示例#1
0
文件: main.py 项目: aib/MPv2
def blit_multisampled_fbo(width, height, fbo):
	if fbo == 0: return

	GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
	GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, fbo)
	GL.glDrawBuffer(GL.GL_BACK)
	GL.glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST)
	GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fbo)
示例#2
0
    def render(self, scene, camera, light=(1.0, 1.0, 1.0)):
        # tr = tracker.SummaryTracker()

        self.ctx.clear()

        # create a C-style binary buffer for the scene data
        scene_packed = scene.pack()
        vbo = self.ctx.buffer(scene_packed)

        # merge the textures and load them into a buffer
        scene.pack_textures()

        # load the scene data (vertices, colors, etc.) into the renderer
        vao = self.ctx.simple_vertex_array(self.prog, vbo,
                                           *self.shader["params"])

        # get the camera parameters and feed them into the renderer
        proj, lookat = camera.get_view_model()
        self.prog['model'].write((proj * lookat).astype('f4').tobytes())
        self.prog['Light'].value = light
        # prog['Color'].value = (1.0, 1.0, 1.0, 0.25)

        # render out the current
        vao.render(moderngl.TRIANGLES)

        if self.msaa > 0:

            gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo_msaa.glo)
            gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.fbo.glo)
            gl.glBlitFramebuffer(0, 0, self.size[0], self.size[1], 0, 0,
                                 self.size[0], self.size[1],
                                 gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT, gl.GL_NEAREST)

            # gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo_msaa.glo)
            # gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.fbo.glo)
            # gl.glBlitFramebuffer(0, 0, self.size[0], self.size[1], 0, 0,
            #                      self.size[0], self.size[1],
            #                      , gl.GL_LINEAR)

        # get the RGB data and convert to numpy array
        raw = self.fbo.read(components=4, dtype='f4')  # RGBA, floats
        img = np.frombuffer(
            raw, dtype='f4').reshape((camera.height, camera.width, 4))

        # the y axis is flipped during rendering, so we have to unflip this.
        # and the image has 4 channels: RGB+Alpha, but we don't care about alpha.
        # note that the image will be numpy.float32 in range [0,1]
        img = img[::-1, :, :3]

        # get the depth buffer and conver to numpy
        depth = np.frombuffer(
            self.dbo_smol.read(alignment=1),
            dtype=np.dtype('f4')).reshape(camera.size())
        # similar to the RGB, the dept is flipped upside-down as well so we need to unflip.
        depth = depth[::-1, :]

        # tr.print_diff()
        return img, depth
示例#3
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 def submit(self, eye):
     if self.multisample > 0:
         GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.fb)
         GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.resolve_fb)
         GL.glBlitFramebuffer(0, 0, self.width, self.height, 0, 0,
                              self.width, self.height,
                              GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
         GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
         GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
     openvr.VRCompositor().submit(eye, self.texture)
示例#4
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 def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
     # Copy blocks from the fbo_msaa to the drawn fbo using Blit
     pw, ph = (self.pixel_width, self.pixel_height)
     gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo_msaa.glo)
     gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.fbo.glo)
     gl.glBlitFramebuffer(0, 0, pw, ph, 0, 0, pw, ph, gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR)
     return self.fbo.read(
         viewport=self.fbo.viewport,
         components=self.n_channels,
         dtype=dtype,
     )
示例#5
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 def render(self, gltf, nodes, window_size=(800, 600)):
     self.vr_compositor.waitGetPoses(self._poses, openvr.k_unMaxTrackedDeviceCount, None, 0)
     hmd_pose = self._poses[openvr.k_unTrackedDeviceIndex_Hmd]
     if not hmd_pose.bPoseIsValid:
         return
     hmd_34 = np.ctypeslib.as_array(cast(hmd_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                    shape=(3,4))
     self.view[:3,:] = hmd_34
     view = np.linalg.inv(self.view.T)
     poses = [hmd_34]
     for i in self._controller_indices:
         controller_pose = self._poses[i]
         if controller_pose.bPoseIsValid:
             pose_34 = np.ctypeslib.as_array(cast(controller_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                             shape=(3,4))
             poses.append(pose_34)
     view.dot(self.eye_transforms[0], out=self.view_matrices[0])
     view.dot(self.eye_transforms[1], out=self.view_matrices[1])
     for eye in (0, 1):
         gl.glViewport(0, 0, self.vr_framebuffers[eye].width, self.vr_framebuffers[eye].height)
         gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.vr_framebuffers[eye].fb)
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         gltfu.set_material_state.current_material = None
         gltfu.set_technique_state.current_technique = None
         for node in nodes:
             gltfu.draw_node(node, gltf,
                             projection_matrix=self.projection_matrices[eye],
                             view_matrix=self.view_matrices[eye])
         self.controllers.display_gl(self.view_matrices[eye], self.projection_matrices[eye])
     # self.vr_compositor.submit(openvr.Eye_Left, self.vr_framebuffers[0].texture)
     # self.vr_compositor.submit(openvr.Eye_Right, self.vr_framebuffers[1].texture)
     self.vr_framebuffers[0].submit(openvr.Eye_Left)
     self.vr_framebuffers[1].submit(openvr.Eye_Right)
     # mirror left eye framebuffer to screen:
     gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.vr_framebuffers[0].fb)
     gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
     gl.glBlitFramebuffer(0, 0, self.vr_framebuffers[0].width, self.vr_framebuffers[0].height,
                          0, 0, window_size[0], window_size[1],
                          gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
     gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
     self._frames_rendered += 1
     if self._poll_tracked_device_frequency and self._frames_rendered % self._poll_tracked_device_frequency == 0:
         self._poll_tracked_device_count()
示例#6
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def v_render():
    ''' render to vr and window '''
    global hmd, ctx, window
    # resolve multi-sample offscreen buffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height, 0, 0, 2 * hmd.width,
                         hmd.height, gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to window, left only, window is half-size
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT)
    gl.glBlitFramebuffer(0, 0, hmd.width, hmd.height, 0, 0, hmd.width // 2,
                         hmd.height // 2, gl.GL_COLOR_BUFFER_BIT,
                         gl.GL_NEAREST)
    # blit to vr texture
    gl.glActiveTexture(gl.GL_TEXTURE2)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1,
                              gl.GL_TEXTURE_2D, hmd.idtex, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height, 0, 0, 2 * hmd.width,
                         hmd.height, gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1,
                              gl.GL_TEXTURE_2D, 0, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    openvr.VRCompositor().submit(openvr.Eye_Left, hmd.vTex, hmd.boundLeft)
    openvr.VRCompositor().submit(openvr.Eye_Right, hmd.vTex, hmd.boundRight)
    # swap if window is double-buffered, flush just in case
    if ctx.con.windowDoublebuffer:
        glfw.swap_buffers(window)
    gl.glFlush()
示例#7
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def v_render():
    ''' render to vr and window '''
    global hmd, ctx, window
    # resolve multi-sample offscreen buffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to window, left only, window is half-size
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT)
    gl.glBlitFramebuffer(0, 0, hmd.width, hmd.height,
                         0, 0, hmd.width // 2, hmd.height // 2,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to vr texture
    gl.glActiveTexture(gl.GL_TEXTURE2)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, hmd.idtex, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, 0, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    openvr.VRCompositor().submit(openvr.Eye_Left, hmd.vTex, hmd.boundLeft)
    openvr.VRCompositor().submit(openvr.Eye_Right, hmd.vTex, hmd.boundRight)
    # swap if window is double-buffered, flush just in case
    if ctx.con.windowDoublebuffer:
        glfw.swap_buffers(window)
    gl.glFlush()
def render():
    global image

    # Draw to the offscreen FBO
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, fbo)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)

    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)

    # Start to copy off to the pixel buffer; this will continue
    # asynchronously with frame delay
    gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, pb)
    # Yes, you have to do glBufferData every time
    gl.glBufferData(gl.GL_PIXEL_PACK_BUFFER, WINDOW_WIDTH * WINDOW_HEIGHT * 4,
            ctypes.c_void_p(0), gl.GL_DYNAMIC_READ)
    gl.glReadPixels(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, gl.GL_RGBA,
            gl.GL_UNSIGNED_BYTE, ctypes.c_void_p(0))

    # Copy from offscreen framebuffer to display framebuffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, fbo)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glDrawBuffer(gl.GL_BACK_LEFT)

    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glBlitFramebuffer(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, 0, WINDOW_WIDTH,
            WINDOW_HEIGHT, gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)

    # Now actually map to the pixel buffer and copy image data
    image_data_p = ctypes.c_void_p(gl.glMapBuffer(gl.GL_PIXEL_PACK_BUFFER,
            gl.GL_READ_ONLY))
    image_data_ubyte_p = ctypes.cast(image_data_p,
            ctypes.POINTER(ctypes.c_ubyte))
    image = np.ctypeslib.as_array(image_data_ubyte_p, shape=(WINDOW_WIDTH,
            WINDOW_HEIGHT, 4))
    gl.glUnmapBuffer(gl.GL_PIXEL_PACK_BUFFER)
示例#9
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文件: viewer.py 项目: padeler/PyGLer
 def on_draw(self):
     if self.started is False:
         return
     
     view = self.controller.getViewM()
     self.shader.uniform_matrixf("viewM", view)
     red,green,blue,alpha = 1,1,1,1
     GL.glClearColor(red,green,blue,alpha)
     
     if self.useFBO is True:
         GL.glBindFramebuffer(GL.GL_FRAMEBUFFER,self.fbo)
         GL.glDrawBuffers(2,self.renderBufferAt)
         self._draw() # Draw on the FBO
         GL.glBindFramebuffer(GL.GL_FRAMEBUFFER,0)
         
         GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.fbo);
         GL.glReadBuffer(GL.GL_COLOR_ATTACHMENT0); # read from FBO color0
          
         GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0);
         GL.glDrawBuffers((GL.GL_BACK,)) # write to window frame buffer color0
          
         GL.glBlitFramebuffer(0,0,self.fboWidth,self.fboHeight,0,0,self.width,self.height,GL.GL_COLOR_BUFFER_BIT,GL.GL_LINEAR)
     else:
         self._draw()
示例#10
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 def render_stereo_targets(self):
     GL.glClearColor(0, 0, 0, 1)
     GL.glEnable(GL.GL_MULTISAMPLE)
     # Left Eye
     GL.glBindFramebuffer(GL.GL_FRAMEBUFFER,
                          self.left_eye_desc.render_framebuffer_id)
     GL.glViewport(0, 0, self.render_width, self.render_height)
     self.render_scene(openvr.Eye_Left)
     GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
     GL.glDisable(GL.GL_MULTISAMPLE)
     GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER,
                          self.left_eye_desc.render_framebuffer_id)
     GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER,
                          self.left_eye_desc.resolve_framebuffer_id)
     GL.glBlitFramebuffer(0, 0, self.render_width, self.render_height, 0, 0,
                          self.render_width, self.render_height,
                          GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
     GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
     GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
     # Right Eye
     GL.glEnable(GL.GL_MULTISAMPLE)
     GL.glBindFramebuffer(GL.GL_FRAMEBUFFER,
                          self.right_eye_desc.render_framebuffer_id)
     GL.glViewport(0, 0, self.render_width, self.render_height)
     self.render_scene(openvr.Eye_Right)
     GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
     GL.glDisable(GL.GL_MULTISAMPLE)
     GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER,
                          self.right_eye_desc.render_framebuffer_id)
     GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER,
                          self.right_eye_desc.resolve_framebuffer_id)
     GL.glBlitFramebuffer(0, 0, self.render_width, self.render_height, 0, 0,
                          self.render_width, self.render_height,
                          GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
     GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
     GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
示例#11
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    def renderToImage(self, width, height, filename=None, num_samples=16):
        """Render the current active GLWindow into a file"""
        import copy
        import OpenGL.GL as GL
        from qtpy import QtOpenGL
        viewport = GL.glGetIntegerv( GL.GL_VIEWPORT )
        GL.glViewport(0, 0, width, height)
        GL.glEnable(GL.GL_MULTISAMPLE)

        # =======================================
        # create framebuffer without multisampling
        simple_fb = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, simple_fb)

        # create renderbuffer for image without multisampling
        simple_rb = GL.glGenRenderbuffers(1)
        GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, simple_rb)
        GL.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_RGBA8, width, height)
        GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, simple_rb)

        # =======================================
        # create framebuffer with multisampling
        fb = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb)

        # create renderbuffer for image
        rb = GL.glGenRenderbuffers(1)
        GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, rb)
        GL.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, num_samples, GL.GL_RGBA8, width, height)
        GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, rb)

        # renderbuffer for depth
        depth_rb = GL.glGenRenderbuffers(1)
        GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, depth_rb)
        GL.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, num_samples, GL.GL_DEPTH_COMPONENT32, width, height)
        GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, depth_rb)

        # render image
        self.window_tabber.activeGLWindow.glWidget.paintGL()
        GL.glFinish()

        # blit image from multisampled framebuffer to simple frambuffer
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, fb)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, simple_fb)
        GL.glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, simple_fb)

        data = GL.glReadPixels(0, 0, width, height, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, outputType=None)
        import PIL.Image as im
        image = im.frombytes('RGBA', (width,height), data).transpose(im.FLIP_TOP_BOTTOM)

        if filename!=None:
            image.save(filename)

        # cleanup
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
        GL.glDeleteFramebuffers(2, [fb, simple_fb])
        GL.glDeleteRenderbuffers(2, [rb, simple_rb])
        GL.glDeleteRenderbuffers(1, [depth_rb])

        GL.glViewport(*viewport)
        return image
    def render(self, meshes=None, **frame_data):
        self.vr_compositor.waitGetPoses(self.poses,
                                        openvr.k_unMaxTrackedDeviceCount, None,
                                        0)
        hmd_pose = self.poses[openvr.k_unTrackedDeviceIndex_Hmd]
        if not hmd_pose.bPoseIsValid:
            yield None
            return
        hmd_34 = np.ctypeslib.as_array(cast(
            hmd_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                       shape=(3, 4))
        poses = [hmd_34]
        velocities = [np.ctypeslib.as_array(hmd_pose.vVelocity.v)]
        angular_velocities = [
            np.ctypeslib.as_array(hmd_pose.vAngularVelocity.v)
        ]
        for i in self._controller_indices:
            controller_pose = self.poses[i]
            if controller_pose.bPoseIsValid:
                pose_34 = np.ctypeslib.as_array(cast(
                    controller_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                                shape=(3, 4))
                poses.append(pose_34)
                velocities.append(
                    np.ctypeslib.as_array(controller_pose.vVelocity.v))
                angular_velocities.append(
                    np.ctypeslib.as_array(controller_pose.vAngularVelocity.v))
        hmd_matrix = self.hmd_matrix
        hmd_matrix_inv = self.hmd_matrix_inv
        hmd_matrix[:, :3] = hmd_34.T
        hmd_matrix_inv[:3, :3] = hmd_34[:, :3]
        np.dot(hmd_matrix[:3, :3],
               hmd_matrix[3, :3],
               out=hmd_matrix_inv[3, :3])
        hmd_matrix_inv[3, :3] *= -1
        for eye in (0, 1):
            np.dot(hmd_matrix_inv,
                   self.eye_transforms[eye],
                   out=self.eye_matrices[eye])
            np.dot(self.eye_to_head_transforms[eye],
                   hmd_matrix,
                   out=self.camera_matrices[eye])
        frame_data.update({
            'hmd_pose':
            hmd_34,
            'hmd_velocity':
            velocities[0],
            'hmd_angular_velocity':
            angular_velocities[0],
            'controller_indices':
            self._controller_indices,
            'controller_poses':
            poses[1:],
            'controller_velocities':
            velocities[1:],
            'controller_angular_velocities':
            angular_velocities[1:],
            'camera_matrices':
            self.camera_matrices,
            'eye_matrices':
            self.eye_matrices,
            'projection_matrices':
            self.projection_matrices,
            'projection_lrbts':
            self.projection_lrbts,
            'window_size':
            self.render_target_size,
            'iResolution':
            self.render_target_size,
            'znear':
            self.znear,
            'zfar':
            self.zfar
        })
        # if self._nframes % 90 == 0:
        #     _logger.debug('yielding frame_data:\n\n%s\n\n',
        #                   '\n'.join('%s:\n%s' % item for item in frame_data.items()))
        yield frame_data

        for eye in (0, 1):
            gl.glViewport(0, 0, self.vr_framebuffers[eye].width,
                          self.vr_framebuffers[eye].height)
            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER,
                                 self.vr_framebuffers[eye].fb)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            frame_data['view_matrix'] = self.eye_matrices[eye]
            frame_data['camera_matrix'] = self.camera_matrices[eye]
            frame_data['projection_matrix'] = self.projection_matrices[eye]
            frame_data['projection_lrbt'] = self.projection_lrbts[eye]
            # if self._nframes % 90 == 0:
            #     _logger.debug('drawing for eye %d with frame_data:\n\n%s\n\n', eye,
            #                   '\n'.join('%s:\n%s' % item for item in frame_data.items()))
            if meshes is not None:
                for mesh in meshes:
                    mesh.draw(**frame_data)
        #self.vr_compositor.submit(openvr.Eye_Left, self.vr_framebuffers[0].texture)
        #self.vr_compositor.submit(openvr.Eye_Right, self.vr_framebuffers[1].texture)
        self.vr_framebuffers[0].submit(openvr.Eye_Left)
        self.vr_framebuffers[1].submit(openvr.Eye_Right)
        # mirror left eye framebuffer to screen:
        gl.glBindFramebuffer(
            gl.GL_READ_FRAMEBUFFER, self.vr_framebuffers[0].resolve_fb
            if self.vr_framebuffers[0].multisample else
            self.vr_framebuffers[0].fb)
        gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
        gl.glBlitFramebuffer(0, 0, self.vr_framebuffers[0].width,
                             self.vr_framebuffers[0].height, 0, 0,
                             self.window_size[0], self.window_size[1],
                             gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT,
                             gl.GL_NEAREST)
        self._nframes += 1
示例#13
0
def main():
    # start GLFW
    if not glfw.init():
        return -1

    # setup GLFW window options
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 2)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)

    # open the window
    window = glfw.create_window(800, 600, "Oculus Test", None, None)

    if not window:
        glfw.terminate()

    # always call this before setting up render layers
    glfw.make_context_current(window)

    # disable v-sync, we are syncing to the v-trace of head-set, leaving this on
    # will cause the HMD to lock to the frequency/phase of the display.
    glfw.swap_interval(0)

    # --------------------------------------------------------------------------
    # Configure Rendering

    # initialize the runtime
    if failure(initialize()):
        _, msg = getLastErrorInfo()
        raise RuntimeError(msg)

    # create a new session
    if failure(create()):
        _, msg = getLastErrorInfo()
        raise RuntimeError(msg)

    # get general information about the HMD
    hmdInfo = getHmdInfo()

    # specify the eye render FOV for each render layer
    for eye, fov in enumerate(hmdInfo.defaultEyeFov):
        setEyeRenderFov(eye, fov)

    # get the optimal buffer dimensions for each eye
    texSizeLeft = calcEyeBufferSize(LIBOVR_EYE_LEFT)
    texSizeRight = calcEyeBufferSize(LIBOVR_EYE_RIGHT)

    # We are using a shared texture, so we need to combine dimensions.
    bufferW = texSizeLeft[0] + texSizeRight[0]
    bufferH = max(texSizeLeft[1], texSizeRight[1])

    # initialize texture swap chain
    createTextureSwapChainGL(LIBOVR_TEXTURE_SWAP_CHAIN0, bufferW, bufferH)

    # set the same swap chain for both eyes since we are using a shared buffer
    for eye in range(LIBOVR_EYE_COUNT):
        setEyeColorTextureSwapChain(eye, LIBOVR_TEXTURE_SWAP_CHAIN0)

    # determine the viewports for each eye's image on the buffer
    eye_w = int(bufferW / 2)
    eye_h = bufferH

    # set the viewports
    viewports = ((0, 0, eye_w, eye_h), (eye_w, 0, eye_w, eye_h))
    for eye, vp in enumerate(viewports):
        setEyeRenderViewport(eye, vp)

    # enable high quality mode
    setHighQuality(True)

    # create a frame buffer object as a render target for the HMD textures
    fboId = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(fboId))
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)
    depthRb_id = GL.GLuint()
    GL.glGenRenderbuffers(1, ctypes.byref(depthRb_id))
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, depthRb_id)
    GL.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
                             int(bufferW),
                             int(bufferH))  # buffer size used here!
    GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT,
                                 GL.GL_RENDERBUFFER, depthRb_id)
    GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT,
                                 GL.GL_RENDERBUFFER, depthRb_id)
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, 0)
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

    # mirror texture FBO
    mirrorFbo = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(mirrorFbo))

    # setup a mirror texture, same size as the window
    createMirrorTexture(800, 600)

    # frame index, increment this every frame
    frame_index = 0

    # begin application loop
    while not glfw.window_should_close(window):
        # wait for the buffer to be freed by the compositor, this is like
        # waiting for v-sync.
        waitToBeginFrame(frame_index)

        # predicted mid-frame time
        abs_time = getPredictedDisplayTime(frame_index)

        # get the current tracking state
        tracking_state, calibrated_origin = getTrackingState(abs_time, True)

        # calculate eye poses, this needs to be called every frame
        headPose, state = tracking_state[LIBOVR_TRACKED_DEVICE_TYPE_HMD]
        calcEyePoses(headPose.pose)

        # start frame rendering
        beginFrame(frame_index)

        # bind the render FBO
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)

        # get the current texture handle for this eye view, these are queued
        # in the swap chain  and released when free. Making draw calls to
        # any other texture in the swap chain not returned here will report
        # and error.
        _, swapIdx = getTextureSwapChainCurrentIndex(
            LIBOVR_TEXTURE_SWAP_CHAIN0)
        _, tex_id = getTextureSwapChainBufferGL(LIBOVR_TEXTURE_SWAP_CHAIN0,
                                                swapIdx)

        # bind the returned texture ID to the frame buffer's texture slot
        GL.glFramebufferTexture2D(GL.GL_DRAW_FRAMEBUFFER,
                                  GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D,
                                  tex_id, 0)

        # for each eye, do some rendering
        for eye in range(LIBOVR_EYE_COUNT):
            # Set the viewport as what was configured for the render layer. We
            # also need to enable scissor testings with the same rect as the
            # viewport. This constrains rendering operations to one partition of
            # of the buffer since we are using a 'packed' layout.
            vp = getEyeRenderViewport(eye)
            GL.glViewport(*vp)
            GL.glScissor(*vp)

            # Get view and projection matrices, must be flattened assuming
            # column-major ('F') order into a 1x16 vector.
            P = np.ctypeslib.as_ctypes(
                getEyeProjectionMatrix(eye).flatten('F'))
            MV = np.ctypeslib.as_ctypes(getEyeViewMatrix(eye).flatten('F'))

            # Note - you don't need to get eye projection matrices each frame,
            # they are computed only when the eye FOVs are updated. You can
            # compute the eye projection matrices once before entering your
            # render loop if you don't plan on changing them during a session.
            #
            # However, the view matrices should be computed every frame!

            GL.glEnable(GL.GL_SCISSOR_TEST)  # enable scissor test
            GL.glEnable(GL.GL_DEPTH_TEST)

            # Set the projection matrix.
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GL.glMultMatrixf(P)

            # Set the view matrix. This contains the translation for the head in
            # the virtual space computed by the API.
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glMultMatrixf(MV)

            # Note - We are not using shaders here to keep things simple.
            # However, you can pass computed transforms to a shader program
            # if you like.

            # Okay, let's begin drawing stuff. Clear the background first.
            GL.glClearColor(0.5, 0.5, 0.5, 1.0)
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

            # Draw a white 2x2 meter square positioned 5 meters in front of the
            # virtual space's origin.
            GL.glColor3f(1.0, 1.0, 1.0)
            GL.glPushMatrix()
            GL.glBegin(GL.GL_QUADS)
            GL.glVertex3f(-1.0, -1.0, -5.0)
            GL.glVertex3f(-1.0, 1.0, -5.0)
            GL.glVertex3f(1.0, 1.0, -5.0)
            GL.glVertex3f(1.0, -1.0, -5.0)
            GL.glEnd()
            GL.glPopMatrix()

        GL.glDisable(GL.GL_DEPTH_TEST)

        # commit the texture when were done drawing to it
        commitTextureSwapChain(LIBOVR_TEXTURE_SWAP_CHAIN0)

        # unbind the frame buffer, we're done with it
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        # end frame rendering, submitting the eye layer to the compositor
        endFrame(frame_index)

        # increment frame index
        frame_index += 1

        # blit mirror texture
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, mirrorFbo)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        _, mirrorId = getMirrorTexture()

        # bind the rift's mirror texture to the framebuffer
        GL.glFramebufferTexture2D(GL.GL_READ_FRAMEBUFFER,
                                  GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D,
                                  mirrorId, 0)

        # render the mirror texture to the on-screen window's back buffer
        GL.glViewport(0, 0, 800, 600)
        GL.glScissor(0, 0, 800, 600)
        GL.glClearColor(0.0, 0.0, 0.0, 1.0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        GL.glBlitFramebuffer(
            0,
            0,
            800,
            600,
            0,
            600,
            800,
            0,  # this flips the texture
            GL.GL_COLOR_BUFFER_BIT,
            GL.GL_NEAREST)

        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        # if button 'A' is released on the touch controller, recenter the
        # viewer in the scene. If 'B' was pressed, exit the loop.
        updateInputState(LIBOVR_CONTROLLER_TYPE_TOUCH)
        A = getButton(LIBOVR_CONTROLLER_TYPE_TOUCH, LIBOVR_BUTTON_A, 'falling')
        B = getButton(LIBOVR_CONTROLLER_TYPE_TOUCH, LIBOVR_BUTTON_B, 'falling')

        if A[0]:  # first value is the state, second is the polling time
            recenterTrackingOrigin()
        elif B[0]:
            # exit if button 'B' is pressed
            break

        # flip the GLFW window and poll events
        glfw.swap_buffers(window)
        glfw.poll_events()

    # free resources
    destroyMirrorTexture()
    destroyTextureSwapChain(LIBOVR_TEXTURE_SWAP_CHAIN0)
    destroy()

    # end the rift session cleanly
    shutdown()

    # close the GLFW application
    glfw.terminate()

    return 0
示例#14
0
    def render(self, meshes=None):
        self.vr_compositor.waitGetPoses(self.poses,
                                        openvr.k_unMaxTrackedDeviceCount, None,
                                        0)
        hmd_pose = self.poses[openvr.k_unTrackedDeviceIndex_Hmd]
        if not hmd_pose.bPoseIsValid:
            yield None
            return
        hmd_34 = np.ctypeslib.as_array(cast(
            hmd_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                       shape=(3, 4))
        poses = [hmd_34]
        velocities = [np.ctypeslib.as_array(hmd_pose.vVelocity.v)]
        angular_velocities = [
            np.ctypeslib.as_array(hmd_pose.vAngularVelocity.v)
        ]
        self.hmd_matrix[:, :3] = hmd_34.T
        view = np.linalg.inv(self.hmd_matrix)
        for i in self._controller_indices:
            controller_pose = self.poses[i]
            if controller_pose.bPoseIsValid:
                pose_34 = np.ctypeslib.as_array(cast(
                    controller_pose.mDeviceToAbsoluteTracking.m, c_float_p),
                                                shape=(3, 4))
                poses.append(pose_34)
                velocities.append(
                    np.ctypeslib.as_array(controller_pose.vVelocity.v))
                angular_velocities.append(
                    np.ctypeslib.as_array(controller_pose.vAngularVelocity.v))
        for eye in (0, 1):
            view.dot(self.eye_transforms[eye], out=self.view_matrices[eye])

        frame_data = {
            'hmd_pose': hmd_34,
            'hmd_velocity': velocities[0],
            'hmd_angular_velocity': angular_velocities[0],
            'controller_poses': poses[1:],
            'controller_velocities': velocities[1:],
            'controller_angular_velocities': angular_velocities[1:],
            'view_matrices': self.view_matrices,
            'projection_matrices': self.projection_matrices,
        }

        yield frame_data

        gl.glViewport(0, 0, self.vr_framebuffers[0].width,
                      self.vr_framebuffers[0].height)
        for eye in (0, 1):
            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER,
                                 self.vr_framebuffers[eye].fb)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            frame_data['view_matrix'] = self.view_matrices[eye]
            frame_data['projection_matrix'] = self.projection_matrices[eye]
            if meshes is not None:
                for mesh in meshes:
                    mesh.draw(**frame_data)
        #self.vr_compositor.submit(openvr.Eye_Left, self.vr_framebuffers[0].texture)
        self.vr_framebuffers[0].submit(openvr.Eye_Left)
        #self.vr_compositor.submit(openvr.Eye_Right, self.vr_framebuffers[1].texture)
        self.vr_framebuffers[1].submit(openvr.Eye_Right)
        # mirror left eye framebuffer to screen:
        # gl.glBlitNamedFramebuffer(self.vr_framebuffers[0].fb, 0,
        #                           0, 0, self.vr_framebuffers[0].width, self.vr_framebuffers[0].height,
        #                           0, 0, self.window_size[0], self.window_size[1],
        #                           gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT | gl.GL_STENCIL_BUFFER_BIT, gl.GL_LINEAR)
        gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER,
                             self.vr_framebuffers[0].fb)
        gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
        gl.glBlitFramebuffer(0, 0, self.vr_framebuffers[0].width,
                             self.vr_framebuffers[0].height, 0, 0,
                             self.window_size[0], self.window_size[1],
                             gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
        gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
示例#15
0
    def frame(self):

        ovr.waitToBeginFrame(self._i_frame)

        abs_time = ovr.getPredictedDisplayTime(self._i_frame)
        tracking_state = ovr.getTrackingState(abs_time, True)
        ovr.calcEyePoses(tracking_state.headPose.thePose)

        self.ypr = tracking_state.headPose.thePose.getYawPitchRoll()

        (self.yaw, self.pitch, self.roll) = self.ypr

        ovr.beginFrame(self._i_frame)

        (_,
         i_swap) = ovr.getTextureSwapChainCurrentIndex(ovr.TEXTURE_SWAP_CHAIN0)
        (_, i_t) = ovr.getTextureSwapChainBufferGL(ovr.TEXTURE_SWAP_CHAIN0,
                                                   i_swap)

        if self._msaa == 1:
            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.i_fbo)
            gl.glFramebufferTexture2D(
                gl.GL_DRAW_FRAMEBUFFER,  # target
                gl.GL_COLOR_ATTACHMENT0,  # attachment
                gl.GL_TEXTURE_2D,  # tex target
                i_t,  # texture
                0,  # level
            )
        else:
            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.i_msaa_fbo)
            gl.glEnable(gl.GL_MULTISAMPLE)

        # "OpenGL will automatically convert the output colors from linear to the sRGB
        # colorspace if, and only if, GL_FRAMEBUFFER_SRGB is enabled"
        gl.glEnable(gl.GL_FRAMEBUFFER_SRGB)

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        view = ovr.getEyeViewMatrix(0)

        yield view

        if self._msaa > 1:

            gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.i_msaa_fbo)
            gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.i_fbo)

            gl.glFramebufferTexture2D(
                gl.GL_DRAW_FRAMEBUFFER,
                gl.GL_COLOR_ATTACHMENT0,
                gl.GL_TEXTURE_2D,
                i_t,
                0,
            )

            gl.glBlitFramebuffer(
                0,
                0,
                self.tex_width,
                self.tex_height,
                0,
                0,
                self.tex_width,
                self.tex_height,
                gl.GL_COLOR_BUFFER_BIT,
                gl.GL_NEAREST,
            )

            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)

        ovr.commitTextureSwapChain(ovr.TEXTURE_SWAP_CHAIN0)

        gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)

        ovr.endFrame(self._i_frame)

        if self.mirror:

            gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.i_mirror_fbo)
            gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)

            (_, mirror_id) = ovr.getMirrorTexture()

            # bind the rift's mirror texture to the framebuffer
            gl.glFramebufferTexture2D(
                gl.GL_READ_FRAMEBUFFER,
                gl.GL_COLOR_ATTACHMENT0,
                gl.GL_TEXTURE_2D,
                mirror_id,
                0,
            )

            # render the mirror texture to the on-screen window's back buffer
            gl.glViewport(0, 0, self.tex_width, self.tex_height)
            gl.glBlitFramebuffer(
                0,
                0,
                self.tex_width,
                self.tex_height,
                0,
                self.tex_height // 2,
                self.tex_width // 2,
                0,  # this flips the texture
                gl.GL_COLOR_BUFFER_BIT,
                gl.GL_NEAREST,
            )

            gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)

        gl.glDisable(gl.GL_FRAMEBUFFER_SRGB)

        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glDisable(gl.GL_SCISSOR_TEST)

        self._i_frame += 1
示例#16
0
def main():
    # start GLFW
    if not glfw.init():
        return -1

    # setup GLFW window options
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 2)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)

    # open the window
    window = glfw.create_window(800, 600, "Oculus Test", None, None)

    if not window:
        glfw.terminate()

    # always call this before setting up render layers
    glfw.make_context_current(window)

    # disable v-sync, we are syncing to the v-trace of head-set, leaving this on
    # will cause the HMD to lock to the frequency/phase of the display.
    glfw.swap_interval(0)

    # start an Oculus session
    capi.startSession()

    # get general information about the HMD
    hmd_desc = capi.getHmdDesc()

    # set the perf hud on
    capi.perfHudMode("PerfSummary")

    # configure the internal render descriptors for each eye
    for eye in range(capi.ovrEye_Count):
        capi.configEyeRenderDesc(eye, hmd_desc.DefaultEyeFov[eye])

    # Get the buffer dimensions specified by the Rift SDK, we need them to
    # setup OpenGL frame buffers.
    tex_size_left = capi.getFovTextureSize(
        capi.ovrEye_Left, hmd_desc.DefaultEyeFov[0])
    tex_size_right = capi.getFovTextureSize(
        capi.ovrEye_Right, hmd_desc.DefaultEyeFov[1])

    # We are using a shared texture, so we need to combine dimensions.
    buffer_w = tex_size_left.w + tex_size_right.w
    buffer_h = max(tex_size_left.h, tex_size_right.h)

    # Allocate a swap chain for render buffer textures, the handle used is an
    # integer. You can allocated up to 32 swap chains, however you will likely
    # run out of video memory by then.

    # configure the swap chain
    swap_config = capi.ovrTextureSwapChainDesc()
    swap_config.Format = capi.OVR_FORMAT_R8G8B8A8_UNORM_SRGB
    swap_config.Type = capi.ovrTexture_2D
    swap_config.Width = buffer_w
    swap_config.Height = buffer_h

    # Initialize texture swap chain
    swap_chain = capi.createTextureSwapChainGL(swap_config)

    # Since we are using a shared texture, each eye's viewport is half the width
    # of the allocated buffer texture.
    eye_w = int(buffer_w / 2)
    eye_h = buffer_h

    # setup the render layer
    viewports = (vrmath.ovrRecti(0, 0, eye_w, eye_h),
                 vrmath.ovrRecti(eye_w, 0, eye_w, eye_h))

    for eye in range(capi.ovrEye_Count):
        capi.setRenderViewport(eye, viewports[eye])

    capi.setRenderSwapChain(0, swap_chain)  # set the swap chain
    #rift.setRenderSwapChain(1, None)

    # create a frame buffer object as a render target for the HMD textures
    fboId = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(fboId))
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)
    depthRb_id = GL.GLuint()
    GL.glGenRenderbuffers(1, ctypes.byref(depthRb_id))
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, depthRb_id)
    GL.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
        int(buffer_w), int(buffer_h))  # buffer size used here!
    GL.glFramebufferRenderbuffer(
        GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER,
        depthRb_id)
    GL.glFramebufferRenderbuffer(
        GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER,
        depthRb_id)
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, 0)
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

    # mirror texture FBO
    mirrorFbo = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(mirrorFbo))

    # setup a mirror texture
    mirror_config = capi.ovrMirrorTextureDesc()
    mirror_config.Width = 800
    mirror_config.Height = 600

    capi.setupMirrorTexture(mirror_config)  # same size as window

    # frame index, increment this every frame
    frame_index = 0

    # compute projection matrices
    proj_left = capi.getEyeProjectionMatrix(capi.ovrEye_Left)
    proj_right = capi.getEyeProjectionMatrix(capi.ovrEye_Right)

    # get the player height
    print(capi.getPlayerHeight())

    # begin application loop
    while not glfw.window_should_close(window):
        # wait for the buffer to be freed by the compositor, this is like
        # waiting for v-sync.
        capi.waitToBeginFrame(frame_index)
        #print(proj_left.M)
        # get current display time + predicted mid-frame time
        abs_time = capi.getDisplayTime(frame_index)

        # get the current tracking state
        tracking_state = capi.getTrackingState(abs_time)

        # Calculate eye poses, this needs to be called every frame, do this
        # after calling 'wait_to_begin_frame' to minimize the motion-to-photon
        # latency.
        left_eye_pose, right_eye_pose = capi.calcEyePoses(
            tracking_state)

        # get the view matrix from the HMD after calculating the pose
        view_left = capi.getEyeViewMatrix(left_eye_pose)
        view_right = capi.getEyeViewMatrix(right_eye_pose)

        # start frame rendering
        capi.beginFrame(frame_index)

        # bind the render FBO
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)

        # get the current texture handle for this eye view, these are queued
        # in the swap chain  and released when free. Making draw calls to
        # any other texture in the swap chain not returned here will report
        # and error.
        tex_id = capi.getTextureSwapChainBufferGL(swap_chain)

        # bind the returned texture ID to the frame buffer's texture slot
        GL.glFramebufferTexture2D(
            GL.GL_DRAW_FRAMEBUFFER,
            GL.GL_COLOR_ATTACHMENT0,
            GL.GL_TEXTURE_2D, tex_id, 0)

        # for each eye, do some rendering
        for eye in range(capi.ovrEye_Count):
            # Set the viewport as what was configured for the render layer. We
            # also need to enable scissor testings with the same rect as the
            # viewport. This constrains rendering operations to one partition of
            # of the buffer since we are using a 'packed' layout.
            vp = capi.getRenderViewport(eye)
            GL.glViewport(*vp.asTuple())
            GL.glScissor(*vp.asTuple())

            GL.glEnable(GL.GL_SCISSOR_TEST)  # enable scissor test
            GL.glEnable(GL.GL_DEPTH_TEST)

            # Here we can make whatever OpenGL we wish to draw our image. As an
            # example, I'm going to clear the eye buffer texture all some color,
            # with the colour determined by the active eye buffer.
            if eye == capi.ovrEye_Left:
                GL.glMatrixMode(GL.GL_PROJECTION)
                GL.glLoadIdentity()
                GL.glMultMatrixf(proj_left.ctypes)
                GL.glMatrixMode(GL.GL_MODELVIEW)
                GL.glLoadIdentity()
                if HEAD_TRACKING:
                    GL.glMultMatrixf(view_left.ctypes)

                GL.glClearColor(0.5, 0.5, 0.5, 1.0)
                GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

                GL.glColor3f(1.0, 1.0, 1.0)
                GL.glPushMatrix()
                GL.glBegin(GL.GL_QUADS)
                GL.glVertex3f(-1.0, -1.0, -5.0)
                GL.glVertex3f(-1.0, 1.0, -5.0)
                GL.glVertex3f(1.0, 1.0, -5.0)
                GL.glVertex3f(1.0, -1.0, -5.0)
                GL.glEnd()
                GL.glPopMatrix()

            elif eye == capi.ovrEye_Right:
                GL.glMatrixMode(GL.GL_PROJECTION)
                GL.glLoadIdentity()
                GL.glMultMatrixf(proj_right.ctypes)
                GL.glMatrixMode(GL.GL_MODELVIEW)
                GL.glLoadIdentity()
                if HEAD_TRACKING:
                    GL.glMultMatrixf(view_right.ctypes)

                GL.glClearColor(0.5, 0.5, 0.5, 1.0)
                GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

                GL.glColor3f(1.0, 1.0, 1.0)
                GL.glPushMatrix()
                GL.glBegin(GL.GL_QUADS)
                GL.glVertex3f(-1.0, -1.0, -5.0)
                GL.glVertex3f(-1.0, 1.0, -5.0)
                GL.glVertex3f(1.0, 1.0, -5.0)
                GL.glVertex3f(1.0, -1.0, -5.0)
                GL.glEnd()
                GL.glPopMatrix()

        GL.glDisable(GL.GL_DEPTH_TEST)

        # commit the texture when were done drawing to it
        capi.commitSwapChain(swap_chain)

        # unbind the frame buffer, we're done with it
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        # end frame rendering, submitting the eye layer to the compositor
        capi.endFrame(frame_index)

        # increment frame index
        frame_index += 1

        # update session status
        session_status = capi.getSessionStatus()

        # blit mirror texture
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, mirrorFbo)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        # bind the rift's texture to the framebuffer
        GL.glFramebufferTexture2D(
            GL.GL_READ_FRAMEBUFFER,
            GL.GL_COLOR_ATTACHMENT0,
            GL.GL_TEXTURE_2D, capi.getMirrorTexture(), 0)

        GL.glViewport(0, 0, 800, 600)
        GL.glScissor(0, 0, 800, 600)
        GL.glClearColor(0.0, 0.0, 0.0, 1.0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        GL.glBlitFramebuffer(0, 0, 800, 600,
                             0, 600, 800, 0,  # this flips the texture
                             GL.GL_COLOR_BUFFER_BIT,
                             GL.GL_NEAREST)

        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        capi.pollController('touch')  # update touch controller state

        # if button 'A' is released on the touch controller, recenter the
        # viewer in the scene.
        if capi.getButtons('touch', 'A', 'falling'):
            capi.recenterTrackingOrigin()
        elif capi.getButtons('touch', 'B', 'falling'):
            # exit if button 'B' is pressed
            break

        # flip the GLFW window and poll events
        glfw.swap_buffers(window)
        glfw.poll_events()

    # switch off the performance summary
    capi.perfHudMode("Off")

    # end the rift session cleanly, all swap chains are destroyed here
    capi.endSession()

    # close the GLFW application
    glfw.terminate()

    return 0
示例#17
0
def main():
    if not glfw.init():
        return -1

    if not glfw.init():
        return -1

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 2)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)

    window = glfw.create_window(800, 600, "Oculus Test", None, None)

    if not window:
        glfw.terminate()

    glfw.make_context_current(window)

    glfw.swap_interval(0)

    if failure(initialize()):
        return -1

    if failure(create()):
        shutdown()
        return -1

    hmdInfo = getHmdInfo()

    for eye, fov in enumerate(hmdInfo.defaultEyeFov):
        setEyeRenderFov(eye, fov)

    texSizeLeft = calcEyeBufferSize(EYE_LEFT)
    texSizeRight = calcEyeBufferSize(EYE_RIGHT)

    bufferW = texSizeLeft[0] + texSizeRight[0]
    bufferH = max(texSizeLeft[1], texSizeRight[1])

    createTextureSwapChainGL(TEXTURE_SWAP_CHAIN0, bufferW, bufferH)

    for eye in range(EYE_COUNT):
        setEyeColorTextureSwapChain(eye, TEXTURE_SWAP_CHAIN0)

    eye_w = int(bufferW / 2)
    eye_h = bufferH
    viewports = ((0, 0, eye_w, eye_h), (eye_w, 0, eye_w, eye_h))
    for eye, vp in enumerate(viewports):
        setEyeRenderViewport(eye, vp)

    setHighQuality(True)

    fboId = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(fboId))
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)
    depthRb_id = GL.GLuint()
    GL.glGenRenderbuffers(1, ctypes.byref(depthRb_id))
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, depthRb_id)
    GL.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
                             int(bufferW),
                             int(bufferH))  # buffer size used here!
    GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT,
                                 GL.GL_RENDERBUFFER, depthRb_id)
    GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT,
                                 GL.GL_RENDERBUFFER, depthRb_id)
    GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, 0)
    GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

    mirrorFbo = GL.GLuint()
    GL.glGenFramebuffers(1, ctypes.byref(mirrorFbo))
    createMirrorTexture(800, 600, mirrorOptions=MIRROR_OPTION_DEFAULT)

    frame_index = 0

    projectionMatrix = []
    for eye in range(EYE_COUNT):
        projectionMatrix.append(getEyeProjectionMatrix(eye))

    planePose = LibOVRPose((0., 0., -2.))

    # begin application loop
    while not glfw.window_should_close(window):
        waitToBeginFrame(frame_index)

        abs_time = getPredictedDisplayTime(frame_index)

        tracking_state = getTrackingState(abs_time, True)

        calcEyePoses(tracking_state.headPose.thePose)

        beginFrame(frame_index)

        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fboId)

        _, swapIdx = getTextureSwapChainCurrentIndex(TEXTURE_SWAP_CHAIN0)
        _, tex_id = getTextureSwapChainBufferGL(TEXTURE_SWAP_CHAIN0, swapIdx)

        GL.glFramebufferTexture2D(GL.GL_DRAW_FRAMEBUFFER,
                                  GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D,
                                  tex_id, 0)

        for eye in range(EYE_COUNT):
            vp = getEyeRenderViewport(eye)
            GL.glViewport(*vp)
            GL.glScissor(*vp)

            P = projectionMatrix[eye]
            MV = getEyeViewMatrix(eye)

            GL.glEnable(GL.GL_SCISSOR_TEST)
            GL.glEnable(GL.GL_DEPTH_TEST)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadTransposeMatrixf(P)

            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadTransposeMatrixf(MV)

            GL.glClearColor(0.0, 0.0, 0.0, 1.0)
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

            GL.glPushMatrix()
            GL.glMultTransposeMatrixf(planePose.modelMatrix)
            GL.glBegin(GL.GL_QUADS)
            GL.glColor3f(1.0, 0.0, 0.0)
            GL.glVertex3f(-1.0, -1.0, 0.0)
            GL.glColor3f(0.0, 1.0, 0.0)
            GL.glVertex3f(-1.0, 1.0, 0.0)
            GL.glColor3f(0.0, 0.0, 1.0)
            GL.glVertex3f(1.0, 1.0, 0.0)
            GL.glColor3f(1.0, 1.0, 1.0)
            GL.glVertex3f(1.0, -1.0, 0.0)
            GL.glEnd()
            GL.glPopMatrix()

        GL.glDisable(GL.GL_DEPTH_TEST)

        commitTextureSwapChain(TEXTURE_SWAP_CHAIN0)

        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        endFrame(frame_index)

        frame_index += 1

        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, mirrorFbo)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)

        _, mirrorId = getMirrorTexture()

        GL.glFramebufferTexture2D(GL.GL_READ_FRAMEBUFFER,
                                  GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D,
                                  mirrorId, 0)

        GL.glViewport(0, 0, 800, 600)
        GL.glScissor(0, 0, 800, 600)
        GL.glClearColor(0.0, 0.0, 0.0, 1.0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        GL.glBlitFramebuffer(0, 0, 800, 600, 0, 600, 800, 0,
                             GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST)

        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        glfw.swap_buffers(window)

        updateInputState(CONTROLLER_TYPE_TOUCH)
        A = getButton(CONTROLLER_TYPE_TOUCH, BUTTON_A, 'falling')
        B = getButton(CONTROLLER_TYPE_TOUCH, BUTTON_B, 'falling')

        if A[0]:
            recenterTrackingOrigin()
        elif B[0]:
            break

        glfw.poll_events()

        _, sessionStatus = getSessionStatus()
        if sessionStatus.shouldQuit:
            break

    destroyMirrorTexture()
    destroyTextureSwapChain(TEXTURE_SWAP_CHAIN0)
    destroy()
    # shutdown()  causes access violation on exit

    return 0