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 | 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 | 272 | MyAvatar* myAvatar = application->getAvatar(); |
| 272 | 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 | − const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f; | |
| 276 | − const float overlayDistance = 1; | |
| 275 | + // Get vertical FoV of the displayed overlay texture | |
| 276 | + const float halfVerticalAngle = _oculusAngle / 2.0f; | |
| 277 | + const float overlayDistance = 1.0; | |
| 277 | 278 | const float overlayAspectRatio = glWidget->width() / (float)glWidget->height(); |
| 278 | − const float overlayHeight = overlayDistance * tan(overlayFov); | |
| 279 | − const float overlayWidth = overlayHeight * overlayAspectRatio; | |
| 280 | − const float halfOverlayWidth = overlayWidth / 2; | |
| 281 | − const float halfOverlayHeight = overlayHeight / 2; | |
| 279 | + const float halfOverlayHeight = overlayDistance * tan(halfVerticalAngle); | |
| 280 | + | |
| 281 | + // The more vertices, the better the curve | |
| 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 | 291 | glActiveTexture(GL_TEXTURE0); |
| 284 | 292 | |
| @@ -305,16 +313,29 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) { · 20 unmodified lines | ||
| 305 | 313 | glm::vec3 pos = whichCamera.getPosition(); |
| 306 | 314 | glm::quat rot = myAvatar->getOrientation(); |
| 307 | 315 | glm::vec3 axis = glm::axis(rot); |
| 308 | − pos += rot * glm::vec3(0.0, 0.0, -overlayDistance); | |
| 309 | − | |
| 316 | + | |
| 310 | 317 | glTranslatef(pos.x, pos.y, pos.z); |
| 311 | 318 | glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z); |
| 319 | + | |
| 320 | + float leftX, rightX, leftZ, rightZ; | |
| 312 | 321 | |
| 313 | 322 | glBegin(GL_QUADS); |
| 314 | − glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0); | |
| 315 | − glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0); | |
| 316 | − glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0); | |
| 317 | − glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0); | |
| 323 | + | |
| 324 | + // Place the vertices in a semicircle curve around the camera | |
| 325 | + for (int i = 0; i < numHorizontalVertices-1; i++) { | |
| 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 | 339 | glEnd(); |
| 319 | 340 | |
| 320 | 341 | glPopMatrix(); |