コード例 #1
0
void OculusViewConfig::configure(osgViewer::View& view) const
{
	m_device->setNearClip(m_nearClip);
	m_device->setFarClip(m_farClip);
	m_device->setSensorPredictionEnabled(m_useSensorPrediction);
	m_device->setSensorPredictionDelta(m_predictionDelta);

	if (m_useCustomScaleFactor) {
		m_device->setCustomScaleFactor(m_customScaleFactor);
	}

	// Create screen with match the Oculus Rift resolution
	osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();

	if (!wsi) {
		osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
		return;
	}

	// Get the screen identifiers set in environment variable DISPLAY
	osg::GraphicsContext::ScreenIdentifier si;
	si.readDISPLAY();
	
	// If displayNum has not been set, reset it to 0.
	if (si.displayNum < 0) si.displayNum = 0;

	// If screenNum has not been set, reset it to 0.
	if (si.screenNum < 0) si.screenNum = 0;

	//test by Shao
	si.displayNum = _displayNum;
	si.screenNum = _screenNum;
	unsigned int width, height;
	wsi->getScreenResolution(si, width, height);

	osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
	traits->hostName = si.hostName;
	traits->screenNum = si.screenNum;
	traits->displayNum = si.displayNum;
	traits->windowDecoration = false;
	traits->x = 0;
	traits->y = 0;
	traits->width = m_device->hScreenResolution();
	traits->height = m_device->vScreenResolution();
	traits->doubleBuffer = true;
	traits->sharedContext = 0;
	traits->vsync = true; // VSync should always be enabled for Oculus Rift applications

	// Create a graphic context based on our desired traits
	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits);
	if (!gc) {
		osg::notify(osg::NOTICE) << "Error, GraphicsWindow has not been created successfully" << std::endl;
		return;
	}

	_main_camera = view.getCamera();
	_main_camera->setName("Main");
	// Disable scene rendering for main camera
	_main_camera->setCullMask(~m_sceneNodeMask);
	_main_camera->setGraphicsContext(gc);
	// Use full view port
	_main_camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
	// Disable automatic computation of near and far plane on main camera, will propagate to slave cameras
	_main_camera->setComputeNearFarMode( osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
	const int textureWidth  = m_device->scaleFactor() * m_device->hScreenResolution()/2;
	const int textureHeight = m_device->scaleFactor() * m_device->vScreenResolution();
	// master projection matrix
	_main_camera->setProjectionMatrix(m_device->projectionCenterMatrix());
	// Create textures for RTT cameras
	osg::ref_ptr<osg::Texture2D> textureLeft = new osg::Texture2D;
	textureLeft->setTextureSize( textureWidth, textureHeight );
	textureLeft->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Texture2D> textureRight = new osg::Texture2D;
	textureRight->setTextureSize( textureWidth, textureHeight );
	textureRight->setInternalFormat( GL_RGBA );
	// Create RTT (Rendering to Texture) cameras and attach textures 
	osg::ref_ptr<osg::Camera> cameraRTTLeft = createRTTCamera(textureLeft, gc);
	osg::ref_ptr<osg::Camera> cameraRTTRight = createRTTCamera(textureRight, gc);
	cameraRTTLeft->setName("LeftRTT");
	cameraRTTRight->setName("RightRTT");
	cameraRTTLeft->setCullMask(m_sceneNodeMask);
	cameraRTTRight->setCullMask(m_sceneNodeMask);
	// Create HUD cameras for left eye
	osg::ref_ptr<osg::Camera> cameraHUDLeft = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	cameraHUDLeft->setName("LeftHUD");
	cameraHUDLeft->setViewport(new osg::Viewport(0, 0, 
		m_device->hScreenResolution() / 2.0f, m_device->vScreenResolution()));
	// Create HUD cameras for right eye
	osg::ref_ptr<osg::Camera> cameraHUDRight = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	cameraHUDRight->setName("RightHUD");
	cameraHUDRight->setViewport(new osg::Viewport(m_device->hScreenResolution() / 2.0f, 0,
										 m_device->hScreenResolution() / 2.0f, m_device->vScreenResolution()));
	// Create quads for each camera
	osg::ref_ptr<osg::Geode> leftQuad = createHUDQuad(1.0f, 1.0f);
	cameraHUDLeft->addChild(leftQuad);
	osg::ref_ptr<osg::Geode> rightQuad = createHUDQuad(1.0f, 1.0f);
	cameraHUDRight->addChild(rightQuad);

	// Set up shaders from the Oculus SDK documentation
	osg::ref_ptr<osg::Program> program = new osg::Program;
	osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
	vertexShader->loadShaderSourceFromFile(osgDB::findDataFile("warp.vert"));
	osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

	// Fragment shader with or without correction for chromatic aberration
	if (m_useChromaticAberrationCorrection) {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithChromeAb.frag"));
	} else {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithoutChromeAb.frag"));
	}

	program->addShader(vertexShader);
	program->addShader(fragmentShader);
	
	// Attach shaders to each HUD
	osg::StateSet* leftEyeStateSet = leftQuad->getOrCreateStateSet();
	osg::StateSet* rightEyeStateSet = rightQuad->getOrCreateStateSet();
	applyShaderParameters(leftEyeStateSet, program.get(), textureLeft.get(), OculusDevice::LEFT_EYE);
	applyShaderParameters(rightEyeStateSet, program.get(), textureRight.get(), OculusDevice::RIGHT_EYE);
	
	// Add RTT cameras as slaves, specifying offsets for the projection
	view.addSlave(cameraRTTLeft, 
		m_device->projectionOffsetMatrix(OculusDevice::LEFT_EYE), 
		m_device->viewMatrix(OculusDevice::LEFT_EYE), 
		true);
	view.addSlave(cameraRTTRight, 
		m_device->projectionOffsetMatrix(OculusDevice::RIGHT_EYE), 
		m_device->viewMatrix(OculusDevice::RIGHT_EYE), 
		true);

	// Add HUD cameras as slaves
	view.addSlave(cameraHUDLeft, false);
	view.addSlave(cameraHUDRight, false);

	view.setName("Oculus");
	// Connect main camera to node callback that get HMD orientation
	if (m_useOrientations) {
		_main_camera->setDataVariance(osg::Object::DYNAMIC);
		_callback = new OculusViewConfigOrientationCallback(cameraRTTLeft, cameraRTTRight, m_device);
		_main_camera->setUpdateCallback(_callback);
	}
}
コード例 #2
0
void OculusViewConfig::configure(osgViewer::View& view) const
{
	m_dev->setNearClip(m_nearClip);
	m_dev->setFarClip(m_farClip);
	m_dev->setSensorPredictionEnabled(m_useSensorPrediction);
	m_dev->setSensorPredictionDelta(m_predictionDelta);

	if (m_useCustomScaleFactor) {
		m_dev->setCustomScaleFactor(m_customScaleFactor);
	}

	// Create screen with match the Oculus Rift resolution
	osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();

	if (!wsi) {
		osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
		return;
	}

	unsigned int width, height;
	wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
	osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
	traits->windowDecoration = false;
	traits->x = 0;
	traits->y = 0;
	traits->width = m_dev->hScreenResolution();
	traits->height = m_dev->vScreenResolution();
	traits->doubleBuffer = true;
	traits->sharedContext = 0;
	traits->sampleBuffers = true;
	traits->samples = 4;
	traits->vsync = true;
	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits);
	osg::ref_ptr<osg::Camera> camera = view.getCamera();
	camera->setGraphicsContext(gc);
	// Use full viewport
	camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
	// Disable automatic computation of near and far plane on main camera, will propagate to slave cameras
	camera->setComputeNearFarMode( osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
	const int textureWidth  = m_dev->scaleFactor() * m_dev->hScreenResolution()/2;
	const int textureHeight = m_dev->scaleFactor() * m_dev->vScreenResolution();
	// master projection matrix
	camera->setProjectionMatrix(m_dev->projectionCenterMatrix());
	osg::ref_ptr<osg::Texture2D> l_tex = new osg::Texture2D;
	l_tex->setTextureSize( textureWidth, textureHeight );
	l_tex->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Texture2D> r_tex = new osg::Texture2D;
	r_tex->setTextureSize( textureWidth, textureHeight );
	r_tex->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Camera> l_rtt = createRTTCamera(osg::Camera::COLOR_BUFFER, l_tex, gc);
	osg::ref_ptr<osg::Camera> r_rtt = createRTTCamera(osg::Camera::COLOR_BUFFER, r_tex, gc);
	// Create HUD cameras for each eye
	osg::ref_ptr<osg::Camera> l_hud = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	l_hud->setViewport(new osg::Viewport(0, 0, m_dev->hScreenResolution() / 2.0f, m_dev->vScreenResolution()));
	osg::ref_ptr<osg::Camera> r_hud = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	r_hud->setViewport(new osg::Viewport(m_dev->hScreenResolution() / 2.0f, 0,
										 m_dev->hScreenResolution() / 2.0f, m_dev->vScreenResolution()));
	// Create quads on each camera
	osg::ref_ptr<osg::Geode> leftQuad = createHUDQuad(1.0f, 1.0f);
	l_hud->addChild(leftQuad);
	osg::ref_ptr<osg::Geode> rightQuad = createHUDQuad(1.0f, 1.0f);
	r_hud->addChild(rightQuad);
	// Set up shaders from the Oculus SDK documentation
	osg::ref_ptr<osg::Program> program = new osg::Program;
	osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
	vertexShader->loadShaderSourceFromFile(osgDB::findDataFile("warp.vert"));
	osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

	// Fragment shader with or without correction for chromatic aberration
	if (m_useChromaticAberrationCorrection) {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithChromeAb.frag"));
	} else {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithoutChromeAb.frag"));
	}

	program->addShader(vertexShader);
	program->addShader(fragmentShader);
	// Configure state sets for both eyes
	osg::StateSet* leftEyeStateSet = leftQuad->getOrCreateStateSet();
	leftEyeStateSet->setTextureAttributeAndModes(0, l_tex, osg::StateAttribute::ON);
	leftEyeStateSet->setAttributeAndModes( program, osg::StateAttribute::ON );
	leftEyeStateSet->addUniform( new osg::Uniform("WarpTexture", 0) );
	leftEyeStateSet->addUniform( new osg::Uniform("LensCenter", m_dev->lensCenter(OculusDevice::LEFT_EYE)));
	leftEyeStateSet->addUniform( new osg::Uniform("ScreenCenter", m_dev->screenCenter()));
	leftEyeStateSet->addUniform( new osg::Uniform("Scale", m_dev->scale()));
	leftEyeStateSet->addUniform( new osg::Uniform("ScaleIn", m_dev->scaleIn()));
	leftEyeStateSet->addUniform( new osg::Uniform("HmdWarpParam", m_dev->warpParameters()));
	leftEyeStateSet->addUniform( new osg::Uniform("ChromAbParam", m_dev->chromAbParameters()));
	osg::StateSet* rightEyeStateSet = rightQuad->getOrCreateStateSet();
	rightEyeStateSet->setTextureAttributeAndModes(0, r_tex, osg::StateAttribute::ON);
	rightEyeStateSet->setAttributeAndModes( program, osg::StateAttribute::ON );
	rightEyeStateSet->addUniform( new osg::Uniform("WarpTexture", 0) );
	rightEyeStateSet->addUniform( new osg::Uniform("LensCenter", m_dev->lensCenter(OculusDevice::RIGHT_EYE)));
	rightEyeStateSet->addUniform( new osg::Uniform("ScreenCenter", m_dev->screenCenter()));
	rightEyeStateSet->addUniform( new osg::Uniform("Scale", m_dev->scale()));
	rightEyeStateSet->addUniform( new osg::Uniform("ScaleIn", m_dev->scaleIn()));
	rightEyeStateSet->addUniform( new osg::Uniform("HmdWarpParam", m_dev->warpParameters()));
	rightEyeStateSet->addUniform( new osg::Uniform("ChromAbParam", m_dev->chromAbParameters()));
	// Add cameras as slaves, specifying offsets for the projection
	view.addSlave(l_rtt, m_dev->projectionOffsetMatrix(OculusDevice::LEFT_EYE), m_dev->viewMatrix(OculusDevice::LEFT_EYE), true);
	view.addSlave(r_rtt, m_dev->projectionOffsetMatrix(OculusDevice::RIGHT_EYE), m_dev->viewMatrix(OculusDevice::RIGHT_EYE), true);
	view.addSlave(l_hud, false);
	view.addSlave(r_hud, false);

	// Connect main camera to node callback that get HMD orientation
	if (m_useOrientations) {
		camera->setDataVariance(osg::Object::DYNAMIC);
		camera->setUpdateCallback(new OculusViewConfigOrientationCallback(l_rtt, r_rtt, m_dev));
	}
}