Off-center GUI cylinder

This commit is contained in:
kaetemi 2014-08-02 20:11:28 +02:00
parent 5580d0b761
commit 9d883e227c

View file

@ -664,6 +664,21 @@ void CStereoOVR::renderGUI()
mat.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
m_Driver->setModelMatrix(mat);*/
m_Driver->setModelMatrix(m_InterfaceCameraMatrix);
{
NLMISC::CLine line(NLMISC::CVector(0, 5, 2), NLMISC::CVector(0, 5, 3));
NL3D::UMaterial mat = m_Driver->createMaterial();
mat.setZWrite(false);
// mat.setZFunc(UMaterial::always); // Not nice!
mat.setDoubleSided(true);
mat.setColor(NLMISC::CRGBA::Red);
mat.setBlend(false);
m_Driver->drawLine(line, mat);
m_Driver->deleteMaterial(mat);
}
{
nlassert(m_GUITexture);
@ -685,8 +700,9 @@ void CStereoOVR::renderGUI()
mat->setTexture(0, m_GUITexture->getITexture());
// user options
float height = 6.0f;
float distance = 3.0f;
float height = 3.0f;
float distance = 1.5f;
float offcenter = 0.75f; //1.5f;
uint32 winw, winh;
m_Driver->getWindowSize(winw, winh);
@ -716,19 +732,20 @@ void CStereoOVR::renderGUI()
{
CVertexBufferReadWrite vba;
vb.lock(vba);
float relWidth = width / distance;
float radius = distance + offcenter;
float relWidth = width / radius;
float quadWidth = relWidth / (float)nbQuads;
for (uint i = 0; i < nbQuads + 1; ++i)
{
uint vi0 = i * 2;
uint vi1 = vi0 + 1;
float lineH = -(relWidth * 0.5f) + quadWidth * (float)i;
float lineUV = (float)i / (float)(nbQuads + 1);
float left = sin(lineH) * distance;
float forward = cos(lineH) * distance;
vba.setVertexCoord(vi0, left, forward, bottom);
float lineUV = (float)i / (float)(nbQuads);
float left = sin(lineH) * radius;
float forward = cos(lineH) * radius;
vba.setVertexCoord(vi0, left, forward - offcenter, bottom);
vba.setTexCoord(vi0, 0, lineUV, 0.0f);
vba.setVertexCoord(vi1, left, forward, top);
vba.setVertexCoord(vi1, left, forward - offcenter, top);
vba.setTexCoord(vi1, 0, lineUV, 1.0f);
}
}
@ -764,21 +781,6 @@ void CStereoOVR::renderGUI()
m_Driver->deleteMaterial(umat);
}
{
NLMISC::CLine line(NLMISC::CVector(0, 3, -3), NLMISC::CVector(0, 3, 3));
NL3D::UMaterial mat = m_Driver->createMaterial();
mat.setZWrite(false);
// mat.setZFunc(UMaterial::always); // Not nice!
mat.setDoubleSided(true);
mat.setColor(NLMISC::CRGBA::Red);
mat.setBlend(false);
m_Driver->drawLine(line, mat);
m_Driver->deleteMaterial(mat);
}
}
/// Returns true if a render target was fully drawn