hmd orient, vr ui

This commit is contained in:
2018-10-28 22:25:15 +01:00
parent 0fff9f2010
commit b366d6b61f
11 changed files with 145 additions and 16 deletions

View File

@@ -365,7 +365,8 @@ void App::init()
glEnable(GL_LINE_SMOOTH);
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
//glBlendEquation(GL_FUNC_ADD);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
initShaders();
initAssets();
@@ -492,18 +493,38 @@ void App::update(float dt)
}
return false;
};
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
uirtt.bindFramebuffer();
uirtt.clear();
glEnable(GL_SCISSOR_TEST);
for (int i = 1; i < layout[main_id]->m_children.size(); i++)
layout[main_id]->m_children[i]->watch(observer);
//msgbox->watch(observer);
glDisable(GL_SCISSOR_TEST);
uirtt.unbindFramebuffer();
#if __IOS__
[ios_view->glview bindDrawable];
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
//canvas->watch(observer);
glEnable(GL_SCISSOR_TEST);
if (auto* main = layout[main_id])
main->watch(observer);
for (int i = 0; i < layout[main_id]->m_children.size(); i++)
layout[main_id]->m_children[i]->watch(observer);
//msgbox->watch(observer);
glDisable(GL_SCISSOR_TEST);
// glEnable(GL_BLEND);
// sampler.bind(0);
// ui::ShaderManager::use(kShader::Texture);
// ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
// ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f));
// glActiveTexture(GL_TEXTURE0);
// uirtt.bindTexture();
// m_face_plane.draw_fill();
// uirtt.unbindTexture();
// glDisable(GL_BLEND);
if (rec_running)
{
rec_timer += dt;

View File

@@ -80,6 +80,9 @@ public:
bool keys[256];
bool redraw = true;
bool animate = false;
glm::mat4 vr_rot{ 0 };
glm::mat4 vr_uirot{ 0 };
glm::vec2 cursor{ 0, 0 };
glm::vec2 gesture_p0;
glm::vec2 gesture_p1;
#ifdef __ANDROID__

View File

@@ -19,6 +19,7 @@ void App::tick(float dt)
void App::resize(float w, float h)
{
uirtt.create(w, h);
redraw = true;
width = w;
height = h;
@@ -181,6 +182,7 @@ bool App::mouse_down(int button, float x, float y, float pressure, kEventSource
}
bool App::mouse_move(float x, float y, float pressure, kEventSource source, bool eraser)
{
cursor = { x / zoom, y / zoom };
redraw = true;
MouseEvent e;
e.m_type = kEventType::MouseMove;
@@ -264,6 +266,8 @@ bool App::gesture_end()
}
bool App::key_down(kKey key)
{
if (key == kKey::KeySpacebar)
canvas->m_canvas->m_cam_rot = vr_rot;
redraw = true;
keys[(int)key] = true;
KeyEvent e;

View File

@@ -13,6 +13,8 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
//glm::extractEulerAngleXYZ(camera, vr_rot.y, vr_rot.x, vr_rot.z);
vr_rot = camera;
sampler.bind(0);
sampler.bind(1);
@@ -51,11 +53,67 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
int z = (int)(canvas->m_canvas->m_order.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(z + 1)) *
glm::scale(glm::vec3(z + 1) * 100.f) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
if (canvas->m_canvas->m_state == ui::Canvas::kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
{
sampler.bind(0);
ui::ShaderManager::use(kShader::CompErase);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
//ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
//ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture();
m_face_plane.draw_fill();
canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
{
sampler.bind(0);
auto& paper = TextureManager::get(const_hash("data/paper.jpg"));
ui::ShaderManager::use(kShader::CompDraw);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ui::ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_stroke->m_brush.m_tip_opacity);
ui::ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
ui::ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ui::ShaderManager::u_int(kShaderUniform::BlendMode, canvas->m_canvas->m_current_stroke->m_brush.m_blend_mode);
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_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE3);
paper.bind();
m_face_plane.draw_fill();
paper.unbind();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
}
else
{
sampler.bind(0);
sampler_linear.bind(1);
@@ -81,6 +139,43 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera)
}
}
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
// draw the 2D UI
{
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(100)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
//canvas->m_canvas->m_plane_transform[plane_index] *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov);
sampler.bind(0);
ui::ShaderManager::use(kShader::Texture);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
uirtt.bindTexture();
m_face_plane.draw_fill();
uirtt.unbindTexture();
}
// draw the cursor
{
auto cur = (glm::vec2(cursor.x / width, 1.f - cursor.y / height) - 0.5f) * 2.f;
auto mvp = proj * camera *
glm::scale(glm::vec3(100)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
//canvas->m_canvas->m_plane_transform[plane_index] *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
glm::scale(glm::vec3(.01));
ui::ShaderManager::use(kShader::Color);
ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
m_face_plane.draw_fill();
}
/*
for (auto& mode : *m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);

View File

@@ -1,7 +1,6 @@
#include "pch.h"
#include "log.h"
#include "brush.h"
#include "canvas.h"
void ui::BrushMesh::draw(const std::vector<StrokeSample>& samples, const glm::mat4& proj)
{
@@ -240,7 +239,7 @@ void ui::Stroke::start(const ui::Brush& brush)
m_last_kp = 0;
m_dist = 0.f;
m_brush = brush;
m_brush.m_tip_size *= 1.f / glm::tan(glm::radians(Canvas::I->m_cam_fov * 0.5f));
m_brush.m_tip_size *= 1.f / glm::tan(glm::radians(m_camera.fov * 0.5f));
m_step = glm::max(m_brush.m_tip_spacing * m_brush.m_tip_size * 800.f, 1.f);
prng.seed(0);
}

View File

@@ -82,7 +82,7 @@ public:
};
struct Camera
{
glm::vec2 rot = { 0, 0 };
glm::mat4 rot;
float fov = 0;
};
int m_layer = 0;

View File

@@ -155,7 +155,7 @@ public:
Sampler m_sampler_mask;
Sampler m_sampler_stencil;
Sampler m_sampler_mix;
glm::vec2 m_cam_rot{ 0 };
glm::mat4 m_cam_rot = glm::mat4(1);
glm::vec3 m_cam_pos{ 0 };
float m_cam_fov = 85;
glm::vec2 m_cur_pos;

View File

@@ -45,8 +45,11 @@ void CanvasModeBasicCamera::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
break;
case kEventType::MouseMove:
if (m_draggingR)
{
canvas->m_pan = m_pan_start + (me->m_pos - m_dragR_start) * glm::vec2(-1, -1) * (canvas->m_cam_fov / 85.f);
canvas->m_cam_rot = canvas->m_pan * 0.003f;
auto angle = canvas->m_pan * 0.003f;
canvas->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
}
break;
case kEventType::MouseScroll:
m_zoom_canvas += me->m_scroll_delta * 0.1f;
@@ -74,7 +77,8 @@ void CanvasModeBasicCamera::on_GestureEvent(GestureEvent* ge)
case kEventType::GestureMove:
canvas->m_pan = m_pan_start + ge->m_pos_delta * glm::vec2(-1, -1) * 0.3f * (canvas->m_cam_fov / 85.f);
canvas->m_cam_fov = m_camera_fov - ge->m_distance_delta * .05f;
canvas->m_cam_rot = canvas->m_pan * 0.003f;
auto angle = canvas->m_pan * 0.003f;
canvas->m_cam_rot = glm::eulerAngleXY(angle.y, angle.x);
App::I.brush_update();
break;
default:

View File

@@ -103,7 +103,8 @@ void Vive::Draw()
h.m[0][0], h.m[1][0], h.m[2][0], 0,
h.m[0][1], h.m[1][1], h.m[2][1], 0,
h.m[0][2], h.m[1][2], h.m[2][2], 0,
h.m[0][3], h.m[1][3], h.m[2][3], 1,
0, 0, 0, 1,
//h.m[0][3], h.m[1][3], h.m[2][3], 1,
};
auto mat_proj = glm::make_mat4((float*)eyeProj);

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@@ -709,6 +709,9 @@ int main(int argc, char** argv)
std::condition_variable hmd_render_cv;
std::thread hmd_renderer([&] {
if (!vive)
return;
BT_SetTerminate();
LOG("start hmd render thread");

View File

@@ -77,8 +77,7 @@ void NodeCanvas::draw()
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);
glm::mat4 camera = m_canvas->m_cam_rot * glm::translate(m_canvas->m_cam_pos);
m_canvas->m_mv = camera;
m_canvas->m_proj = proj;
@@ -450,7 +449,7 @@ kEventResult NodeCanvas::handle_event(Event* e)
void NodeCanvas::reset_camera()
{
m_canvas->m_cam_rot = {0, 0};
m_canvas->m_cam_rot = glm::mat4(1);
m_canvas->m_cam_pos = {0, 0, 0};
m_canvas->m_cam_fov = 85;
m_canvas->m_pan = {0, 0};