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fix build buster, CR feedback
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parent
387c156ce3
commit
92c47fdc8b
3 changed files with 58 additions and 63 deletions
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@ -145,7 +145,7 @@ private:
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float _fadeInAlpha { true };
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float _oculusUIRadius { 1.0f };
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quint64 _fadeStarted { 0.0f };
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quint64 _fadeStarted { 0 };
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float _fadeFailsafeEndValue { 1.0f };
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void checkFadeFailsafe();
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void startFadeFailsafe(float endValue);
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@ -410,27 +410,26 @@ void OpenGLDisplayPlugin::updateFramerate() {
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void OpenGLDisplayPlugin::compositeOverlay() {
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using namespace oglplus;
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// set the alpha
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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if (overlayAlpha <= 0.0f) {
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return; // don't render the overlay at all.
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}
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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// Overlay draw
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if (isStereo()) {
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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// Overlay draw
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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drawUnitQuad();
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if (isStereo()) {
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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// Overlay draw
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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drawUnitQuad();
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}
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}
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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@ -439,21 +438,21 @@ void OpenGLDisplayPlugin::compositePointer() {
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using namespace oglplus;
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// set the alpha
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha <= 0.0f) {
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return; // don't render the overlay at all.
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}
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(compositorHelper->getReticleTransform(glm::mat4()));
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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drawUnitQuad();
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});
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} else {
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drawUnitQuad();
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});
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} else {
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drawUnitQuad();
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}
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}
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mat4());
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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@ -62,53 +62,49 @@ void HmdDisplayPlugin::uncustomizeContext() {
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void HmdDisplayPlugin::compositeOverlay() {
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using namespace oglplus;
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// set the alpha
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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if (overlayAlpha <= 0.0f) {
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return; // don't render the overlay at all.
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_sphereSection->Use();
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
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auto mvp = _eyeProjections[eye] * modelView;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_sphereSection->Draw();
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});
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}
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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_sphereSection->Use();
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto modelView = glm::inverse(_currentRenderEyePoses[eye]); // *glm::translate(mat4(), vec3(0, 0, -1));
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auto mvp = _eyeProjections[eye] * modelView;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_sphereSection->Draw();
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});
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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void HmdDisplayPlugin::compositePointer() {
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using namespace oglplus;
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//Mouse Pointer
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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// set the alpha
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// check the alpha
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auto overlayAlpha = compositorHelper->getAlpha();
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if (overlayAlpha <= 0.0f) {
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return; // don't render the overlay at all.
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if (overlayAlpha > 0.0f) {
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// set the alpha
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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// Mouse pointer
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_plane->Use();
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// Reconstruct the headpose from the eye poses
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auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
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auto mvp = _eyeProjections[eye] * reticleTransform;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_plane->Draw();
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});
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}
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Uniform<float>(*_program, _alphaUniform).Set(overlayAlpha);
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_plane->Use();
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// Reconstruct the headpose from the eye poses
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auto headPosition = (vec3(_currentRenderEyePoses[Left][3]) + vec3(_currentRenderEyePoses[Right][3])) / 2.0f;
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto reticleTransform = compositorHelper->getReticleTransform(_currentRenderEyePoses[eye], headPosition);
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auto mvp = _eyeProjections[eye] * reticleTransform;
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_plane->Draw();
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});
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Uniform<float>(*_program, _alphaUniform).Set(1.0);
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}
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