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https://github.com/overte-org/overte.git
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Mouse input and magnification for Oculus Overlay
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parent
75bee69ef8
commit
d1b7882c6f
2 changed files with 125 additions and 8 deletions
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@ -1103,7 +1103,8 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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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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_mouseHidden = false;
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_seenMouseMove = true;
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@ -48,6 +48,10 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
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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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getFramebufferObject()->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -223,6 +227,34 @@ void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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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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glMatrixMode(GL_MODELVIEW);
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@ -264,6 +296,15 @@ void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
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glDisable(GL_TEXTURE_2D);
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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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void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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@ -273,8 +314,17 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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MyAvatar* myAvatar = application->getAvatar();
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const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
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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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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 halfOverlayHeight = _distance * tan(halfVerticalAngle);
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@ -290,12 +340,11 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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glEnable(GL_TEXTURE_2D);
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@ -316,12 +365,79 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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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float leftX, rightX, leftZ, rightZ;
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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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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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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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@ -336,12 +452,12 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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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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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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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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