FreeCAD-VR: Positional light and fix in camera positioning
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@@ -95,7 +95,24 @@ CoinRiftWidget::CoinRiftWidget() : QGLWidget()
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std::max(recommenedTex1Size.h, recommenedTex1Size.h)));
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m_sceneManager->setBackgroundColor(SbColor(.0f, .0f, .8f));
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#endif
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basePosition = SbVec3f(0.0f, 0.0f, 5.0f);
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basePosition = SbVec3f(0.0f, 0.0f, -2.0f);
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// light handling
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SoGroup *lightGroup = new SoGroup;
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SoTranslation *lightTranslation1 = new SoTranslation;
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lightTranslation1->translation.setValue(0,1,1);
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lightGroup->addChild (lightTranslation1);
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SoDirectionalLight *light = new SoDirectionalLight();
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lightGroup->addChild (light);
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SoTranslation *lightTranslation2 = new SoTranslation;
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lightTranslation2->translation.setValue(0,-1,-1);
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lightGroup->addChild (lightTranslation2);
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//translation->translation.setValue(0,-1,0);
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//workplace->addChild(translation);
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scene = new SoSeparator(0); // Placeholder.
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for (int eye = 0; eye < 2; eye++) {
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@@ -106,7 +123,7 @@ CoinRiftWidget::CoinRiftWidget() : QGLWidget()
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camera[eye]->focalDistance.setValue(5.0f);
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camera[eye]->viewportMapping.setValue(SoCamera::LEAVE_ALONE);
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rootScene[eye]->addChild(camera[eye]);
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rootScene[eye]->addChild(new SoDirectionalLight()); // TODO Connect direction to camera.
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rootScene[eye]->addChild(lightGroup); // TODO Connect direction to camera.
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rootScene[eye]->addChild(scene);
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}
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@@ -159,16 +176,17 @@ CoinRiftWidget::CoinRiftWidget() : QGLWidget()
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qDebug() << "Could not configure OVR rendering.";
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throw;
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}
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static const float nearPlane = 0.01;
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for (int eye = 0; eye < 2; eye++) {
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camera[eye]->aspectRatio.setValue((eyeRenderDesc[eye].Fov.LeftTan + eyeRenderDesc[eye].Fov.RightTan) /
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(eyeRenderDesc[eye].Fov.UpTan + eyeRenderDesc[eye].Fov.DownTan));
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camera[eye]->nearDistance.setValue(1.0f);
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camera[eye]->farDistance.setValue(100.0f);
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camera[eye]->left.setValue(-eyeRenderDesc[eye].Fov.LeftTan);
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camera[eye]->right.setValue(eyeRenderDesc[eye].Fov.RightTan);
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camera[eye]->top.setValue(eyeRenderDesc[eye].Fov.UpTan);
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camera[eye]->bottom.setValue(-eyeRenderDesc[eye].Fov.DownTan);
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camera[eye]->nearDistance.setValue(nearPlane);
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camera[eye]->farDistance.setValue(10000.0f);
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camera[eye]->left.setValue(-eyeRenderDesc[eye].Fov.LeftTan * nearPlane);
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camera[eye]->right.setValue(eyeRenderDesc[eye].Fov.RightTan * nearPlane);
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camera[eye]->top.setValue(eyeRenderDesc[eye].Fov.UpTan * nearPlane);
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camera[eye]->bottom.setValue(-eyeRenderDesc[eye].Fov.DownTan * nearPlane);
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}
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}
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@@ -202,6 +220,13 @@ CoinRiftWidget::~CoinRiftWidget()
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}
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void CoinRiftWidget::setBackgroundColor(const SbColor &Col)
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{
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BackgroundColor = Col;
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renderer->setBackgroundColor(BackgroundColor);
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}
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void CoinRiftWidget::setSceneGraph(SoNode *sceneGraph)
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{
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rootScene[0]->replaceChild(scene, sceneGraph);
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@@ -324,15 +349,23 @@ void CoinRiftWidget::paintGL()
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eyePose[eye].Position.y,
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eyePose[eye].Position.z);
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//Base::Console().Log("Pos: (%d) %f, %f, %f \n",eye, eyePose[eye].Position.x,
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// eyePose[eye].Position.y,
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// eyePose[eye].Position.z);
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//SbVec3f originalPosition(camera[eye]->position.getValue());
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SbVec3f viewAdjust(eyeRenderDesc[eye].ViewAdjust.x,
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eyeRenderDesc[eye].ViewAdjust.y,
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eyeRenderDesc[eye].ViewAdjust.z);
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camera[eye]->position.setValue(basePosition - SbVec3f(eyeRenderDesc[eye].ViewAdjust.x,
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eyeRenderDesc[eye].ViewAdjust.y,
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eyeRenderDesc[eye].ViewAdjust.z) + riftPosition);
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riftOrientation.multVec(viewAdjust,viewAdjust);
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camera[eye]->position.setValue(basePosition - viewAdjust + riftPosition);
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//camera[eye]->position.setValue(basePosition - riftPosition);
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//Base::Console().Log("Eye(%d) Pos: %f, %f, %f ViewAdjust: %f, %f, %f \n",eye, eyePose[eye].Position.x,
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// eyePose[eye].Position.y,
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// eyePose[eye].Position.z,
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// eyeRenderDesc[eye].ViewAdjust.x,
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// eyeRenderDesc[eye].ViewAdjust.y,
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// eyeRenderDesc[eye].ViewAdjust.z);
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#ifdef USE_SO_OFFSCREEN_RENDERER
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ovrGLTextureData *texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
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