Rebasing onto scale changes

This commit is contained in:
Bradley Austin Davis 2015-05-08 15:09:46 -07:00
parent 0751443a01
commit 03bd17ed49
12 changed files with 195 additions and 97 deletions

38
cmake/externals/openvr/CMakeLists.txt vendored Normal file
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@ -0,0 +1,38 @@
include(ExternalProject)
include(SelectLibraryConfigurations)
set(EXTERNAL_NAME OpenVR)
string(TOUPPER ${EXTERNAL_NAME} EXTERNAL_NAME_UPPER)
ExternalProject_Add(
${EXTERNAL_NAME}
URL https://github.com/ValveSoftware/openvr/archive/0.9.0.zip
URL_MD5 4fbde7759f604aaa68b9c40d628cc34a
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
LOG_DOWNLOAD 1
)
ExternalProject_Get_Property(${EXTERNAL_NAME} SOURCE_DIR)
set(${EXTERNAL_NAME_UPPER}_INCLUDE_DIRS ${SOURCE_DIR}/headers CACHE TYPE INTERNAL)
if (WIN32)
# FIXME need to account for different architectures
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/win32/openvr_api.lib CACHE TYPE INTERNAL)
elseif(APPLE)
# FIXME need to account for different architectures
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/osx32/libopenvr_api.dylib CACHE TYPE INTERNAL)
elseif(NOT ANDROID)
# FIXME need to account for different architectures
set(${EXTERNAL_NAME_UPPER}_LIBRARIES ${SOURCE_DIR}/lib/linux32/libopenvr_api.so CACHE TYPE INTERNAL)
endif()

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@ -0,0 +1,21 @@
#
# FindLibOVR.cmake
#
# Try to find the LibOVR library to use the Oculus
# Once done this will define
#
# OPENVR_FOUND - system found LibOVR
# OPENVR_INCLUDE_DIRS - the LibOVR include directory
# OPENVR_LIBRARIES - Link this to use LibOVR
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
if (NOT ANDROID)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OPENVR DEFAULT_MSG OPENVR_INCLUDE_DIRS OPENVR_LIBRARIES)
endif()
mark_as_advanced(OPENVR_INCLUDE_DIRS OPENVR_LIBRARIES OPENVR_SEARCH_DIRS)

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@ -36,8 +36,22 @@ endif ()
configure_file(InterfaceConfig.h.in "${PROJECT_BINARY_DIR}/includes/InterfaceConfig.h")
configure_file(InterfaceVersion.h.in "${PROJECT_BINARY_DIR}/includes/InterfaceVersion.h")
macro(GroupSources curdir)
file(GLOB children RELATIVE ${PROJECT_SOURCE_DIR}/${curdir} ${PROJECT_SOURCE_DIR}/${curdir}/*)
foreach(child ${children})
if(IS_DIRECTORY ${PROJECT_SOURCE_DIR}/${curdir}/${child})
GroupSources(${curdir}/${child})
else()
string(REPLACE "/" "\\" groupname ${curdir})
source_group(${groupname} FILES ${PROJECT_SOURCE_DIR}/${curdir}/${child})
endif()
endforeach()
endmacro()
# grab the implementation and header files from src dirs
file(GLOB_RECURSE INTERFACE_SRCS "src/*.cpp" "src/*.h")
GroupSources("src")
# Add SpeechRecognizer if on Windows or OS X, otherwise remove
if (WIN32)
@ -58,6 +72,7 @@ find_package(Qt5 COMPONENTS Gui Multimedia Network OpenGL Qml Quick Script Svg W
# grab the ui files in resources/ui
file (GLOB_RECURSE QT_UI_FILES ui/*.ui)
source_group("UI Files" FILES ${QT_UI_FILES})
# have qt5 wrap them and generate the appropriate header files
qt5_wrap_ui(QT_UI_HEADERS "${QT_UI_FILES}")

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@ -831,6 +831,11 @@ void Application::paintGL() {
PerformanceWarning warn(showWarnings, "Application::paintGL()");
resizeGL();
{
PerformanceTimer perfTimer("renderOverlay");
_applicationOverlay.renderOverlay();
}
glEnable(GL_LINE_SMOOTH);
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
@ -913,13 +918,9 @@ void Application::paintGL() {
glBlitFramebuffer(0, 0, _renderResolution.x, _renderResolution.y,
0, 0, _glWidget->getDeviceSize().width(), _glWidget->getDeviceSize().height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
{
PerformanceTimer perfTimer("renderOverlay");
_applicationOverlay.renderOverlay();
_applicationOverlay.displayOverlayTexture();
}
_applicationOverlay.displayOverlayTexture();
}
if (!OculusManager::isConnected() || OculusManager::allowSwap()) {

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@ -520,12 +520,6 @@ void OculusManager::display(QGLWidget * glCanvas, const glm::quat &bodyOrientati
return;
}
ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
// We only need to render the overlays to a texture once, then we just render the texture on the hemisphere
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay();
//Bind our framebuffer object. If we are rendering the glow effect, we let the glow effect shader take care of it
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
DependencyManager::get<GlowEffect>()->prepare();
@ -614,9 +608,8 @@ void OculusManager::display(QGLWidget * glCanvas, const glm::quat &bodyOrientati
//glTranslatef(_eyeRenderDesc[eye].ViewAdjust.x, _eyeRenderDesc[eye].ViewAdjust.y, _eyeRenderDesc[eye].ViewAdjust.z);
_camera->setEyeOffsetPosition(glm::vec3(-_eyeRenderDesc[eye].HmdToEyeViewOffset.x, -_eyeRenderDesc[eye].HmdToEyeViewOffset.y, -_eyeRenderDesc[eye].HmdToEyeViewOffset.z));
Application::getInstance()->displaySide(*_camera, false, RenderArgs::MONO);
applicationOverlay.displayOverlayTextureHmd(*_camera);
qApp->displaySide(*_camera, false, RenderArgs::MONO);
qApp->getApplicationOverlay().displayOverlayTextureHmd(*_camera);
});
_activeEye = ovrEye_Count;

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@ -92,74 +92,40 @@ void TV3DManager::display(Camera& whichCamera) {
int portalW = deviceSize.width() / 2;
int portalH = deviceSize.height();
ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay();
DependencyManager::get<GlowEffect>()->prepare();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
// render left side view
glViewport(portalX, portalY, portalW, portalH);
glScissor(portalX, portalY, portalW, portalH);
Camera eyeCamera;
eyeCamera.setRotation(whichCamera.getRotation());
eyeCamera.setPosition(whichCamera.getPosition());
glEnable(GL_SCISSOR_TEST);
glPushMatrix();
{
_activeEye = &_leftEye;
forEachEye([&](eyeFrustum& eye){
_activeEye = &eye;
glViewport(portalX, portalY, portalW, portalH);
glScissor(portalX, portalY, portalW, portalH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_leftEye.left, _leftEye.right, _leftEye.bottom, _leftEye.top, nearZ, farZ); // set left view frustum
glFrustum(eye.left, eye.right, eye.bottom, eye.top, nearZ, farZ); // set left view frustum
GLfloat p[4][4];
// Really?
glGetFloatv(GL_PROJECTION_MATRIX, &(p[0][0]));
float cotangent = p[1][1];
GLfloat fov = atan(1.0f / cotangent);
glTranslatef(_leftEye.modelTranslation, 0.0, 0.0); // translate to cancel parallax
glTranslatef(eye.modelTranslation, 0.0, 0.0); // translate to cancel parallax
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
eyeCamera.setEyeOffsetPosition(glm::vec3(-_activeEye->modelTranslation,0,0));
Application::getInstance()->displaySide(eyeCamera, false, RenderArgs::MONO);
applicationOverlay.displayOverlayTextureStereo(whichCamera, _aspect, fov);
qApp->displaySide(eyeCamera, false, RenderArgs::MONO);
qApp->getApplicationOverlay().displayOverlayTextureStereo(whichCamera, _aspect, fov);
_activeEye = NULL;
}
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
// render right side view
portalX = deviceSize.width() / 2;
glEnable(GL_SCISSOR_TEST);
// render left side view
glViewport(portalX, portalY, portalW, portalH);
glScissor(portalX, portalY, portalW, portalH);
glPushMatrix();
{
_activeEye = &_rightEye;
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // reset projection matrix
glFrustum(_rightEye.left, _rightEye.right, _rightEye.bottom, _rightEye.top, nearZ, farZ); // set right view frustum
GLfloat p[4][4];
glGetFloatv(GL_PROJECTION_MATRIX, &(p[0][0]));
GLfloat cotangent = p[1][1];
GLfloat fov = atan(1.0f / cotangent);
glTranslatef(_rightEye.modelTranslation, 0.0, 0.0); // translate to cancel parallax
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
eyeCamera.setEyeOffsetPosition(glm::vec3(-_activeEye->modelTranslation,0,0));
Application::getInstance()->displaySide(eyeCamera, false, RenderArgs::MONO);
applicationOverlay.displayOverlayTextureStereo(whichCamera, _aspect, fov);
_activeEye = NULL;
}
}, [&]{
// render right side view
portalX = deviceSize.width() / 2;
});
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
@ -167,11 +133,13 @@ void TV3DManager::display(Camera& whichCamera) {
auto fboSize = finalFbo->getSize();
// Get the ACTUAL device size for the BLIT
deviceSize = qApp->getDeviceSize();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, fboSize.x, fboSize.y,
0, 0, deviceSize.width(), deviceSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// reset the viewport to how we started
glViewport(0, 0, deviceSize.width(), deviceSize.height());

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@ -44,6 +44,13 @@ private:
static eyeFrustum _leftEye;
static eyeFrustum _rightEye;
static eyeFrustum* _activeEye;
template<typename F, typename FF>
static void forEachEye(F f, FF ff = []{}) {
f(_leftEye);
ff();
f(_rightEye);
}
};
#endif // hifi_TV3DManager_h

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@ -15,7 +15,6 @@
#include <Application.h>
#include <avatar/AvatarManager.h>
#include <devices/OculusManager.h>
#include <LODManager.h>
#include "BillboardOverlay.h"
@ -292,8 +291,8 @@ void Overlays::deleteOverlay(unsigned int id) {
unsigned int Overlays::getOverlayAtPoint(const glm::vec2& point) {
glm::vec2 pointCopy = point;
if (OculusManager::isConnected()) {
pointCopy = Application::getInstance()->getApplicationOverlay().screenToOverlay(point);
if (qApp->isHMDMode()) {
pointCopy = qApp->getApplicationOverlay().screenToOverlay(point);
}
QReadLocker lock(&_lock);

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@ -117,18 +117,6 @@ void GlowEffect::end() {
glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());
}
static void maybeBind(const gpu::FramebufferPointer& fbo) {
if (fbo) {
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(fbo));
}
}
static void maybeRelease(const gpu::FramebufferPointer& fbo) {
if (fbo) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
gpu::FramebufferPointer GlowEffect::render() {
PerformanceTimer perfTimer("glowEffect");
@ -154,22 +142,11 @@ gpu::FramebufferPointer GlowEffect::render() {
gpu::FramebufferPointer destFBO = textureCache->getSecondaryFramebuffer();
if (!_enabled || _isEmpty) {
// copy the primary to the screen
if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
glBlitFramebuffer(0, 0, framebufferSize.width(), framebufferSize.height(),
0, 0, framebufferSize.width(), framebufferSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
renderFullscreenQuad();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
glBlitFramebuffer(0, 0, framebufferSize.width(), framebufferSize.height(),
0, 0, framebufferSize.width(), framebufferSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
// diffuse into the secondary/tertiary (alternating between frames)
auto oldDiffusedFBO =

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@ -0,0 +1,43 @@
//
// OffscreenGlCanvas.cpp
// interface/src/renderer
//
// Created by Bradley Austin Davis on 2014/04/09.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "OffscreenGlContext.h"
OffscreenGlContext::OffscreenGlContext() {
}
void OffscreenGlContext::create(QOpenGLContext * sharedContext) {
QSurfaceFormat format;
format.setDepthBufferSize(16);
format.setStencilBufferSize(8);
format.setMajorVersion(4);
format.setMinorVersion(1);
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile);
_context.setFormat(format);
if (nullptr != sharedContext) {
_context.setShareContext(sharedContext);
}
_context.create();
_offscreenSurface.setFormat(_context.format());
_offscreenSurface.create();
}
bool OffscreenGlContext::makeCurrent() {
return _context.makeCurrent(&_offscreenSurface);
}
void OffscreenGlContext::doneCurrent() {
_context.doneCurrent();
}

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@ -0,0 +1,33 @@
//
// OffscreenGlCanvas.h
// interface/src/renderer
//
// Created by Bradley Austin Davis on 2014/04/09.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#ifndef hifi_OffscreenGlContext_h
#define hifi_OffscreenGlContext_h
#include <QOpenGLContext>
#include <QOffscreenSurface>
class OffscreenGlContext : public QObject {
public:
OffscreenGlContext();
void create(QOpenGLContext * sharedContext = nullptr);
bool makeCurrent();
void doneCurrent();
QOpenGLContext * getContext() {
return &_context;
}
protected:
QOpenGLContext _context;
QOffscreenSurface _offscreenSurface;
};
#endif // hifi_OffscreenGlCanvas_h

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@ -23,7 +23,8 @@ MenuItemProperties::MenuItemProperties() :
beforeItem(""),
afterItem(""),
isCheckable(false),
isChecked(false)
isChecked(false),
isSeparator(false)
{
};
@ -38,7 +39,8 @@ MenuItemProperties::MenuItemProperties(const QString& menuName, const QString& m
beforeItem(""),
afterItem(""),
isCheckable(checkable),
isChecked(checked)
isChecked(checked),
isSeparator(false)
{
}
@ -53,7 +55,8 @@ MenuItemProperties::MenuItemProperties(const QString& menuName, const QString& m
beforeItem(""),
afterItem(""),
isCheckable(checkable),
isChecked(checked)
isChecked(checked),
isSeparator(false)
{
}