aboutsummaryrefslogtreecommitdiffstats
path: root/src/oculusvr/classes/com/jogamp
Commit message (Collapse)AuthorAgeFilesLines
* Bug 1021: OVRSBSRenderer*: Add texture filtering parameter (bilinear/none), ↵Sven Gothel2014-07-032-38/+83
| | | | | | | | | | | | | | adjust FBO texture params (alpha, filtering); Demo: Pass all parameters w/ arguments, use sane good defaults. Turns out that using bilinear texture filtering w/o multisampling is 'good enough' .. - OVRSBSRenderer*: - Add texture filtering parameter (bilinear/none) - Adjust FBO texture params (alpha, filtering) No alpha needed in FBO sink/target! - Demo: Pass all parameters w/ arguments, use sane good defaults.
* Bug 1021: Refine Stereo Rendering API and OculusVR implementing rendererSven Gothel2014-07-032-61/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Refine API in regards to proper package names, interface and high-level access to eye specific constant parameter and variable eye movement. +++ Commit 36327e24cf586b50bf18e87d7d13d53eb41cf1d9 introduced 'GLEventListener2' Move javax.media.opengl.GLEventListener2 -> com.jogamp.opengl.util.CustomRendererListener -> com.jogamp.opengl.util.stereo.StereoRendererListener StereoRendererListener adds stereoscopic specific: public void reshapeEye(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height, final EyeParameter eyeParam, final EyePose eyePose); .. see below. ++ Add com.jogamp.opengl.util.stereo: - EyeParameter (Constant eye parameters, like IPD and FOV) - EyePose (Current eye position and orientation) +++ Add com.jogamp.opengl.math.FovHVHalves to support non-centered bi-directional FOV for lenses. Add respective FloatUtil.makePerspective(.. FovHVHalves fovhv ) variant. +++
* Bug 1021: Add OculusVR distortion renderer (single FBO and dual FBO); Add ↵Sven Gothel2014-07-015-22/+472
| | | | | | | | | | | | | | | | | | | | | | | | | | GLEventListener2 (WIP); Refine FloatUtil - GLEventListener2 extends GLEventListener adds refined control: - display w/ flags, i.e. repeat, don't clear - setProjectionModelview(..) - FloatUtil.* Add return value for chaining, where missing +++ - jogamp.opengl.oculusvr.OVRDistortion - Handles all OVR related data and maps it to shader + GL buffers - display method - com.jogamp.opengl.oculusvr.OVRSBSRendererSingleFBO implements GLEventListener - Simple OVRDistortion renderer using single FBO - Using upstream GLEventListener2 (the content) - com.jogamp.opengl.oculusvr.OVRSBSRendererDualFBO implements GLEventListener - Simple OVRDistortion renderer using two FBOs - Using upstream GLEventListener2 (the content) Manual Test: com.jogamp.opengl.test.junit.jogl.stereo.ovr.OVRDemo01
* Bug 1021: Enhance OVR GlueGen Mapping / Adapt to GlueGen commit ↵Sven Gothel2014-06-251-14/+57
| | | | 9ee44e1a289ecbac024662dd5a2ffc42e8add023 (Bug 1025)
* Bug 1021: Add OculusSDK binding / Basic OVR supportSven Gothel2014-06-193-0/+270
Bring-up test only initializes the ovrHmdHandle data structure by OVR native code. See com.jogamp.oculusvr.OVRVersion Current evaluation build compiles all OVR-SDK source files itself w/o using provided libovr.a. We also skip the GL dependent renderer of the SDK, i.e. we prefer to utilize our JOGL 'barrel distortion' renderer. This eases the 'chicken-egg' problem of OVR SDK dependencies, i.e. libGL, libGLESv2 .. etc Since the OVR source code is C++, we may still have to figure out how to / and whether we shall link libstdc++ statically to remove platform dependencies. Right now we link libstdc++ statically if using GCC, see make/build-oculusvr.xml (hackish .. TODO: better way to include all symbols). Same consideration applies to GNU/Linux and libudev.so dependency, since there are: - libudev.so.0 and (Older distri's) - libudev.so.1 (Debian8, ..) ... Produced JAR artifacts are - jar/atomic/oculusvr.jar - jar/atomic/oculusvr-natives-<os.and.arch>.jar i.e. only in 'atomic' variants to not bloat the default 'all' JAR files. .... make/build-oculusvr.xml Notes: - Currently native build only enabled on GNU/Linux (isLinux) - Force disable native build via property 'c.build.oculusvr.skip'