/*******************************************************************************
* Copyright 2015 Geoscience Australia
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package au.gov.ga.earthsci.worldwind.common.view.oculus;
import static com.oculusvr.capi.OvrLibrary.ovrEyeType.ovrEye_Count;
import gov.nasa.worldwind.avlist.AVKey;
import gov.nasa.worldwind.render.DrawContext;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.render.DrawableSceneController;
import au.gov.ga.earthsci.worldwind.common.view.delegate.IDelegateView;
import com.oculusvr.capi.Posef;
/**
* Subclass of {@link RiftViewDistortionDelegate} that displays a single eye of
* the Rift's view, without any distortion. Useful for previewing what the Rift
* sees on a secondary monitor.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
public class RiftViewPreviewDelegate extends RiftViewDistortionDelegate
{
@Override
protected void initDistortion(GL2 gl)
{
}
@Override
public void draw(IDelegateView view, DrawContext dc, DrawableSceneController sc)
{
GL2 gl = dc.getGL().getGL2();
init(gl);
hmd.beginFrameTiming(++frameCount);
Posef[] eyePoses = hmd.getEyePoses(frameCount, eyeOffsets);
for (int i = 0; i < ovrEye_Count; i++)
{
int eye = hmd.EyeRenderOrder[i];
Posef pose = eyePoses[eye];
this.eyePoses[eye].Orientation = pose.Orientation;
this.eyePoses[eye].Position = pose.Position;
}
sc.applyView(dc);
sc.draw(dc);
hmd.endFrameTiming();
view.firePropertyChange(AVKey.VIEW, null, view); //make the view draw repeatedly for oculus rotation
}
}