mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-24 18:08:44 +00:00
parent
a5c9592165
commit
32a187a199
6 changed files with 177 additions and 31 deletions
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@ -49,11 +49,15 @@
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// NeL includes
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#include <nel/misc/smart_ptr.h>
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#include <nel/3d/frustum.h>
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#include <nel/3d/viewport.h>
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// Project includes
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namespace NL3D {
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class UCamera;
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struct CStereoDeviceInfo
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{
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public:
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@ -80,6 +84,20 @@ public:
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CStereoOVR(const CStereoDeviceInfo &deviceInfo);
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virtual ~CStereoOVR();
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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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/// 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();
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/// Gets the current camera frustum
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virtual void getCurrentFrustum(NL3D::UCamera *camera);
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/// Gets the current camera matrix
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virtual void getCurrentMatrix(NL3D::UCamera *camera);
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virtual NLMISC::CQuat getOrientation();
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static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
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@ -87,10 +105,19 @@ public:
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static bool isLibraryInUse();
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static void releaseLibrary();
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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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bool isDeviceCreated();
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private:
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CStereoOVRDevicePtr *m_DevicePtr;
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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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}; /* class CStereoOVR */
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@ -51,6 +51,7 @@
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// NeL includes
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// #include <nel/misc/debug.h>
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#include <nel/3d/u_camera.h>
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// Project includes
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@ -142,9 +143,10 @@ public:
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OVR::Ptr<OVR::HMDDevice> HMDDevice;
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OVR::Ptr<OVR::SensorDevice> SensorDevice;
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OVR::SensorFusion SensorFusion;
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OVR::HMDInfo HMDInfo;
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};
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CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo)
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CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(2)
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{
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++s_DeviceCounter;
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m_DevicePtr = new CStereoOVRDevicePtr();
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@ -155,11 +157,30 @@ CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo)
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if (m_DevicePtr->HMDDevice)
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{
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m_DevicePtr->HMDDevice->GetDeviceInfo(&m_DevicePtr->HMDInfo);
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nldebug("OVR: HScreenSize: %f, VScreenSize: %f", m_DevicePtr->HMDInfo.HScreenSize, m_DevicePtr->HMDInfo.VScreenSize);
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nldebug("OVR: VScreenCenter: %f", m_DevicePtr->HMDInfo.VScreenCenter);
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nldebug("OVR: EyeToScreenDistance: %f", m_DevicePtr->HMDInfo.EyeToScreenDistance);
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nldebug("OVR: LensSeparationDistance: %f", m_DevicePtr->HMDInfo.LensSeparationDistance);
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nldebug("OVR: InterpupillaryDistance: %f", m_DevicePtr->HMDInfo.InterpupillaryDistance);
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nldebug("OVR: HResolution: %i, VResolution: %i", m_DevicePtr->HMDInfo.HResolution, m_DevicePtr->HMDInfo.VResolution);
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nldebug("OVR: DistortionK[0]: %f, DistortionK[1]: %f", m_DevicePtr->HMDInfo.DistortionK[0], m_DevicePtr->HMDInfo.DistortionK[1]);
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nldebug("OVR: DistortionK[2]: %f, DistortionK[3]: %f", m_DevicePtr->HMDInfo.DistortionK[2], m_DevicePtr->HMDInfo.DistortionK[3]);
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//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
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//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 161 NL3D::CStereoOVR::CStereoOVR : OVR: VScreenCenter: 0.046800
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//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 162 NL3D::CStereoOVR::CStereoOVR : OVR: EyeToScreenDistance: 0.041000
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//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 163 NL3D::CStereoOVR::CStereoOVR : OVR: LensSeparationDistance: 0.063500
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//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 164 NL3D::CStereoOVR::CStereoOVR : OVR: InterpupillaryDistance: 0.064000
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//2013/06/26 05:31:51 DBG 17a0 snowballs_client.exe stereo_ovr.cpp 165 NL3D::CStereoOVR::CStereoOVR : OVR: HResolution: 1280, VResolution: 800
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//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
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//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
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m_DevicePtr->SensorDevice = m_DevicePtr->HMDDevice->GetSensor();
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m_DevicePtr->SensorFusion.AttachToSensor(m_DevicePtr->SensorDevice);
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m_DevicePtr->SensorFusion.SetGravityEnabled(true);
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m_DevicePtr->SensorFusion.SetPredictionEnabled(true);
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m_DevicePtr->SensorFusion.SetYawCorrectionEnabled(true);
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m_LeftViewport.init(0.f, 0.f, 0.5f, 1.0f);
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m_RightViewport.init(0.5f, 0.f, 0.5f, 1.0f);
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}
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}
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@ -177,6 +198,74 @@ CStereoOVR::~CStereoOVR()
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--s_DeviceCounter;
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}
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void CStereoOVR::getScreenResolution(uint &width, uint &height)
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{
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width = m_DevicePtr->HMDInfo.HResolution;
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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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{
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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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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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}
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void CStereoOVR::updateCamera(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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}
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bool CStereoOVR::nextPass()
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{
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switch (m_Stage)
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{
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case 0:
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++m_Stage;
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return true;
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case 1:
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++m_Stage;
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return false;
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case 2:
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m_Stage = 0;
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return true;
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}
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}
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const NL3D::CViewport &CStereoOVR::getCurrentViewport()
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{
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if (m_Stage) return m_RightViewport;
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else return m_LeftViewport;
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}
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void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera)
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{
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if (m_Stage) camera->setFrustum(m_RightFrustum);
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else camera->setFrustum(m_LeftFrustum);
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}
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void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera)
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{
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CMatrix translate;
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if (m_Stage) 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); // or switch?
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}
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NLMISC::CQuat CStereoOVR::getOrientation()
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{
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OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation();
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CStereoOVR *CStereoOVR::createDevice(const CStereoDeviceInfo &deviceInfo)
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{
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return new CStereoOVR(deviceInfo);
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CStereoOVR *stereo = new CStereoOVR(deviceInfo);
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if (stereo->isDeviceCreated())
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return stereo;
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delete stereo;
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return NULL;
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}
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bool CStereoOVR::isLibraryInUse()
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ScreenDepth = 32;
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// If 1, run in fullscreen mode, 0 for windowed
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ScreenFull = 0;
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ScreenFull = 1;
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// Start position of the player (the z is always 0)
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StartPoint = { 1840.0, -970.0, 0.0 };
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@ -64,13 +64,13 @@ UVisualCollisionEntity *CamCollisionEntity = NULL;
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static UInstance Snow = NULL;
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// The sky 3D objects
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static UScene *SkyScene = NULL;
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static UCamera SkyCamera = NULL;
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UScene *SkyScene = NULL;
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UCamera SkyCamera = NULL;
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static UInstance Sky = NULL;
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static UCloudScape *Clouds = NULL;
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static CStereoOVR *s_StereoHMD = NULL;
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CStereoOVR *StereoHMD = NULL;
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//
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// Functions
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if (deviceInfo)
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{
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nlinfo("Create HMD device!");
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s_StereoHMD = CStereoOVR::createDevice(*deviceInfo);
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StereoHMD = CStereoOVR::createDevice(*deviceInfo);
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}
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}
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CamCollisionEntity = VisualCollisionManager->createEntity();
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CamCollisionEntity->setCeilMode(true);
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if (StereoHMD)
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{
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StereoHMD->nextPass(); // test
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StereoHMD->initCamera(&Camera);
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}
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// Create the snowing particle system
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Snow = Scene->createInstance("snow.ps");
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// And setup it
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Scene->deleteInstance(Snow);
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VisualCollisionManager->deleteEntity(CamCollisionEntity);
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delete s_StereoHMD;
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s_StereoHMD = NULL;
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delete StereoHMD;
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StereoHMD = NULL;
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CStereoOVR::releaseLibrary();
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}
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void updateCamera()
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{
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if (s_StereoHMD)
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if (StereoHMD)
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{
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NLMISC::CQuat hmdOrient = s_StereoHMD->getOrientation();
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NLMISC::CQuat hmdOrient = StereoHMD->getOrientation();
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NLMISC::CMatrix camMatrix = Camera.getMatrix();
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NLMISC::CMatrix hmdMatrix;
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hmdMatrix.setRot(hmdOrient);
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@ -217,7 +224,8 @@ void updateSky()
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// Must clear ZBuffer For incoming rendering.
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Driver->clearZBuffer();
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Clouds->render();
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if (!StereoHMD) // Cloudscape not supported (fix Viewport please)
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Clouds->render();
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}
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} /* namespace SBCLIENT */
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namespace NL3D
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{
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class UVisualCollisionEntity;
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class CStereoOVR;
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};
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namespace SBCLIENT {
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@ -39,7 +40,10 @@ namespace SBCLIENT {
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//
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extern NL3D::UCamera Camera;
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extern NL3D::UCamera SkyCamera;
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extern NL3D::UVisualCollisionEntity *CamCollisionEntity;
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extern NL3D::CStereoOVR *StereoHMD;
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extern NL3D::UScene *SkyScene;
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//
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// External functions
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@ -51,6 +51,7 @@
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#if SBCLIENT_DEV_STEREO
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# include <nel/3d/stereo_render.h>
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#endif /* #if SBCLIENT_DEV_STEREO */
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#include <nel/3d/stereo_ovr.h>
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// Project includes
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#include "pacs.h"
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@ -709,6 +710,7 @@ void loopIngame()
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// 09. Update Camera (depends on entities)
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updateCamera();
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StereoHMD->updateCamera(&Camera);
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// 10. Update Interface (login, ui, etc)
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// ...
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else
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{
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// call all 3d render thingies
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Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render
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// Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render
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// 01. Render Driver (background color)
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// BLOOM CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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#if SBCLIENT_DEV_STEREO
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_StereoRender->calculateCameras(Camera.getObjectPtr()); // calculate modified matrices for the current camera
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for (uint cameraId = 0; cameraId < _StereoRender->getCameraCount(); ++cameraId)
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{
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_StereoRender->getCamera(cameraId, Camera.getObjectPtr()); // get the matrix details for this camera
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#endif /* #if SBCLIENT_DEV_STEREO */
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// 01. Render Driver (background color)
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CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
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Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
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#endif /* #if SBCLIENT_DEV_STEREO */
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while (StereoHMD->nextPass())
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{
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const CViewport &vp = StereoHMD->getCurrentViewport();
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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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// 02. Render Sky (sky scene)
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updateSky(); // Render the sky scene before the main scene
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@ -749,10 +762,10 @@ void loopIngame()
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// 05. Render Effects (flare)
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updateLensFlare(); // Render the lens flare
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CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene
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// BLOOM CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene
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// 06. Render Interface 3D (player names)
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CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related)
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// BLOOM CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related)
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#if SBCLIENT_DEV_STEREO
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_StereoRender->copyBufferToTexture(cameraId); // copy current buffer to the active stereorender texture
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_StereoRender->render(); // render everything together in the current mode
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#endif /* #if SBCLIENT_DEV_STEREO */
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// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
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updateCompass(); // Update the compass
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updateRadar(); // Update the radar
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updateGraph(); // Update the radar
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if (ShowCommands) updateCommands(); // Update the commands panel
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updateAnimation();
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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renderInformation();
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update3dLogo();
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// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
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updateCompass(); // Update the compass
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updateRadar(); // Update the radar
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updateGraph(); // Update the radar
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if (ShowCommands) updateCommands(); // Update the commands panel
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updateAnimation();
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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renderInformation();
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update3dLogo();
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// 08. Render Debug (stuff for dev)
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// ...
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// 08. Render Debug (stuff for dev)
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// ...
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}
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// 09. Render Buffer
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Driver->swapBuffers();
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