Add ability for FBO to have a different res than glWidget

This commit is contained in:
barnold1953 2014-06-27 11:44:05 -07:00
parent 1af2996cf2
commit 508fed9146
5 changed files with 83 additions and 23 deletions

View file

@ -565,6 +565,14 @@ void Application::paintGL() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::paintGL()");
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
// Otherwise, it must rebuild the FBOs
if (OculusManager::isConnected()) {
_textureCache.setFrameBufferSize(OculusManager::getRenderTargetSize());
} else {
_textureCache.setFrameBufferSize(_glWidget->size());
}
glEnable(GL_LINE_SMOOTH);
if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
@ -630,7 +638,7 @@ void Application::paintGL() {
}
if (OculusManager::isConnected()) {
OculusManager::display(whichCamera);
OculusManager::display(_myAvatar->getOrientation(), whichCamera);
} else if (TV3DManager::isConnected()) {
_glowEffect.prepare();

View file

@ -39,6 +39,7 @@ bool OculusManager::_isConnected = false;
ovrHmd OculusManager::_ovrHmd;
ovrHmdDesc OculusManager::_ovrHmdDesc;
ovrFovPort OculusManager::_eyeFov[ovrEye_Count];
ovrEyeRenderDesc OculusManager::_eyeRenderDesc[ovrEye_Count];
ovrSizei OculusManager::_renderTargetSize;
ovrVector2f OculusManager::_UVScaleOffset[ovrEye_Count][2];
GLuint OculusManager::_vertices[ovrEye_Count] = { 0, 0 };
@ -77,8 +78,13 @@ void OculusManager::connect() {
_renderTargetSize.h = recommendedTex1Size.h;
}
_renderTargetSize.w = Application::getInstance()->getGLWidget()->width();
_renderTargetSize.h = Application::getInstance()->getGLWidget()->height();
_eyeRenderDesc[0] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Left, _eyeFov[0]);
_eyeRenderDesc[1] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Right, _eyeFov[1]);
//_renderTargetSize.w = Application::getInstance()->getGLWidget()->width();
//_renderTargetSize.h = Application::getInstance()->getGLWidget()->height();
ovrHmd_SetEnabledCaps(_ovrHmd, ovrHmdCap_LowPersistence | ovrHmdCap_LatencyTest);
ovrHmd_StartSensor(_ovrHmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection |
ovrSensorCap_Position,
@ -150,10 +156,6 @@ void OculusManager::generateDistortionMesh() {
return;
}
ovrEyeRenderDesc eyeDesc[ovrEye_Count];
eyeDesc[0] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Left, _eyeFov[0]);
eyeDesc[1] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Right, _eyeFov[1]);
_eyeRenderViewport[0].Pos = Vector2i(0, 0);
_eyeRenderViewport[0].Size = Sizei(_renderTargetSize.w / 2, _renderTargetSize.h);
_eyeRenderViewport[1].Pos = Vector2i((_renderTargetSize.w + 1) / 2, 0);
@ -162,9 +164,9 @@ void OculusManager::generateDistortionMesh() {
for (int eyeNum = 0; eyeNum < ovrEye_Count; eyeNum++) {
// Allocate and generate distortion mesh vertices
ovrDistortionMesh meshData;
ovrHmd_CreateDistortionMesh(_ovrHmd, eyeDesc[eyeNum].Eye, eyeDesc[eyeNum].Fov, _ovrHmdDesc.DistortionCaps, &meshData);
ovrHmd_CreateDistortionMesh(_ovrHmd, _eyeRenderDesc[eyeNum].Eye, _eyeRenderDesc[eyeNum].Fov, _ovrHmdDesc.DistortionCaps, &meshData);
ovrHmd_GetRenderScaleAndOffset(eyeDesc[eyeNum].Fov, _renderTargetSize, _eyeRenderViewport[eyeNum],
ovrHmd_GetRenderScaleAndOffset(_eyeRenderDesc[eyeNum].Fov, _renderTargetSize, _eyeRenderViewport[eyeNum],
_UVScaleOffset[eyeNum]);
// Parse the vertex data and create a render ready vertex buffer
@ -266,9 +268,6 @@ void OculusManager::display(const glm::quat &bodyOrientation, Camera& whichCamer
return;
}
ovrEyeRenderDesc eyeDesc[ovrEye_Count];
eyeDesc[0] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Left, _eyeFov[0]);
eyeDesc[1] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Right, _eyeFov[1]);
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
@ -296,6 +295,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, Camera& whichCamer
glm::quat orientation;
//Render each eye into an fbo
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
ovrEyeType eye = _ovrHmdDesc.EyeRenderOrder[eyeIndex];
@ -309,7 +309,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, Camera& whichCamer
_camera->setTargetRotation(orientation * bodyOrientation);
_camera->update(1.0f / Application::getInstance()->getFps());
Matrix4f proj = ovrMatrix4f_Projection(eyeDesc[eye].Fov, whichCamera.getNearClip(), whichCamera.getFarClip(), true);
Matrix4f proj = ovrMatrix4f_Projection(_eyeRenderDesc[eye].Fov, whichCamera.getNearClip(), whichCamera.getFarClip(), true);
proj.Transpose();
glMatrixMode(GL_PROJECTION);
@ -323,7 +323,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, Camera& whichCamer
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(eyeDesc[eye].ViewAdjust.x, eyeDesc[eye].ViewAdjust.y, eyeDesc[eye].ViewAdjust.z);
glTranslatef(_eyeRenderDesc[eye].ViewAdjust.x, _eyeRenderDesc[eye].ViewAdjust.y, _eyeRenderDesc[eye].ViewAdjust.z);
Application::getInstance()->displaySide(*_camera);
@ -424,8 +424,18 @@ void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
ovrPosef pose = ss.Predicted.Pose;
Quatf orientation = Quatf(pose.Orientation);
orientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
printf("%f %f %f\n", yaw, pitch, roll);
}
#endif
}
QSize OculusManager::getRenderTargetSize() {
#ifdef HAVE_LIBOVR
QSize rv;
rv.setWidth(_renderTargetSize.w);
rv.setHeight(_renderTargetSize.h);
return rv;
#else
return QSize(100, 100);
#endif
}

View file

@ -40,6 +40,7 @@ public:
/// param \pitch[out] pitch in radians
/// param \roll[out] roll in radians
static void getEulerAngles(float& yaw, float& pitch, float& roll);
static QSize getRenderTargetSize();
private:
static void generateDistortionMesh();
@ -77,6 +78,7 @@ private:
static ovrHmd _ovrHmd;
static ovrHmdDesc _ovrHmdDesc;
static ovrFovPort _eyeFov[ovrEye_Count];
static ovrEyeRenderDesc _eyeRenderDesc[ovrEye_Count];
static ovrSizei _renderTargetSize;
static ovrVector2f _UVScaleOffset[ovrEye_Count][2];
static GLuint _vertices[ovrEye_Count];

View file

@ -28,10 +28,12 @@ TextureCache::TextureCache() :
_permutationNormalTextureID(0),
_whiteTextureID(0),
_blueTextureID(0),
_primaryDepthTextureID(0),
_primaryFramebufferObject(NULL),
_secondaryFramebufferObject(NULL),
_tertiaryFramebufferObject(NULL),
_shadowFramebufferObject(NULL)
_shadowFramebufferObject(NULL),
_frameBufferSize(100, 100)
{
}
@ -46,9 +48,41 @@ TextureCache::~TextureCache() {
glDeleteTextures(1, &_primaryDepthTextureID);
}
delete _primaryFramebufferObject;
delete _secondaryFramebufferObject;
delete _tertiaryFramebufferObject;
if (_primaryFramebufferObject) {
delete _primaryFramebufferObject;
}
if (_secondaryFramebufferObject) {
delete _secondaryFramebufferObject;
}
if (_tertiaryFramebufferObject) {
delete _tertiaryFramebufferObject;
}
}
void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
//If the size changed, we need to delete our FBOs
if (_frameBufferSize != frameBufferSize) {
_frameBufferSize = frameBufferSize;
if (_primaryFramebufferObject) {
delete _primaryFramebufferObject;
_primaryFramebufferObject = NULL;
glDeleteTextures(1, &_primaryDepthTextureID);
_primaryDepthTextureID = 0;
}
if (_secondaryFramebufferObject) {
delete _secondaryFramebufferObject;
_secondaryFramebufferObject = NULL;
}
if (_tertiaryFramebufferObject) {
delete _tertiaryFramebufferObject;
_tertiaryFramebufferObject = NULL;
}
}
}
GLuint TextureCache::getPermutationNormalTextureID() {
@ -131,13 +165,14 @@ QSharedPointer<NetworkTexture> TextureCache::getTexture(const QUrl& url, bool no
}
QOpenGLFramebufferObject* TextureCache::getPrimaryFramebufferObject() {
if (!_primaryFramebufferObject) {
_primaryFramebufferObject = createFramebufferObject();
glGenTextures(1, &_primaryDepthTextureID);
glBindTexture(GL_TEXTURE_2D, _primaryDepthTextureID);
QSize size = Application::getInstance()->getGLWidget()->size();
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.width(), size.height(),
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, _frameBufferSize.width(), _frameBufferSize.height(),
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -230,7 +265,7 @@ QSharedPointer<Resource> TextureCache::createResource(const QUrl& url,
}
QOpenGLFramebufferObject* TextureCache::createFramebufferObject() {
QOpenGLFramebufferObject* fbo = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
QOpenGLFramebufferObject* fbo = new QOpenGLFramebufferObject(_frameBufferSize);
Application::getInstance()->getGLWidget()->installEventFilter(this);
glBindTexture(GL_TEXTURE_2D, fbo->texture());

View file

@ -32,6 +32,9 @@ public:
TextureCache();
virtual ~TextureCache();
/// Sets the desired texture resolution for the framebuffer objects.
void setFrameBufferSize(QSize frameBufferSize);
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
/// the second, a set of random unit vectors to be used as noise gradients.
@ -94,6 +97,8 @@ private:
QOpenGLFramebufferObject* _shadowFramebufferObject;
GLuint _shadowDepthTextureID;
QSize _frameBufferSize;
};
/// A simple object wrapper for an OpenGL texture.