fix build buster, CR feedback

This commit is contained in:
Brad Hefta-Gaub 2016-03-10 16:44:59 -08:00
parent 387c156ce3
commit 92c47fdc8b
3 changed files with 58 additions and 63 deletions

View file

@ -145,7 +145,7 @@ private:
float _fadeInAlpha { true };
float _oculusUIRadius { 1.0f };
quint64 _fadeStarted { 0.0f };
quint64 _fadeStarted { 0 };
float _fadeFailsafeEndValue { 1.0f };
void checkFadeFailsafe();
void startFadeFailsafe(float endValue);

View file

@ -410,27 +410,26 @@ void OpenGLDisplayPlugin::updateFramerate() {
void OpenGLDisplayPlugin::compositeOverlay() {
using namespace oglplus;
// set the alpha
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
if (overlayAlpha <= 0.0f) {
return; // don't render the overlay at all.
}
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
// Overlay draw
if (isStereo()) {
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
// Overlay draw
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
drawUnitQuad();
if (isStereo()) {
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
// Overlay draw
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
drawUnitQuad();
}
}
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
@ -439,21 +438,21 @@ void OpenGLDisplayPlugin::compositePointer() {
using namespace oglplus;
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// set the alpha
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha <= 0.0f) {
return; // don't render the overlay at all.
}
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
if (isStereo()) {
for_each_eye([&](Eye eye) {
eyeViewport(eye);
Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
if (isStereo()) {
for_each_eye([&](Eye eye) {
eyeViewport(eye);
drawUnitQuad();
});
} else {
drawUnitQuad();
});
} else {
drawUnitQuad();
}
}
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
Uniform<float>(*_program, _alphaUniform).Set(1.0);

View file

@ -62,53 +62,49 @@ void HmdDisplayPlugin::uncustomizeContext() {
void HmdDisplayPlugin::compositeOverlay() {
using namespace oglplus;
// set the alpha
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
if (overlayAlpha <= 0.0f) {
return; // don't render the overlay at all.
_sphereSection->Use();
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
auto mvp = _eyeProjections[eye] * modelView;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_sphereSection->Draw();
});
}
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
_sphereSection->Use();
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
auto mvp = _eyeProjections[eye] * modelView;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_sphereSection->Draw();
});
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}
void HmdDisplayPlugin::compositePointer() {
using namespace oglplus;
//Mouse Pointer
auto compositorHelper = DependencyManager::get<CompositorHelper>();
// set the alpha
// check the alpha
auto overlayAlpha = compositorHelper->getAlpha();
if (overlayAlpha <= 0.0f) {
return; // don't render the overlay at all.
if (overlayAlpha > 0.0f) {
// set the alpha
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
// Mouse pointer
_plane->Use();
// Reconstruct the headpose from the eye poses
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
auto mvp = _eyeProjections[eye] * reticleTransform;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_plane->Draw();
});
}
Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
_plane->Use();
// Reconstruct the headpose from the eye poses
auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
for_each_eye([&](Eye eye) {
eyeViewport(eye);
auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
auto mvp = _eyeProjections[eye] * reticleTransform;
Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
_plane->Draw();
});
Uniform<float>(*_program, _alphaUniform).Set(1.0);
}