add openvr support, switch to 8.1 sdk, prepare for vr ui

This commit is contained in:
2018-10-28 00:29:09 +02:00
parent 4c41be1336
commit 0fff9f2010
19 changed files with 506 additions and 23 deletions

105
src/app_vr.cpp Normal file
View File

@@ -0,0 +1,105 @@
#include "pch.h"
#include "app.h"
void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
{
using namespace ui;
//glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
//glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
//glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
// glm::translate(m_canvas->m_cam_pos);
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
sampler.bind(0);
sampler.bind(1);
sampler.bind(2);
sampler_stencil.bind(3);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(canvas->m_canvas->m_order.size() + 500)) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ui::ShaderManager::use(kShader::Checkerboard);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (size_t i = 0; i < canvas->m_canvas->m_order.size(); i++)
{
auto layer_index = canvas->m_canvas->m_order[i];
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (canvas->m_canvas->m_layers[layer_index].m_opacity == .0f)
continue;
int z = (int)(canvas->m_canvas->m_order.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
{
sampler.bind(0);
sampler_linear.bind(1);
ui::ShaderManager::use(kShader::TextureAlphaSep);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexA, 1);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
ui::ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index].m_hightlight);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
}
}
/*
for (auto& mode : *m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);
glDisable(GL_DEPTH_TEST);
if (m_canvas->m_smask_active)
{
m_canvas->modes[(int)Canvas::kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
m_canvas->modes[(int)Canvas::kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
}
// keep drawing the grids
if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid)
for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
mode->on_Draw(ortho_proj, proj, camera);
*/
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
sampler.unbind();
}