implement motion controllers and vr drawing with brush preview
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@@ -219,6 +219,41 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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m_face_plane.draw_fill();
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}
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// draw the motion controller sphere
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/*
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{
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auto mvp = proj * camera * glm::translate(glm::normalize(vr_controller_pos));
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ui::ShaderManager::use(kShader::Color);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.025)));
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sphere.draw_fill();
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}
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*/
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// draw the motion controller brush
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{
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auto pos = glm::translate(glm::normalize(vr_controller_pos));
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ui::ShaderManager::use(ui::kShader::StrokePreview);
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ui::ShaderManager::u_int(ui::kShaderUniform::Tex, 0);
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ui::ShaderManager::u_float(ui::kShaderUniform::Alpha, canvas->m_canvas->m_current_brush.m_tip_flow);
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auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_color), 1);
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ui::ShaderManager::u_vec4(ui::kShaderUniform::Col, tip_color);
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ui::ShaderManager::u_mat4(ui::kShaderUniform::MVP,
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proj * camera * pos *
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glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) *
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//glm::scale(glm::vec3(0.1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush.m_tip_size * 800.f / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush.m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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auto& tex = TextureManager::get(canvas->m_canvas->m_current_brush.m_tex_id);
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tex.bind();
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sampler_linear.bind(0);
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m_face_plane.draw_fill();
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tex.unbind();
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}
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/*
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for (auto& mode : *m_canvas->m_mode)
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mode->on_Draw(ortho_proj, proj, camera);
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