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OVR: Testing
--HG-- branch : multipass-stereo
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parent
2e6893fd48
commit
33235bdf6c
3 changed files with 83 additions and 30 deletions
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@ -163,8 +163,7 @@ private:
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CViewport m_RegularViewport;
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CViewport m_EyeViewport[NL_OVR_EYE_COUNT];
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float m_EyeHFov[NL_OVR_EYE_COUNT];
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float m_EyeAR[NL_OVR_EYE_COUNT];
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CFrustum m_EyeFrustumBase[NL_OVR_EYE_COUNT];
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uint m_RenderTargetWidth;
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uint m_RenderTargetHeight;
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NLMISC::CVector2f m_EyeUVScaleOffset[NL_OVR_EYE_COUNT][2];
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@ -119,10 +119,20 @@ void CDriverUser::endDefaultRenderTarget(UScene *scene)
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_MatRenderTarget.getObjectPtr()->setTexture(0, _EffectRenderTarget->getITexture());
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UCamera pCam = scene->getCam();
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setMatrixMode2D11();
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UCamera pCam;
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if (scene)
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{
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pCam = scene->getCam();
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setMatrixMode2D11();
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}
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bool fog = fogEnabled();
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enableFog(false);
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drawQuad(_RenderTargetQuad, _MatRenderTarget);
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setMatrixMode3D(pCam);
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enableFog(fog);
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if (scene)
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{
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setMatrixMode3D(pCam);
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}
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_MatRenderTarget.getObjectPtr()->setTexture(0, NULL);
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@ -238,13 +238,28 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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eyeViewport.Size.h = (eyeRenderDesc[eye].DistortedViewport.Size.h * m_RenderTargetHeight) / m_DevicePtr->Resolution.h;
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// calculate hfov and ar
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float combinedTanHalfFovHorizontal = max(fov.LeftTan, fov.RightTan);
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/*float combinedTanHalfFovHorizontal = max(fov.LeftTan, fov.RightTan);
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float combinedTanHalfFovVertical = max(fov.UpTan, fov.DownTan);
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float horizontalFullFovInRadians = 2.0f * atanf (combinedTanHalfFovHorizontal);
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float aspectRatio = combinedTanHalfFovHorizontal / combinedTanHalfFovVertical;
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float m_EyeHFov[NL_OVR_EYE_COUNT];
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float m_EyeAR[NL_OVR_EYE_COUNT];
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m_EyeHFov[eye] = horizontalFullFovInRadians;
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m_EyeAR[eye] = aspectRatio;
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nldebug("OVR: HFOV: %f, AR: %f", horizontalFullFovInRadians, aspectRatio);
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m_EyeFrustumBase[eye].initPerspective(m_EyeHFov[eye], m_EyeAR[eye], 1.0f, 100.f);
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nldebug("OVR: FOV: Left: %f, Right: %f, Down: %f, Up: %f", // DOUBLE CHECK
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m_EyeFrustumBase[eye].Left, m_EyeFrustumBase[eye].Right, m_EyeFrustumBase[eye].Bottom, m_EyeFrustumBase[eye].Top);*/
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m_EyeFrustumBase[eye].init(
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-fov.LeftTan, // OVR provides positive values
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fov.RightTan, // DEBUG: If renders shifted left and right, swap left and right
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-fov.DownTan,
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fov.UpTan, // DEBUG: If renders shifted up or down, swap down and up
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1.0f, // dummy
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100.f, // dummy
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true);
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nldebug("OVR: FOV: Left: %f, Right: %f, Down: %f, Up: %f",
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m_EyeFrustumBase[eye].Left, m_EyeFrustumBase[eye].Right, m_EyeFrustumBase[eye].Bottom, m_EyeFrustumBase[eye].Top);
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// get distortion mesh
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ovrDistortionMesh meshData;
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@ -310,10 +325,10 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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// 2014/08/04 22:28:39 DBG 3040 snowballs_client.exe stereo_ovr_04.cpp 235 NL3D::CStereoOVR::CStereoOVR : OVR: HFOV: 2.339905, AR: 0.916641
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// DEBUG EARLY EXIT
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nldebug("OVR: Early exit");
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/*nldebug("OVR: Early exit");
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ovrHmd_Destroy(m_DevicePtr);
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m_DevicePtr = NULL;
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--s_DeviceCounter;
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--s_DeviceCounter;*/
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}
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CStereoOVR::~CStereoOVR()
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@ -510,27 +525,39 @@ bool CStereoOVR::getScreenResolution(uint &width, uint &height)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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{
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/*m_OriginalFrustum[cid] = camera->getFrustum();
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m_OriginalFrustum[cid] = camera->getFrustum();
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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.HScreenSize * 0.5f * 0.5f) / (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[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; // docs say LensSeparationDistance, why not InterpupillaryDistance? related to how the lenses work?
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float projectionCenterOffset = (eyeProjectionShift / (m_DevicePtr->HMDInfo.HScreenSize * 0.5f)) * (m_LeftFrustum[cid].Right - m_LeftFrustum[cid].Left); // used logic for this one, but it ends up being the same as the one i made up
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nldebug("OVR: projectionCenterOffset = %f", projectionCenterOffset);
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/*m_LeftFrustum[cid] = m_OriginalFrustum[cid];
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m_RightFrustum[cid] = m_OriginalFrustum[cid];
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m_ClippingFrustum[cid] = m_OriginalFrustum[cid];
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return;*/
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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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m_LeftFrustum[cid].init(
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m_EyeFrustumBase[ovrEye_Left].Left * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Left].Right * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Left].Bottom * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Left].Top * camera->getFrustum().Near,
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camera->getFrustum().Near,
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camera->getFrustum().Far,
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true);
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// TODO: Clipping frustum should also take into account the IPD
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m_ClippingFrustum[cid] = m_LeftFrustum[cid];
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m_ClippingFrustum[cid].Left = min(m_LeftFrustum[cid].Left, m_RightFrustum[cid].Left);
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m_ClippingFrustum[cid].Right = max(m_LeftFrustum[cid].Right, m_RightFrustum[cid].Right);*/
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m_RightFrustum[cid].init(
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m_EyeFrustumBase[ovrEye_Right].Left * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Right].Right * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Right].Bottom * camera->getFrustum().Near,
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m_EyeFrustumBase[ovrEye_Right].Top * camera->getFrustum().Near,
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camera->getFrustum().Near,
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camera->getFrustum().Far,
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true);
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m_ClippingFrustum[cid].init(
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min(m_EyeFrustumBase[ovrEye_Left].Left, m_EyeFrustumBase[ovrEye_Right].Left) * camera->getFrustum().Near,
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max(m_EyeFrustumBase[ovrEye_Left].Right, m_EyeFrustumBase[ovrEye_Right].Right) * camera->getFrustum().Near,
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min(m_EyeFrustumBase[ovrEye_Left].Bottom, m_EyeFrustumBase[ovrEye_Right].Bottom) * camera->getFrustum().Near,
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max(m_EyeFrustumBase[ovrEye_Left].Top, m_EyeFrustumBase[ovrEye_Right].Top) * camera->getFrustum().Near,
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camera->getFrustum().Near,
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camera->getFrustum().Far,
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true);
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}
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/// Get the frustum to use for clipping
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@ -659,8 +686,8 @@ 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) { }
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else if (m_Stage % 2) translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Left] * m_Scale, 0.f, 0.f));
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else translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Right] * m_Scale, 0.f, 0.f));
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else if (m_Stage % 2) translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Left] * m_Scale, 0.f, 0.f)); // ok
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else translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Right] * m_Scale, 0.f, 0.f)); // ok
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CMatrix mat = m_CameraMatrix[cid] * translate;
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if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
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{
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@ -741,10 +768,15 @@ bool CStereoOVR::beginRenderTarget()
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// Begin 3D scene render target
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if (m_Driver && m_Stage == 3 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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nlassert(!m_SceneTexture);
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/*nlassert(!m_SceneTexture);
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m_SceneTexture = m_Driver->getRenderTargetManager().getRenderTarget(m_RenderTargetWidth, m_RenderTargetHeight);
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_SceneTexture);
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return true;
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return true;*/
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/*nldebug("OVR: Begin render target");
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m_Driver->clearBuffers(CRGBA(64, 64, 128, 128));
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m_Driver->beginDefaultRenderTarget();
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m_Driver->clearBuffers(CRGBA(128, 64, 64, 128));
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return true;*/
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}
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return false;
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@ -913,6 +945,12 @@ bool CStereoOVR::endRenderTarget()
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}
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// End 3D scene render target
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if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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/*nldebug("OVR: End render target");
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m_Driver->endDefaultRenderTarget(NULL);
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return true;*/
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}
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/*if (m_Driver && m_Stage == 6 && (m_Driver->getPolygonMode() == UDriver::Filled)) // set to 4 to turn off distortion of 2d gui
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{
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nlassert(m_SceneTexture);
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@ -1006,6 +1044,12 @@ bool CStereoOVR::endRenderTarget()
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NLMISC::CQuat CStereoOVR::getOrientation() const
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{
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// broken
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NLMISC::CQuat quat;
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quat.identity();
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return quat;
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if (m_OrientationCached)
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return m_OrientationCache;
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