move the vr brush preview far away to closer to the canvas

This commit is contained in:
2019-05-27 17:17:16 +02:00
parent c4ad38f94f
commit e7f8839739

View File

@@ -278,7 +278,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
// draw the motion controller brush
{
auto pos = glm::translate(glm::normalize(vr_controller_pos));
auto pos = glm::translate(glm::normalize(vr_controller_pos) * 100.f);
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
@@ -288,8 +288,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
ShaderManager::u_mat4(kShaderUniform::MVP,
proj * camera * pos *
glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) *
//glm::scale(glm::vec3(0.1)) *
glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / App::I.height)) *
glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 100.f / App::I.height)) *
glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
);
glEnable(GL_BLEND);