fix stroke preview, use hmd pose instead of eye, fix vr fullscreen mode
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@@ -1,7 +1,7 @@
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#include "pch.h"
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#include "app.h"
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void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
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void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
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{
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using namespace ui;
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@@ -14,7 +14,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
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// glm::scale(glm::vec3(sz, 1));
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//glm::extractEulerAngleXYZ(camera, vr_rot.y, vr_rot.x, vr_rot.z);
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vr_rot = camera;
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vr_rot = pose;
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sampler.bind(0);
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sampler.bind(1);
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@@ -141,19 +141,32 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
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float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
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glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
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// draw the 2D UI
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// draw the frame
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{
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auto plane_mvp_z = proj * camera *
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov);
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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);
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m_face_plane.draw_stroke();
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}
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// draw the 2D UI
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if (ui_visible)
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{
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auto mvp = proj * camera *
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glm::scale(glm::vec3(100)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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//canvas->m_canvas->m_plane_transform[plane_index] *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(0, 0, -1)) *
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glm::scale(aspect * tan_fov);
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sampler.bind(0);
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ui::ShaderManager::use(kShader::Texture);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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glActiveTexture(GL_TEXTURE0);
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uirtt.bindTexture();
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m_face_plane.draw_fill();
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