sinpin-vr/src/panel.cpp

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#include "panel.h"
Panel::Panel(App *app, vr::HmdMatrix34_t start_pose, int index, int x, int y, int width, int height)
: _app(app),
_index(index),
_x(x),
_y(y),
_width(width),
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_height(height),
_grab_component(app)
{
_name = "screen_view_" + std::to_string(index);
_alpha = 1.0f;
_meters = 1.0f;
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glGenTextures(1, &_gl_texture);
glBindTexture(GL_TEXTURE_2D, _gl_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB,
_width, _height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, 0);
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_texture.eColorSpace = vr::ColorSpace_Auto;
_texture.eType = vr::TextureType_OpenGL;
_texture.handle = (void *)(uintptr_t)_gl_texture;
// create overlay
{
auto overlay_create_err = _app->vr_overlay->CreateOverlay(_name.c_str(), _name.c_str(), &_id);
assert(overlay_create_err == 0);
_app->vr_overlay->ShowOverlay(_id);
uint8_t col[4] = {20, 50, 50, 255};
_app->vr_overlay->SetOverlayRaw(_id, &col, 1, 1, 4);
printf("Created overlay instance %d\n", _index);
// (flipping uv on y axis because opengl and xorg are opposite)
vr::VRTextureBounds_t bounds{0, 1, 1, 0};
_app->vr_overlay->SetOverlayTextureBounds(_id, &bounds);
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_app->vr_overlay->SetOverlayTransformAbsolute(_id, _app->_tracking_origin, &start_pose);
}
}
void Panel::Update()
{
Render();
UpdateCursor();
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_grab_component.Update(_id, &_meters);
}
void Panel::Render()
{
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glCopyImageSubData(
_app->_gl_frame, GL_TEXTURE_2D, 0,
_x, _y, 0,
_gl_texture, GL_TEXTURE_2D, 0,
0, 0, 0,
_width, _height, 1);
auto set_texture_err = _app->vr_overlay->SetOverlayTexture(_id, &_texture);
assert(set_texture_err == 0);
}
void Panel::SetHidden(bool state)
{
_hidden = state;
if (state)
_app->vr_overlay->HideOverlay(_id);
else
_app->vr_overlay->ShowOverlay(_id);
}
void Panel::UpdateCursor()
{
auto global_pos = _app->GetCursorPosition();
if (global_pos.x < _x || global_pos.x >= _x + _width || global_pos.y < _y || global_pos.y >= _y + _height)
{
_app->vr_overlay->ClearOverlayCursorPositionOverride(_id);
return;
}
int local_x = global_pos.x - _x;
int local_y = global_pos.y - _y;
// TODO: make this work when aspect ratio is >1 (root window is taller than it is wide)
float ratio = (float)_height / (float)_width;
float top_edge = 0.5f - ratio / 2.0f;
float x = local_x / (float)_width;
float y = 1.0f - (local_y / (float)_width + top_edge);
auto pos = vr::HmdVector2_t{x, y};
_app->vr_overlay->SetOverlayCursorPositionOverride(_id, &pos);
}