fix depth export, improve VR UI interaction
This commit is contained in:
@@ -24,7 +24,8 @@ struct QuestController : public VRController
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vrapi_GetInputTrackingState(ovr_context, id, predictedDisplayTime, &tracking);
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glm::vec3 c_pos = glm::make_vec3((float*)&tracking.HeadPose.Pose.Position) - head_pos;
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auto c_rot_ovr = ovrMatrix4f_CreateFromQuaternion(&tracking.HeadPose.Pose.Orientation);
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glm::mat4 c_rot = glm::make_mat4((float*)&c_rot_ovr);
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auto c_rot_ovr_tp = ovrMatrix4f_Transpose(&c_rot_ovr);
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glm::mat4 c_rot = glm::make_mat4((float*)&c_rot_ovr_tp);
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m_mat = glm::translate(c_pos) * c_rot;
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// update controllers
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@@ -1747,20 +1747,10 @@ Here's a list of what's available in this release.
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<scroll id="drop-left" color="0 0 0 .6" min-width="10" mouse-capture="true" rtl="ltr"/>
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<!--quick bar-->
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<node justify="center" align="center" dir="col" rtl="ltr">
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<panel-quick id="panel-quick"/>
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<node height="0" grow="1" max-height="50"/>
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</node>
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<node id="floatings" color="0 0 0 1" width="1" grow="1" height="100%" rtl="ltr"/>
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<scroll id="drop-right" color="0 0 0 .6" min-width="10" mouse-capture="true" rtl="ltr"/>
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<node dir="col" width="1" grow="1">
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<!-- timeline -->
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<!--
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<node height="100%" width="1" grow="1" dir="col" justify="flex-start" rtl="ltr">
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<border color=".3 .3 .3 .4" height="50" width="100%" pad="10" dir="row">
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<node width="100%" shrink="1" dir="col" rtl="ltr">
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<border color=".3 .3 .3 .4" height="50" width="100%" pad="10" dir="row" mouse-capture="true">
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<text text="Timeline: " margin="8 10 0 0"/>
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<slider-h id="frames-slider" width="1" grow="1" margin="0 10 0 0"></slider-h>
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<node width="30" margin="5 10 0 10">
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@@ -1768,7 +1758,18 @@ Here's a list of what's available in this release.
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</node>
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</border>
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</node>
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-->
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<node dir="row" height="200" grow="1">
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<!--quick bar-->
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<node justify="center" align="center" dir="col" rtl="ltr">
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<panel-quick id="panel-quick"/>
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<node height="0" grow="1" max-height="50"/>
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</node>
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<!--floating area-->
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<node id="floatings" color="0 0 0 1" width="1" grow="1" height="100%" rtl="ltr"/>
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</node>
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</node>
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<scroll id="drop-right" color="0 0 0 .6" min-width="10" mouse-capture="true" rtl="ltr"/>
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<!--<node height="100%" width="1" grow="1" dir="col" align="center" justify="flex-start" rtl="ltr">
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<border border-color="0 0 0 0" thickness="2" color=".2 .2 .2 .6" pad="10" dir="row" margin="2 0 0 0">
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@@ -210,34 +210,29 @@ void App::init_sidebar()
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layers->on_layer_opacity_changed = [this](Node*, int idx, float value) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_opacity = value;
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canvas->m_canvas->m_unsaved = true;
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canvas->m_canvas->draw_merge();
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title_update();
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};
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layers->on_layer_visibility_changed = [this](Node*, int idx, bool visible) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_visible = visible;
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canvas->m_canvas->m_unsaved = true;
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canvas->m_canvas->draw_merge();
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title_update();
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};
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layers->on_layer_alpha_lock_changed = [this](Node*, int idx, bool locked) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_alpha_locked = locked;
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canvas->m_canvas->m_unsaved = true;
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canvas->m_canvas->draw_merge();
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title_update();
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};
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layers->on_layer_blend_mode_changed = [this](Node*, int idx, int mode) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_blend_mode = mode;
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canvas->m_canvas->m_unsaved = true;
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canvas->m_canvas->draw_merge();
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title_update();
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};
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layers->on_layer_highlight_changed = [this](Node*, int idx, bool highlight) {
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canvas->m_canvas->m_layers[canvas->m_canvas->m_order[idx]]->m_hightlight = highlight;
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canvas->m_canvas->draw_merge();
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};
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if (auto* button = layout[main_id]->find<NodeButtonCustom>("btn-stroke"))
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{
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@@ -1,12 +1,21 @@
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#include "pch.h"
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#include "app.h"
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#include "util.h"
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#include "shape.h"
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#ifdef _WIN32
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bool win32_vr_start();
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void win32_vr_stop();
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#endif
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bool trigger_down = false;
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cbuffer<glm::vec3> controller_points(10);
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glm::vec3 controller_last_point;
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const VRController* down_controller = nullptr;
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glm::vec2 controller_cursor;
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bool ui_inside = false;
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bool ui_capture = false;
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Sphere controller_ray;
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bool App::vr_start()
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{
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@@ -41,12 +50,6 @@ void App::vr_draw_ui()
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uirtt.unbindFramebuffer();
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}
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bool trigger_down = false;
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cbuffer<glm::vec3> controller_points(10);
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glm::vec3 controller_last_point;
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const VRController* down_controller = nullptr;
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glm::vec2 controller_cursor;
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bool ui_inside = false;
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void App::vr_update(float dt)
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{
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glm::vec3 hit;
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@@ -56,28 +59,26 @@ void App::vr_update(float dt)
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auto r = m * glm::vec3(1, 0, 0);
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auto n = m * glm::vec3(0, 0, 1);
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auto u = m * glm::vec3(0, 1, 0);
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if (ray_intersect({ 0, 0, 0 }, vr_controllers[0].get_pos_n(), o, n, r, hit, t))
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auto co = vr_controllers[0].get_pos();
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auto cd = co + glm::mat3(vr_controllers[0].m_mat) * glm::vec3(0, 0, -1);
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ui_inside = false;
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if (ray_intersect(co, cd, o, n, r, hit, t))
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{
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glm::mat4 plane_camera = glm::lookAt(o, n, u);
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glm::vec4 plane_local = plane_camera * glm::vec4(hit, 1);
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if (glm::all(glm::lessThanEqual(glm::abs(xy(plane_local)), glm::vec2(1.5f))))
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glm::vec4 plane_local = (plane_camera * glm::vec4(hit, 1)) * 2.f;
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if (glm::all(glm::lessThanEqual(glm::abs(xy(plane_local)), glm::vec2(1.0f))))
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{
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controller_cursor.x = -(plane_local.x * 0.5f - 0.5f) * width;
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controller_cursor.y = height - (plane_local.y * 0.5f + 0.5f) * height - 1;
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if (!down_controller && ui_visible)
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{
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async_start();
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mouse_move(controller_cursor.x, controller_cursor.y, 1.f, kEventSource::Mouse, false);
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async_end();
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ui_inside = true;
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}
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else
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{
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ui_inside = false;
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}
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}
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else
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{
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ui_inside = false;
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}
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if (down_controller)
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{
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@@ -97,6 +98,23 @@ void App::vr_update(float dt)
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void App::vr_analog(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 force)
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{
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if (b == VRController::kButton::Trigger)
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{
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if (!down_controller && (ui_inside || ui_capture) && ui_visible)
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{
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async_start();
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if (a == VRController::kAction::Press)
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{
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mouse_down(0, controller_cursor.x, controller_cursor.y, 1.f, kEventSource::Mouse, false);
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ui_capture = true;
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}
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else
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{
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mouse_up(0, controller_cursor.x, controller_cursor.y, kEventSource::Mouse, false);
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ui_capture = false;
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}
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async_end();
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}
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else
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{
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if (a == VRController::kAction::Press)
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{
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@@ -117,6 +135,7 @@ void App::vr_analog(const VRController& c, VRController::kButton b, VRController
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}
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}
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}
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}
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void App::vr_digital(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 axis)
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{
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@@ -129,15 +148,6 @@ void App::vr_digital(const VRController& c, VRController::kButton b, VRControlle
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toggle_ui();
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}
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}
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if (b == VRController::kButton::A)
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{
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async_start();
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if (a == VRController::kAction::Press)
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mouse_down(0, controller_cursor.x, controller_cursor.y, 1.f, kEventSource::Mouse, false);
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else
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mouse_up(0, controller_cursor.x, controller_cursor.y, kEventSource::Mouse, false);
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async_end();
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}
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}
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void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
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@@ -299,7 +309,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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}
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}
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float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
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float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f)) * 0.5f;
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glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
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// draw the frame
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@@ -419,22 +429,22 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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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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glm::mat4 ortho_proj(1);
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for (auto& mode : *canvas->m_canvas->m_mode)
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mode->on_Draw(ortho_proj, proj, camera);
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glDisable(GL_DEPTH_TEST);
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if (m_canvas->m_smask_active)
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if (canvas->m_canvas->m_smask_active)
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{
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m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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canvas->m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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canvas->m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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}
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// keep drawing the grids
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if (m_canvas->m_state != kCanvasMode::Grid)
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if (canvas->m_canvas->m_current_mode != kCanvasMode::Grid)
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for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
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mode->on_Draw(ortho_proj, proj, camera);
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*/
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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@@ -143,13 +143,11 @@ void Canvas::clear(const glm::vec4& c/*={0,0,0,1}*/)
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snap_history({ 0, 1, 2, 3, 4, 5 });
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m_layers[m_current_layer_idx]->clear(c);
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m_unsaved = true;
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draw_merge();
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}
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void Canvas::clear_all()
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{
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for (auto& l : m_layers)
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l->clear({0, 0, 0, 0});
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draw_merge();
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}
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void Canvas::snap_history(const std::vector<int>& planes)
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{
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@@ -630,8 +628,6 @@ void Canvas::stroke_draw()
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stroke_commit();
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m_current_stroke = nullptr;
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}
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draw_merge(merge_faces);
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}
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bool Canvas::point_trace(glm::vec2 loc, glm::vec3& ray_origin, glm::vec3& ray_dir,
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glm::vec3& hit_pos, glm::vec2& fb_pos, glm::vec3& hit_normal, int& out_plane_id)
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@@ -897,13 +893,10 @@ void Canvas::stroke_commit()
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action->m_canvas = this;
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//action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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draw_merge();
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}
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void Canvas::draw_merge(std::array<bool, 6> faces /*= SIXPLETTE(false)*/)
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{
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return;
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gl_state gl;
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gl.save();
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glViewport(0, 0, m_width, m_height);
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@@ -1237,7 +1230,6 @@ void Canvas::layer_add(std::string name)
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m_layers.back()->create(m_width, m_height, name);
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m_order.push_back(idx);
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m_current_layer_idx = idx;
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draw_merge();
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}
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void Canvas::layer_remove(int idx) // m_order index
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{
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@@ -1249,12 +1241,10 @@ void Canvas::layer_remove(int idx) // m_order index
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m_layers.erase(m_layers.begin() + n);
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m_order.erase(m_order.begin() + idx);
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m_current_layer_idx = m_order[std::min<int>((int)m_layers.size() - 1, idx)];
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draw_merge();
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}
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void Canvas::layer_order(int idx, int pos) // m_order index
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{
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std::swap(m_order[idx], m_order[pos]);
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draw_merge();
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}
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void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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{
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@@ -1347,7 +1337,6 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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*/
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draw_merge();
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}
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void Canvas::resize(int width, int height)
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{
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@@ -1367,12 +1356,12 @@ void Canvas::resize(int width, int height)
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//#endif
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m_tex2[i].create(width, height, GL_RGBA8);
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}
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m_layers_merge.resize(width, height);
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for (auto& l : m_layers)
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l->resize(width, height);
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m_smask.create(width, height, "mask");
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//m_merge_rtt.create(width, height);
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//m_merge_tex.create(width, height);
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m_layers_merge.resize(width, height);
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m_merge_rtt.create(width, height);
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m_merge_tex.create(width, height);
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m_unsaved = true;
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}
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@@ -1385,13 +1374,13 @@ void Canvas::destroy()
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m_tex[i].destroy();
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m_tex2[i].destroy();
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}
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m_layers_merge.destroy();
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for (auto& l : m_layers)
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l->destroy();
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m_smask.destroy();
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m_mixer.destroy();
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//m_merge_rtt.destroy();
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//m_merge_tex.destroy();
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m_layers_merge.destroy();
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m_merge_rtt.destroy();
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m_merge_tex.destroy();
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}
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bool Canvas::create(int width, int height)
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@@ -1432,15 +1421,14 @@ bool Canvas::create(int width, int height)
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m_brush_shape.create();
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m_mesh.create();
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m_brush_mix.create(8, 8);
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m_layers_merge.create(width, height, "merge");
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for (auto& l : m_layers)
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l->create(width, height, "");
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m_smask.create(width, height, "mask");
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//m_smask.clear({1, 1, 1, 1});
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//m_merge_rtt.create(width, height);
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//m_merge_tex.create(width, height);
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m_layers_merge.create(width, height, "merge");
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m_merge_rtt.create(width, height);
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m_merge_tex.create(width, height);
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m_unsaved = true;
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draw_merge();
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return true;
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}
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@@ -1871,6 +1859,8 @@ void Canvas::export_depth_thread(std::string file_name)
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gl_state gl;
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gl.save();
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draw_merge();
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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@@ -1339,7 +1339,6 @@ void CanvasModeTransform::leave(kCanvasMode next)
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layer->optimize();
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//auto m = static_cast<CanvasModeMaskFree*>(Canvas::I->modes[(int)kCanvasMode::MaskFree][0]);
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//m->clear();
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Canvas::I->draw_merge();
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}
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void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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