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https://github.com/brunoherbelin/vimix.git
synced 2025-12-11 10:19:59 +01:00
Added symbols for overlay of busy information. Added busy animation when
loading session in transition view.
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@@ -221,7 +221,7 @@ void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
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glm::vec3 rot(0.f);
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glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
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rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
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vec = modelview * glm::vec4(0.f, 1.f, 0.f, 1.f);
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// vec = modelview * glm::vec4(0.f, 1.f, 0.f, 1.f);
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// glm::vec3 scale( vec.x > 0.f ? 1.f : -1.f, vec.y > 0.f ? 1.f : -1.f, 1.f);
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// glm::vec3 scale(1.f, 1.f, 1.f);
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@@ -301,23 +301,24 @@ void Handles::accept(Visitor& v)
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}
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Symbol::Symbol(Type style, glm::vec3 pos) : Node()
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Symbol::Symbol(Type t, glm::vec3 pos) : Node(), type_(t)
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{
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static Mesh *icons[7] = {nullptr};
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static Mesh *icons[9] = {nullptr};
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if (icons[0] == nullptr) {
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icons[POINT] = new Mesh("mesh/point.ply");
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icons[IMAGE] = new Mesh("mesh/icon_image.ply");
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icons[VIDEO] = new Mesh("mesh/icon_video.ply");
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icons[SESSION] = new Mesh("mesh/icon_vimix.ply");
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icons[CLONE] = new Mesh("mesh/icon_clone.ply");
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icons[RENDER] = new Mesh("mesh/icon_render.ply");
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icons[DOTS] = new Mesh("mesh/icon_dots.ply");
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icons[CIRCLES] = new Mesh("mesh/icon_circles.ply");
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icons[EMPTY] = new Mesh("mesh/icon_empty.ply");
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icons[GENERIC] = new Mesh("mesh/point.ply");
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}
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symbol_ = icons[style];
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symbol_ = icons[type_];
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translation_ = pos;
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color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
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}
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Symbol::~Symbol()
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@@ -333,19 +334,17 @@ void Symbol::draw(glm::mat4 modelview, glm::mat4 projection)
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init();
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}
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if ( visible_ ) {
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if ( visible_ && symbol_) {
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if(symbol_) {
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// set color
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symbol_->shader()->color = color;
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// set color
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symbol_->shader()->color = color;
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glm::mat4 ctm = modelview * transform_;
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// correct for aspect ratio
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glm::vec4 vec = ctm * glm::vec4(1.f, 1.0f, 0.f, 0.f);
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ctm *= glm::scale(glm::identity<glm::mat4>(), glm::vec3( vec.y / vec.x, 1.f, 1.f));
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glm::mat4 ctm = modelview * transform_;
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// correct for aspect ratio
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glm::vec4 vec = ctm * glm::vec4(1.f, 1.0f, 0.f, 0.f);
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ctm *= glm::scale(glm::identity<glm::mat4>(), glm::vec3( vec.y / vec.x, 1.f, 1.f));
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symbol_->draw( ctm, projection);
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}
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symbol_->draw( ctm, projection);
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}
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}
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