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generalized VR UI placement
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parent
dabbf28500
commit
1da9622c67
25
graph.cpp
25
graph.cpp
@ -5108,29 +5108,7 @@ EX void gamescreen(int _darken) {
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#endif
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#if CAP_VR
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if(vrhr::active() && vrhr::in_menu()) {
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int xsi = current_display->xsize;
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int ysi = current_display->ysize;
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color_t col = 0x000000C0;
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current_display->next_shader_flags = 0;
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dynamicval<eModel> m(pmodel, mdPixel);
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vrhr::in_vr_ui([&] {
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glhr::color2(col);
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glhr::set_depthtest(false);
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vector<glvertex> vs;
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vs.emplace_back(glhr::makevertex(0, 0, 0));
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vs.emplace_back(glhr::makevertex(xsi, 0, 0));
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vs.emplace_back(glhr::makevertex(xsi, ysi, 0));
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vs.emplace_back(glhr::makevertex(0, 0, 0));
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vs.emplace_back(glhr::makevertex(0, ysi, 0));
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vs.emplace_back(glhr::makevertex(xsi, ysi, 0));
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glhr::current_vertices = NULL;
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glhr::vertices(vs);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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});
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}
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vrhr::size_and_draw_ui_box();
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#endif
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}
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@ -5200,6 +5178,7 @@ namespace sm {
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static const int DIALOG_STRICT_X = 32768; // do not interpret dialog clicks outside of the X region
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static const int EXPANSION = (1<<16);
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static const int HEXEDIT = (1<<17);
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static const int VR_MENU = (1<<18); // always show the menu in VR
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}
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#endif
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94
vr.cpp
94
vr.cpp
@ -232,6 +232,44 @@ EX transmatrix hmd_mvp, hmd_pre, hmd_mv;
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EX transmatrix sm;
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EX int ui_xmin, ui_ymin, ui_xmax, ui_ymax;
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EX reaction_t change_ui_bounds;
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EX void set_ui_bounds() {
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ui_xmin = 0;
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ui_ymin = 0;
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ui_xmax = current_display->xsize;
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ui_ymax = current_display->ysize;
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if(change_ui_bounds)
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change_ui_bounds();
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}
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EX void size_and_draw_ui_box() {
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if(!vrhr::active()) return;
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if(!vrhr::in_menu()) return;
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vrhr::set_ui_bounds();
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color_t col = 0x000000C0;
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current_display->next_shader_flags = 0;
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dynamicval<eModel> m(pmodel, mdPixel);
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vrhr::in_vr_ui([&] {
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glhr::color2(col);
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glhr::set_depthtest(false);
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vector<glvertex> vs;
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vs.emplace_back(glhr::makevertex(ui_xmin, ui_ymin, 0));
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vs.emplace_back(glhr::makevertex(ui_xmax, ui_ymin, 0));
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vs.emplace_back(glhr::makevertex(ui_xmax, ui_ymax, 0));
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vs.emplace_back(glhr::makevertex(ui_xmin, ui_ymin, 0));
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vs.emplace_back(glhr::makevertex(ui_xmin, ui_ymax, 0));
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vs.emplace_back(glhr::makevertex(ui_xmax, ui_ymax, 0));
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glhr::current_vertices = NULL;
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glhr::vertices(vs);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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});
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}
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vr_rendermodel *get_render_model(string name) {
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for(auto& m: vrdata.models)
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if(m->name == name)
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@ -664,7 +702,7 @@ vector<analog_action_data> aads = {
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};
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EX bool always_show_hud = false;
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EX bool in_actual_menu() { return !(cmode & (sm::NORMAL | sm::DRAW)); }
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EX bool in_actual_menu() { return (cmode & sm::VR_MENU) || !(cmode & (sm::NORMAL | sm::DRAW)); }
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EX bool in_menu() { return always_show_hud || in_actual_menu(); }
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vector<set_data> sads = {
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@ -832,26 +870,43 @@ EX ld ui_size = 2;
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const ld ui_size_unit = 0.001;
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#endif
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struct vr_eye_settings {
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dynamicval<int> vx, vy;
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dynamicval<ld> xmin, ymin, xmax, ymax;
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vr_eye_settings() :
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vx(vid.xres, vrdata.xsize),
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vy(vid.yres, vrdata.ysize),
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xmin(current_display->xmin, 0),
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ymin(current_display->ymin, 0),
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xmax(current_display->xmax, 1),
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ymax(current_display->ymax, 1)
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{ }
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void use(int i) {
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glBindFramebuffer( GL_FRAMEBUFFER, vrdata.eyes[i]->m_nRenderFramebufferId );
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glViewport(0, 0, vrdata.xsize, vrdata.ysize );
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calcparam();
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}
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};
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EX void in_vr_ui(reaction_t what) {
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resetbuffer rb;
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if(!state) return;
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int xsi = current_display->xsize;
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int ysi = current_display->ysize;
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int ui_xmed = (ui_xmin + ui_xmax) / 2;
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int ui_ymed = (ui_ymin + ui_ymax) / 2;
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state = 2;
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for(int i=0; i<2; i++) {
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dynamicval<int> vx(vid.xres, vrdata.xsize);
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dynamicval<int> vy(vid.yres, vrdata.ysize);
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E4;
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auto& ey = vrdata.eyes[i];
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glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
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glViewport(0, 0, vrdata.xsize, vrdata.ysize );
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calcparam();
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vr_eye_settings ey;
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ey.use(i);
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glhr::set_depthtest(false);
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hmd_mvp = Id;
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hmd_mvp = xpush(-xsi/2) * ypush(-ysi/2) * hmd_mvp;
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hmd_mvp = xpush(-ui_xmed) * ypush(-ui_ymed) * hmd_mvp;
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transmatrix Sca = Id;
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Sca[0][0] *= ui_size * ui_size_unit;
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Sca[1][1] *= -ui_size * ui_size_unit;
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@ -862,6 +917,8 @@ EX void in_vr_ui(reaction_t what) {
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hmd_mvp = vrdata.proj[i] * inverse(vrdata.eyepos[i]) * hmd_mvp;
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reset_projection();
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current_display->set_all(0, 0);
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current_display->xcenter = 0;
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current_display->ycenter = 0;
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what();
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}
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state = 1;
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@ -994,13 +1051,8 @@ EX void render() {
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if(i != 2) {
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dynamicval<int> vx(vid.xres, vrdata.xsize);
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dynamicval<int> vy(vid.yres, vrdata.ysize);
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auto& ey = vrdata.eyes[i];
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glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
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glViewport(0, 0, vrdata.xsize, vrdata.ysize );
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vr_eye_settings ey;
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ey.use(i);
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glhr::set_depthtest(false);
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glhr::set_depthtest(true);
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glhr::set_depthwrite(false);
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@ -1357,13 +1409,9 @@ EX void submit() {
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dynamicval<ld> ms(sightranges[geometry], 100);
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for(int e=0; e<2; e++) {
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dynamicval<int> vx(vid.xres, vrdata.xsize);
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dynamicval<int> vy(vid.yres, vrdata.ysize);
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vr_eye_settings ey;
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ey.use(e);
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E4;
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auto& ey = vrdata.eyes[e];
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glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
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glViewport(0, 0, vrdata.xsize, vrdata.ysize );
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calcparam();
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hmd_mvp = vrdata.proj[e] * inverse(vrdata.eyepos[e]) * sm * hmd_at * vrdata.pose_matrix[i] * sm * Id;
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hmd_pre = Id;
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