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vritemrenderer.cpp
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vritemrenderer.cpp
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#include "vritemrenderer.h"
#include "vritem.h"
#include <QThread>
#include <GLES3/gl3.h>
VrItemRenderer::VrItemRenderer(const VrItem *item):
item(item), texture(0), framebuffer(0), depth_buffer(0), m_distortion(true)
{
connect(item, &QQuickItem::destroyed, this, &VrItemRenderer::selfDestruct);
connect(item, &QQuickItem::windowChanged, this, &VrItemRenderer::windowChanged);
connect(item, &QQuickItem::visibleChanged, this, &VrItemRenderer::visibleChanged);
visible=item->isVisible();
if(item->window()!=NULL)
windowChanged(item->window());
}
VrItemRenderer::~VrItemRenderer()
{
deleteFramebuffer();
}
void VrItemRenderer::update()
{
item->window()->update();
}
void VrItemRenderer::updateProjection(const VrProjection *projection)
{
config_copy = *projection;
}
void VrItemRenderer::windowChanged(QQuickWindow *window)
{
connect(window, &QQuickWindow::afterRendering, this, &VrItemRenderer::afterRendering, Qt::DirectConnection);
connect(window, &QQuickWindow::beforeSynchronizing, this, &VrItemRenderer::beforeSynchronizing, Qt::DirectConnection);
}
void VrItemRenderer::afterRendering()
{
if(!visible) return;
QOpenGLFramebufferObject::bindDefault();//disable the gui_fbo which the QT inserted
if(framebuffer!=0)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, config_copy.canvasSize().width(), config_copy.canvasSize().height());
mutex.lock();
renderScene(config_copy.canvasSize().width(), config_copy.canvasSize().height());
mutex.unlock();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef Q_OS_SAILFISH
glViewport(0, 0, config_copy.viewSize().height(), config_copy.viewSize().width());
#else
glViewport(0, 0, config_copy.viewSize().width(), config_copy.viewSize().height());
#endif
glClearColor(item->window()->color().red(), item->window()->color().green(),
item->window()->color().blue(), item->window()->color().alpha());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(m_distortion)
goggles_render.render(texture);
else
fullscreen_render.render(texture);
}
QOpenGLFramebufferObject::bindDefault();
update();
}
void VrItemRenderer::beforeSynchronizing()
{
if(item->projection()->viewSize() != config_copy.viewSize())
{
config_copy = *item->projection();
QSize size = config_copy.canvasSize();
createFramebuffer(size.width(), size.height());
goggles_render.updateProjection(&config_copy);
fullscreen_render.updateProjection(&config_copy);
updateProjection(&config_copy);
}
}
void VrItemRenderer::visibleChanged()
{
visible = item->isVisible();
if(visible)
update();
}
void VrItemRenderer::selfDestruct()
{
delete this;
}
void VrItemRenderer::createFramebuffer(int width, int height)
{
deleteFramebuffer();
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//NULL means reserve texture memory, but texels are undefined
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
//-------------------------
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
//-------------------------
glGenRenderbuffers(1, &depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32F, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buffer);
//-------------------------
//Does the GPU support current FBO configuration?
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE: break;
case GL_FRAMEBUFFER_UNDEFINED: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
#ifndef GL_ES_VERSION_2_0
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: qDebug()<<"Framebuffer: GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
#endif
default:
qDebug()<<"GL_FRAMEBUFFER ERROR:"<<status;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void VrItemRenderer::deleteFramebuffer()
{
glDeleteTextures(1, &texture);
glDeleteRenderbuffers(1, &depth_buffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &framebuffer);
texture = 0;
depth_buffer = 0;
framebuffer = 0;
}
void VrItemRenderer::synchronize()
{
}
const VrProjection *VrItemRenderer::projection() const
{
return &config_copy;
}
void VrItemRenderer::setDistortion(bool enable)
{
m_distortion=enable;
}
bool VrItemRenderer::distortion()
{
return m_distortion;
}