예제 #1
0
// Renders the overlays either to a texture or to the screen
void ApplicationOverlay::renderOverlay(bool renderToTexture) {
    PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
    Application* application = Application::getInstance();
    Overlays& overlays = application->getOverlays();
    GLCanvas* glWidget = application->getGLWidget();
    MyAvatar* myAvatar = application->getAvatar();
    
    _textureFov = glm::radians(Menu::getInstance()->getOculusUIAngularSize());
    _textureAspectRatio = (float)application->getGLWidget()->getDeviceWidth() / (float)application->getGLWidget()->getDeviceHeight();

    //Handle fading and deactivation/activation of UI
    if (Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) {
        _alpha += FADE_SPEED;
        if (_alpha > 1.0f) {
            _alpha = 1.0f;
        }
    } else {
        _alpha -= FADE_SPEED;
        if (_alpha <= 0.0f) {
            _alpha = 0.0f;
        }
    }

    // Render 2D overlay
    glMatrixMode(GL_PROJECTION);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    if (renderToTexture) {
        _overlays.buildFramebufferObject();
        _overlays.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }
    
    glPushMatrix(); {
        glLoadIdentity();
        gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
        
        renderAudioMeter();
        
        if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)) {
            myAvatar->renderHeadMouse(glWidget->width(), glWidget->height());
        }
        
        renderStatsAndLogs();
        
        // give external parties a change to hook in
        emit application->renderingOverlay();
        
        overlays.render2D();
        
        renderPointers();
        
        renderDomainConnectionStatusBorder();
    } glPopMatrix();

    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);

    if (renderToTexture) {
        _overlays.release();
    }
}