From 91be2d64bdc5439f29d8233df4ac3dbf03549b11 Mon Sep 17 00:00:00 2001 From: kaetemi Date: Wed, 26 Jun 2013 15:49:31 +0200 Subject: [PATCH] Cleanup and make bloom work with stereo rendering, re #43 --HG-- branch : multipass-stereo --- code/nel/include/nel/3d/stereo_ovr.h | 23 +++- code/nel/src/3d/stereo_ovr.cpp | 120 +++++++++++++++-- .../bin/snowballs_client_default.cfg | 2 +- code/snowballs2/client/src/camera.cpp | 2 - code/snowballs2/client/src/mouse_listener.cpp | 5 + .../client/src/snowballs_client.cpp | 127 +++++++++++------- 6 files changed, 209 insertions(+), 70 deletions(-) diff --git a/code/nel/include/nel/3d/stereo_ovr.h b/code/nel/include/nel/3d/stereo_ovr.h index 89e6759d7..68cb8fd1c 100644 --- a/code/nel/include/nel/3d/stereo_ovr.h +++ b/code/nel/include/nel/3d/stereo_ovr.h @@ -84,6 +84,7 @@ 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 @@ -92,19 +93,33 @@ public: /// Is there a next pass virtual bool nextPass(); /// Gets the current viewport - virtual const NL3D::CViewport &getCurrentViewport(); + virtual const NL3D::CViewport &getCurrentViewport() const; /// Gets the current camera frustum - virtual void getCurrentFrustum(NL3D::UCamera *camera); + virtual void getCurrentFrustum(NL3D::UCamera *camera) const; /// Gets the current camera matrix - virtual void getCurrentMatrix(NL3D::UCamera *camera); + virtual void getCurrentMatrix(NL3D::UCamera *camera) const; + + virtual bool beginClear(); + virtual void endClear(); + + virtual bool beginScene(); + virtual void endScene(); + + virtual bool beginInterface3D(); + virtual void endInterface3D(); + + virtual bool beginInterface2D(); + virtual void endInterface2D(); + + virtual NLMISC::CQuat getOrientation() const; - virtual NLMISC::CQuat getOrientation(); static void listDevices(std::vector &devicesOut); static CStereoOVR *createDevice(const CStereoDeviceInfo &deviceInfo); static bool isLibraryInUse(); static void releaseLibrary(); + /// Calculates internal camera information based on the reference camera void initCamera(const NL3D::UCamera *camera); diff --git a/code/nel/src/3d/stereo_ovr.cpp b/code/nel/src/3d/stereo_ovr.cpp index 32d5bffb7..b9c829d5b 100644 --- a/code/nel/src/3d/stereo_ovr.cpp +++ b/code/nel/src/3d/stereo_ovr.cpp @@ -146,7 +146,7 @@ public: OVR::HMDInfo HMDInfo; }; -CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(2) +CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(0) { ++s_DeviceCounter; m_DevicePtr = new CStereoOVRDevicePtr(); @@ -235,38 +235,130 @@ bool CStereoOVR::nextPass() { case 0: ++m_Stage; + // stage 1: + // (initBloom) + // clear buffer + // draw scene left return true; case 1: ++m_Stage; - return false; - case 2: - m_Stage = 0; + // stage 2: + // draw scene right return true; + case 2: + ++m_Stage; + // stage 3: + // (endBloom) + // draw interface 3d left + return true; + case 3: + ++m_Stage; + // stage 4: + // draw interface 3d right + return true; + case 4: + ++m_Stage; + // stage 5: + // (endInterfacesDisplayBloom) + // draw interface 2d left + return true; + case 5: + ++m_Stage; + // stage 6: + // draw interface 2d right + return true; + case 6: + m_Stage = 0; + // present + return false; } } -const NL3D::CViewport &CStereoOVR::getCurrentViewport() +const NL3D::CViewport &CStereoOVR::getCurrentViewport() const { - if (m_Stage) return m_RightViewport; - else return m_LeftViewport; + if (m_Stage % 2) return m_LeftViewport; + else return m_RightViewport; } -void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) +void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) const { - if (m_Stage) camera->setFrustum(m_RightFrustum); - else camera->setFrustum(m_LeftFrustum); + if (m_Stage % 2) camera->setFrustum(m_LeftFrustum); + else camera->setFrustum(m_RightFrustum); } -void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera) +void CStereoOVR::getCurrentMatrix(NL3D::UCamera *camera) const { CMatrix translate; - if (m_Stage) translate.translate(CVector(m_DevicePtr->HMDInfo.InterpupillaryDistance * -0.5f, 0.f, 0.f)); + if (m_Stage % 2) 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? + camera->setMatrix(m_CameraMatrix * translate); } -NLMISC::CQuat CStereoOVR::getOrientation() +bool CStereoOVR::beginClear() +{ + switch (m_Stage) + { + case 1: + return true; + } + return false; +} + +void CStereoOVR::endClear() +{ + +} + +bool CStereoOVR::beginScene() +{ + switch (m_Stage) + { + case 1: + case 2: + return true; + } + return false; +} + +void CStereoOVR::endScene() +{ + +} + +bool CStereoOVR::beginInterface3D() +{ + switch (m_Stage) + { + case 3: + case 4: + return true; + } + return false; +} + +void CStereoOVR::endInterface3D() +{ + +} + +bool CStereoOVR::beginInterface2D() +{ + switch (m_Stage) + { + case 5: + case 6: + return true; + } + return false; +} + +void CStereoOVR::endInterface2D() +{ + +} + +NLMISC::CQuat CStereoOVR::getOrientation() const { OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation(); NLMISC::CMatrix coordsys; diff --git a/code/snowballs2/bin/snowballs_client_default.cfg b/code/snowballs2/bin/snowballs_client_default.cfg index 9d1429f83..758bd8483 100755 --- a/code/snowballs2/bin/snowballs_client_default.cfg +++ b/code/snowballs2/bin/snowballs_client_default.cfg @@ -52,7 +52,7 @@ ScreenHeight = 800; ScreenDepth = 32; // If 1, run in fullscreen mode, 0 for windowed -ScreenFull = 1; +ScreenFull = 0; // Start position of the player (the z is always 0) StartPoint = { 1840.0, -970.0, 0.0 }; diff --git a/code/snowballs2/client/src/camera.cpp b/code/snowballs2/client/src/camera.cpp index 1911f9694..030ebe0d9 100644 --- a/code/snowballs2/client/src/camera.cpp +++ b/code/snowballs2/client/src/camera.cpp @@ -131,8 +131,6 @@ void initCamera() if (StereoHMD) { - StereoHMD->nextPass(); // test - StereoHMD->initCamera(&Camera); } diff --git a/code/snowballs2/client/src/mouse_listener.cpp b/code/snowballs2/client/src/mouse_listener.cpp index c459f6bd2..67508e281 100644 --- a/code/snowballs2/client/src/mouse_listener.cpp +++ b/code/snowballs2/client/src/mouse_listener.cpp @@ -427,6 +427,11 @@ void C3dMouseListener::updateCamera() cpos = snapped+CVector(0.0f, 0.0f, GroundCamLimit); _ViewHeight = cpos.z - getPosition().z; } + if (StereoHMD) + { + // look at straight forward + tpos.z = cpos.z; + } _Camera.lookAt(cpos, tpos); } diff --git a/code/snowballs2/client/src/snowballs_client.cpp b/code/snowballs2/client/src/snowballs_client.cpp index 5ed15b9d7..9563ad774 100644 --- a/code/snowballs2/client/src/snowballs_client.cpp +++ b/code/snowballs2/client/src/snowballs_client.cpp @@ -710,7 +710,7 @@ void loopIngame() // 09. Update Camera (depends on entities) updateCamera(); - StereoHMD->updateCamera(&Camera); + if (StereoHMD) StereoHMD->updateCamera(&Camera); // 10. Update Interface (login, ui, etc) // ... @@ -730,63 +730,92 @@ void loopIngame() if (Driver->isLost()) nlSleep(10); 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 - - // 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) + uint i = 0; + uint bloomStage = 0; + while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass())) { - _StereoRender->getCamera(cameraId, Camera.getObjectPtr()); // get the matrix details for this camera + ++i; + if (StereoHMD) + { + const CViewport &vp = StereoHMD->getCurrentViewport(); + Driver->setViewport(vp); + Scene->setViewport(vp); + SkyScene->setViewport(vp); + StereoHMD->getCurrentFrustum(&Camera); + StereoHMD->getCurrentFrustum(&SkyCamera); + StereoHMD->getCurrentMatrix(&Camera); + } + + if (!StereoHMD || StereoHMD->beginClear()) + { + nlassert(bloomStage == 0); + CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render) + bloomStage = 1; -#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); + // 01. Render Driver (background color) + Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering + + if (StereoHMD) StereoHMD->endClear(); + } - // 02. Render Sky (sky scene) - updateSky(); // Render the sky scene before the main scene + if (!StereoHMD || StereoHMD->beginScene()) + { + // 02. Render Sky (sky scene) + updateSky(); // Render the sky scene before the main scene - // 04. Render Scene (entity scene) - Scene->render(); // Render + // 04. Render Scene (entity scene) + Scene->render(); // Render - // 05. Render Effects (flare) - updateLensFlare(); // Render the lens flare - // BLOOM CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene + // 05. Render Effects (flare) + if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...) - // 06. Render Interface 3D (player names) - // BLOOM CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related) + if (StereoHMD) StereoHMD->endScene(); + } -#if SBCLIENT_DEV_STEREO - _StereoRender->copyBufferToTexture(cameraId); // copy current buffer to the active stereorender texture - } - _StereoRender->restoreCamera(Camera.getObjectPtr()); // restore the camera - _StereoRender->render(); // render everything together in the current mode -#endif /* #if SBCLIENT_DEV_STEREO */ + if (!StereoHMD || StereoHMD->beginInterface3D()) + { + if (bloomStage == 1) + { + // End the actual bloom effect visible in the scene. + if (StereoHMD) Driver->setViewport(NL3D::CViewport()); + CBloomEffect::instance().endBloom(); + if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport()); + bloomStage = 2; + } - // 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(); + // 06. Render Interface 3D (player names) + // ... + + if (StereoHMD) StereoHMD->endInterface3D(); + } - // 08. Render Debug (stuff for dev) - // ... + if (!StereoHMD || StereoHMD->beginInterface2D()) + { + if (bloomStage == 2) + { + // End bloom effect system after drawing the 3d interface (z buffer related). + if (StereoHMD) Driver->setViewport(NL3D::CViewport()); + CBloomEffect::instance().endInterfacesDisplayBloom(); + if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport()); + bloomStage = 0; + } + + // 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(); + if (!StereoHMD) update3dLogo(); // broken with stereo + + // 08. Render Debug (stuff for dev) + // ... + + if (StereoHMD) StereoHMD->endInterface2D(); + } } // 09. Render Buffer