Made Overlay appear as flat image in front of camera in Oculus Rift. It

needs to be a curved surface instead.
This commit is contained in:
barnold1953 2014-05-27 16:13:56 -07:00
parent d1a4192ac5
commit 75580cfd0f
5 changed files with 166 additions and 32 deletions

View file

@ -643,7 +643,7 @@ void Application::paintGL() {
_rearMirrorTools->render(true);
}
_overlayRenderer.displayOverlay(&_overlays);
_overlayRenderer.renderOverlay();
}
_frameCount++;

View file

@ -214,10 +214,13 @@ public:
JoystickManager* getJoystickManager() { return &_joystickManager; }
BandwidthMeter* getBandwidthMeter() { return &_bandwidthMeter; }
QUndoStack* getUndoStack() { return &_undoStack; }
OverlayRenderer& getOverlayRenderer() { return _overlayRenderer; }
Overlays& getOverlays() { return _overlays; }
float getFps() const { return _fps; }
float getPacketsPerSecond() const { return _packetsPerSecond; }
float getBytesPerSecond() const { return _bytesPerSecond; }
const glm::vec3& getViewMatrixTranslation() const { return _viewMatrixTranslation; }
/// if you need to access the application settings, use lockSettings()/unlockSettings()
QSettings* lockSettings() { _settingsMutex.lock(); return _settings; }

View file

@ -81,7 +81,11 @@ void OculusManager::configureCamera(Camera& camera, int screenWidth, int screenH
void OculusManager::display(Camera& whichCamera) {
#ifdef HAVE_LIBOVR
Application::getInstance()->getGlowEffect()->prepare();
OverlayRenderer& overlayRenderer = Application::getInstance()->getOverlayRenderer();
// We only need to render the overlays to a texture once, then we just render the texture as a quad
overlayRenderer.renderOverlay(true);
Application::getInstance()->getGlowEffect()->prepare();
// render the left eye view to the left side of the screen
const StereoEyeParams& leftEyeParams = _stereoConfig.GetEyeRenderParams(StereoEye_Left);
@ -100,6 +104,8 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
overlayRenderer.displayOverlayTextureOculus(whichCamera);
// and the right eye to the right side
const StereoEyeParams& rightEyeParams = _stereoConfig.GetEyeRenderParams(StereoEye_Right);
glMatrixMode(GL_PROJECTION);
@ -115,6 +121,8 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
overlayRenderer.displayOverlayTextureOculus(whichCamera);
glPopMatrix();
// restore our normal viewport

View file

@ -9,56 +9,50 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject>
#include <PerfStat.h>
#include "Application.h"
#include "OverlayRenderer.h"
#include "InterfaceVersion.h"
#include "Menu.h"
#include "ModelUploader.h"
#include "Util.h"
#include "devices/OculusManager.h"
#include "devices/TV3DManager.h"
#include "renderer/ProgramObject.h"
#include "scripting/AudioDeviceScriptingInterface.h"
#include "scripting/ClipboardScriptingInterface.h"
#include "scripting/MenuScriptingInterface.h"
#include "scripting/SettingsScriptingInterface.h"
#include "scripting/WindowScriptingInterface.h"
#include "scripting/LocationScriptingInterface.h"
#include "ui/InfoView.h"
#include "ui/OAuthWebViewHandler.h"
#include "ui/Snapshot.h"
#include "ui/Stats.h"
#include "ui/TextRenderer.h"
OverlayRenderer::OverlayRenderer() {
OverlayRenderer::OverlayRenderer() : _framebufferObject(NULL) {
}
OverlayRenderer::~OverlayRenderer() {
if (_framebufferObject != NULL) {
delete _framebufferObject;
}
}
const float WHITE_TEXT[] = { 0.93f, 0.93f, 0.93f };
void OverlayRenderer::displayOverlay(Overlays* overlays) {
// Renders the overlays either to a texture or to the screen
void OverlayRenderer::renderOverlay(bool renderToTexture) {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "OverlayRenderer::displayOverlay()");
Application* application = Application::getInstance();
Overlays& overlays = application->getOverlays();
QGLWidget* glWidget = application->getGLWidget();
MyAvatar* myAvatar = application->getAvatar();
Audio* audio = application->getAudio();
const VoxelPacketProcessor& voxelPacketProcessor = application->getVoxelPacketProcessor();
BandwidthMeter* bandwidthMeter = application->getBandwidthMeter();
NodeBounds& nodeBoundsDisplay = application->getNodeBoundsDisplay();
// Render 2D overlay: I/O level bar graphs and text
if (renderToTexture) {
getFramebufferObject()->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Render 2D overlay: I/O level bar graphs and text
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@ -147,7 +141,6 @@ void OverlayRenderer::displayOverlay(Overlays* overlays) {
glVertex2i(AUDIO_METER_X + AUDIO_METER_WIDTH, audioMeterY + AUDIO_METER_HEIGHT);
glVertex2i(AUDIO_METER_X, audioMeterY + AUDIO_METER_HEIGHT);
if (audioLevel > AUDIO_RED_START) {
if (!isClipping) {
glColor3fv(AUDIO_METER_RED);
@ -225,7 +218,127 @@ void OverlayRenderer::displayOverlay(Overlays* overlays) {
// give external parties a change to hook in
emit application->renderingOverlay();
overlays->render2D();
overlays.render2D();
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
// glDisable(GL_BLEND);
if (renderToTexture) {
getFramebufferObject()->release();
}
}
// Draws the FBO texture for the screen
void OverlayRenderer::displayOverlayTexture(Camera& whichCamera)
{
Application* application = Application::getInstance();
QGLWidget* glWidget = application->getGLWidget();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, glWidget->width(), glWidget->height(), 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, glWidget->height());
glTexCoord2f(1, 0); glVertex2i(glWidget->width(), glWidget->height());
glTexCoord2f(1, 1); glVertex2i(glWidget->width(), 0);
glTexCoord2f(0, 1); glVertex2i(0, 0);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
// Draws the FBO texture for Oculus rift. TODO: Draw a curved texture instead of plane.
void OverlayRenderer::displayOverlayTextureOculus(Camera& whichCamera)
{
Application* application = Application::getInstance();
QGLWidget* glWidget = application->getGLWidget();
MyAvatar* myAvatar = application->getAvatar();
const glm::vec3& viewMatrixTranslation = application->getViewMatrixTranslation();
const float overlayFov = whichCamera.getFieldOfView() * PI / 180.0f;
const float overlayDistance = 1;
const float overlayAspectRatio = glWidget->width() / (float)glWidget->height();
const float overlayHeight = overlayDistance * tan(overlayFov);
const float overlayWidth = overlayHeight * overlayAspectRatio;
const float halfOverlayWidth = overlayWidth / 2;
const float halfOverlayHeight = overlayHeight / 2;
glActiveTexture(GL_TEXTURE0);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, getFramebufferObject()->texture());
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
//transform to world space
glm::quat rotation = whichCamera.getRotation();
glm::vec3 axis2 = glm::axis(rotation);
glRotatef(-glm::degrees(glm::angle(rotation)), axis2.x, axis2.y, axis2.z);
glTranslatef(viewMatrixTranslation.x, viewMatrixTranslation.y, viewMatrixTranslation.z);
glm::vec3 pos = whichCamera.getPosition();
glm::quat rot = myAvatar->getOrientation();
glm::vec3 axis = glm::axis(rot);
pos += rot * glm::vec3(0.0, 0.0, -overlayDistance);
glTranslatef(pos.x, pos.y, pos.z);
glRotatef(glm::degrees(glm::angle(rot)), axis.x, axis.y, axis.z);
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex3f(-halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 0); glVertex3f(halfOverlayWidth, halfOverlayHeight, 0);
glTexCoord2f(0, 1); glVertex3f(halfOverlayWidth, -halfOverlayHeight, 0);
glTexCoord2f(1, 1); glVertex3f(-halfOverlayWidth, -halfOverlayHeight, 0);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glEnable(GL_LIGHTING);
}
QOpenGLFramebufferObject* OverlayRenderer::getFramebufferObject() {
if (!_framebufferObject) {
_framebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
glBindTexture(GL_TEXTURE_2D, _framebufferObject->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
return _framebufferObject;
}

View file

@ -12,16 +12,26 @@
#ifndef hifi_OverlayRenderer_h
#define hifi_OverlayRenderer_h
class Overlays;
class QOpenGLFramebufferObject;
// Handles the drawing of the overlays to the scree
class OverlayRenderer {
public:
OverlayRenderer();
~OverlayRenderer();
void displayOverlay(class Overlays* overlays);
void renderOverlay(bool renderToTexture = false);
void displayOverlayTexture(Camera& whichCamera);
void displayOverlayTextureOculus(Camera& whichCamera);
// Getters
QOpenGLFramebufferObject* getFramebufferObject();
private:
QOpenGLFramebufferObject* _framebufferObject;
float _trailingAudioLoudness;
};