Showing the changes to interface/src/ui/ApplicationOverlay.cpp (1 of 5 files). Show all
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| @@ -19,7 +19,8 @@ · 18 unmodified lines | |||
| 19 | 19 | ||
| 20 | #include "ui/Stats.h" | 20 | #include "ui/Stats.h" |
| 21 | 21 | ||
| 22 | ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL) { | 22 | ApplicationOverlay::ApplicationOverlay() : _framebufferObject(NULL), |
| 23 | _oculusAngle(65.0f * RADIANS_PER_DEGREE) { | ||
| 23 | 24 | ||
| 24 | } | 25 | } |
| 25 | 26 | ||
| @@ -271,14 +272,21 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) { · 245 unmodified lines | |||
| 271 | MyAvatar* myAvatar = application->getAvatar(); | 272 | MyAvatar* myAvatar = application->getAvatar(); |
| 272 | const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation(); | 273 | const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation(); |
| 273 | 274 | ||
| 274 | // Calculates the world space width and height of the texture based on a desired FOV | 275 | // Get vertical FoV of the displayed overlay texture |
| 275 | const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f; | 276 | const float halfVerticalAngle = _oculusAngle / 2.0f; |
| 276 | const float overlayDistance = 1; | 277 | const float overlayDistance = 1.0; |
| 277 | const float overlayAspectRatio = glWidget->width() / (float)glWidget->height(); | 278 | const float overlayAspectRatio = glWidget->width() / (float)glWidget->height(); |
| 278 | const float overlayHeight = overlayDistance * tan(overlayFov); | 279 | const float halfOverlayHeight = overlayDistance * tan(halfVerticalAngle); |
| 279 | const float overlayWidth = overlayHeight * overlayAspectRatio; | 280 | |
| 280 | const float halfOverlayWidth = overlayWidth / 2; | 281 | // The more vertices, the better the curve |
| 281 | const float halfOverlayHeight = overlayHeight / 2; | 282 | const int numHorizontalVertices = 20; |
| 283 | // U texture coordinate width at each quad | ||
| 284 | const float quadTexWidth = 1.0f / (numHorizontalVertices - 1); | ||
| 285 | |||
| 286 | // Get horizontal angle and angle increment from vertical angle and aspect ratio | ||
| 287 | const float horizontalAngle = halfVerticalAngle * 2.0f * overlayAspectRatio; | ||
| 288 | const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1); | ||
| 289 | const float halfHorizontalAngle = horizontalAngle / 2; | ||
| 282 | 290 | ||
| 283 | glActiveTexture(GL_TEXTURE0); | 291 | glActiveTexture(GL_TEXTURE0); |
| 284 | 292 | ||
| @@ -305,16 +313,29 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) { · 20 unmodified lines | |||
| 305 | glm::vec3 pos = whichCamera.getPosition(); | 313 | glm::vec3 pos = whichCamera.getPosition(); |
| 306 | glm::quat rot = myAvatar->getOrientation(); | 314 | glm::quat rot = myAvatar->getOrientation(); |
| 307 | glm::vec3 axis = glm::axis(rot); | 315 | glm::vec3 axis = glm::axis(rot); |
| 308 | pos += rot * glm::vec3(0.0, 0.0, -overlayDistance); | 316 | |
| 309 | |||
| 310 | glTranslatef(pos.x, pos.y, pos.z); | 317 | glTranslatef(pos.x, pos.y, pos.z); |
| 311 | glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z); | 318 | glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z); |
| 319 | |||
| 320 | float leftX, rightX, leftZ, rightZ; | ||
| 312 | 321 | ||
| 313 | glBegin(GL_QUADS); | 322 | glBegin(GL_QUADS); |
| 314 | glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0); | 323 | |
| 315 | glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0); | 324 | // Place the vertices in a semicircle curve around the camera |
| 316 | glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0); | 325 | for (int i = 0; i < numHorizontalVertices-1; i++) { |
| 317 | glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0); | 326 | |
| 327 | // Calculate the X and Z coordinates from the angles and radius from camera | ||
| 328 | leftX = sin(angleIncrement * i - halfHorizontalAngle) * overlayDistance; | ||
| 329 | rightX = sin(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance; | ||
| 330 | leftZ = -cos(angleIncrement * i - halfHorizontalAngle) * overlayDistance; | ||
| 331 | rightZ = -cos(angleIncrement * (i + 1) - halfHorizontalAngle) * overlayDistance; | ||
| 332 | |||
| 333 | glTexCoord2f(quadTexWidth * i, 1); glVertex3f(leftX, halfOverlayHeight, leftZ); | ||
| 334 | glTexCoord2f(quadTexWidth * (i + 1), 1); glVertex3f(rightX, halfOverlayHeight, rightZ); | ||
| 335 | glTexCoord2f(quadTexWidth * (i + 1), 0); glVertex3f(rightX, -halfOverlayHeight, rightZ); | ||
| 336 | glTexCoord2f(quadTexWidth * i, 0); glVertex3f(leftX, -halfOverlayHeight, leftZ); | ||
| 337 | } | ||
| 338 | |||
| 318 | glEnd(); | 339 | glEnd(); |
| 319 | 340 | ||
| 320 | glPopMatrix(); | 341 | glPopMatrix(); |