504 lines
18 KiB
C++
504 lines
18 KiB
C++
/**************************************************************************\
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* Copyright (c) Bastiaan Veelo (Bastiaan a_t Veelo d_o_t net)
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* All rights reserved. Contact me if the below is too restrictive for you.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* Neither the name of the copyright holder nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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\**************************************************************************/
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#include "PreCompiled.h"
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#if BUILD_VR
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#ifndef OCULUS_FOUND
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# error "Build VR without the Oculus SDK makes no sense at all"
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#endif
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#define USE_SO_OFFSCREEN_RENDERER
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//#define USE_FRAMEBUFFER
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#ifdef USE_SO_OFFSCREEN_RENDERER
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# ifdef USE_FRAMEBUFFER
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# error "Mutually exclusive options defined."
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# endif
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#endif
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#include <algorithm>
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#include <QApplication>
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#include <QGLWidget>
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#include <QTimer>
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#include <QDebug>
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#include <Inventor/SoDB.h>
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#include <Inventor/SoInput.h>
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#ifdef USE_SO_OFFSCREEN_RENDERER
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# include <Inventor/SoOffscreenRenderer.h>
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#endif
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#ifdef USE_FRAMEBUFFER
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# include <Inventor/SoSceneManager.h>
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#endif
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#include <Inventor/nodes/SoSeparator.h>
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#include <Inventor/nodes/SoFrustumCamera.h>
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#include <Inventor/nodes/SoDirectionalLight.h>
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#include <OVR.h>
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#include <OVR_Kernel.h>
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#include <OVR_Version.h>
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//#include <OVR_CAPI_GL.h>
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#include <../Src/OVR_CAPI_GL.h>
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#include <../Src/CAPI/GL/CAPI_GL_Util.h> // For framebuffer functions.
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#undef max
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class CoinRiftWidget : public QGLWidget
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{
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ovrHmd hmd;
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//ovrHmdDesc hmdDesc;
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//ovrEyeType eyes[2];
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ovrEyeRenderDesc eyeRenderDesc[2];
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ovrTexture eyeTexture[2];
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#ifdef USE_FRAMEBUFFER
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GLuint frameBufferID[2], depthBufferID[2];
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// A SoSceneManager has a SoRenderManager to do the rendering -- should we not use SoRenderManager instead?
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// We are probably not that interested in events. SoSceneManager::setSceneGraph() searches for the camera
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// and sets it in SoRenderManager, but its is actually only used for built-in stereo rendering. We sould
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// probably eliminate that search...
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SoSceneManager *m_sceneManager;
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#endif
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#ifdef USE_SO_OFFSCREEN_RENDERER
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SoOffscreenRenderer *renderer;
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#endif
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SoSeparator *rootScene[2];
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SoFrustumCamera *camera[2];
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SoNode *scene;
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public:
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explicit CoinRiftWidget();
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~CoinRiftWidget();
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void setSceneGraph(SoNode *sceneGraph);
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protected:
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void initializeGL();
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void paintGL();
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void resizeGL(int width, int height) {
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int side = qMin(width, height);
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glViewport((width - side) / 2, (height - side) / 2, side, side);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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}
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};
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CoinRiftWidget::CoinRiftWidget() : QGLWidget()
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{
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for (int eye = 0; eye < 2; eye++) {
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reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye])->TexId = 0;
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#ifdef USE_FRAMEBUFFER
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frameBufferID[eye] = 0;
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depthBufferID[eye] = 0;
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#endif
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}
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// OVR will do the swapping.
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setAutoBufferSwap(false);
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hmd = ovrHmd_Create(0);
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if (!hmd) {
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qDebug() << "Could not find Rift device.";
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throw;
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}
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if (!ovrHmd_ConfigureTracking (hmd, ovrTrackingCap_Orientation |
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ovrTrackingCap_MagYawCorrection |
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ovrTrackingCap_Position,
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ovrTrackingCap_Orientation)) { // Capabilities we require.
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qDebug() << "Could not start Rift motion sensor.";
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throw;
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}
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resize(hmd->Resolution.w, hmd->Resolution.h);
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// Configure stereo settings.
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ovrSizei recommenedTex0Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left,
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hmd->DefaultEyeFov[0], 1.0f);
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ovrSizei recommenedTex1Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right,
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hmd->DefaultEyeFov[1], 1.0f);
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#ifdef USE_SO_OFFSCREEN_RENDERER
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renderer = new SoOffscreenRenderer(SbViewportRegion(std::max(recommenedTex0Size.w, recommenedTex0Size.w),
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std::max(recommenedTex1Size.h, recommenedTex1Size.h)));
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renderer->setComponents(SoOffscreenRenderer::RGB_TRANSPARENCY);
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renderer->setBackgroundColor(SbColor(.0f, .0f, .8f));
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#endif
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#ifdef USE_FRAMEBUFFER
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m_sceneManager = new SoSceneManager();
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m_sceneManager->setViewportRegion(SbViewportRegion(std::max(recommenedTex0Size.w, recommenedTex0Size.w),
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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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scene = new SoSeparator(0); // Placeholder.
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for (int eye = 0; eye < 2; eye++) {
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rootScene[eye] = new SoSeparator(3);
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rootScene[eye]->ref();
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camera[eye] = new SoFrustumCamera();
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camera[eye]->position.setValue(0.0f, 0.0f, 5.0f);
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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(scene);
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}
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// Populate ovrEyeDesc[2].
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eyeRenderDesc[0].Eye = ovrEye_Left;
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eyeRenderDesc[1].Eye = ovrEye_Right;
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eyeRenderDesc[0].Fov = hmd->DefaultEyeFov[0];
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eyeRenderDesc[1].Fov = hmd->DefaultEyeFov[1];
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#ifdef USE_SO_OFFSCREEN_RENDERER
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eyeTexture[0].Header.TextureSize.w = renderer->getViewportRegion().getViewportSizePixels().getValue()[0];
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eyeTexture[0].Header.TextureSize.h = renderer->getViewportRegion().getViewportSizePixels().getValue()[1];
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eyeTexture[1].Header.TextureSize = eyeTexture[0].Header.TextureSize;
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#endif
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#ifdef USE_FRAMEBUFFER
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eyes[0].TextureSize = recommenedTex0Size;
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eyes[1].TextureSize = recommenedTex1Size;
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#endif
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eyeTexture[0].Header.RenderViewport.Pos.x = 0;
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eyeTexture[0].Header.RenderViewport.Pos.y = 0;
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eyeTexture[0].Header.RenderViewport.Size = eyeTexture[0].Header.TextureSize;
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eyeTexture[1].Header.RenderViewport.Pos = eyeTexture[0].Header.RenderViewport.Pos;
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eyeTexture[1].Header.RenderViewport.Size = eyeTexture[1].Header.TextureSize;
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const int backBufferMultisample = 0; // TODO This is a guess?
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ovrGLConfig cfg;
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cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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cfg.OGL.Header.RTSize = hmd->Resolution;
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cfg.OGL.Header.Multisample = backBufferMultisample;
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cfg.OGL.Window = reinterpret_cast<HWND>(winId());
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makeCurrent();
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//cfg.OGL.WglContext = wglGetCurrentContext(); // http://stackoverflow.com/questions/17532033/qglwidget-get-gl-contextes-for-windows
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cfg.OGL.DC = wglGetCurrentDC();
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qDebug() << "Window:" << cfg.OGL.Window;
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//qDebug() << "Context:" << cfg.OGL.WglContext;
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qDebug() << "DC:" << cfg.OGL.DC;
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int DistortionCaps = 0;
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DistortionCaps |= ovrDistortionCap_Chromatic;
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// DistortionCaps |= ovrDistortionCap_TimeWarp; // Produces black screen...
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DistortionCaps |= ovrDistortionCap_Vignette;
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bool VSyncEnabled(false); // TODO This is a guess.
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if (!ovrHmd_ConfigureRendering( hmd,
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&cfg.Config,
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/*(VSyncEnabled ? 0 : ovrHmdCap_NoVSync),*/
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DistortionCaps,
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hmd->DefaultEyeFov,//eyes,
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eyeRenderDesc)) {
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qDebug() << "Could not configure OVR rendering.";
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exit(3);
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}
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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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}
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}
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CoinRiftWidget::~CoinRiftWidget()
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{
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#ifdef USE_SO_OFFSCREEN_RENDERER
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delete renderer;
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#endif
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for (int eye = 0; eye < 2; eye++) {
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rootScene[eye]->unref();
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ovrGLTextureData *texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
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if (texData->TexId) {
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glDeleteTextures(1, &texData->TexId);
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texData->TexId = 0;
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}
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#ifdef USE_FRAMEBUFFER
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if (frameBufferID[eye] != 0) {
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// OVR::CAPI::GL::glDeleteFramebuffersExt(1, &frameBufferID[eye]); // TODO
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frameBufferID[eye] = 0;
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}
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if (depthBufferID[eye] != 0) {
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// OVR::CAPI::GL::glDeleteRenderbuffersExt(1, &depthBufferID[eye]); // TODO
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depthBufferID[eye] = 0;
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}
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#endif
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}
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scene = 0;
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//ovrHmd_StopSensor(hmd);
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ovrHmd_Destroy(hmd);
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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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rootScene[1]->replaceChild(scene, sceneGraph);
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scene = sceneGraph;
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}
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void CoinRiftWidget::initializeGL()
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{
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makeCurrent();
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// Infer hardware capabilites.
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#ifdef USE_FRAMEBUFFER
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OVR::CAPI::GL::InitGLExtensions();
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if (OVR::CAPI::GL::glBindFramebufferEXT == NULL) {
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qDebug() << "No GL extensions found.";
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exit(4);
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}
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// Store old framebuffer.
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GLint oldfb;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb);
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#endif
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// Create rendering target textures.
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glEnable(GL_TEXTURE_2D);
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for (int eye = 0; eye < 2; eye++) {
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#ifdef USE_FRAMEBUFFER
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OVR::CAPI::GL::glGenFramebuffers(1, &frameBufferID[eye]);
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OVR::CAPI::GL::glBindFramebuffer(GL_FRAMEBUFFER_EXT, frameBufferID[eye]);
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// Create the render buffer.
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OVR::CAPI::GL::glGenRenderbuffers(1, &depthBufferID[eye]);
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OVR::CAPI::GL::glBindRenderbuffer(GL_RENDERBUFFER_EXT, depthBufferID[eye]);
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OVR::CAPI::GL::glRenderbufferStorage(GL_RENDERBUFFER_EXT,
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GL_DEPTH_COMPONENT16,
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eyes[eye].TextureSize.w,
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eyes[eye].TextureSize.h);
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// Attach renderbuffer to framebuffer.
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OVR::CAPI::GL::glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT,
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GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT,
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depthBufferID[eye]);
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#endif
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ovrGLTextureData *texData = reinterpret_cast<ovrGLTextureData*>(&eyeTexture[eye]);
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texData->Header.API = ovrRenderAPI_OpenGL;
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texData->Header.TextureSize = eyeTexture[eye].Header.TextureSize;
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texData->Header.RenderViewport = eyeTexture[eye].Header.RenderViewport;
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glGenTextures(1, &texData->TexId);
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glBindTexture(GL_TEXTURE_2D, texData->TexId);
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Q_ASSERT(!glGetError());
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// Allocate storage for the texture.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, eyeTexture[eye].Header.TextureSize.w, eyeTexture[eye].Header.TextureSize.h, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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Q_ASSERT(!glGetError());
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#ifdef USE_FRAMEBUFFER
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// Attach texture to framebuffer color object.
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OVR::CAPI::GL::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, texData->TexId, 0);
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if (OVR::CAPI::GL::glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) !=
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GL_FRAMEBUFFER_COMPLETE)
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qDebug() << "ERROR: FrameBuffer is not operational!";
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#endif
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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#ifdef USE_FRAMEBUFFER
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// Continue rendering to the orgiginal frame buffer (likely 0, the onscreen buffer).
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OVR::CAPI::GL::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfb);
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#endif
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doneCurrent();
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}
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void CoinRiftWidget::paintGL()
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{
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const int ms(1000 / 60 /*fps*/);
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QTimer::singleShot(ms, this, SLOT(updateGL()));
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makeCurrent();
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ovrPosef eyePose[2];
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glEnable(GL_TEXTURE_2D);
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/*ovrFrameTiming hmdFrameTiming =*/ ovrHmd_BeginFrame(hmd, 0);
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for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
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ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
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eyePose[eye] = ovrHmd_GetEyePose(hmd, eye);
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camera[eye]->orientation.setValue(eyePose[eye].Orientation.x,
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eyePose[eye].Orientation.y,
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eyePose[eye].Orientation.z,
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eyePose[eye].Orientation.w);
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SbVec3f originalPosition(camera[eye]->position.getValue());
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camera[eye]->position.setValue(originalPosition - SbVec3f(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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glBindTexture(GL_TEXTURE_2D, texData->TexId);
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renderer->render(rootScene[eye]);
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Q_ASSERT(!glGetError());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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eyeTexture[eye].Header.TextureSize.w,
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eyeTexture[eye].Header.TextureSize.h,
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0, GL_RGBA /*GL_BGRA*/, GL_UNSIGNED_BYTE, renderer->getBuffer());
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Q_ASSERT(!glGetError());
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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#ifdef USE_FRAMEBUFFER
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// Clear state pollution from OVR SDK.
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glBindTexture(GL_TEXTURE_2D, 0); // You need this, at least if (hmdDesc.DistortionCaps & ovrDistortion_Chromatic).
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OVR::CAPI::GL::glUseProgram(0); // You need this even more.
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GLint oldfb;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb);
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// Set up framebuffer for rendering.
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OVR::CAPI::GL::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID[eye]);
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m_sceneManager->setSceneGraph(rootScene[eye]);
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// m_sceneManager->setCamera(camera[eye]); // SoSceneManager does this implicitly.
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m_sceneManager->render();
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// Continue rendering to the orgiginal frame buffer (likely 0, the onscreen buffer).
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OVR::CAPI::GL::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfb);
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Q_ASSERT(!glGetError());
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#endif
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camera[eye]->position.setValue(originalPosition);
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}
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// Submit the texture for distortion.
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ovrHmd_EndFrame(hmd, eyePose, eyeTexture);
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// Swap buffers.
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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//ovrHmd_EndFrame(hmd);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClearDepth(1.0);
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doneCurrent();
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}
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static CoinRiftWidget *window=0;
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void oculusStop()
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{
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//SoDB::finish();
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if(window){
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delete window;
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window = 0;
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}
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ovr_Shutdown();
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}
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bool oculusUp(void)
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{
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return window!=0;
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}
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int oculusStart(void)
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{
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//SoDB::init();
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//QApplication app(argc, argv);
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//qAddPostRoutine(cleanup);
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// 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.";
|
|
return 0;
|
|
}
|
|
|
|
window = new CoinRiftWidget;
|
|
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 1;
|
|
//return app.exec();
|
|
}
|
|
|
|
#endif //BUILD_VR
|