528 lines
24 KiB
JavaScript
528 lines
24 KiB
JavaScript
const Clutter = imports.gi.Clutter;
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const Cogl = imports.gi.Cogl;
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const GLib = imports.gi.GLib;
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const GObject = imports.gi.GObject;
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const Shell = imports.gi.Shell;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = ExtensionUtils.getCurrentExtension();
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const Globals = Me.imports.globals;
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const { degreeToRadian, diagonalToCrossFOVs } = Me.imports.math;
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// these need to mirror the values in XRLinuxDriver
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// https://github.com/wheaney/XRLinuxDriver/blob/main/src/plugins/smooth_follow.c#L31
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var SMOOTH_FOLLOW_SLERP_TIMELINE_MS = 1000;
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const SMOOTH_FOLLOW_SLERP_FACTOR = Math.pow(1-0.999, 1/SMOOTH_FOLLOW_SLERP_TIMELINE_MS);
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// this mirror's how the driver's slerp function progresses so our effect will match it
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function smoothFollowSlerpProgress(elapsedMs) {
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return 1 - Math.pow(SMOOTH_FOLLOW_SLERP_FACTOR, elapsedMs);
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}
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// how far to look ahead is how old the IMU data is plus a constant that is either the default for this device or an override
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function lookAheadMS(imuDateMs, lookAheadCfg, override) {
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// how stale the imu data is
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const dataAge = Date.now() - imuDateMs;
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return (override === -1 ? lookAheadCfg[0] : override) + dataAge;
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}
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var VirtualDisplayEffect = GObject.registerClass({
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Properties: {
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'monitor-index': GObject.ParamSpec.int(
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'monitor-index',
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'Monitor Index',
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'Index of the monitor that this effect is applied to',
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GObject.ParamFlags.READWRITE,
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0, 100, 0
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),
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'monitor-placements': GObject.ParamSpec.jsobject(
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'monitor-placements',
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'Monitor Placements',
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'Target and virtual monitor placement details, as relevant to rendering',
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GObject.ParamFlags.READWRITE
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),
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'target-monitor': GObject.ParamSpec.jsobject(
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'target-monitor',
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'Target Monitor',
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'Details about the monitor being used as a viewport',
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GObject.ParamFlags.READWRITE
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),
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'imu-snapshots': GObject.ParamSpec.jsobject(
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'imu-snapshots',
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'IMU Snapshots',
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'Latest IMU quaternion snapshots and epoch timestamp for when it was collected',
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GObject.ParamFlags.READWRITE
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),
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'smooth-follow-enabled': GObject.ParamSpec.boolean(
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'smooth-follow-enabled',
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'Smooth follow enabled',
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'Whether smooth follow is enabled',
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GObject.ParamFlags.READWRITE,
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false
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),
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'smooth-follow-toggle-epoch-ms': GObject.ParamSpec.uint64(
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'smooth-follow-toggle-epoch-ms',
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'Smooth follow toggle epoch time',
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'ms since epoch when smooth follow was toggled',
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GObject.ParamFlags.READWRITE,
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0, Number.MAX_SAFE_INTEGER, 0
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),
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'width': GObject.ParamSpec.int(
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'width',
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'Width',
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'Width of the viewport',
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GObject.ParamFlags.READWRITE,
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1, 10000, 1920
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),
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'height': GObject.ParamSpec.int(
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'height',
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'Height',
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'Height of the viewport',
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GObject.ParamFlags.READWRITE,
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1, 10000, 1080
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),
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'focused-monitor-index': GObject.ParamSpec.int(
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'focused-monitor-index',
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'Focused Monitor Index',
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'Index of the monitor that is currently focused',
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GObject.ParamFlags.READWRITE,
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-1, 100, -1
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),
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'display-zoom-on-focus': GObject.ParamSpec.boolean(
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'display-zoom-on-focus',
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'Display zoom on focus',
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'Automatically move a display closer when it becomes focused.',
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GObject.ParamFlags.READWRITE,
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true
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),
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'display-distance': GObject.ParamSpec.double(
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'display-distance',
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'Display Distance',
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'Distance of the display from the camera',
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GObject.ParamFlags.READWRITE,
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0.0,
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2.5,
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1.0
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),
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'display-distance-default': GObject.ParamSpec.double(
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'display-distance-default',
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'Display distance default',
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'Distance to use when not explicitly set, or when reset',
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GObject.ParamFlags.READWRITE,
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0.2,
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2.5,
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1.0
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),
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'show-banner': GObject.ParamSpec.boolean(
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'show-banner',
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'Show banner',
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'Whether the banner should be displayed',
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GObject.ParamFlags.READWRITE,
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false
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),
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'lens-vector': GObject.ParamSpec.jsobject(
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'lens-vector',
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'Lens Vector',
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'Vector representing the offset of the lens from the pivot point',
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GObject.ParamFlags.READWRITE
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),
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'actor-to-display-ratios': GObject.ParamSpec.jsobject(
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'actor-to-display-ratios',
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'Actor to Display Ratios',
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'Ratios to convert actor coordinates to display coordinates',
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GObject.ParamFlags.READWRITE
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),
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'actor-to-display-offsets': GObject.ParamSpec.jsobject(
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'actor-to-display-offsets',
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'Actor to Display Offsets',
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'Offsets to convert actor coordinates to display coordinates',
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GObject.ParamFlags.READWRITE
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),
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'is-closest': GObject.ParamSpec.boolean(
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'is-closest',
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'Is Closest',
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'Whether this monitor is the closest to the camera',
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GObject.ParamFlags.READWRITE,
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false
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),
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'disable-anti-aliasing': GObject.ParamSpec.boolean(
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'disable-anti-aliasing',
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'Disable anti-aliasing',
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'Disable anti-aliasing for the effect',
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GObject.ParamFlags.READWRITE,
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false
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),
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'look-ahead-override': GObject.ParamSpec.int(
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'look-ahead-override',
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'Look ahead override',
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'Override the look ahead value',
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GObject.ParamFlags.READWRITE,
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-1,
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45,
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-1
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),
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}
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}, class VirtualDisplayEffect extends Shell.GLSLEffect {
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constructor(params = {}) {
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super(params);
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this._current_display_distance = this._is_focused() ? this.display_distance : this.display_distance_default;
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this.no_distance_ease = false;
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this._current_follow_ease_progress = 0.0;
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this._use_smooth_follow_origin = false;
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this.connect('notify::display-distance', this._update_display_distance.bind(this));
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this.connect('notify::focused-monitor-index', this._update_display_distance.bind(this));
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this.connect('notify::monitor-placements', this._update_display_position_uniforms.bind(this));
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this.connect('notify::monitor-wrapping-scheme', this._update_display_position_uniforms.bind(this));
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this.connect('notify::show-banner', this._handle_banner_update.bind(this));
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this.connect('notify::smooth-follow-enabled', this._handle_smooth_follow_enabled_update.bind(this));
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}
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_is_focused() {
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return this.focused_monitor_index === this.monitor_index;
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}
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_update_display_distance() {
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const desired_distance = this._is_focused() ? this.display_distance : this.display_distance_default;
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if (this._distance_ease_timeline?.is_playing()) {
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// we're already easing towards the desired distance, do nothing
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if (this._distance_ease_target === desired_distance) return;
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this._distance_ease_timeline.stop();
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}
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if (this.no_distance_ease) {
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this._current_display_distance = desired_distance;
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this._update_display_position_uniforms();
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this.no_distance_ease = false;
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return;
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}
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// if we're the focused display, we'll double the timeline and wait for the first half to let other
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// displays ease out first
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this._distance_ease_focus = this._is_focused();
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const ease_out_timeline_ms = 150;
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const pause_ms = 50;
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const ease_in_timeline_ms = 500; // includes ease out and pause
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const ease_in_begin_pct = (ease_out_timeline_ms + pause_ms) / ease_in_timeline_ms;
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const timeline_ms = this._distance_ease_focus ?
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ease_in_timeline_ms :
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ease_out_timeline_ms;
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this._distance_ease_start = this._current_display_distance;
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this._distance_ease_timeline = Clutter.Timeline.new_for_actor(this.get_actor(), timeline_ms);
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this._distance_ease_target = desired_distance;
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this._distance_ease_timeline.connect('new-frame', (() => {
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let progress = this._distance_ease_timeline.get_progress();
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if (this._distance_ease_focus) {
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// if we're the focused display, wait for the first half of the timeline to pass
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if (progress < ease_in_begin_pct) return;
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// treat the second half of the timeline as its own full progression
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progress = (progress - ease_in_begin_pct) / (1 - ease_in_begin_pct);
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// put this display in front as it starts to easy in
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this.is_closest = true;
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} else {
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this.is_closest = false;
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}
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this._current_display_distance = this._distance_ease_start +
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(1 - Math.cos(progress * Math.PI)) / 2 * (this._distance_ease_target - this._distance_ease_start);
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this._update_display_position_uniforms();
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}).bind(this));
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this._distance_ease_timeline.start();
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if (this.smooth_follow_enabled) this._handle_smooth_follow_enabled_update();
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}
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_handle_smooth_follow_enabled_update() {
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// we'll re-trigger this once a monitor becomes focused
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if (this.focused_monitor_index === -1) return;
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this._use_smooth_follow_origin = false;
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if (this._follow_ease_timeline?.is_playing()) this._follow_ease_timeline.stop();
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const ease_to_focus = this.smooth_follow_enabled && this._is_focused();
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const from = this._current_follow_ease_progress;
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const to = ease_to_focus ? 1.0 : 0.0;
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const toggleTime = this.smooth_follow_toggle_epoch_ms === 0 ? Date.now() : this.smooth_follow_toggle_epoch_ms;
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// would have been a slight delay between request and slerp actually starting
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const toggleDelayMs = (Date.now() - toggleTime) * 0.75;
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const slerpStartTime = toggleTime + toggleDelayMs;
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if (to !== from) {
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this._follow_ease_timeline = Clutter.Timeline.new_for_actor(
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this.get_actor(),
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SMOOTH_FOLLOW_SLERP_TIMELINE_MS - toggleDelayMs
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);
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this._follow_ease_timeline.connect('new-frame', ((timeline, elapsed_ms) => {
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const toggleTimeOffsetMs = Date.now() - slerpStartTime;
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// this relies on the slerp function tuned to reach 100% in about 1 second
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const progress = smoothFollowSlerpProgress(toggleTimeOffsetMs);
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this._current_follow_ease_progress = from + (to - from) * progress;
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this._update_display_position_uniforms();
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}).bind(this));
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this._follow_ease_timeline.connect('completed', (() => {
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this._current_follow_ease_progress = to;
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this._use_smooth_follow_origin = false;
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this.smooth_follow_toggle_epoch_ms = 0;
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this._update_display_position_uniforms();
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}).bind(this));
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this._follow_ease_timeline.start();
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} else if (!this.smooth_follow_enabled) {
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// smooth follow has been turned off and this screen wasn't the focus,
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// continue to use the smooth_follow_origin data for 1 more second
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this._use_smooth_follow_origin = true;
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GLib.timeout_add(
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GLib.PRIORITY_DEFAULT,
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SMOOTH_FOLLOW_SLERP_TIMELINE_MS - toggleDelayMs,
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(() => {
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this._use_smooth_follow_origin = false;
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this.smooth_follow_toggle_epoch_ms = 0;
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this._current_follow_ease_progress = to;
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return GLib.SOURCE_REMOVE;
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}).bind(this)
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);
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}
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}
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// follow_ease transitions this from a rotated display (0.0) to a centered/focused display (1.0)
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_update_display_position_uniforms() {
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// this is in NWU coordinates
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const monitorPlacement = this.monitor_placements[this.monitor_index];
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// use the center vector with the distance applied to determine how much to move each coordinate, so they all move uniformly
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const inverseAppliedDistance = 1.0 - this._current_display_distance / this.display_distance_default;
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const distanceDelta = monitorPlacement.centerNoRotate.map(coord => coord * inverseAppliedDistance);
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const noRotationVector = monitorPlacement.topLeftNoRotate.map((coord, index) => coord - distanceDelta[index]);
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// convert to CoGL's east-down-south coordinates and apply display distance
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const inverse_follow_ease = 1.0 - this._current_follow_ease_progress;
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if (this._current_follow_ease_progress === 0.0) {
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this.set_uniform_float(this.get_uniform_location("u_display_position"), 3,
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[-noRotationVector[1], -noRotationVector[2], -noRotationVector[0]]);
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} else {
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const focusDistanceNorth = monitorPlacement.centerOrigin[0] * inverseAppliedDistance;
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const centerOriginVector = {...monitorPlacement.centerOrigin};
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centerOriginVector[0] -= focusDistanceNorth;
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// slerp from the rotated display to the centered display
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const followVector = noRotationVector.map((coord, index) => coord * inverse_follow_ease + centerOriginVector[index] * this._current_follow_ease_progress);
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this.set_uniform_float(this.get_uniform_location("u_display_position"), 3,
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[-followVector[1], -followVector[2], -followVector[0]]);
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}
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const rotation_radians = this.monitor_placements[this.monitor_index].rotationAngleRadians;
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this.set_uniform_float(this.get_uniform_location("u_rotation_x_radians"), 1, [rotation_radians.x * inverse_follow_ease]);
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this.set_uniform_float(this.get_uniform_location("u_rotation_y_radians"), 1, [rotation_radians.y * inverse_follow_ease]);
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}
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_handle_banner_update() {
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this.set_uniform_float(this.get_uniform_location("u_show_banner"), 1, [this.show_banner ? 1.0 : 0.0]);
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}
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perspective(fovHorizontalRadians, aspect, near, far) {
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const f = 1.0 / Math.tan(fovHorizontalRadians / 2.0);
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const range = far - near;
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return [
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f / aspect, 0, 0, 0,
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0, f, 0, 0,
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0, 0, - (far + near) / range, -1,
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0, 0, - (2.0 * near * far) / range, 0
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];
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}
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vfunc_build_pipeline() {
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const declarations = `
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uniform bool u_show_banner;
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uniform mat4 u_imu_data;
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uniform float u_look_ahead_ms;
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uniform vec4 u_look_ahead_cfg;
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uniform mat4 u_projection_matrix;
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uniform float u_fov_vertical_radians;
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uniform vec3 u_display_position;
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uniform float u_rotation_x_radians;
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uniform float u_rotation_y_radians;
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uniform vec2 u_display_resolution;
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uniform vec3 u_lens_vector;
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// vector positions are relative to the width and height of the entire stage
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uniform vec2 u_actor_to_display_ratios;
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uniform vec2 u_actor_to_display_offsets;
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// discovered through trial and error, no idea the significance
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float cogl_position_mystery_factor = 29.09 * 2;
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float look_ahead_ms_cap = 45.0;
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vec4 quatConjugate(vec4 q) {
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return vec4(-q.xyz, q.w);
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}
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vec3 applyQuaternionToVector(vec3 v, vec4 q) {
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vec3 t = 2.0 * cross(q.xyz, v);
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return v + q.w * t + cross(q.xyz, t);
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}
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vec3 applyXRotationToVector(vec3 v, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return vec3(v.x, v.y * c - v.z * s, v.y * s + v.z * c);
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}
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vec3 applyYRotationToVector(vec3 v, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return vec3(v.x * c + v.z * s, v.y, v.z * c - v.x * s);
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}
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vec4 nwuToESU(vec4 v) {
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return vec4(-v.y, v.z, -v.x, v.w);
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}
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// returns the rate of change between the two vectors, in same time units as delta_time
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// e.g. if delta_time is in ms, then the rate of change is "per ms"
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vec3 rateOfChange(vec3 v1, vec3 v2, float delta_time) {
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return (v1-v2) / delta_time;
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}
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// attempt to figure out where the current position should be based on previous position and velocity.
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// velocity and time values should use the same time units (secs, ms, etc...)
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vec3 applyLookAhead(vec3 position, vec3 velocity, float look_ahead_ms) {
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return position + velocity * look_ahead_ms;
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}
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// project the vector onto a flat surface, return it's vertical position relative to the vertical fov, where 0.0 is
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// the top and 1.0 is the bottom. vectors that project outside the vertical range of the display will have values
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// outside this range, but capped
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float vectorToScanline(float fovVerticalRadians, vec3 v) {
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return clamp(1.0 - (-v.y / (tan(fovVerticalRadians / 2.0) * v.z) + 1.0) / 2.0, -1.5, 2.5);
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}
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`;
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const main = `
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vec4 world_pos = cogl_position_in;
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if (!u_show_banner) {
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float aspect_ratio = u_display_resolution.x / u_display_resolution.y;
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float cogl_position_width = cogl_position_mystery_factor * aspect_ratio / u_actor_to_display_ratios.y;
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float cogl_position_height = cogl_position_width / aspect_ratio;
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float pos_z_factor = aspect_ratio / u_actor_to_display_ratios.y;
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vec3 pos_factors = vec3(
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cogl_position_width / u_display_resolution.x,
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cogl_position_height / u_display_resolution.y,
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cogl_position_mystery_factor * pos_z_factor / u_display_resolution.x
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);
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world_pos.x -= u_display_position.x * pos_factors.x;
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world_pos.y -= u_display_position.y * pos_factors.y;
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world_pos.z = u_display_position.z * pos_factors.z;
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// if the perspective includes more than just our viewport actor, move vertices towards the center of the perspective so they'll be properly rotated
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world_pos.x += u_actor_to_display_offsets.x * cogl_position_width / 2;
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world_pos.y -= u_actor_to_display_offsets.y * cogl_position_height / 2;
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vec3 complete_vector = applyXRotationToVector(world_pos.xyz, u_rotation_x_radians);
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complete_vector = applyYRotationToVector(complete_vector, u_rotation_y_radians);
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vec4 quat_t0 = nwuToESU(quatConjugate(u_imu_data[0]));
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vec3 rotated_vector_t0 = applyQuaternionToVector(complete_vector, quat_t0);
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vec3 rotated_vector_t1 = applyQuaternionToVector(complete_vector, nwuToESU(quatConjugate(u_imu_data[1])));
|
|
float delta_time_t0 = u_imu_data[3][0] - u_imu_data[3][1];
|
|
vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
|
|
|
|
// compute the capped look ahead with scanline adjustments
|
|
float look_ahead_scanline_ms = u_look_ahead_ms == 0.0 ? 0.0 : vectorToScanline(u_fov_vertical_radians, rotated_vector_t0) * u_look_ahead_cfg[2];
|
|
float effective_look_ahead_ms = min(min(u_look_ahead_ms, look_ahead_ms_cap), u_look_ahead_cfg[3]) + look_ahead_scanline_ms;
|
|
|
|
vec3 look_ahead_vector = applyLookAhead(rotated_vector_t0, velocity_t0, effective_look_ahead_ms);
|
|
|
|
vec3 adjusted_lens_vector = u_lens_vector * pos_factors;
|
|
world_pos = vec4(look_ahead_vector - adjusted_lens_vector, world_pos.w);
|
|
|
|
world_pos.z /= pos_z_factor;
|
|
|
|
world_pos.x *= u_actor_to_display_ratios.y / u_actor_to_display_ratios.x;
|
|
|
|
world_pos = u_projection_matrix * world_pos;
|
|
|
|
// if the perspective includes more than just our viewport actor, move the vertices back to just the area we can see.
|
|
// this needs to be done after the projection matrix multiplication so it will be projected as if centered in our vision
|
|
world_pos.x -= (u_actor_to_display_offsets.x / u_actor_to_display_ratios.x) * world_pos.w;
|
|
world_pos.y += (u_actor_to_display_offsets.y / u_actor_to_display_ratios.y) * world_pos.w;
|
|
} else {
|
|
world_pos = cogl_modelview_matrix * world_pos;
|
|
world_pos = cogl_projection_matrix * world_pos;
|
|
}
|
|
|
|
cogl_position_out = world_pos;
|
|
cogl_tex_coord_out[0] = cogl_tex_coord_in;
|
|
`
|
|
|
|
this.add_glsl_snippet(Cogl.SnippetHook?.VERTEX ?? Shell.SnippetHook.VERTEX, declarations, main, false);
|
|
}
|
|
|
|
vfunc_paint_target(node, paintContext) {
|
|
if (this.imu_snapshots) {
|
|
if (!this._initialized) {
|
|
const aspect = this.target_monitor.width / this.target_monitor.height;
|
|
const fovRadians = diagonalToCrossFOVs(degreeToRadian(Globals.data_stream.device_data.displayFov), aspect);
|
|
const projection_matrix = this.perspective(
|
|
fovRadians.horizontal,
|
|
aspect,
|
|
0.0001,
|
|
1000.0
|
|
);
|
|
this.set_uniform_matrix(this.get_uniform_location("u_projection_matrix"), false, 4, projection_matrix);
|
|
this.set_uniform_float(this.get_uniform_location("u_fov_vertical_radians"), 1, [fovRadians.vertical]);
|
|
this.set_uniform_float(this.get_uniform_location("u_display_resolution"), 2, [this.target_monitor.width, this.target_monitor.height]);
|
|
this.set_uniform_float(this.get_uniform_location("u_look_ahead_cfg"), 4, Globals.data_stream.device_data.lookAheadCfg);
|
|
this.set_uniform_float(this.get_uniform_location("u_actor_to_display_ratios"), 2, this.actor_to_display_ratios);
|
|
this.set_uniform_float(this.get_uniform_location("u_actor_to_display_offsets"), 2, this.actor_to_display_offsets);
|
|
this.set_uniform_float(this.get_uniform_location("u_lens_vector"), 3, this.lens_vector);
|
|
this._update_display_position_uniforms();
|
|
this._handle_banner_update();
|
|
this._initialized = true;
|
|
}
|
|
|
|
let lookAheadSet = false;
|
|
if (!this._use_smooth_follow_origin && (!this.smooth_follow_enabled || this._is_focused() || this._current_follow_ease_progress > 0.0)) {
|
|
if (this._current_follow_ease_progress > 0.0 && this._current_follow_ease_progress < 1.0) {
|
|
// don't apply look-ahead while the display is slerping
|
|
this.set_uniform_float(this.get_uniform_location('u_look_ahead_ms'), 1, [0.0]);
|
|
lookAheadSet = true;
|
|
}
|
|
this.set_uniform_matrix(this.get_uniform_location("u_imu_data"), false, 4, this.imu_snapshots.imu_data);
|
|
} else {
|
|
this.set_uniform_matrix(this.get_uniform_location("u_imu_data"), false, 4, this.imu_snapshots.smooth_follow_origin);
|
|
}
|
|
if (!lookAheadSet) {
|
|
this.set_uniform_float(this.get_uniform_location('u_look_ahead_ms'), 1, [lookAheadMS(this.imu_snapshots.timestamp_ms, Globals.data_stream.device_data.lookAheadCfg, this.look_ahead_override)]);
|
|
}
|
|
|
|
if (!this.disable_anti_aliasing) {
|
|
// improves sampling quality for smooth text and edges
|
|
this.get_pipeline().set_layer_filters(
|
|
0,
|
|
Cogl.PipelineFilter.LINEAR_MIPMAP_LINEAR,
|
|
Cogl.PipelineFilter.LINEAR
|
|
);
|
|
}
|
|
}
|
|
|
|
super.vfunc_paint_target(node, paintContext);
|
|
}
|
|
}); |