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https://github.com/overte-org/overte.git
synced 2025-04-20 14:03:55 +02:00
Renamed OverlayRenderer to ApplicationOverlay and moved it up a directory
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parent
21fb18a92e
commit
ebfb11c1ce
5 changed files with 37 additions and 37 deletions
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@ -165,7 +165,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_runningScriptsWidget(new RunningScriptsWidget(_window)),
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_runningScriptsWidgetWasVisible(false),
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_trayIcon(new QSystemTrayIcon(_window)),
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_overlayRenderer()
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_applicationOverlay()
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{
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// read the ApplicationInfo.ini file for Name/Version/Domain information
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QSettings applicationInfo(Application::resourcesPath() + "info/ApplicationInfo.ini", QSettings::IniFormat);
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@ -646,7 +646,7 @@ void Application::paintGL() {
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_rearMirrorTools->render(true);
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}
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_overlayRenderer.renderOverlay();
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_applicationOverlay.renderOverlay();
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}
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_frameCount++;
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@ -83,7 +83,7 @@
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#include "ui/LogDialog.h"
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#include "ui/UpdateDialog.h"
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#include "ui/overlays/Overlays.h"
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#include "ui/overlays/OverlayRenderer.h"
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#include "ui/ApplicationOverlay.h"
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#include "ui/RunningScriptsWidget.h"
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#include "voxels/VoxelFade.h"
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#include "voxels/VoxelHideShowThread.h"
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@ -216,7 +216,7 @@ public:
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BandwidthMeter* getBandwidthMeter() { return &_bandwidthMeter; }
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QUndoStack* getUndoStack() { return &_undoStack; }
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QSystemTrayIcon* getTrayIcon() { return _trayIcon; }
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OverlayRenderer& getOverlayRenderer() { return _overlayRenderer; }
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ApplicationOverlay& getApplicationOverlay() { return _applicationOverlay; }
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Overlays& getOverlays() { return _overlays; }
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float getFps() const { return _fps; }
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@ -569,7 +569,7 @@ private:
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TouchEvent _lastTouchEvent;
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Overlays _overlays;
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OverlayRenderer _overlayRenderer;
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ApplicationOverlay _applicationOverlay;
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AudioReflector _audioReflector;
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RunningScriptsWidget* _runningScriptsWidget;
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@ -81,9 +81,9 @@ void OculusManager::configureCamera(Camera& camera, int screenWidth, int screenH
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void OculusManager::display(Camera& whichCamera) {
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#ifdef HAVE_LIBOVR
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OverlayRenderer& overlayRenderer = Application::getInstance()->getOverlayRenderer();
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ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
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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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overlayRenderer.renderOverlay(true);
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applicationOverlay.renderOverlay(true);
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Application::getInstance()->getGlowEffect()->prepare();
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@ -104,7 +104,7 @@ void OculusManager::display(Camera& whichCamera) {
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Application::getInstance()->displaySide(whichCamera);
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overlayRenderer.displayOverlayTextureOculus(whichCamera);
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applicationOverlay.displayOverlayTextureOculus(whichCamera);
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// and the right eye to the right side
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const StereoEyeParams& rightEyeParams = _stereoConfig.GetEyeRenderParams(StereoEye_Right);
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@ -121,7 +121,7 @@ void OculusManager::display(Camera& whichCamera) {
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Application::getInstance()->displaySide(whichCamera);
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overlayRenderer.displayOverlayTextureOculus(whichCamera);
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applicationOverlay.displayOverlayTextureOculus(whichCamera);
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glPopMatrix();
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@ -1,5 +1,5 @@
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//
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// OverlayRenderer.cpp
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// ApplicationOverlay.cpp
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// interface/src/ui/overlays
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//
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// Created by Benjamin Arnold on 5/27/14.
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@ -15,15 +15,15 @@
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#include <PerfStat.h>
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#include "Application.h"
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#include "OverlayRenderer.h"
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#include "ApplicationOverlay.h"
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#include "ui/Stats.h"
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OverlayRenderer::OverlayRenderer() : _framebufferObject(NULL) {
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ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) {
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}
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OverlayRenderer::~OverlayRenderer() {
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ApplicationOverlay::~ApplicationOverlay() {
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if (_framebufferObject != NULL) {
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delete _framebufferObject;
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}
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@ -32,8 +32,8 @@ OverlayRenderer::~OverlayRenderer() {
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const float WHITE_TEXT[] = { 0.93f, 0.93f, 0.93f };
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// Renders the overlays either to a texture or to the screen
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void OverlayRenderer::renderOverlay(bool renderToTexture) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "OverlayRenderer::displayOverlay()");
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void ApplicationOverlay::renderOverlay(bool renderToTexture) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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Application* application = Application::getInstance();
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@ -226,7 +226,7 @@ void OverlayRenderer::renderOverlay(bool renderToTexture) {
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glEnable(GL_DEPTH_TEST);
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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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if (renderToTexture) {
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getFramebufferObject()->release();
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@ -234,7 +234,7 @@ void OverlayRenderer::renderOverlay(bool renderToTexture) {
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}
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// Draws the FBO texture for the screen
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void OverlayRenderer::displayOverlayTexture(Camera& whichCamera) {
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void ApplicationOverlay::displayOverlayTexture(Camera& whichCamera) {
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Application* application = Application::getInstance();
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QGLWidget* glWidget = application->getGLWidget();
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@ -252,10 +252,10 @@ void OverlayRenderer::displayOverlayTexture(Camera& whichCamera) {
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glDisable(GL_LIGHTING);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(0, glWidget->height());
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glTexCoord2f(1, 0); glVertex2i(glWidget->width(), glWidget->height());
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glTexCoord2f(1, 1); glVertex2i(glWidget->width(), 0);
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glTexCoord2f(0, 1); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2i(0, glWidget->height());
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glTexCoord2f(1, 0); glVertex2i(glWidget->width(), glWidget->height());
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glTexCoord2f(1, 1); glVertex2i(glWidget->width(), 0);
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glTexCoord2f(0, 1); glVertex2i(0, 0);
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glEnd();
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glPopMatrix();
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@ -263,7 +263,7 @@ void OverlayRenderer::displayOverlayTexture(Camera& whichCamera) {
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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 OverlayRenderer::displayOverlayTextureOculus(Camera& whichCamera) {
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void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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Application* application = Application::getInstance();
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@ -311,10 +311,10 @@ void OverlayRenderer::displayOverlayTextureOculus(Camera& whichCamera) {
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glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
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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(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
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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(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
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glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
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glEnd();
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glPopMatrix();
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@ -326,13 +326,13 @@ void OverlayRenderer::displayOverlayTextureOculus(Camera& whichCamera) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
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glEnable(GL_LIGHTING);
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}
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QOpenGLFramebufferObject* OverlayRenderer::getFramebufferObject() {
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QOpenGLFramebufferObject* ApplicationOverlay::getFramebufferObject() {
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if (!_framebufferObject) {
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_framebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
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glBindTexture(GL_TEXTURE_2D, _framebufferObject->texture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -1,5 +1,5 @@
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//
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// OverlayRenderer.h
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// ApplicationOverlay.h
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// interface/src/ui/overlays
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//
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// Created by Benjamin Arnold on 5/27/14.
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@ -9,25 +9,25 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_OverlayRenderer_h
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#define hifi_OverlayRenderer_h
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#ifndef hifi_ApplicationOverlay_h
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#define hifi_ApplicationOverlay_h
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class Overlays;
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class QOpenGLFramebufferObject;
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// Handles the drawing of the overlays to the scree
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class OverlayRenderer {
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class ApplicationOverlay {
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public:
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OverlayRenderer();
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~OverlayRenderer();
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ApplicationOverlay();
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~ApplicationOverlay();
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void renderOverlay(bool renderToTexture = false);
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void displayOverlayTexture(Camera& whichCamera);
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void displayOverlayTextureOculus(Camera& whichCamera);
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// Getters
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QOpenGLFramebufferObject* getFramebufferObject();
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QOpenGLFramebufferObject* getFramebufferObject();
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private:
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@ -35,4 +35,4 @@ private:
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float _trailingAudioLoudness;
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};
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#endif // hifi_OverlayRenderer_h
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#endif // hifi_ApplicationOverlay_h
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