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* Copyright (c) Bastiaan Veelo (Bastiaan a_t Veelo d_o_t net) & Juergen Riegel (FreeCAD@juergen-riegel.net)
* All rights reserved. Contact me if the below is too restrictive for you.
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#ifndef GUI_CoinRiftWidget
#define GUI_CoinRiftWidget

#if BUILD_VR

// defines which methode to use to render 
#define USE_SO_OFFSCREEN_RENDERER
//#define USE_FRAMEBUFFER

#ifdef USE_SO_OFFSCREEN_RENDERER
# ifdef USE_FRAMEBUFFER
# error "Mutually exclusive options defined."
# endif
#endif

#include <algorithm>
#include <QApplication>
#include <QGLWidget>
#include <QTimer>
#include <QDebug>
#include <Inventor/SoDB.h>
#include <Inventor/SoInput.h>
#ifdef USE_SO_OFFSCREEN_RENDERER
# include <Inventor/SoOffscreenRenderer.h>
#endif
#ifdef USE_FRAMEBUFFER
# include <Inventor/SoSceneManager.h>
#endif
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoFrustumCamera.h>
#include <Inventor/nodes/SoDirectionalLight.h>

#include <OVR.h>
#include <OVR_Kernel.h>
#include <OVR_Version.h>
//#include <OVR_CAPI_GL.h>
#include <../Src/OVR_CAPI_GL.h>
#include <../Src/CAPI/GL/CAPI_GL_Util.h> // For framebuffer functions.



class CoinRiftWidget : public QGLWidget
{
    ovrHmd hmd;
    //ovrHmdDesc hmdDesc;
    //ovrEyeType eyes[2];
    ovrEyeRenderDesc eyeRenderDesc[2];
    ovrTexture eyeTexture[2];

#ifdef USE_FRAMEBUFFER
    GLuint frameBufferID[2], depthBufferID[2];
    // A SoSceneManager has a SoRenderManager to do the rendering -- should we not use SoRenderManager instead?
    // We are probably not that interested in events. SoSceneManager::setSceneGraph() searches for the camera
    // and sets it in SoRenderManager, but its is actually only used for built-in stereo rendering. We sould
    // probably eliminate that search...
    SoSceneManager *m_sceneManager;
#endif
#ifdef USE_SO_OFFSCREEN_RENDERER
    SoOffscreenRenderer *renderer;
#endif
    SoSeparator *rootScene[2];
    SoFrustumCamera *camera[2];
    SoNode *scene;
public:
    explicit CoinRiftWidget();
    ~CoinRiftWidget();
    virtual void setSceneGraph(SoNode *sceneGraph);
    void setBase(const SbVec3f &pos){basePosition=pos;}
    void setBackgroundColor(const SbColor &Col);

    SbVec3f    basePosition;
    SbRotation baseOrientation;

protected:
    void handlingSafetyWarning(void);
    void initializeGL();
    void paintGL();
    void resizeGL(int width, int height);

    SbColor BackgroundColor;
    SoTranslation *lightTranslation;
};


#endif //BUILD_VR

#endif // GUI_CoinRiftWidget
