I would like to map sample 6 OptixSDK to QGLWidget.
My application has only 3 QSlider for rotation around the X, Y, Z and QGLWidget axis.
For my understanding, paintGL () is called whenever updateGL () is called by my QSlider or Mouseevents. Then I initialize the rotation matrix and applied this matrix to the PinholeCamera to track the scene with the new converted cameras, right?
When the trace is finished, I get the output buffer and use it to draw pixels using glDrawPixels (), as in GLUTdisplay.cpp, presented in the OptiX framework.
But my problem is that the image is distorted / distorted. For example, I wanted to display the ball, but the ball is extremely flat, but the rotation works great. When I zoom in, it seems that the image scales much more slowly horizontally than vertically.
I am pretty sure / hope it has something to do with the gl ... () functions that are not being used properly. What am I missing? Can someone help me?
For completeness, I write my code paintGL () and updateGL ().
void MyGLWidget::initializeGL()
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
m_scene = new MeshViewer();
m_scene->setMesh( (std::string( sutilSamplesDir() ) + "/ball.obj").c_str());
int buffer_width, buffer_height;
SampleScene::InitialCameraData initial_camera_data;
m_scene->setUseVBOBuffer( false );
m_scene->initScene( initial_camera_data );
int m_initial_window_width = 400;
int m_initial_window_height = 400;
if( m_initial_window_width > 0 && m_initial_window_height > 0)
m_scene->resize( m_initial_window_width, m_initial_window_height );
m_camera = new PinholeCamera( initial_camera_data.eye,
initial_camera_data.lookat,
initial_camera_data.up,
-1.0f,
initial_camera_data.vfov,
PinholeCamera::KeepVertical );
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
buffer_width = static_cast<int>(buffer_width_rts);
buffer_height = static_cast<int>(buffer_height_rts);
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
m_scene->getContext()->compile();
m_scene->trace( camera_data );
m_scene->getContext()->launch( 0, 0 );
glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(0, 1, 0, 1, -1, 1 );
glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, buffer_width, buffer_height);
}
And here is paintGL ()
void MyGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
float3 eye, U, V, W;
m_camera->getEyeUVW( eye, U, V, W );
SampleScene::RayGenCameraData camera_data( eye, U, V, W );
{
nvtx::ScopedRange r( "trace" );
m_scene->trace( camera_data );
}
Buffer buffer = m_scene->getOutputBuffer();
RTsize buffer_width_rts, buffer_height_rts;
buffer->getSize( buffer_width_rts, buffer_height_rts );
int buffer_width = static_cast<int>(buffer_width_rts);
int buffer_height = static_cast<int>(buffer_height_rts);
RTformat buffer_format = buffer.get()->getFormat();
GLvoid* imageData = buffer->map();
assert( imageData );
switch (buffer_format) {
}
RTsize elementSize = buffer->getElementSize();
int align = 1;
if ((elementSize % 8) == 0) align = 8;
else if ((elementSize % 4) == 0) align = 4;
else if ((elementSize % 2) == 0) align = 2;
glPixelStorei(GL_UNPACK_ALIGNMENT, align);
gldata = QGLWidget::convertToGLFormat(image_data);
NVTX_RangePushA("glDrawPixels");
glDrawPixels( static_cast<GLsizei>( buffer_width ), static_cast<GLsizei>( buffer_height ),gl_format, gl_data_type, imageData);
NVTX_RangePop();
buffer->unmap();
}