add vr_draw_ui method and make ui observer as method to be wildly available

This commit is contained in:
2019-05-29 22:41:37 +02:00
parent 9d6bb0187e
commit d750f80482
4 changed files with 66 additions and 44 deletions

View File

@@ -525,6 +525,50 @@ void App::async_end()
#endif
}
bool App::update_ui_observer(Node *n)
{
if (n && n->m_display)
{
auto box = n->m_clip_uncut;
Node* p = n->m_parent;
while (p)
{
float pt = YGNodeLayoutGetPadding(p->y_node, YGEdgeTop);
float pr = YGNodeLayoutGetPadding(p->y_node, YGEdgeRight);
float pb = YGNodeLayoutGetPadding(p->y_node, YGEdgeBottom);
float pl = YGNodeLayoutGetPadding(p->y_node, YGEdgeLeft);
glm::vec2 off_p(pl, pt);
glm::vec2 off_s(pr, pb);
glm::vec4 pclip = { xy(p->m_clip_uncut) + off_p, zw(p->m_clip_uncut) - off_s - off_p };
box = rect_intersection(box, pclip);
p = p->m_parent;
}
//auto box = n->m_clip;
//glm::ivec4 c = glm::vec4((int)box.x - 1, (int)(height / zoom - box.y - box.w) - 1, (int)box.z + 2, (int)box.w + 2) * zoom;
if (box.z <= 0.f || box.w <= 0.f)
{
if (n->m_on_screen)
{
if (dynamic_cast<NodeStrokePreview*>(n))
p = p;
n->handle_on_screen(true, false);
n->m_on_screen = false;
}
return false;
}
if (!n->m_on_screen)
{
n->handle_on_screen(false, true);
n->m_on_screen = true;
}
glm::ivec4 c = glm::vec4((int)box.x, (int)(height / zoom - box.y - box.w), (int)box.z, (int)box.w) * zoom;
glScissor(c.x + off_x, c.y + off_y, c.z, c.w);
n->draw();
return true;
}
return false;
}
void App::update(float dt)
{
static std::mutex mutex;
@@ -584,50 +628,8 @@ void App::update(float dt)
layout[main_id]->find<NodeButtonCustom>("btn-mask-line")->set_active(mode == kCanvasMode::MaskLine);
}
auto observer = [this](Node* n)
{
if (n && n->m_display)
{
auto box = n->m_clip_uncut;
Node* p = n->m_parent;
while (p)
{
float pt = YGNodeLayoutGetPadding(p->y_node, YGEdgeTop);
float pr = YGNodeLayoutGetPadding(p->y_node, YGEdgeRight);
float pb = YGNodeLayoutGetPadding(p->y_node, YGEdgeBottom);
float pl = YGNodeLayoutGetPadding(p->y_node, YGEdgeLeft);
glm::vec2 off_p(pl, pt);
glm::vec2 off_s(pr, pb);
glm::vec4 pclip = { xy(p->m_clip_uncut) + off_p, zw(p->m_clip_uncut) - off_s - off_p };
box = rect_intersection(box, pclip);
p = p->m_parent;
}
//auto box = n->m_clip;
//glm::ivec4 c = glm::vec4((int)box.x - 1, (int)(height / zoom - box.y - box.w) - 1, (int)box.z + 2, (int)box.w + 2) * zoom;
if (box.z <= 0.f || box.w <= 0.f)
{
if (n->m_on_screen)
{
if (dynamic_cast<NodeStrokePreview*>(n))
p = p;
n->handle_on_screen(true, false);
n->m_on_screen = false;
}
return false;
}
if (!n->m_on_screen)
{
n->handle_on_screen(false, true);
n->m_on_screen = true;
}
glm::ivec4 c = glm::vec4((int)box.x, (int)(height / zoom - box.y - box.w), (int)box.z, (int)box.w) * zoom;
glScissor(c.x + off_x, c.y + off_y, c.z, c.w);
n->draw();
return true;
}
return false;
};
auto observer = std::bind(&App::update_ui_observer, this, std::placeholders::_1);
if (vr_active)
{
uirtt.bindFramebuffer();

View File

@@ -137,9 +137,11 @@ public:
void clear();
void tick(float dt);
void update(float dt);
bool update_ui_observer(Node* n);
bool vr_start();
void vr_stop();
void vr_draw(const glm::mat4& proj, const glm::mat4& view, const glm::mat4& pose);
void vr_draw_ui();
void async_start();
void async_update();
void async_redraw();

View File

@@ -30,6 +30,7 @@ void App::tick(float dt)
void App::resize(float w, float h)
{
LOG("App::resize %d %d", (int)w, (int)h);
uirtt.create(w, h);
redraw = true;
width = w;

View File

@@ -23,6 +23,23 @@ void App::vr_stop()
#endif
}
void App::vr_draw_ui()
{
if (auto* main = layout[main_id])
main->update(width, height, zoom);
uirtt.bindFramebuffer();
uirtt.clear();
glViewport(0, 0, uirtt.getWidth(), uirtt.getHeight());
glEnable(GL_SCISSOR_TEST);
auto observer = std::bind(&App::update_ui_observer, this, std::placeholders::_1);
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();
}
void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
{
//glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);