Example #1
0
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;
}
Example #2
0
void Thumbnail::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *widget)
{
	QRectF parentRect = parentItem()->sceneBoundingRect();

	// Skip drawing thumbnails outside their parents
	if (!sceneBoundingRect().intersects(parentRect)) return;

    prePaint(painter, widget);

    // Draw image
    if(!img.isNull())
    {
        auto imgRect = QRectF(img.rect());
        imgRect.moveCenter(rect.center());
        painter->drawImage(imgRect.topLeft(), img);
    }

    // Draw 3D mesh
    if(mesh.points.size() || auxMeshes.size())
	{
        if (img.isNull() || isTempImage)
		{
			auto glwidget = (Viewer*)widget;
			if (glwidget)
			{
				QOpenGLContext context;
				context.setShareContext(glwidget->context());
				context.setFormat(glwidget->format());
				context.create();

				QOffscreenSurface m_offscreenSurface;
				m_offscreenSurface.setFormat(context.format());
				m_offscreenSurface.create();

				context.makeCurrent(&m_offscreenSurface);

				QOpenGLFramebufferObjectFormat fboformat;
				fboformat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
				QOpenGLFramebufferObject renderFbo(rect.width() * 2, rect.height() * 2, fboformat);
				renderFbo.bind();

				glwidget->glEnable(GL_DEPTH_TEST);
				glwidget->glEnable(GL_BLEND);
				glwidget->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glwidget->glCullFace(GL_BACK);

				glwidget->glClearColor(0,0,0,0);
				glwidget->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				glwidget->glViewport(0, 0, renderFbo.size().width(), renderFbo.size().height());
				
                if(mesh.points.size())
                    glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, pvm);

				// Draw aux meshes
				for (auto auxmesh : auxMeshes)
					glwidget->drawTriangles(auxmesh.color, auxmesh.points, auxmesh.normals, pvm);
				
				glwidget->glDisable(GL_DEPTH_TEST);
				glwidget->glFlush();

				renderFbo.release();
                this->setImage( renderFbo.toImage().scaledToWidth(rect.width(), Qt::SmoothTransformation) );

				// Thanks for sharing!
				glwidget->makeCurrent();
			}

			/*painter->beginNativePainting();

			auto glwidget = (Viewer*)widget;
			if (glwidget)
			{
				// Draw mesh
				auto r = sceneBoundingRect();
				auto v = scene()->views().first();
				QPoint viewDelta = v->mapFromScene(r.topLeft());
				if (viewDelta.manhattanLength() > 5) r.moveTopLeft(viewDelta);

				glwidget->eyePos = eye;
				glwidget->pvm = pvm;
				glwidget->glViewport(r.left(), v->height() - r.height() - r.top(), r.width(), r.height());

				// Clipping OpenGL
				glwidget->glEnable(GL_SCISSOR_TEST);
				glwidget->glScissor(parentRect.x(), v->height() - parentRect.height() - parentRect.top(), parentRect.width(), parentRect.height());

				glwidget->glClear(GL_DEPTH_BUFFER_BIT);
				glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, pvm);

				// Draw aux meshes
				for (auto auxmesh : auxMeshes)
				{
					glwidget->drawTriangles(auxmesh.color, auxmesh.points, auxmesh.normals, pvm);
				}

				glwidget->glDisable(GL_SCISSOR_TEST);
			}

			painter->endNativePainting();*/
		}        
    }
    // Draw the caption
    if(caption.size())
    {
        painter->setPen(QPen(Qt::white,1));
        auto textRect = rect;
        textRect.setHeight(painter->fontMetrics().height() * 1.25);
        textRect.moveBottom(rect.height() - textRect.height() * 0.5);
        painter->drawText(textRect, caption, Qt::AlignVCenter | Qt::AlignHCenter);
    }

    postPaint(painter, widget);
}
void ExploreLiveView::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget * widget)
{
    if(!isReady) return;

	prePaint(painter);

	postPaint(painter);

	auto glwidget = (Viewer*)widget;
    if (glwidget && meshes.size())
	{
		QRectF parentRect = parentItem()->sceneBoundingRect();

        if (isCacheImage && cachedImage.isNull())
        {
            QOpenGLContext context;
            context.setShareContext(glwidget->context());
            context.setFormat(glwidget->format());
            context.create();

            QOffscreenSurface m_offscreenSurface;
            m_offscreenSurface.setFormat(context.format());
            m_offscreenSurface.create();

            context.makeCurrent(&m_offscreenSurface);

            QOpenGLFramebufferObjectFormat fboformat;
            fboformat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
            QOpenGLFramebufferObject renderFbo(cacheImageSize*1.5, cacheImageSize, fboformat);
            renderFbo.bind();

            glwidget->glEnable(GL_DEPTH_TEST);
            glwidget->glEnable(GL_BLEND);
            glwidget->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glwidget->glCullFace(GL_BACK);

            glwidget->glClearColor(0,0,0,0);
            glwidget->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glwidget->glViewport(0, 0, cacheImageSize*1.5, cacheImageSize);

	// XXX Fix
            // glwidget->glPointSize(10);	

            // Draw aux meshes
            for (auto mesh : meshes)
            {
                if (mesh.isPoints)
                    glwidget->drawOrientedPoints(mesh.points, mesh.normals, mesh.color, glwidget->pvm);
                else
                    glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, glwidget->pvm);
            }

            glwidget->glDisable(GL_DEPTH_TEST);
            glwidget->glFlush();

            renderFbo.release();

            cachedImage = renderFbo.toImage();
            isReady = true;

            // Thanks for sharing!
            glwidget->makeCurrent();
        }

        // Draw as image
        if(isCacheImage)
        {
            int w = shapeRect.width();
            painter->drawImage(w * -0.5, w * -0.5, cachedImage.scaledToWidth(w));
        }

        if(!isCacheImage)
        {
            auto r = shapeRect;

            // scale view
            double s = 1.5;
            r.setWidth(r.width() * s);
            r.setHeight(r.height() * s);

            r.moveCenter(this->mapToScene(boundingRect().center()));

            painter->beginNativePainting();

            auto v = scene()->views().first();
            QPoint viewDelta = v->mapFromScene(r.topLeft());
            if (viewDelta.manhattanLength() > 5) r.moveTopLeft(viewDelta);

            auto camera = ExploreProcess::defaultCamera(document->extent().length());

            glwidget->eyePos = camera.first;
            glwidget->pvm = camera.second;
            glwidget->glViewport(r.left(), v->height() - r.height() - r.top(), r.width(), r.height());

            // Clipping OpenGL
            glwidget->glEnable(GL_SCISSOR_TEST);
            glwidget->glScissor(parentRect.x(), v->height() - parentRect.height() - parentRect.top(), parentRect.width(), parentRect.height());

            glwidget->glClear(GL_DEPTH_BUFFER_BIT);

	// FIX  XXX
            // glwidget->glPointSize(2);

            // Draw aux meshes
            for (auto mesh : meshes)
            {
                if (mesh.isPoints)
                    glwidget->drawOrientedPoints(mesh.points, mesh.normals, mesh.color, glwidget->pvm);
                else
                    glwidget->drawTriangles(mesh.color, mesh.points, mesh.normals, glwidget->pvm);
            }

            glwidget->glDisable(GL_SCISSOR_TEST);

            painter->endNativePainting();
        }
	}
}