Initial attempt at GNOME SBS support
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@ -9,6 +9,7 @@
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[submodule "modules/sombrero"]
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path = modules/sombrero
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url = https://github.com/wheaney/sombrero.git
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branch = breezy_sbs
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[submodule "ui/modules/PyXRLinuxDriverIPC"]
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path = ui/modules/PyXRLinuxDriverIPC
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url = https://github.com/wheaney/PyXRLinuxDriverIPC.git
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@ -50,8 +50,6 @@ const shaderUniformLocations = {
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'imu_quat_data': null,
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'look_ahead_cfg': null,
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'look_ahead_ms': null,
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'stage_aspect_ratio': null,
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'display_aspect_ratio': null,
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'trim_width_percent': null,
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'trim_height_percent': null,
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'display_zoom': null,
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@ -63,7 +61,8 @@ const shaderUniformLocations = {
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'half_fov_z_rads': null,
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'half_fov_y_rads': null,
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'screen_distance': null,
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'display_res': null
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'source_resolution': null,
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'display_resolution': null
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};
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function setUniformFloat(effect, locationName, dataViewInfo, value) {
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@ -127,14 +126,13 @@ function setIntermittentUniformVariables() {
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// compute these values once, they only change when the XR device changes
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const displayAspectRatio = displayRes[0] / displayRes[1];
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const stageAspectRatio = this.target_monitor.width / this.target_monitor.height;
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const diagToVertRatio = Math.sqrt(Math.pow(stageAspectRatio, 2) + 1);
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const diagToVertRatio = Math.sqrt(Math.pow(displayAspectRatio, 2) + 1);
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const halfFovZRads = degreeToRadian(displayFov / diagToVertRatio) / 2;
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const halfFovYRads = halfFovZRads * stageAspectRatio;
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const halfFovYRads = halfFovZRads * displayAspectRatio;
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const screenDistance = 1.0 - lensDistanceRatio;
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// our overlay doesn't quite cover the full screen texture, which allows us to see some of the real desktop
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// underneath, so we trim two pixels around the entire edge of the texture
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// underneath, so we trim three pixels around the entire edge of the texture
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const trimWidthPercent = 3.0 / this.target_monitor.width;
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const trimHeightPercent = 3.0 / this.target_monitor.height;
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@ -143,13 +141,13 @@ function setIntermittentUniformVariables() {
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transferUniformFloat(this, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
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// computed values with no dataViewInfo, so we set these manually
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setSingleFloat(this, 'stage_aspect_ratio', stageAspectRatio);
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setSingleFloat(this, 'display_aspect_ratio', displayAspectRatio);
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setSingleFloat(this, 'trim_width_percent', trimWidthPercent);
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setSingleFloat(this, 'trim_height_percent', trimHeightPercent);
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setSingleFloat(this, 'half_fov_z_rads', halfFovZRads);
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setSingleFloat(this, 'half_fov_y_rads', halfFovYRads);
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setSingleFloat(this, 'screen_distance', screenDistance);
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effect.set_uniform_float(shaderUniformLocations['source_resolution'], 2, [target_monitor.width, target_monitor.height]);
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effect.set_uniform_float(shaderUniformLocations['display_resolution'], 2, displayRes);
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// TOOD - drive from settings
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setSingleFloat(this, 'display_zoom', 1.0);
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@ -1 +1 @@
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Subproject commit 26ece497d36bbe2a7445ea2f4e1cce31c35daa3a
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Subproject commit 9fe647c6ae9693fdea14329ed7e30c8c4c0a6b67
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