void OculusWin32DisplayPlugin::stop() { _context->makeCurrent(_window); if (_sceneSwapFbo) { delete _sceneSwapFbo; _sceneSwapFbo = nullptr; } if (_mirrorFbo) { delete _mirrorFbo; _mirrorFbo = nullptr; } _context->doneCurrent(); _timer.stop(); _window->deleteLater(); _window = nullptr; _context->deleteLater(); _context = nullptr; if (_hmd) { ovr_Destroy(_hmd); _hmd = nullptr; } ovr_Shutdown(); }
void OculusWin32DisplayPlugin::resizedMirror() { auto newSize = qt::toGlm(_window->size()); _context->makeCurrent(_window); if (newSize != _mirrorFbo->size) { _mirrorFbo->Resize(newSize); } _context->doneCurrent(); }
/****************************************************************************** * Is called after rendering has finished. ******************************************************************************/ void StandardSceneRenderer::endRender() { QOpenGLFramebufferObject::bindDefault(); QOpenGLContext* ctxt = QOpenGLContext::currentContext(); if(ctxt) ctxt->doneCurrent(); _framebufferObject.reset(); _offscreenContext.reset(); _offscreenSurface.reset(); ViewportSceneRenderer::endRender(); }
QString openGlContext() { QString result; QTextStream str(&result); QOpenGLContext context; if (context.create()) { # ifdef QT_OPENGL_DYNAMIC str << "Dynamic GL "; # endif switch (context.openGLModuleType()) { case QOpenGLContext::LibGL: str << "LibGL"; break; case QOpenGLContext::LibGLES: str << "LibGLES"; break; } QWindow window; if (QGuiApplication::platformName() == QLatin1String("greenisland")) window.setFlags(Qt::Desktop); window.setSurfaceType(QSurface::OpenGLSurface); //window.setScreen(QGuiApplication::primaryScreen()); window.create(); if (context.makeCurrent(&window)) { QOpenGLFunctions functions(&context); str << " Vendor: " << reinterpret_cast<const char *>(functions.glGetString(GL_VENDOR)) << "\nRenderer: " << reinterpret_cast<const char *>(functions.glGetString(GL_RENDERER)) << "\nVersion: " << reinterpret_cast<const char *>(functions.glGetString(GL_VERSION)) << "\nGLSL version: " << reinterpret_cast<const char *>(functions.glGetString(GL_SHADING_LANGUAGE_VERSION)) << "\nFormat: " << context.format(); QList<QByteArray> extensionList = context.extensions().toList(); std::sort(extensionList.begin(), extensionList.end()); QByteArray extensions = extensionList.join(' '); str << " \nFound " << extensionList.size() << " extensions:\n"; str << wordWrap(extensions, 78); context.doneCurrent(); } window.destroy(); } else { str << "Unable to create an Open GL context.\n"; } return result; }
OpenGLInfo::OpenGLInfo() { QOpenGLContext context; QOffscreenSurface surface; surface.create(); if (!context.create()) { qCritical() << "Could not create QOpenGLContext"; return; } if (context.makeCurrent(&surface)) { KWin::GLPlatform *platform = KWin::GLPlatform::instance(); if (context.isOpenGLES() || !QX11Info::isPlatformX11()) { platform->detect(KWin::EglPlatformInterface); } else { platform->detect(KWin::GlxPlatformInterface); } if (platform->glRendererString().isEmpty()) { qCritical() << "Neither GLX or EGL detection worked!"; } openGLRenderer = QString::fromUtf8(platform->glRendererString()); openGLVersion = QString::fromUtf8(platform->glVersionString()); mesaVersion = KWin::GLPlatform::versionToString(platform->mesaVersion()); if (platform->driver() == KWin::Driver::Driver_Unknown) { kwinDriver = platform->glVendorString(); } else { kwinDriver = KWin::GLPlatform::driverToString(platform->driver()); } displayServerVersion = KWin::GLPlatform::versionToString(platform->serverVersion()); } else { qCritical() <<"Error: makeCurrent() failed\n"; } context.doneCurrent(); }
void ResultRecorder::startResults(const QString &id) { // sub process will get all this. // safer that way, as then we keep OpenGL (and QGuiApplication) out of the host if (!Options::instance.isSubProcess) return; m_results["id"] = id; QString prettyProductName = #if QT_VERSION >= 0x050400 QSysInfo::prettyProductName(); #else # if defined(Q_OS_IOS) QStringLiteral("iOS"); # elif defined(Q_OS_OSX) QString::fromLatin1("OSX %d").arg(QSysInfo::macVersion()); # elif defined(Q_OS_WIN) QString::fromLatin1("Windows %d").arg(QSysInfo::windowsVersion()); # elif defined(Q_OS_LINUX) QStringLiteral("Linux"); # elif defined(Q_OS_ANDROID) QStringLiteral("Android"); # else QStringLiteral("unknown"); # endif #endif QVariantMap osMap; osMap["prettyProductName"] = prettyProductName; osMap["platformPlugin"] = QGuiApplication::platformName(); m_results["os"] = osMap; m_results["qt"] = QT_VERSION_STR; m_results["command-line"] = qApp->arguments().join(' '); // The following code makes the assumption that an OpenGL context the GUI // thread will get the same capabilities as the render thread's OpenGL // context. Not 100% accurate, but it works... QOpenGLContext context; context.create(); QOffscreenSurface surface; // In very odd cases, we can get incompatible configs here unless we pass the // GL context's format on to the offscreen format. surface.setFormat(context.format()); surface.create(); if (!context.makeCurrent(&surface)) { qWarning() << "failed to acquire GL context to get version info."; return; } QOpenGLFunctions *func = context.functions(); #if QT_VERSION >= 0x050300 const char *vendor = (const char *) func->glGetString(GL_VENDOR); const char *renderer = (const char *) func->glGetString(GL_RENDERER); const char *version = (const char *) func->glGetString(GL_VERSION); #else Q_UNUSED(func); const char *vendor = (const char *) glGetString(GL_VENDOR); const char *renderer = (const char *) glGetString(GL_RENDERER); const char *version = (const char *) glGetString(GL_VERSION); #endif if (!Options::instance.printJsonToStdout) { std::cout << "ID: " << id.toStdString() << std::endl; std::cout << "OS: " << prettyProductName.toStdString() << std::endl; std::cout << "QPA: " << QGuiApplication::platformName().toStdString() << std::endl; std::cout << "GL_VENDOR: " << vendor << std::endl; std::cout << "GL_RENDERER: " << renderer << std::endl; std::cout << "GL_VERSION: " << version << std::endl; } QVariantMap glInfo; glInfo["vendor"] = vendor; glInfo["renderer"] = renderer; glInfo["version"] = version; m_results["opengl"] = glInfo; context.doneCurrent(); }
bool OculusWin32DisplayPlugin::start() { { ovrInitParams initParams; memset(&initParams, 0, sizeof(initParams)); #ifdef DEBUG initParams.Flags |= ovrInit_Debug; #endif ovrResult result = ovr_Initialize(&initParams); Q_ASSERT(OVR_SUCCESS(result)); result = ovr_Create(&_hmd, &_luid); _hmdDesc = ovr_GetHmdDesc(_hmd); for_each_eye([&](ovrEyeType eye) { _eyeFovs[eye] = _hmdDesc.DefaultEyeFov[eye]; _eyeProjections[eye] = toGlm(ovrMatrix4f_Projection(_eyeFovs[eye], 0.01f, 100.0f, ovrProjection_RightHanded)); ovrEyeRenderDesc erd = ovr_GetRenderDesc(_hmd, eye, _eyeFovs[eye]); _eyeOffsets[eye] = erd.HmdToEyeViewOffset; }); _eyeTextureSize = ovr_GetFovTextureSize(_hmd, ovrEye_Left, _eyeFovs[ovrEye_Left], 1.0f); _renderTargetSize = { _eyeTextureSize.w * 2, _eyeTextureSize.h }; ovr_ConfigureTracking(_hmd, ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, ovrTrackingCap_Orientation); } Q_ASSERT(!_window); Q_ASSERT(_shareContext); _window = new QWindow; _window->setSurfaceType(QSurface::OpenGLSurface); _window->setFormat(getDesiredSurfaceFormat()); _context = new QOpenGLContext; _context->setFormat(getDesiredSurfaceFormat()); _context->setShareContext(_shareContext); _context->create(); _window->show(); _window->setGeometry(QRect(100, -800, 1280, 720)); bool result = _context->makeCurrent(_window); #if defined(Q_OS_WIN) if (wglewGetExtension("WGL_EXT_swap_control")) { wglSwapIntervalEXT(0); int swapInterval = wglGetSwapIntervalEXT(); qDebug("V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF")); } #elif defined(Q_OS_LINUX) #else qCDebug(interfaceapp, "V-Sync is FORCED ON on this system\n"); #endif Q_ASSERT(result); { // The geometry and shader for rendering the 2D UI surface when needed _program = oria::loadProgram( Resource::SHADERS_TEXTURED_VS, Resource::SHADERS_TEXTURED_FS); _quad = oria::loadPlane(_program, 1.0f); glClearColor(0, 1, 1, 1); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); _mirrorFbo = new MirrorFramebufferWrapper(_hmd); _sceneSwapFbo = new SwapFramebufferWrapper(_hmd); _sceneSwapFbo->Init(toGlm(_renderTargetSize)); _uiSwapFbo = new SwapFramebufferWrapper(_hmd); _uiSwapFbo->Init(_uiSize); _mirrorFbo->Init(uvec2(100, 100)); _context->doneCurrent(); } _sceneLayer.ColorTexture[0] = _sceneSwapFbo->color; _sceneLayer.ColorTexture[1] = nullptr; _sceneLayer.Viewport[0].Pos = { 0, 0 }; _sceneLayer.Viewport[0].Size = _eyeTextureSize; _sceneLayer.Viewport[1].Pos = { _eyeTextureSize.w, 0 }; _sceneLayer.Viewport[1].Size = _eyeTextureSize; _sceneLayer.Header.Type = ovrLayerType_EyeFov; _sceneLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; for_each_eye([&](ovrEyeType eye) { _eyeViewports[eye] = _sceneLayer.Viewport[eye]; _sceneLayer.Fov[eye] = _eyeFovs[eye]; }); _uiLayer.ColorTexture = _uiSwapFbo->color; _uiLayer.Header.Type = ovrLayerType_QuadInWorld; _uiLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; _uiLayer.QuadPoseCenter.Orientation = { 0, 0, 0, 1 }; _uiLayer.QuadPoseCenter.Position = { 0, 0, -1 }; _uiLayer.QuadSize = { aspect(_uiSize), 1.0f }; _uiLayer.Viewport = { { 0, 0 }, { (int)_uiSize.x, (int)_uiSize.y } }; _timer.start(0); connect(_window, &QWindow::widthChanged, this, &OculusWin32DisplayPlugin::resizedMirror); connect(_window, &QWindow::heightChanged, this, &OculusWin32DisplayPlugin::resizedMirror); resizedMirror(); return true; }