hmd orient, vr ui
This commit is contained in:
31
src/app.cpp
31
src/app.cpp
@@ -365,7 +365,8 @@ void App::init()
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glEnable(GL_LINE_SMOOTH);
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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//glBlendEquation(GL_FUNC_ADD);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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initShaders();
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initAssets();
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@@ -492,18 +493,38 @@ void App::update(float dt)
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}
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return false;
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};
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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uirtt.bindFramebuffer();
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uirtt.clear();
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glEnable(GL_SCISSOR_TEST);
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for (int i = 1; i < layout[main_id]->m_children.size(); i++)
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layout[main_id]->m_children[i]->watch(observer);
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//msgbox->watch(observer);
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glDisable(GL_SCISSOR_TEST);
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uirtt.unbindFramebuffer();
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#if __IOS__
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[ios_view->glview bindDrawable];
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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//canvas->watch(observer);
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glEnable(GL_SCISSOR_TEST);
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if (auto* main = layout[main_id])
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main->watch(observer);
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for (int i = 0; i < layout[main_id]->m_children.size(); i++)
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layout[main_id]->m_children[i]->watch(observer);
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//msgbox->watch(observer);
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glDisable(GL_SCISSOR_TEST);
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// glEnable(GL_BLEND);
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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, glm::ortho(-1.f, 1.f, -1.f, 1.f));
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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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// uirtt.unbindTexture();
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// glDisable(GL_BLEND);
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if (rec_running)
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{
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rec_timer += dt;
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