Render the scene to a target texture for the stereo rendering filter, ref #43

This commit is contained in:
kaetemi 2013-07-02 00:55:13 +02:00
parent 8990b521fd
commit 9a5853a077
7 changed files with 49 additions and 37 deletions

View file

@ -83,7 +83,7 @@ public:
// If window size exceeds 256*256 the textures used to apply blur are reinitialized with // If window size exceeds 256*256 the textures used to apply blur are reinitialized with
// 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer // 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer
// power of 2, lower than this window dimension. // power of 2, lower than this window dimension.
void initBloom(UTexture &renderTarget); void initBloom(UTexture *renderTarget);
void initBloom(); void initBloom();
// Called at the end of renderAll method in the main loop, recover stretched texture, apply // Called at the end of renderAll method in the main loop, recover stretched texture, apply

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@ -124,7 +124,7 @@ public:
/// Returns non-NULL if a new render target was set /// Returns non-NULL if a new render target was set
virtual UTexture *beginRenderTarget(bool set) = 0; virtual UTexture *beginRenderTarget(bool set) = 0;
/// Returns true if a render target was fully drawn /// Returns true if a render target was fully drawn
virtual bool endRenderTarget(bool unset) = 0; virtual bool endRenderTarget() = 0;
static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library); static const char *getLibraryName(CStereoDeviceInfo::TStereoDeviceLibrary library);
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut); static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);

View file

@ -111,7 +111,7 @@ public:
/// Returns non-NULL if a new render target was set, always NULL if not using render targets /// Returns non-NULL if a new render target was set, always NULL if not using render targets
virtual UTexture *beginRenderTarget(bool set); virtual UTexture *beginRenderTarget(bool set);
/// Returns true if a render target was fully drawn, always false if not using render targets /// Returns true if a render target was fully drawn, always false if not using render targets
virtual bool endRenderTarget(bool unset); virtual bool endRenderTarget();
/// Get the HMD orientation /// Get the HMD orientation

View file

@ -273,16 +273,15 @@ void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32
void CBloomEffect::initBloom() void CBloomEffect::initBloom()
{ {
CTextureUser cu; initBloom(NULL);
initBloom(cu);
} }
void CBloomEffect::initBloom(UTexture &renderTarget) // clientcfg void CBloomEffect::initBloom(UTexture *renderTarget) // clientcfg
{ {
if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect()) if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
return; return;
m_UserRenderTarget = dynamic_cast<CTextureUser &>(renderTarget).getITexture(); m_UserRenderTarget = renderTarget ? dynamic_cast<CTextureUser *>(renderTarget)->getITexture() : NULL;
// don't activate bloom when PolygonMode is different from Filled // don't activate bloom when PolygonMode is different from Filled
if (_Driver->getPolygonMode() != UDriver::Filled) return; if (_Driver->getPolygonMode() != UDriver::Filled) return;

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@ -163,7 +163,7 @@ public:
OVR::HMDInfo HMDInfo; OVR::HMDInfo HMDInfo;
}; };
CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_BarrelTexU(NULL) CStereoOVR::CStereoOVR(const CStereoOVRDeviceHandle *handle) : m_Stage(0), m_SubStage(0), m_OrientationCached(false), m_Driver(NULL), m_BarrelTexU(NULL)
{ {
++s_DeviceCounter; ++s_DeviceCounter;
m_DevicePtr = new CStereoOVRDevicePtr(); m_DevicePtr = new CStereoOVRDevicePtr();
@ -453,7 +453,7 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
{ {
// render target always set before driver clear // render target always set before driver clear
// nlassert(m_SubStage <= 1); // nlassert(m_SubStage <= 1);
if (m_Stage == 1) if (m_Driver && m_Stage == 1)
{ {
if (set) if (set)
{ {
@ -465,17 +465,19 @@ UTexture *CStereoOVR::beginRenderTarget(bool set)
} }
/// Returns true if a render target was fully drawn /// Returns true if a render target was fully drawn
bool CStereoOVR::endRenderTarget(bool unset) bool CStereoOVR::endRenderTarget()
{ {
// after rendering of course // after rendering of course
// nlassert(m_SubStage > 1); // nlassert(m_SubStage > 1);
if (m_Stage == 4) if (m_Driver && m_Stage == 4)
{
if (unset)
{ {
CTextureUser cu; CTextureUser cu;
(static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu); (static_cast<CDriverUser *>(m_Driver))->setRenderTarget(cu);
}
m_Driver->setMatrixMode2D11();
m_Driver->setViewport(CViewport());
m_Driver->drawQuad(m_BarrelQuad, m_BarrelMat);
return true; return true;
} }
return false; return false;

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@ -113,11 +113,15 @@ void initCamera()
{ {
nlinfo("Create VR stereo display device"); nlinfo("Create VR stereo display device");
StereoDisplay = IStereoDisplay::createDevice(*deviceInfo); StereoDisplay = IStereoDisplay::createDevice(*deviceInfo);
if (StereoDisplay)
{
if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD) if (deviceInfo->Class == CStereoDeviceInfo::StereoHMD)
{ {
nlinfo("Stereo display device is a HMD"); nlinfo("Stereo display device is a HMD");
StereoHMD = static_cast<IStereoHMD *>(StereoDisplay); StereoHMD = static_cast<IStereoHMD *>(StereoDisplay);
} }
StereoDisplay->setDriver(Driver); // move after driver creation, move stereodisplay before driver creation
}
} }
IStereoDisplay::releaseUnusedLibraries(); IStereoDisplay::releaseUnusedLibraries();
} }
@ -212,7 +216,7 @@ void releaseSky()
// -- -- random note: update and render makes more sense than animate and update // -- -- random note: update and render makes more sense than animate and update
void animateSky(double dt) void animateSky(double dt)
{ {
Clouds->anim(dt); if (!StereoDisplay) Clouds->anim(dt);
} }
// this is actually render // this is actually render

View file

@ -736,26 +736,28 @@ void loopIngame()
{ {
uint i = 0; uint i = 0;
uint bloomStage = 0; uint bloomStage = 0;
while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass())) while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
{ {
++i; ++i;
if (StereoHMD) if (StereoDisplay)
{ {
const CViewport &vp = StereoHMD->getCurrentViewport(); const CViewport &vp = StereoDisplay->getCurrentViewport();
Driver->setViewport(vp); Driver->setViewport(vp);
Scene->setViewport(vp); Scene->setViewport(vp);
SkyScene->setViewport(vp); SkyScene->setViewport(vp);
StereoHMD->getCurrentFrustum(0, &Camera); StereoDisplay->getCurrentFrustum(0, &Camera);
StereoHMD->getCurrentFrustum(0, &SkyCamera); StereoDisplay->getCurrentFrustum(0, &SkyCamera);
StereoHMD->getCurrentMatrix(0, &Camera); StereoDisplay->getCurrentMatrix(0, &Camera);
} }
if (!StereoHMD || StereoHMD->wantClear()) if (!StereoDisplay || StereoDisplay->wantClear())
{ {
NL3D::UTexture *rt = StereoDisplay ? StereoDisplay->beginRenderTarget(!s_EnableBloom) : NULL;
if (s_EnableBloom) if (s_EnableBloom)
{ {
nlassert(bloomStage == 0); nlassert(bloomStage == 0);
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render) CBloomEffect::instance().initBloom(/*rt*/); // start bloom effect (just before the first scene element render)
bloomStage = 1; bloomStage = 1;
} }
@ -763,7 +765,7 @@ void loopIngame()
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
} }
if (!StereoHMD || StereoHMD->wantScene()) if (!StereoDisplay || StereoDisplay->wantScene())
{ {
// 02. Render Sky (sky scene) // 02. Render Sky (sky scene)
updateSky(); // Render the sky scene before the main scene updateSky(); // Render the sky scene before the main scene
@ -772,17 +774,17 @@ void loopIngame()
Scene->render(); // Render Scene->render(); // Render
// 05. Render Effects (flare) // 05. Render Effects (flare)
if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...) if (!StereoDisplay) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
} }
if (!StereoHMD || StereoHMD->wantInterface3D()) if (!StereoDisplay || StereoDisplay->wantInterface3D())
{ {
if (s_EnableBloom && bloomStage == 1) if (s_EnableBloom && bloomStage == 1)
{ {
// End the actual bloom effect visible in the scene. // End the actual bloom effect visible in the scene.
if (StereoHMD) Driver->setViewport(NL3D::CViewport()); if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endBloom(); CBloomEffect::instance().endBloom();
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport()); if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 2; bloomStage = 2;
} }
@ -790,14 +792,14 @@ void loopIngame()
// ... // ...
} }
if (!StereoHMD || StereoHMD->wantInterface2D()) if (!StereoDisplay || StereoDisplay->wantInterface2D())
{ {
if (s_EnableBloom && bloomStage == 2) if (s_EnableBloom && bloomStage == 2)
{ {
// End bloom effect system after drawing the 3d interface (z buffer related). // End bloom effect system after drawing the 3d interface (z buffer related).
if (StereoHMD) Driver->setViewport(NL3D::CViewport()); if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endInterfacesDisplayBloom(); CBloomEffect::instance().endInterfacesDisplayBloom();
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport()); if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 0; bloomStage = 0;
} }
@ -810,11 +812,16 @@ void loopIngame()
renderEntitiesNames(); // Render the name on top of the other players renderEntitiesNames(); // Render the name on top of the other players
updateInterface(); // Update interface updateInterface(); // Update interface
renderInformation(); renderInformation();
if (!StereoHMD) update3dLogo(); // broken with stereo if (!StereoDisplay) update3dLogo(); // broken with stereo
// 08. Render Debug (stuff for dev) // 08. Render Debug (stuff for dev)
// ... // ...
} }
if (StereoDisplay)
{
StereoDisplay->endRenderTarget();
}
} }
// 09. Render Buffer // 09. Render Buffer