FreeCAD / src /Gui /CoinRiftWidget.cpp
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/**************************************************************************
* Copyright (c) 2014 Bastiaan Veelo <Bastiaan a_t Veelo d_o_t net> *
* Copyright (c) 2014 Jürgen Riegel <FreeCAD@juergen-riegel.net> *
* *
* All rights reserved. Contact me if the below is too restrictive for you.*
* *
* Redistribution and use in source and binary forms, with or without *
* modification, are permitted provided that the following conditions are *
* met: *
* *
* Redistributions of source code must retain the above copyright notice, *
* this list of conditions and the following disclaimer. *
* *
* Redistributions in binary form must reproduce the above copyright *
* notice, this list of conditions and the following disclaimer in the *
* documentation and/or other materials provided with the distribution. *
* *
* Neither the name of the copyright holder nor the names of its *
* contributors may be used to endorse or promote products derived from *
* this software without specific prior written permission. *
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR *
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT *
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, *
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, *
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *
\**************************************************************************/
#include "CoinRiftWidget.h"
#include <Base/Console.h>
#if BUILD_VR
# undef max
CoinRiftWidget::CoinRiftWidget()
: QGLWidget()
{
for (int eye = 0; eye < 2; eye++) {
reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye])->TexId = 0;
# ifdef USE_FRAMEBUFFER
frameBufferID[eye] = 0;
depthBufferID[eye] = 0;
# endif
}
// OVR will do the swapping.
setAutoBufferSwap(false);
hmd = ovrHmd_Create(0);
if (!hmd) {
qDebug() << "Could not find Rift device.";
throw;
}
if (!ovrHmd_ConfigureTracking(
hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position,
ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position
)) { // Capabilities we require.
qDebug() << "Could not start Rift motion sensor.";
throw;
}
resize(hmd->Resolution.w, hmd->Resolution.h);
// Configure stereo settings.
ovrSizei recommenedTex0Size
= ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0f);
ovrSizei recommenedTex1Size
= ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0f);
# ifdef USE_SO_OFFSCREEN_RENDERER
renderer = new SoOffscreenRenderer(SbViewportRegion(
std::max(recommenedTex0Size.w, recommenedTex0Size.w),
std::max(recommenedTex1Size.h, recommenedTex1Size.h)
));
renderer->setComponents(SoOffscreenRenderer::RGB_TRANSPARENCY);
BackgroundColor = SbColor(.0f, .0f, .8f);
renderer->setBackgroundColor(BackgroundColor);
# endif
# ifdef USE_FRAMEBUFFER
m_sceneManager = new SoSceneManager();
m_sceneManager->setViewportRegion(SbViewportRegion(
std::max(recommenedTex0Size.w, recommenedTex0Size.w),
std::max(recommenedTex1Size.h, recommenedTex1Size.h)
));
m_sceneManager->setBackgroundColor(SbColor(.0f, .0f, .8f));
# endif
basePosition = SbVec3f(0.0f, 0.0f, -2.0f);
// light handling
SoDirectionalLight* light = new SoDirectionalLight();
light->direction.setValue(1, -1, -1);
SoDirectionalLight* light2 = new SoDirectionalLight();
light2->direction.setValue(-1, -1, -1);
light2->intensity.setValue(0.6);
light2->color.setValue(0.8, 0.8, 1);
scene = new SoSeparator(0); // Placeholder.
for (int eye = 0; eye < 2; eye++) {
rootScene[eye] = new SoSeparator();
rootScene[eye]->ref();
camera[eye] = new SoFrustumCamera();
camera[eye]->position.setValue(basePosition);
camera[eye]->focalDistance.setValue(5.0f);
camera[eye]->viewportMapping.setValue(SoCamera::LEAVE_ALONE);
rootScene[eye]->addChild(camera[eye]);
rootScene[eye]->addChild(light);
rootScene[eye]->addChild(light2);
rootScene[eye]->addChild(scene);
}
// Populate ovrEyeDesc[2].
eyeRenderDesc[0].Eye = ovrEye_Left;
eyeRenderDesc[1].Eye = ovrEye_Right;
eyeRenderDesc[0].Fov = hmd->DefaultEyeFov[0];
eyeRenderDesc[1].Fov = hmd->DefaultEyeFov[1];
# ifdef USE_SO_OFFSCREEN_RENDERER
eyeTexture[0].Header.TextureSize.w
= renderer->getViewportRegion().getViewportSizePixels().getValue()[0];
eyeTexture[0].Header.TextureSize.h
= renderer->getViewportRegion().getViewportSizePixels().getValue()[1];
eyeTexture[1].Header.TextureSize = eyeTexture[0].Header.TextureSize;
# endif
# ifdef USE_FRAMEBUFFER
eyeTexture[0].Header.TextureSize = recommenedTex0Size;
eyeTexture[1].Header.TextureSize = recommenedTex1Size;
# endif
eyeTexture[0].Header.RenderViewport.Pos.x = 0;
eyeTexture[0].Header.RenderViewport.Pos.y = 0;
eyeTexture[0].Header.RenderViewport.Size = eyeTexture[0].Header.TextureSize;
eyeTexture[1].Header.RenderViewport.Pos = eyeTexture[0].Header.RenderViewport.Pos;
eyeTexture[1].Header.RenderViewport.Size = eyeTexture[1].Header.TextureSize;
const int backBufferMultisample = 0; // TODO This is a guess?
ovrGLConfig cfg;
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.RTSize = hmd->Resolution;
cfg.OGL.Header.Multisample = backBufferMultisample;
cfg.OGL.Window = reinterpret_cast<HWND>(winId());
makeCurrent();
// cfg.OGL.WglContext = wglGetCurrentContext(); //
// http://stackoverflow.com/questions/17532033/qglwidget-get-gl-contextes-for-windows
cfg.OGL.DC = wglGetCurrentDC();
qDebug() << "Window:" << cfg.OGL.Window;
// qDebug() << "Context:" << cfg.OGL.WglContext;
qDebug() << "DC:" << cfg.OGL.DC;
int DistortionCaps = 0;
DistortionCaps |= ovrDistortionCap_Chromatic;
// DistortionCaps |= ovrDistortionCap_TimeWarp; // Produces black screen...
DistortionCaps |= ovrDistortionCap_Vignette;
DistortionCaps |= ovrDistortionCap_HqDistortion;
bool VSyncEnabled(false); // TODO This is a guess.
if (!ovrHmd_ConfigureRendering(
hmd,
&cfg.Config,
/*(VSyncEnabled ? 0 : ovrHmdCap_NoVSync),*/
DistortionCaps,
hmd->DefaultEyeFov, // eyes,
eyeRenderDesc
)) {
qDebug() << "Could not configure OVR rendering.";
throw;
}
static const float nearPlane = 0.01;
for (int eye = 0; eye < 2; eye++) {
camera[eye]->aspectRatio.setValue(
(eyeRenderDesc[eye].Fov.LeftTan + eyeRenderDesc[eye].Fov.RightTan)
/ (eyeRenderDesc[eye].Fov.UpTan + eyeRenderDesc[eye].Fov.DownTan)
);
camera[eye]->nearDistance.setValue(nearPlane);
camera[eye]->farDistance.setValue(10000.0f);
camera[eye]->left.setValue(-eyeRenderDesc[eye].Fov.LeftTan * nearPlane);
camera[eye]->right.setValue(eyeRenderDesc[eye].Fov.RightTan * nearPlane);
camera[eye]->top.setValue(eyeRenderDesc[eye].Fov.UpTan * nearPlane);
camera[eye]->bottom.setValue(-eyeRenderDesc[eye].Fov.DownTan * nearPlane);
}
}
CoinRiftWidget::~CoinRiftWidget()
{
# ifdef USE_SO_OFFSCREEN_RENDERER
delete renderer;
# endif
for (int eye = 0; eye < 2; eye++) {
rootScene[eye]->unref();
ovrGLTextureData* texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
if (texData->TexId) {
glDeleteTextures(1, &texData->TexId);
texData->TexId = 0;
}
# ifdef USE_FRAMEBUFFER
if (frameBufferID[eye] != 0) {
// OVR::CAPI::GL::glDeleteFramebuffersExt(1, &frameBufferID[eye]); // TODO
frameBufferID[eye] = 0;
}
if (depthBufferID[eye] != 0) {
// OVR::CAPI::GL::glDeleteRenderbuffersExt(1, &depthBufferID[eye]); // TODO
depthBufferID[eye] = 0;
}
# endif
}
scene = 0;
// ovrHmd_StopSensor(hmd);
ovrHmd_Destroy(hmd);
}
void CoinRiftWidget::setBackgroundColor(const SbColor& Col)
{
BackgroundColor = Col;
renderer->setBackgroundColor(BackgroundColor);
}
void CoinRiftWidget::setSceneGraph(SoNode* sceneGraph)
{
rootScene[0]->replaceChild(scene, sceneGraph);
rootScene[1]->replaceChild(scene, sceneGraph);
scene = sceneGraph;
}
void CoinRiftWidget::resizeGL(int width, int height)
{
int side = qMin(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
void CoinRiftWidget::initializeGL()
{
makeCurrent();
// Infer hardware capabilities.
# ifdef USE_FRAMEBUFFER
OVR::CAPI::GL::InitGLExtensions();
if (OVR::CAPI::GL::glBindFramebuffer == NULL) {
qDebug() << "No GL extensions found.";
exit(4);
}
// Store old framebuffer.
GLint oldfb;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb);
# endif
// Create rendering target textures.
glEnable(GL_TEXTURE_2D);
for (int eye = 0; eye < 2; eye++) {
# ifdef USE_FRAMEBUFFER
OVR::CAPI::GL::glGenFramebuffers(1, &frameBufferID[eye]);
OVR::CAPI::GL::glBindFramebuffer(GL_FRAMEBUFFER_EXT, frameBufferID[eye]);
// Create the render buffer.
// TODO: need to check for OpenGl 3 or higher and load the functions JR 2014
/*OVR::CAPI::GL::*/ glGenRenderbuffers(1, &depthBufferID[eye]);
/*OVR::CAPI::GL::*/ glBindRenderbuffer(GL_RENDERBUFFER_EXT, depthBufferID[eye]);
/*OVR::CAPI::GL::*/ glRenderbufferStorage(
GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT16,
eyeTexture[eye].Header.TextureSize.w,
eyeTexture[eye].Header.TextureSize.h
);
// Attach renderbuffer to framebuffer.
OVR::CAPI::GL::glFramebufferRenderbuffer(
GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT,
depthBufferID[eye]
);
# endif
ovrGLTextureData* texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
texData->Header.API = ovrRenderAPI_OpenGL;
texData->Header.TextureSize = eyeTexture[eye].Header.TextureSize;
texData->Header.RenderViewport = eyeTexture[eye].Header.RenderViewport;
glGenTextures(1, &texData->TexId);
glBindTexture(GL_TEXTURE_2D, texData->TexId);
Q_ASSERT(!glGetError());
// Allocate storage for the texture.
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
eyeTexture[eye].Header.TextureSize.w,
eyeTexture[eye].Header.TextureSize.h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
NULL
);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
Q_ASSERT(!glGetError());
# ifdef USE_FRAMEBUFFER
// Attach texture to framebuffer color object.
OVR::CAPI::GL::glFramebufferTexture2D(
GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D,
texData->TexId,
0
);
if (OVR::CAPI::GL::glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
qDebug() << "ERROR: FrameBuffer is not operational!";
}
# endif
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
# ifdef USE_FRAMEBUFFER
// Continue rendering to the original frame buffer (likely 0, the onscreen buffer).
OVR::CAPI::GL::glBindFramebuffer(GL_FRAMEBUFFER_EXT, oldfb);
# endif
doneCurrent();
}
void CoinRiftWidget::paintGL()
{
const int ms(1000 / 75 /*fps*/);
QTimer::singleShot(ms, this, &CoinRiftWidget::updateGL);
// handling the safety warning
handlingSafetyWarning();
makeCurrent();
ovrPosef eyePose[2];
glEnable(GL_TEXTURE_2D);
ovrFrameTiming hmdFrameTiming = ovrHmd_BeginFrame(hmd, 0);
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
eyePose[eye] = ovrHmd_GetEyePose(hmd, eye);
SbRotation riftOrientation(
eyePose[eye].Orientation.x,
eyePose[eye].Orientation.y,
eyePose[eye].Orientation.z,
eyePose[eye].Orientation.w
);
camera[eye]->orientation.setValue(riftOrientation);
SbVec3f riftPosition
= SbVec3f(eyePose[eye].Position.x, eyePose[eye].Position.y, eyePose[eye].Position.z);
// SbVec3f originalPosition(camera[eye]->position.getValue());
SbVec3f viewAdjust(
eyeRenderDesc[eye].ViewAdjust.x,
eyeRenderDesc[eye].ViewAdjust.y,
eyeRenderDesc[eye].ViewAdjust.z
);
riftOrientation.multVec(viewAdjust, viewAdjust);
camera[eye]->position.setValue(basePosition - viewAdjust + riftPosition);
// Base::Console().log("Eye(%d) Pos: %f, %f, %f ViewAdjust: %f, %f, %f \n",eye,
// eyePose[eye].Position.x,
// eyePose[eye].Position.y,
// eyePose[eye].Position.z,
// eyeRenderDesc[eye].ViewAdjust.x,
// eyeRenderDesc[eye].ViewAdjust.y,
// eyeRenderDesc[eye].ViewAdjust.z);
# ifdef USE_SO_OFFSCREEN_RENDERER
ovrGLTextureData* texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
glBindTexture(GL_TEXTURE_2D, texData->TexId);
renderer->render(rootScene[eye]);
Q_ASSERT(!glGetError());
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
eyeTexture[eye].Header.TextureSize.w,
eyeTexture[eye].Header.TextureSize.h,
0,
GL_RGBA /*GL_BGRA*/,
GL_UNSIGNED_BYTE,
renderer->getBuffer()
);
Q_ASSERT(!glGetError());
glBindTexture(GL_TEXTURE_2D, 0);
# endif
# ifdef USE_FRAMEBUFFER
// Clear state pollution from OVR SDK.
glBindTexture(GL_TEXTURE_2D, 0); // You need this, at least if (hmdDesc.DistortionCaps &
// ovrDistortion_Chromatic).
OVR::CAPI::GL::glUseProgram(0); // You need this even more.
GLint oldfb;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb);
// Set up framebuffer for rendering.
OVR::CAPI::GL::glBindFramebuffer(GL_FRAMEBUFFER_EXT, frameBufferID[eye]);
m_sceneManager->setSceneGraph(rootScene[eye]);
// m_sceneManager->setCamera(camera[eye]); // SoSceneManager does this implicitly.
m_sceneManager->render();
// Continue rendering to the original frame buffer (likely 0, the onscreen buffer).
OVR::CAPI::GL::glBindFramebuffer(GL_FRAMEBUFFER_EXT, oldfb);
Q_ASSERT(!glGetError());
# endif
// camera[eye]->position.setValue(originalPosition);
}
// Submit the texture for distortion.
ovrHmd_EndFrame(hmd, eyePose, eyeTexture);
// Swap buffers.
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
// ovrHmd_EndFrame(hmd);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
doneCurrent();
}
void CoinRiftWidget::handlingSafetyWarning(void)
{
// Health and Safety Warning display state.
ovrHSWDisplayState hswDisplayState;
ovrHmd_GetHSWDisplayState(hmd, &hswDisplayState);
if (hswDisplayState.Displayed) {
// Dismiss the warning if the user pressed the appropriate key or if the user
// is tapping the side of the HMD.
// If the user has requested to dismiss the warning via keyboard or controller input...
// if (Util_GetAndResetHSWDismissedState())
ovrHmd_DismissHSWDisplay(hmd);
// else
//{
// // Detect a moderate tap on the side of the HMD.
// ovrTrackingState ts = ovrHmd_GetTrackingState(hmd, ovr_GetTimeInSeconds());
// if (ts.StatusFlags & ovrStatus_OrientationTracked)
// {
// const OVR::Vector3f v(ts.RawSensorData.Accelerometer.x,
// ts.RawSensorData.Accelerometer.y,
// ts.RawSensorData.Accelerometer.z);
// // Arbitrary value and representing moderate tap on the side of the DK2 Rift.
// if (v.LengthSq() > 250.f)
// ovrHmd_DismissHSWDisplay(hmd);
// }
// }
}
}
# ifdef BUILD_RIFT_TEST_MAIN
int main(int argc, char* argv[])
{
SoDB::init();
QApplication app(argc, argv);
qAddPostRoutine(cleanup);
// Moved here because of
// https://developer.oculusvr.com/forums/viewtopic.php?f=17&t=7915&p=108503#p108503 Init libovr.
if (!ovr_Initialize()) {
qDebug() << "Could not initialize Oculus SDK.";
exit(1);
}
CoinRiftWidget window;
window.show();
// An example scene.
static const char* inlineSceneGraph[] = {
"#Inventor V2.1 ascii\n",
"\n",
"Separator {\n",
" Rotation { rotation 1 0 0 0.3 }\n",
" Cone { }\n",
" BaseColor { rgb 1 0 0 }\n",
" Scale { scaleFactor .7 .7 .7 }\n",
" Cube { }\n",
"\n",
" DrawStyle { style LINES }\n",
" ShapeHints { vertexOrdering COUNTERCLOCKWISE }\n",
" Coordinate3 {\n",
" point [\n",
" -2 -2 1.1, -2 -1 1.1, -2 1 1.1, -2 2 1.1,\n",
" -1 -2 1.1, -1 -1 1.1, -1 1 1.1, -1 2 1.1\n",
" 1 -2 1.1, 1 -1 1.1, 1 1 1.1, 1 2 1.1\n",
" 2 -2 1.1, 2 -1 1.1, 2 1 1.1, 2 2 1.1\n",
" ]\n",
" }\n",
"\n",
" Complexity { value 0.7 }\n",
" NurbsSurface {\n",
" numUControlPoints 4\n",
" numVControlPoints 4\n",
" uKnotVector [ 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 ]\n",
" vKnotVector [ 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 ]\n",
" }\n",
"}\n",
NULL
};
SoInput in;
in.setStringArray(inlineSceneGraph);
window.setSceneGraph(SoDB::readAll(&in));
return app.exec();
}
# endif // BUILD_RIFT_TEST_MAIN
#endif // BUILD_VR