我目前正在开发一个基于 SDK 0.3.2 和 OpenGL 3.2.0 的基本 Oculus Rift 应用程序,以让我习惯 3D 引擎和 Oculus Rift 技术。
现在我正在尝试在 Oculus 内渲染一个旋转的立方体。对于失真,我决定在 SDK 中使用 Oculus Rift 团队提供的渲染引擎。所以,首先我在一个单一的纹理中渲染我的场景,其中包含两个具有不同背景颜色的场景副本以进行可视化(现在我不关心立体方面),并且我知道它有效的事实:
窗口太大,无法完全显示在屏幕上,但我们可以清楚地看到相同的场景。窗口在其中心被切割
编辑 4(最终):
经过大量的试验和错误,以及 Jherico 的建议,我设法让一切运行起来。
看来,重新编辑到Edit 3glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
,我不得不每帧重新绑定顶点缓冲区。代码(没有立体或运动跟踪)可以在这里找到。注意:该模式MODE_OCULUS_DEBUG_
不再起作用。Aaaand 图像被翻转。
编辑 3:
我跳到 SDK 0.4.1,并遵循了 Jherico 的所有建议(顺便说一句,非常感谢),我最终得到了这个。我真的不知道发生了什么事。但我注意到的一件事是,有时我必须使用绑定帧缓冲区glBindBuffer
,有时glBindFramebuffer
......请记住,在第一个屏幕截图上,纹理仍然与开始时完全相同。我觉得这是关于帧计时的问题。如果我足够快地触发第一帧的一半的过程,那么第一帧就没有错误。请注意,我每次触发一半渲染,这意味着我必须触发两次才能获得一帧。然后第二个总是和第一个一样,如果我触发它到第三个可能会很迟钝,然后它总是第四帧后出现故障。故障只出现一次,我无法让它出现两次,即使我等待了很长时间。
明天我会尝试调查,但如果您有任何想法,或者这是一个常见的 OpenGL 错误或误解,欢迎您提供帮助:)
你可以在这里找到代码
*编辑1:
我使用帧缓冲区在纹理中绘制场景。在ovrHmd_BeginFrame(hmd, 0)
声明之后,我绑定帧缓冲区以进行离屏渲染:
请注意,textures[] 包含网格和星形,使用来自 shaderProgram 的片段着色器混合
glBindBuffer(GL_FRAMEBUFFER, frameBuffer);
glBindVertexArray(vertexArrayObject);
glEnable(GL_DEPTH_TEST);
glUseProgram(shaderProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
framebuffer
uis 在该函数中创建,在之后init_ovr()
但之前调用init_render_ovr()
:
int init_framebuffers(){
// Framebuffers
//-----------------------------------------------
// In order to display, it has to be "complete" (at least 1 color/depth/stencil buffer attached, 1color attachement, same number of multisamples, attachement completes)
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// ---- Texture "Color Buffer"
glGenTextures(1, &renderedTex);
glBindTexture(GL_TEXTURE_2D, renderedTex);
glTexImage2D(renderedTex, 0, GL_RGB, renderTargetSize.w / 2, renderTargetSize.h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Attaching the color buffer to the frame Buffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTex, 0);
// ---- RenderBuffer
// Render Buffer (to be able to render Depth calculation)
GLuint rboDepthStencil;
glGenRenderbuffers(1, &rboDepthStencil);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, renderTargetSize.w / 2, renderTargetSize.h);
// Attaching the render buffer to the framebuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboDepthStencil);
// Binding the Frame Buffer so the rendering happens in it
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
return 0;
}
*编辑2: 好的,这是我现在的渲染循环:
ovrFrameTiming hdmFrameTiming = ovrHmd_BeginFrame(hmd, 0);
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++){
ovrEyeType eye = hmdDesc.EyeRenderOrder[eyeIndex];
ovrPosef eyePose = ovrHmd_BeginEyeRender(hmd, eye);
// Clear the screen and the depth buffer (as it is filled with 0 initially,
// nothing will be draw (0 = on top);
glClearColor(0.0f, 0.0f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FRAMEBUFFER);
// Drawing in the FrameBuffer
glBindBuffer(GL_FRAMEBUFFER, frameBuffer);
glBindVertexArray(vertexArrayObject);
glEnable(GL_DEPTH_TEST);
glUseProgram(shaderProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
if (eye == ovrEye_Right){
glScissor(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
}else{
glScissor(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
}
if (eye == ovrEye_Right)
glClearColor(0.0f, 0.3f, 0.0f, 1.0f);
else
glClearColor(0.3f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Turn around Z
trans = glm::rotate(
trans,
0.7f,
glm::vec3(0.0f, 0.0f, 1.0f)
);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
// Drawing
glDrawArrays(GL_TRIANGLES, 0, 36);
// Unbind the custom frame Buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ovrHmd_EndEyeRender(hmd, eye, eyePose, &EyeTexture[eye].Texture);
}
ovrHmd_EndFrame(hmd);
还有我的渲染配置:
EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[0].OGL.Header.TextureSize = recommendedTex0Size;
EyeTexture[0].OGL.Header.RenderViewport.Size = recommendedTex0Size;
EyeTexture[0].OGL.Header.RenderViewport.Pos.x = 0;
EyeTexture[0].OGL.Header.RenderViewport.Pos.y = 0;
EyeTexture[0].OGL.TexId = renderedTex;
EyeTexture[1].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[1].OGL.Header.TextureSize = recommendedTex1Size;
EyeTexture[1].OGL.Header.RenderViewport.Size = recommendedTex1Size;
EyeTexture[1].OGL.Header.RenderViewport.Pos.x = recommendedTex1Size.w;
EyeTexture[1].OGL.Header.RenderViewport.Pos.y = 0;
EyeTexture[1].OGL.TexId = renderedTex;
但我仍然无法显示任何内容。
原帖:
所以现在我想使用 Oculus SDK 将这个纹理扭曲成一个桶。为此,我初始化了 Oculus 引擎:
int init_ovr(){
// Init the OVR library
ovr_Initialize();
// Create the software device and connect the physical device
hmd = ovrHmd_Create(0);
if (hmd)
ovrHmd_GetDesc( hmd, &hmdDesc );
else
return 1;
//Configuring the Texture size (bigger than screen for barrel distortion)
recommendedTex0Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
recommendedTex1Size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
renderTargetSize.w = recommendedTex0Size.w + recommendedTex1Size.w;
renderTargetSize.h = std::max( recommendedTex0Size.h, recommendedTex1Size.h );
return 0;
}
和渲染:
int init_render_ovr(){
// Configure rendering with OpenGL
ovrGLConfig cfg;
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.RTSize = OVR::Sizei( hmdDesc.Resolution.w, hmdDesc.Resolution.h );
cfg.OGL.Header.Multisample = 0;
cfg.OGL.Window = sdl_window_info.info.win.window;
ovrFovPort eyesFov[2];
// I also tried = { hmdDesc.DefaultEyeFov[0], hmdDesc.DefaultEyeFov[1] };
if ( !ovrHmd_ConfigureRendering(hmd, &cfg.Config, ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp, eyesFov, eyesRenderDesc) )
return 1;
EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[0].OGL.Header.TextureSize = recommendedTex0Size;
EyeTexture[0].OGL.Header.RenderViewport = eyesRenderDesc[0].DistortedViewport;
EyeTexture[0].OGL.TexId = renderedTex;
EyeTexture[1].OGL.Header.API = ovrRenderAPI_OpenGL;
EyeTexture[1].OGL.Header.TextureSize = recommendedTex1Size;
EyeTexture[1].OGL.Header.RenderViewport = eyesRenderDesc[1].DistortedViewport;
EyeTexture[1].OGL.TexId = renderedTex;
return 0;
}
最后,我进入我的主渲染循环
ovrFrameTiming hdmFrameTiming = ovrHmd_BeginFrame(hmd, 0);
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++){
ovrEyeType eye = hmdDesc.EyeRenderOrder[eyeIndex];
ovrPosef eyePose = ovrHmd_BeginEyeRender(hmd, eye);
if (eye == ovrEye_Right){
glScissor(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(renderTargetSize.w / 2, 0, renderTargetSize.w / 2, renderTargetSize.h);
}else{
glScissor(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
glViewport(0, 0, renderTargetSize.w / 2, renderTargetSize.h);
}
if (eye == ovrEye_Right)
glClearColor(0.0f, 0.3f, 0.0f, 1.0f);
else
glClearColor(0.3f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Turn around Z
trans = glm::rotate(
trans,
0.7f,
glm::vec3(0.0f, 0.0f, 1.0f)
);
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
// Drawing
glDrawArrays(GL_TRIANGLES, 0, 36);
ovrHmd_EndEyeRender(hmd, eye, eyePose, &EyeTexture[eye].Texture);
}
ovrHmd_EndFrame(hmd);
但结果是一个普通的黑屏。我试图将 glViewport 全部移动,手动设置 EyeRenderDesc 结构,我阅读了两次文档并非常严格地遵循它......但没有任何帮助。
我是不是在什么地方忘记了什么?我现在不知道在哪里看。