mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-17 04:51:48 +00:00
Render from multiple cameras, see #43
This commit is contained in:
parent
a7cf55c58e
commit
e51d9e15d9
6 changed files with 177 additions and 31 deletions
|
@ -49,11 +49,15 @@
|
|||
|
||||
// NeL includes
|
||||
#include <nel/misc/smart_ptr.h>
|
||||
#include <nel/3d/frustum.h>
|
||||
#include <nel/3d/viewport.h>
|
||||
|
||||
// Project includes
|
||||
|
||||
namespace NL3D {
|
||||
|
||||
class UCamera;
|
||||
|
||||
struct CStereoDeviceInfo
|
||||
{
|
||||
public:
|
||||
|
@ -80,6 +84,20 @@ public:
|
|||
CStereoOVR(const CStereoDeviceInfo &deviceInfo);
|
||||
virtual ~CStereoOVR();
|
||||
|
||||
/// Gets the required screen resolution for this device
|
||||
virtual void getScreenResolution(uint &width, uint &height);
|
||||
/// Set latest camera position etcetera
|
||||
virtual void updateCamera(const NL3D::UCamera *camera);
|
||||
|
||||
/// Is there a next pass
|
||||
virtual bool nextPass();
|
||||
/// Gets the current viewport
|
||||
virtual const NL3D::CViewport &getCurrentViewport();
|
||||
/// Gets the current camera frustum
|
||||
virtual void getCurrentFrustum(NL3D::UCamera *camera);
|
||||
/// Gets the current camera matrix
|
||||
virtual void getCurrentMatrix(NL3D::UCamera *camera);
|
||||
|
||||
virtual NLMISC::CQuat getOrientation();
|
||||
|
||||
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
|
||||
|
@ -87,10 +105,19 @@ public:
|
|||
static bool isLibraryInUse();
|
||||
static void releaseLibrary();
|
||||
|
||||
/// Calculates internal camera information based on the reference camera
|
||||
void initCamera(const NL3D::UCamera *camera);
|
||||
|
||||
bool isDeviceCreated();
|
||||
|
||||
private:
|
||||
CStereoOVRDevicePtr *m_DevicePtr;
|
||||
int m_Stage;
|
||||
CViewport m_LeftViewport;
|
||||
CViewport m_RightViewport;
|
||||
CFrustum m_LeftFrustum;
|
||||
CFrustum m_RightFrustum;
|
||||
CMatrix m_CameraMatrix;
|
||||
|
||||
}; /* class CStereoOVR */
|
||||
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
|
||||
// NeL includes
|
||||
// #include <nel/misc/debug.h>
|
||||
#include <nel/3d/u_camera.h>
|
||||
|
||||
// Project includes
|
||||
|
||||
|
@ -142,9 +143,10 @@ public:
|
|||
OVR::Ptr<OVR::HMDDevice> HMDDevice;
|
||||
OVR::Ptr<OVR::SensorDevice> SensorDevice;
|
||||
OVR::SensorFusion SensorFusion;
|
||||
OVR::HMDInfo HMDInfo;
|
||||
};
|
||||
|
||||
CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo)
|
||||
CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(2)
|
||||
{
|
||||
++s_DeviceCounter;
|
||||
m_DevicePtr = new CStereoOVRDevicePtr();
|
||||
|
@ -155,11 +157,30 @@ CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo)
|
|||
|
||||
if (m_DevicePtr->HMDDevice)
|
||||
{
|
||||
m_DevicePtr->HMDDevice->GetDeviceInfo(&m_DevicePtr->HMDInfo);
|
||||
nldebug("OVR: HScreenSize: %f, VScreenSize: %f", m_DevicePtr->HMDInfo.HScreenSize, m_DevicePtr->HMDInfo.VScreenSize);
|
||||
nldebug("OVR: VScreenCenter: %f", m_DevicePtr->HMDInfo.VScreenCenter);
|
||||
nldebug("OVR: EyeToScreenDistance: %f", m_DevicePtr->HMDInfo.EyeToScreenDistance);
|
||||
nldebug("OVR: LensSeparationDistance: %f", m_DevicePtr->HMDInfo.LensSeparationDistance);
|
||||
nldebug("OVR: InterpupillaryDistance: %f", m_DevicePtr->HMDInfo.InterpupillaryDistance);
|
||||
nldebug("OVR: HResolution: %i, VResolution: %i", m_DevicePtr->HMDInfo.HResolution, m_DevicePtr->HMDInfo.VResolution);
|
||||
nldebug("OVR: DistortionK[0]: %f, DistortionK[1]: %f", m_DevicePtr->HMDInfo.DistortionK[0], m_DevicePtr->HMDInfo.DistortionK[1]);
|
||||
nldebug("OVR: DistortionK[2]: %f, DistortionK[3]: %f", m_DevicePtr->HMDInfo.DistortionK[2], m_DevicePtr->HMDInfo.DistortionK[3]);
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 160 NL3D::CStereoOVR::CStereoOVR : OVR: HScreenSize: 0.149760, VScreenSize: 0.093600
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 161 NL3D::CStereoOVR::CStereoOVR : OVR: VScreenCenter: 0.046800
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 162 NL3D::CStereoOVR::CStereoOVR : OVR: EyeToScreenDistance: 0.041000
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 163 NL3D::CStereoOVR::CStereoOVR : OVR: LensSeparationDistance: 0.063500
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 164 NL3D::CStereoOVR::CStereoOVR : OVR: InterpupillaryDistance: 0.064000
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 165 NL3D::CStereoOVR::CStereoOVR : OVR: HResolution: 1280, VResolution: 800
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 166 NL3D::CStereoOVR::CStereoOVR : OVR: DistortionK[0]: 1.000000, DistortionK[1]: 0.220000
|
||||
//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 167 NL3D::CStereoOVR::CStereoOVR : OVR: DistortionK[2]: 0.240000, DistortionK[3]: 0.000000
|
||||
m_DevicePtr->SensorDevice = m_DevicePtr->HMDDevice->GetSensor();
|
||||
m_DevicePtr->SensorFusion.AttachToSensor(m_DevicePtr->SensorDevice);
|
||||
m_DevicePtr->SensorFusion.SetGravityEnabled(true);
|
||||
m_DevicePtr->SensorFusion.SetPredictionEnabled(true);
|
||||
m_DevicePtr->SensorFusion.SetYawCorrectionEnabled(true);
|
||||
m_LeftViewport.init(0.f, 0.f, 0.5f, 1.0f);
|
||||
m_RightViewport.init(0.5f, 0.f, 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -177,6 +198,74 @@ CStereoOVR::~CStereoOVR()
|
|||
--s_DeviceCounter;
|
||||
}
|
||||
|
||||
void CStereoOVR::getScreenResolution(uint &width, uint &height)
|
||||
{
|
||||
width = m_DevicePtr->HMDInfo.HResolution;
|
||||
height = m_DevicePtr->HMDInfo.VResolution;
|
||||
}
|
||||
|
||||
void CStereoOVR::initCamera(const NL3D::UCamera *camera)
|
||||
{
|
||||
float ar = (float)m_DevicePtr->HMDInfo.HResolution / ((float)m_DevicePtr->HMDInfo.VResolution * 2.0f);
|
||||
float fov = 2.0f * atanf((m_DevicePtr->HMDInfo.VScreenSize / 2.0f) / m_DevicePtr->HMDInfo.EyeToScreenDistance); //(float)NLMISC::Pi/2.f; // 2.0f * atanf(m_DevicePtr->HMDInfo.VScreenSize / 2.0f * m_DevicePtr->HMDInfo.EyeToScreenDistance);
|
||||
m_LeftFrustum.initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
|
||||
m_RightFrustum = m_LeftFrustum;
|
||||
float viewCenter = m_DevicePtr->HMDInfo.HScreenSize * 0.25f;
|
||||
float eyeProjectionShift = viewCenter - m_DevicePtr->HMDInfo.LensSeparationDistance * 0.5f;
|
||||
float projectionCenterOffset = 4.0f * eyeProjectionShift / m_DevicePtr->HMDInfo.HScreenSize;
|
||||
nldebug("OVR: projectionCenterOffset = %f", projectionCenterOffset);
|
||||
projectionCenterOffset *= (m_LeftFrustum.Left - m_LeftFrustum.Right) * 0.5f; // made this up ...
|
||||
m_LeftFrustum.Left += projectionCenterOffset;
|
||||
m_LeftFrustum.Right += projectionCenterOffset;
|
||||
m_RightFrustum.Left -= projectionCenterOffset;
|
||||
m_RightFrustum.Right -= projectionCenterOffset;
|
||||
}
|
||||
|
||||
void CStereoOVR::updateCamera(const NL3D::UCamera *camera)
|
||||
{
|
||||
if (camera->getFrustum().Near != m_LeftFrustum.Near
|
||||
|| camera->getFrustum().Far != m_LeftFrustum.Far)
|
||||
CStereoOVR::initCamera(camera);
|
||||
m_CameraMatrix = camera->getMatrix();
|
||||
}
|
||||
|
||||
bool CStereoOVR::nextPass()
|
||||
{
|
||||
switch (m_Stage)
|
||||
{
|
||||
case 0:
|
||||
++m_Stage;
|
||||
return true;
|
||||
case 1:
|
||||
++m_Stage;
|
||||
return false;
|
||||
case 2:
|
||||
m_Stage = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
const NL3D::CViewport &CStereoOVR::getCurrentViewport()
|
||||
{
|
||||
if (m_Stage) return m_RightViewport;
|
||||
else return m_LeftViewport;
|
||||
}
|
||||
|
||||
void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera)
|
||||
{
|
||||
if (m_Stage) camera->setFrustum(m_RightFrustum);
|
||||
else camera->setFrustum(m_LeftFrustum);
|
||||
}
|
||||
|
||||
void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera)
|
||||
{
|
||||
CMatrix translate;
|
||||
if (m_Stage) translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f));
|
||||
else translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * 0.5f, 0.f, 0.f));
|
||||
camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
|
||||
camera->setMatrix(m_CameraMatrix * translate); // or switch?
|
||||
}
|
||||
|
||||
NLMISC::CQuat CStereoOVR::getOrientation()
|
||||
{
|
||||
OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation();
|
||||
|
@ -225,7 +314,11 @@ void CStereoOVR::listDevices(std::vector<CStereoDeviceInfo> &devicesOut)
|
|||
|
||||
CStereoOVR *CStereoOVR::createDevice(const CStereoDeviceInfo &deviceInfo)
|
||||
{
|
||||
return new CStereoOVR(deviceInfo);
|
||||
CStereoOVR *stereo = new CStereoOVR(deviceInfo);
|
||||
if (stereo->isDeviceCreated())
|
||||
return stereo;
|
||||
delete stereo;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
bool CStereoOVR::isLibraryInUse()
|
||||
|
|
|
@ -52,7 +52,7 @@ ScreenHeight = 800;
|
|||
ScreenDepth = 32;
|
||||
|
||||
// If 1, run in fullscreen mode, 0 for windowed
|
||||
ScreenFull = 0;
|
||||
ScreenFull = 1;
|
||||
|
||||
// Start position of the player (the z is always 0)
|
||||
StartPoint = { 1840.0, -970.0, 0.0 };
|
||||
|
|
|
@ -64,13 +64,13 @@ UVisualCollisionEntity *CamCollisionEntity = NULL;
|
|||
static UInstance Snow = NULL;
|
||||
|
||||
// The sky 3D objects
|
||||
static UScene *SkyScene = NULL;
|
||||
static UCamera SkyCamera = NULL;
|
||||
UScene *SkyScene = NULL;
|
||||
UCamera SkyCamera = NULL;
|
||||
static UInstance Sky = NULL;
|
||||
|
||||
static UCloudScape *Clouds = NULL;
|
||||
|
||||
static CStereoOVR *s_StereoHMD = NULL;
|
||||
CStereoOVR *StereoHMD = NULL;
|
||||
|
||||
//
|
||||
// Functions
|
||||
|
@ -111,7 +111,7 @@ void initCamera()
|
|||
if (deviceInfo)
|
||||
{
|
||||
nlinfo("Create HMD device!");
|
||||
s_StereoHMD = CStereoOVR::createDevice(*deviceInfo);
|
||||
StereoHMD = CStereoOVR::createDevice(*deviceInfo);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -129,6 +129,13 @@ void initCamera()
|
|||
CamCollisionEntity = VisualCollisionManager->createEntity();
|
||||
CamCollisionEntity->setCeilMode(true);
|
||||
|
||||
if (StereoHMD)
|
||||
{
|
||||
StereoHMD->nextPass(); // test
|
||||
|
||||
StereoHMD->initCamera(&Camera);
|
||||
}
|
||||
|
||||
// Create the snowing particle system
|
||||
Snow = Scene->createInstance("snow.ps");
|
||||
// And setup it
|
||||
|
@ -159,16 +166,16 @@ void releaseCamera()
|
|||
Scene->deleteInstance(Snow);
|
||||
VisualCollisionManager->deleteEntity(CamCollisionEntity);
|
||||
|
||||
delete s_StereoHMD;
|
||||
s_StereoHMD = NULL;
|
||||
delete StereoHMD;
|
||||
StereoHMD = NULL;
|
||||
CStereoOVR::releaseLibrary();
|
||||
}
|
||||
|
||||
void updateCamera()
|
||||
{
|
||||
if (s_StereoHMD)
|
||||
if (StereoHMD)
|
||||
{
|
||||
NLMISC::CQuat hmdOrient = s_StereoHMD->getOrientation();
|
||||
NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
|
||||
NLMISC::CMatrix camMatrix = Camera.getMatrix();
|
||||
NLMISC::CMatrix hmdMatrix;
|
||||
hmdMatrix.setRot(hmdOrient);
|
||||
|
@ -217,7 +224,8 @@ void updateSky()
|
|||
// Must clear ZBuffer For incoming rendering.
|
||||
Driver->clearZBuffer();
|
||||
|
||||
Clouds->render();
|
||||
if (!StereoHMD) // Cloudscape not supported (fix Viewport please)
|
||||
Clouds->render();
|
||||
}
|
||||
|
||||
} /* namespace SBCLIENT */
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
namespace NL3D
|
||||
{
|
||||
class UVisualCollisionEntity;
|
||||
class CStereoOVR;
|
||||
};
|
||||
|
||||
namespace SBCLIENT {
|
||||
|
@ -39,7 +40,10 @@ namespace SBCLIENT {
|
|||
//
|
||||
|
||||
extern NL3D::UCamera Camera;
|
||||
extern NL3D::UCamera SkyCamera;
|
||||
extern NL3D::UVisualCollisionEntity *CamCollisionEntity;
|
||||
extern NL3D::CStereoOVR *StereoHMD;
|
||||
extern NL3D::UScene *SkyScene;
|
||||
|
||||
//
|
||||
// External functions
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
#if SBCLIENT_DEV_STEREO
|
||||
# include <nel/3d/stereo_render.h>
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
#include <nel/3d/stereo_ovr.h>
|
||||
|
||||
// Project includes
|
||||
#include "pacs.h"
|
||||
|
@ -709,6 +710,7 @@ void loopIngame()
|
|||
|
||||
// 09. Update Camera (depends on entities)
|
||||
updateCamera();
|
||||
StereoHMD->updateCamera(&Camera);
|
||||
|
||||
// 10. Update Interface (login, ui, etc)
|
||||
// ...
|
||||
|
@ -729,17 +731,28 @@ void loopIngame()
|
|||
else
|
||||
{
|
||||
// call all 3d render thingies
|
||||
Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render
|
||||
// Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render
|
||||
|
||||
// 01. Render Driver (background color)
|
||||
// BLOOM CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
||||
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
||||
|
||||
#if SBCLIENT_DEV_STEREO
|
||||
_StereoRender->calculateCameras(Camera.getObjectPtr()); // calculate modified matrices for the current camera
|
||||
for (uint cameraId = 0; cameraId < _StereoRender->getCameraCount(); ++cameraId)
|
||||
{
|
||||
_StereoRender->getCamera(cameraId, Camera.getObjectPtr()); // get the matrix details for this camera
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
|
||||
// 01. Render Driver (background color)
|
||||
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
||||
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
while (StereoHMD->nextPass())
|
||||
{
|
||||
const CViewport &vp = StereoHMD->getCurrentViewport();
|
||||
Driver->setViewport(vp);
|
||||
Scene->setViewport(vp);
|
||||
SkyScene->setViewport(vp);
|
||||
StereoHMD->getCurrentFrustum(&Camera);
|
||||
StereoHMD->getCurrentFrustum(&SkyCamera);
|
||||
StereoHMD->getCurrentMatrix(&Camera);
|
||||
|
||||
// 02. Render Sky (sky scene)
|
||||
updateSky(); // Render the sky scene before the main scene
|
||||
|
@ -749,10 +762,10 @@ void loopIngame()
|
|||
|
||||
// 05. Render Effects (flare)
|
||||
updateLensFlare(); // Render the lens flare
|
||||
CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene
|
||||
// BLOOM CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene
|
||||
|
||||
// 06. Render Interface 3D (player names)
|
||||
CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related)
|
||||
// BLOOM CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related)
|
||||
|
||||
#if SBCLIENT_DEV_STEREO
|
||||
_StereoRender->copyBufferToTexture(cameraId); // copy current buffer to the active stereorender texture
|
||||
|
@ -761,19 +774,20 @@ void loopIngame()
|
|||
_StereoRender->render(); // render everything together in the current mode
|
||||
#endif /* #if SBCLIENT_DEV_STEREO */
|
||||
|
||||
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
||||
updateCompass(); // Update the compass
|
||||
updateRadar(); // Update the radar
|
||||
updateGraph(); // Update the radar
|
||||
if (ShowCommands) updateCommands(); // Update the commands panel
|
||||
updateAnimation();
|
||||
renderEntitiesNames(); // Render the name on top of the other players
|
||||
updateInterface(); // Update interface
|
||||
renderInformation();
|
||||
update3dLogo();
|
||||
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
||||
updateCompass(); // Update the compass
|
||||
updateRadar(); // Update the radar
|
||||
updateGraph(); // Update the radar
|
||||
if (ShowCommands) updateCommands(); // Update the commands panel
|
||||
updateAnimation();
|
||||
renderEntitiesNames(); // Render the name on top of the other players
|
||||
updateInterface(); // Update interface
|
||||
renderInformation();
|
||||
update3dLogo();
|
||||
|
||||
// 08. Render Debug (stuff for dev)
|
||||
// ...
|
||||
// 08. Render Debug (stuff for dev)
|
||||
// ...
|
||||
}
|
||||
|
||||
// 09. Render Buffer
|
||||
Driver->swapBuffers();
|
||||
|
|
Loading…
Reference in a new issue