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Allow multiple user cameras to be calculated separately, useful for sky etc, re #43
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6 changed files with 41 additions and 39 deletions
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@ -72,6 +72,8 @@ public:
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class CStereoOVRDevicePtr;
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#define NL_STEREO_MAX_USER_CAMERAS 8
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/**
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* \brief CStereoOVR
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* \date 2013-06-25 22:22GMT
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@ -88,18 +90,18 @@ public:
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/// Gets the required screen resolution for this device
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virtual void getScreenResolution(uint &width, uint &height);
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/// Set latest camera position etcetera
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virtual void updateCamera(const NL3D::UCamera *camera);
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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/// Is there a next pass
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virtual bool nextPass();
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/// Gets the current viewport
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virtual const NL3D::CViewport &getCurrentViewport() const;
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/// Gets the current camera frustum
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virtual const NL3D::CFrustum &getCurrentFrustum() const;
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virtual const NL3D::CFrustum &getCurrentFrustum(uint cid) const;
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/// Gets the current camera frustum
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virtual void getCurrentFrustum(NL3D::UCamera *camera) const;
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virtual void getCurrentFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Gets the current camera matrix
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virtual void getCurrentMatrix(NL3D::UCamera *camera) const;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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/// At the start of a new render target
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virtual bool beginClear();
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@ -122,7 +124,7 @@ public:
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/// Get the HMD orientation
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virtual NLMISC::CQuat getOrientation() const;
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/// Get GUI center (1 = width, 1 = height, 0 = center)
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virtual void getInterface2DShift(float &x, float &y, float distance);
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virtual void getInterface2DShift(uint cid, float &x, float &y, float distance);
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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@ -132,7 +134,7 @@ public:
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/// Calculates internal camera information based on the reference camera
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void initCamera(const NL3D::UCamera *camera);
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void initCamera(uint cid, const NL3D::UCamera *camera);
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bool isDeviceCreated();
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@ -141,9 +143,9 @@ private:
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int m_Stage;
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CViewport m_LeftViewport;
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CViewport m_RightViewport;
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CFrustum m_LeftFrustum;
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CFrustum m_RightFrustum;
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CMatrix m_CameraMatrix;
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CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
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mutable bool m_OrientationCached;
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mutable NLMISC::CQuat m_OrientationCache;
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@ -204,29 +204,29 @@ void CStereoOVR::getScreenResolution(uint &width, uint &height)
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height = m_DevicePtr->HMDInfo.VResolution;
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}
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void CStereoOVR::initCamera(const NL3D::UCamera *camera)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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{
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float ar = (float)m_DevicePtr->HMDInfo.HResolution / ((float)m_DevicePtr->HMDInfo.VResolution * 2.0f);
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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);
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m_LeftFrustum.initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
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m_RightFrustum = m_LeftFrustum;
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m_LeftFrustum[cid].initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
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m_RightFrustum[cid] = m_LeftFrustum[cid];
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float viewCenter = m_DevicePtr->HMDInfo.HScreenSize * 0.25f;
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float eyeProjectionShift = viewCenter - m_DevicePtr->HMDInfo.LensSeparationDistance * 0.5f;
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float projectionCenterOffset = 4.0f * eyeProjectionShift / m_DevicePtr->HMDInfo.HScreenSize;
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nldebug("OVR: projectionCenterOffset = %f", projectionCenterOffset);
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projectionCenterOffset *= (m_LeftFrustum.Left - m_LeftFrustum.Right) * 0.5f; // made this up ...
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m_LeftFrustum.Left += projectionCenterOffset;
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m_LeftFrustum.Right += projectionCenterOffset;
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m_RightFrustum.Left -= projectionCenterOffset;
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m_RightFrustum.Right -= projectionCenterOffset;
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projectionCenterOffset *= (m_LeftFrustum[cid].Left - m_LeftFrustum[cid].Right) * 0.5f; // made this up ...
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m_LeftFrustum[cid].Left += projectionCenterOffset;
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m_LeftFrustum[cid].Right += projectionCenterOffset;
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m_RightFrustum[cid].Left -= projectionCenterOffset;
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m_RightFrustum[cid].Right -= projectionCenterOffset;
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}
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void CStereoOVR::updateCamera(const NL3D::UCamera *camera)
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void CStereoOVR::updateCamera(uint cid, const NL3D::UCamera *camera)
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{
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if (camera->getFrustum().Near != m_LeftFrustum.Near
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|| camera->getFrustum().Far != m_LeftFrustum.Far)
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CStereoOVR::initCamera(camera);
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m_CameraMatrix = camera->getMatrix();
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if (camera->getFrustum().Near != m_LeftFrustum[cid].Near
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|| camera->getFrustum().Far != m_LeftFrustum[cid].Far)
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CStereoOVR::initCamera(cid, camera);
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m_CameraMatrix[cid] = camera->getMatrix();
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}
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bool CStereoOVR::nextPass()
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@ -285,25 +285,25 @@ const NL3D::CViewport &CStereoOVR::getCurrentViewport() const
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else return m_RightViewport;
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}
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const NL3D::CFrustum &CStereoOVR::getCurrentFrustum() const
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const NL3D::CFrustum &CStereoOVR::getCurrentFrustum(uint cid) const
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{
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if (m_Stage % 2) return m_LeftFrustum;
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else return m_RightFrustum;
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if (m_Stage % 2) return m_LeftFrustum[cid];
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else return m_RightFrustum[cid];
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}
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void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) const
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void CStereoOVR::getCurrentFrustum(uint cid, NL3D::UCamera *camera) const
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{
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if (m_Stage % 2) camera->setFrustum(m_LeftFrustum);
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else camera->setFrustum(m_RightFrustum);
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if (m_Stage % 2) camera->setFrustum(m_LeftFrustum[cid]);
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else camera->setFrustum(m_RightFrustum[cid]);
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}
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void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera) const
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void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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{
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CMatrix translate;
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if (m_Stage % 2) translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f));
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else translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * 0.5f, 0.f, 0.f));
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camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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camera->setMatrix(m_CameraMatrix * translate);
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camera->setMatrix(m_CameraMatrix[cid] * translate);
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}
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bool CStereoOVR::beginClear()
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@ -395,7 +395,7 @@ NLMISC::CQuat CStereoOVR::getOrientation() const
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}
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/// Get GUI shift
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void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
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void CStereoOVR::getInterface2DShift(uint cid, float &x, float &y, float distance)
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{
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#if 0
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@ -437,7 +437,7 @@ void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
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CVector rotshift = CVector(p, 0.f, t) * -distance;
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CVector proj = CStereoOVR::getCurrentFrustum().project(vec + ipd + rotshift);
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CVector proj = CStereoOVR::getCurrentFrustum(cid).project(vec + ipd + rotshift);
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x = (proj.x - 0.5f);
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y = (proj.y - 0.5f);
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@ -131,7 +131,7 @@ void initCamera()
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if (StereoHMD)
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{
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StereoHMD->initCamera(&Camera);
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StereoHMD->initCamera(0, &Camera);
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}
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// Create the snowing particle system
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@ -388,7 +388,7 @@ void updateCommands()
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if (StereoHMD)
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{
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float xshift, yshift;
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StereoHMD->getInterface2DShift(xshift, yshift, 1.f);
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StereoHMD->getInterface2DShift(0, xshift, yshift, 1.f);
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// snap to pixels
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xshift = ((float)(sint32)(xshift * width)) / width;
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yshift = ((float)(sint32)(yshift * height)) / height;
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@ -98,7 +98,7 @@ void updateCompass ()
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if (StereoHMD)
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{
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float xshift, yshift;
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StereoHMD->getInterface2DShift(xshift, yshift, 1.f);
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StereoHMD->getInterface2DShift(0, xshift, yshift, 1.f);
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x += xshift;
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y += yshift;
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}
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@ -710,7 +710,7 @@ void loopIngame()
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// 09. Update Camera (depends on entities)
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updateCamera();
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if (StereoHMD) StereoHMD->updateCamera(&Camera);
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if (StereoHMD) StereoHMD->updateCamera(0, &Camera);
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// 10. Update Interface (login, ui, etc)
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// ...
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@ -741,9 +741,9 @@ void loopIngame()
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Driver->setViewport(vp);
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Scene->setViewport(vp);
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SkyScene->setViewport(vp);
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StereoHMD->getCurrentFrustum(&Camera);
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StereoHMD->getCurrentFrustum(&SkyCamera);
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StereoHMD->getCurrentMatrix(&Camera);
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StereoHMD->getCurrentFrustum(0, &Camera);
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StereoHMD->getCurrentFrustum(0, &SkyCamera);
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StereoHMD->getCurrentMatrix(0, &Camera);
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}
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if (!StereoHMD || StereoHMD->beginClear())
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