use of com.jme3.scene.shape.Quad in project jmonkeyengine by jMonkeyEngine.
the class VRGuiManager method getGuiQuad.
/**
* Create a GUI quad for the given camera.
* @param sourceCam the camera
* @return a GUI quad for the given camera.
*/
private Spatial getGuiQuad(Camera sourceCam) {
if (environment != null) {
if (environment.getApplication() != null) {
if (guiQuadNode == null) {
Vector2f guiCanvasSize = getCanvasSize();
Camera offCamera = sourceCam.clone();
offCamera.setParallelProjection(true);
offCamera.setLocation(Vector3f.ZERO);
offCamera.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y);
offView = environment.getApplication().getRenderManager().createPreView("GUI View", offCamera);
offView.setClearFlags(true, true, true);
offView.setBackgroundColor(ColorRGBA.BlackNoAlpha);
// create offscreen framebuffer
FrameBuffer offBuffer = new FrameBuffer((int) guiCanvasSize.x, (int) guiCanvasSize.y, 1);
//setup framebuffer's texture
guiTexture = new Texture2D((int) guiCanvasSize.x, (int) guiCanvasSize.y, Format.RGBA8);
guiTexture.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
guiTexture.setMagFilter(Texture.MagFilter.Bilinear);
//setup framebuffer to use texture
offBuffer.setDepthBuffer(Format.Depth);
offBuffer.setColorTexture(guiTexture);
//set viewport to render to offscreen framebuffer
offView.setOutputFrameBuffer(offBuffer);
// setup framebuffer's scene
Iterator<Spatial> spatialIter = environment.getApplication().getGuiViewPort().getScenes().iterator();
while (spatialIter.hasNext()) {
offView.attachScene(spatialIter.next());
}
if (useCurvedSurface) {
guiQuad = (Geometry) environment.getApplication().getAssetManager().loadModel("Common/Util/gui_mesh.j3o");
} else {
guiQuad = new Geometry("guiQuad", new CenterQuad(1f, 1f));
}
Material mat = new Material(environment.getApplication().getAssetManager(), "Common/MatDefs/VR/GuiOverlay.j3md");
mat.getAdditionalRenderState().setDepthTest(!overdraw);
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.getAdditionalRenderState().setDepthWrite(false);
mat.setTexture("ColorMap", guiTexture);
guiQuad.setQueueBucket(Bucket.Translucent);
guiQuad.setMaterial(mat);
guiQuadNode = new Node("gui-quad-node");
guiQuadNode.setQueueBucket(Bucket.Translucent);
guiQuadNode.attachChild(guiQuad);
}
return guiQuadNode;
} else {
throw new IllegalStateException("VR GUI manager underlying environment is not attached to any application.");
}
} else {
throw new IllegalStateException("VR GUI manager is not attached to any environment.");
}
}
use of com.jme3.scene.shape.Quad in project jmonkeyengine by jMonkeyEngine.
the class OpenVRFilter method configureDistortionMesh.
/*
function converted from:
https://github.com/ValveSoftware/openvr/blob/master/samples/hellovr_opengl/hellovr_opengl_main.cpp#L1335
*/
private void configureDistortionMesh() {
float m_iLensGridSegmentCountH = 43, m_iLensGridSegmentCountV = 43;
float w = 1f / m_iLensGridSegmentCountH - 1f;
float h = 1f / m_iLensGridSegmentCountV - 1f;
float u, v;
distortionMesh = new Mesh();
float[] verts = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 3];
float[] texcoordR = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
float[] texcoordG = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
float[] texcoordB = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
int vertPos = 0, coordPos = 0;
//left eye distortion verts
float Xoffset = -1f;
for (int y = 0; y < m_iLensGridSegmentCountV; y++) {
for (int x = 0; x < m_iLensGridSegmentCountH; x++) {
u = x * w;
v = 1 - y * h;
// x
verts[vertPos] = Xoffset + u;
// y
verts[vertPos + 1] = -1 + 2 * y * h;
// z
verts[vertPos + 2] = 0f;
vertPos += 3;
DistortionCoordinates_t dc0 = new DistortionCoordinates_t();
((VR_IVRSystem_FnTable) application.getVRHardware().getVRSystem()).ComputeDistortion.apply(JOpenVRLibrary.EVREye.EVREye_Eye_Left, u, v, dc0);
texcoordR[coordPos] = dc0.rfRed[0];
texcoordR[coordPos + 1] = 1 - dc0.rfRed[1];
texcoordG[coordPos] = dc0.rfGreen[0];
texcoordG[coordPos + 1] = 1 - dc0.rfGreen[1];
texcoordB[coordPos] = dc0.rfBlue[0];
texcoordB[coordPos + 1] = 1 - dc0.rfBlue[1];
coordPos += 2;
}
}
//right eye distortion verts
Xoffset = 0;
for (int y = 0; y < m_iLensGridSegmentCountV; y++) {
for (int x = 0; x < m_iLensGridSegmentCountH; x++) {
u = x * w;
v = 1 - y * h;
// x
verts[vertPos] = Xoffset + u;
// y
verts[vertPos + 1] = -1 + 2 * y * h;
// z
verts[vertPos + 2] = 0f;
vertPos += 3;
DistortionCoordinates_t dc0 = new DistortionCoordinates_t();
((VR_IVRSystem_FnTable) application.getVRHardware().getVRSystem()).ComputeDistortion.apply(JOpenVRLibrary.EVREye.EVREye_Eye_Right, u, v, dc0);
texcoordR[coordPos] = dc0.rfRed[0];
texcoordR[coordPos + 1] = 1 - dc0.rfRed[1];
texcoordG[coordPos] = dc0.rfGreen[0];
texcoordG[coordPos + 1] = 1 - dc0.rfGreen[1];
texcoordB[coordPos] = dc0.rfBlue[0];
texcoordB[coordPos + 1] = 1 - dc0.rfBlue[1];
coordPos += 2;
}
}
// have UV coordinates & positions, now to setup indices
//std::vector<GLushort> vIndices;
int[] indices = new int[(int) ((m_iLensGridSegmentCountV - 1) * (m_iLensGridSegmentCountH - 1)) * 6];
int indexPos = 0;
int a, b, c, d;
int offset = 0;
for (int y = 0; y < m_iLensGridSegmentCountV - 1; y++) {
for (int x = 0; x < m_iLensGridSegmentCountH - 1; x++) {
a = (int) (m_iLensGridSegmentCountH * y + x + offset);
b = (int) (m_iLensGridSegmentCountH * y + x + 1 + offset);
c = (int) ((y + 1) * m_iLensGridSegmentCountH + x + 1 + offset);
d = (int) ((y + 1) * m_iLensGridSegmentCountH + x + offset);
indices[indexPos] = a;
indices[indexPos + 1] = b;
indices[indexPos + 2] = c;
indices[indexPos + 3] = a;
indices[indexPos + 4] = c;
indices[indexPos + 5] = d;
indexPos += 6;
}
}
offset = (int) (m_iLensGridSegmentCountH * m_iLensGridSegmentCountV);
for (int y = 0; y < m_iLensGridSegmentCountV - 1; y++) {
for (int x = 0; x < m_iLensGridSegmentCountH - 1; x++) {
a = (int) (m_iLensGridSegmentCountH * y + x + offset);
b = (int) (m_iLensGridSegmentCountH * y + x + 1 + offset);
c = (int) ((y + 1) * m_iLensGridSegmentCountH + x + 1 + offset);
d = (int) ((y + 1) * m_iLensGridSegmentCountH + x + offset);
indices[indexPos] = a;
indices[indexPos + 1] = b;
indices[indexPos + 2] = c;
indices[indexPos + 3] = a;
indices[indexPos + 4] = c;
indices[indexPos + 5] = d;
indexPos += 6;
}
}
// OK, create the mesh
distortionMesh.setBuffer(VertexBuffer.Type.Position, 3, verts);
distortionMesh.setBuffer(VertexBuffer.Type.Index, 1, indices);
distortionMesh.setBuffer(VertexBuffer.Type.TexCoord, 2, texcoordR);
// TODO: are TexCoord2 & TexCoord3 even implemented in jME3?
distortionMesh.setBuffer(VertexBuffer.Type.TexCoord2, 2, texcoordG);
distortionMesh.setBuffer(VertexBuffer.Type.TexCoord3, 2, texcoordB);
// TODO: make sure this distortion mesh is used instead of the fullscreen quad
// when filter gets rendered.. might require changes to jME3 core..?
}
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