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Merge pull request #2974 from Barnold1953/OculusOverlay
Curved Oculus Overlay
This commit is contained in:
commit
948415d4b4
7 changed files with 178 additions and 23 deletions
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@ -51,7 +51,7 @@ var flockGravity = { x: 0, y: -1, z: 0};
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var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
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var enableRandomXZThrust = false; // leading birds randomly decide to thrust in some random direction.
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var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
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var enableSomeBirdsLead = false; // birds randomly decide not fly toward flock, causing other birds to follow
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var leaders = 0; // number of birds leading
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var leaders = 0; // number of birds leading
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var PROBABILITY_TO_LEAD = 0.1; // probabolity a bird will choose to lead
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var PROBABILITY_TO_LEAD = 0.1; // probability a bird will choose to lead
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var birds = new Array(); // array of bird state data
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var birds = new Array(); // array of bird state data
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@ -1007,6 +1007,12 @@ void Application::keyPressEvent(QKeyEvent* event) {
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case Qt::Key_At:
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case Qt::Key_At:
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Menu::getInstance()->goTo();
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Menu::getInstance()->goTo();
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break;
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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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default:
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event->ignore();
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event->ignore();
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break;
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break;
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@ -1097,7 +1103,8 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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_lastMouseMove = usecTimestampNow();
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_lastMouseMove = usecTimestampNow();
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if (_mouseHidden) {
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if (_mouseHidden && !OculusManager::isConnected) {
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getGLWidget()->setCursor(Qt::ArrowCursor);
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getGLWidget()->setCursor(Qt::ArrowCursor);
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_mouseHidden = false;
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_mouseHidden = false;
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_seenMouseMove = true;
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_seenMouseMove = true;
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@ -348,7 +348,6 @@ Menu::Menu() :
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AvatarsReceiveShadows, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::AvatarsReceiveShadows, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
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@ -375,6 +374,10 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::GlowWhenSpeaking, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::ChatCircling, 0, false);
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QMenu* oculusOptionsMenu = developerMenu->addMenu("Oculus Options");
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addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::AllowOculusCameraModeChange, 0, false);
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addCheckableActionToQMenuAndActionHash(oculusOptionsMenu, MenuOption::DisplayOculusOverlays, 0, true);
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QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
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QMenu* handOptionsMenu = developerMenu->addMenu("Hand Options");
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addCheckableActionToQMenuAndActionHash(handOptionsMenu,
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addCheckableActionToQMenuAndActionHash(handOptionsMenu,
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@ -326,6 +326,7 @@ namespace MenuOption {
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const QString DisplayModelBounds = "Display Model Bounds";
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const QString DisplayModelBounds = "Display Model Bounds";
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const QString DisplayModelElementProxy = "Display Model Element Bounds";
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const QString DisplayModelElementProxy = "Display Model Element Bounds";
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const QString DisplayModelElementChildProxies = "Display Model Element Children";
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const QString DisplayModelElementChildProxies = "Display Model Element Children";
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const QString DisplayOculusOverlays = "Display Oculus Overlays";
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const QString DisplayTimingDetails = "Display Timing Details";
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const QString DisplayTimingDetails = "Display Timing Details";
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const QString DontFadeOnVoxelServerChanges = "Don't Fade In/Out on Voxel Server Changes";
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const QString DontFadeOnVoxelServerChanges = "Don't Fade In/Out on Voxel Server Changes";
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const QString EchoLocalAudio = "Echo Local Audio";
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const QString EchoLocalAudio = "Echo Local Audio";
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@ -86,7 +86,7 @@ void OculusManager::display(Camera& whichCamera) {
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// We only need to render the overlays to a texture once, then we just render the texture as a quad
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// We only need to render the overlays to a texture once, then we just render the texture as a quad
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// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
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// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
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applicationOverlay.renderOverlay(true);
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applicationOverlay.renderOverlay(true);
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const bool displayOverlays = false;
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const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::DisplayOculusOverlays);
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Application::getInstance()->getGlowEffect()->prepare();
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Application::getInstance()->getGlowEffect()->prepare();
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@ -19,7 +19,10 @@
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#include "ui/Stats.h"
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#include "ui/Stats.h"
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
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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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}
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}
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@ -45,6 +48,10 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
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BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
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NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
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NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
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int mouseX = application->getMouseX();
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int mouseY = application->getMouseY();
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bool renderPointer = renderToTexture;
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if (renderToTexture) {
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if (renderToTexture) {
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getFramebufferObject()->bind();
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getFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -220,6 +227,34 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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overlays.render2D();
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overlays.render2D();
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// Render a crosshair over the pointer when in Oculus
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if (renderPointer) {
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const float pointerWidth = 10;
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const float pointerHeight = 10;
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const float crossPad = 4;
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mouseX -= pointerWidth / 2.0f;
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mouseY += pointerHeight / 2.0f;
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glBegin(GL_QUADS);
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glColor3f(1, 0, 0);
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//Horizontal crosshair
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glVertex2i(mouseX, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - crossPad);
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glVertex2i(mouseX + pointerWidth, mouseY - pointerHeight + crossPad);
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glVertex2i(mouseX, mouseY - pointerHeight + crossPad);
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//Vertical crosshair
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glVertex2i(mouseX + crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY);
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glVertex2i(mouseX + pointerWidth - crossPad, mouseY - pointerHeight);
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glVertex2i(mouseX + crossPad, mouseY - pointerHeight);
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glEnd();
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}
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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@ -227,7 +262,6 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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if (renderToTexture) {
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if (renderToTexture) {
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getFramebufferObject()->release();
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getFramebufferObject()->release();
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}
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}
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@ -262,6 +296,15 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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}
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}
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// Fast helper functions
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inline float max(float a, float b) {
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return (a > b) ? a : b;
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}
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inline float min(float a, float b) {
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return (a < b) ? a : b;
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}
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// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
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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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void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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@ -271,23 +314,37 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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MyAvatar* myAvatar = application->getAvatar();
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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// Calculates the world space width and height of the texture based on a desired FOV
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int mouseX = application->getMouseX();
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const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
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int mouseY = application->getMouseY();
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const float overlayDistance = 1;
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int widgetWidth = glWidget->width();
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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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// Get vertical FoV of the displayed overlay texture
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const float halfVerticalAngle = _oculusAngle / 2.0f;
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const float verticalAngle = halfVerticalAngle * 2.0f;
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const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
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const float overlayHeight = overlayDistance * tan(overlayFov);
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const float halfOverlayHeight = _distance * tan(halfVerticalAngle);
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const float overlayWidth = overlayHeight * overlayAspectRatio;
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const float halfOverlayWidth = overlayWidth / 2;
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// The more vertices, the better the curve
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const float halfOverlayHeight = overlayHeight / 2;
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const int numHorizontalVertices = 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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// 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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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
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glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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@ -305,21 +362,102 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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glm::vec3 pos = whichCamera.getPosition();
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glm::vec3 pos = whichCamera.getPosition();
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glm::quat rot = myAvatar->getOrientation();
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glm::quat rot = myAvatar->getOrientation();
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glm::vec3 axis = glm::axis(rot);
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glm::vec3 axis = glm::axis(rot);
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pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
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glTranslatef(pos.x, pos.y, pos.z);
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glTranslatef(pos.x, pos.y, pos.z);
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glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
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glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
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glColor3f(1.0f, 1.0f, 1.0f);
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glDepthMask(GL_TRUE);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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//Draw the magnifying glass
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mouseX -= magnifyWidth / 2;
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mouseY -= magnifyHeight / 2;
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//clamp the magnification
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if (mouseX < 0) {
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magnifyWidth += mouseX;
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mouseX = 0;
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} else if (mouseX + magnifyWidth > widgetWidth) {
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magnifyWidth = widgetWidth - mouseX;
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}
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if (mouseY < 0) {
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magnifyHeight += mouseY;
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mouseY = 0;
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} else if (mouseY + magnifyHeight > widgetHeight) {
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magnifyHeight = widgetHeight - mouseY;
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}
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float newWidth = magnifyWidth * magnification;
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float newHeight = magnifyHeight * magnification;
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float tmp;
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// Magnification Texture Coordinates
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float magnifyULeft = mouseX / (float)widgetWidth;
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float magnifyURight = (mouseX + magnifyWidth) / (float)widgetWidth;
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float magnifyVBottom = 1.0f - mouseY / (float)widgetHeight;
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float magnifyVTop = 1.0f - (mouseY + magnifyHeight) / (float)widgetHeight;
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// Coordinates of magnification overlay
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float newMouseX = (mouseX + magnifyWidth / 2) - newWidth / 2.0f;
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float newMouseY = (mouseY + magnifyHeight / 2) + newHeight / 2.0f;
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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 halfMagnifyHeight = magnifyHeight / 2.0f;
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float leftX, rightX, leftZ, rightZ;
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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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//TODO: Remove immediate mode in favor of VBO
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
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glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
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glTexCoord2f(magnifyULeft, magnifyVBottom); glVertex3f(leftX, topY, leftZ);
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glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
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glTexCoord2f(magnifyURight, magnifyVBottom); glVertex3f(rightX, topY, rightZ);
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glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
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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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glEnd();
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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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// 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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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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}
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glEnd();
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glEnd();
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glPopMatrix();
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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||||||
glDepthMask(GL_TRUE);
|
glDepthMask(GL_TRUE);
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
glDisable(GL_TEXTURE_2D);
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
|
|
@ -28,11 +28,17 @@ 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;
|
||||||
|
float _distance;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // hifi_ApplicationOverlay_h
|
#endif // hifi_ApplicationOverlay_h
|
Loading…
Reference in a new issue