break; break;

View file

@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
// We only need to render the overlays to a texture once, then we just render the texture as a quad // We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay() // PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true); applicationOverlay.renderOverlay(true);
const bool displayOverlays = false; const bool displayOverlays = true;
Application::getInstance()->getGlowEffect()->prepare(); Application::getInstance()->getGlowEffect()->prepare();

View file

@ -19,7 +19,8 @@
#include "ui/Stats.h" #include "ui/Stats.h"
ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) { ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL),
_oculusAngle(65.0f * RADIANS_PER_DEGREE) {
} }
@ -271,14 +272,21 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
MyAvatar* myAvatar = application->getAvatar(); MyAvatar* myAvatar = application->getAvatar();
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation(); const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
// Calculates the world space width and height of the texture based on a desired FOV // Get vertical FoV of the displayed overlay texture
const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f; const float halfVerticalAngle = _oculusAngle / 2.0f;
const float overlayDistance = 1; const float overlayDistance = 1.0;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height(); const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float overlayHeight = overlayDistance * tan(overlayFov); const float halfOverlayHeight = overlayDistance * tan(halfVerticalAngle);
const float overlayWidth = overlayHeight * overlayAspectRatio;
const float halfOverlayWidth = overlayWidth / 2; // The more vertices, the better the curve
const float halfOverlayHeight = overlayHeight / 2; const int numHorizontalVertices = 20;
// U texture coordinate width at each quad
const float quadTexWidth = 1.0f / (numHorizontalVertices - 1);
// Get horizontal angle and angle increment from vertical angle and aspect ratio
const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio;
const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
const float halfHorizontalAngle = horizontalAngle / 2;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
@ -305,16 +313,29 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
glm::vec3 pos = whichCamera.getPosition(); glm::vec3 pos = whichCamera.getPosition();
glm::quat rot = myAvatar->getOrientation(); glm::quat rot = myAvatar->getOrientation();
glm::vec3 axis = glm::axis(rot); glm::vec3 axis = glm::axis(rot);
pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
glTranslatef(pos.x, pos.y, pos.z); glTranslatef(pos.x, pos.y, pos.z);
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z); glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
float leftX, rightX, leftZ, rightZ;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0); // Place the vertices in a semicircle curve around the camera
glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0); for (int i = 0; i < numHorizontalVertices-1; i++) {
glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
// Calculate the X and Z coordinates from the angles and radius from camera
leftX = sin(angleIncrement * i - halfHorizontalAngle) * overlayDistance;
rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance;
leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * overlayDistance;
rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance;
glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ);
glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ);
glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ);
}
glEnd(); glEnd();
glPopMatrix(); glPopMatrix();

View file

@ -28,11 +28,16 @@ public:
// Getters // Getters
QOpenGLFramebufferObject* getFramebufferObject(); QOpenGLFramebufferObject* getFramebufferObject();
float getOculusAngle() const { return _oculusAngle; }
// Setters
void setOculusAngle(float oculusAngle) { _oculusAngle = oculusAngle; }
private: private:
QOpenGLFramebufferObject* _framebufferObject; QOpenGLFramebufferObject* _framebufferObject;
float _trailingAudioLoudness; float _trailingAudioLoudness;
float _oculusAngle;
}; };
#endif // hifi_ApplicationOverlay_h #endif // hifi_ApplicationOverlay_h