Add 2D interface shifting calculations, see #43

--HG--
branch : multipass-stereo
This commit is contained in:
kaetemi 2013-06-26 16:59:08 +02:00
parent 39197681fa
commit 5423d4d025
5 changed files with 52 additions and 3 deletions

View file

@ -95,6 +95,8 @@ public:
/// Gets the current viewport /// Gets the current viewport
virtual const NL3D::CViewport &getCurrentViewport() const; virtual const NL3D::CViewport &getCurrentViewport() const;
/// Gets the current camera frustum /// Gets the current camera frustum
virtual const NL3D::CFrustum &getCurrentFrustum() const;
/// Gets the current camera frustum
virtual void getCurrentFrustum(NL3D::UCamera *camera) const; virtual void getCurrentFrustum(NL3D::UCamera *camera) const;
/// Gets the current camera matrix /// Gets the current camera matrix
virtual void getCurrentMatrix(NL3D::UCamera *camera) const; virtual void getCurrentMatrix(NL3D::UCamera *camera) const;
@ -119,6 +121,8 @@ public:
/// Get the HMD orientation /// Get the HMD orientation
virtual NLMISC::CQuat getOrientation() const; virtual NLMISC::CQuat getOrientation() const;
/// Get GUI center (1 = width, 1 = height, 0 = center) (todo: move to CStereoHMD)
void getInterface2DShift(float &x, float &y, float distance);
static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut); static void listDevices(std::vector<CStereoDeviceInfo> &devicesOut);
@ -140,6 +144,8 @@ private:
CFrustum m_LeftFrustum; CFrustum m_LeftFrustum;
CFrustum m_RightFrustum; CFrustum m_RightFrustum;
CMatrix m_CameraMatrix; CMatrix m_CameraMatrix;
mutable bool m_OrientationCached;
mutable NLMISC::CQuat m_OrientationCache;
}; /* class CStereoOVR */ }; /* class CStereoOVR */

View file

@ -146,7 +146,7 @@ public:
OVR::HMDInfo HMDInfo; OVR::HMDInfo HMDInfo;
}; };
CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(0) CStereoOVR::CStereoOVR(const CStereoDeviceInfo &deviceInfo) : m_Stage(0), m_OrientationCached(false)
{ {
++s_DeviceCounter; ++s_DeviceCounter;
m_DevicePtr = new CStereoOVRDevicePtr(); m_DevicePtr = new CStereoOVRDevicePtr();
@ -270,6 +270,7 @@ bool CStereoOVR::nextPass()
case 6: case 6:
m_Stage = 0; m_Stage = 0;
// present // present
m_OrientationCached = false;
return false; return false;
} }
} }
@ -280,6 +281,12 @@ const NL3D::CViewport &CStereoOVR::getCurrentViewport() const
else return m_RightViewport; else return m_RightViewport;
} }
const NL3D::CFrustum &CStereoOVR::getCurrentFrustum() const
{
if (m_Stage % 2) return m_LeftFrustum;
else return m_RightFrustum;
}
void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) const void CStereoOVR::getCurrentFrustum(NL3D::UCamera *camera) const
{ {
if (m_Stage % 2) camera->setFrustum(m_LeftFrustum); if (m_Stage % 2) camera->setFrustum(m_LeftFrustum);
@ -360,6 +367,9 @@ void CStereoOVR::endInterface2D()
NLMISC::CQuat CStereoOVR::getOrientation() const NLMISC::CQuat CStereoOVR::getOrientation() const
{ {
if (m_OrientationCached)
return m_OrientationCache;
OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation(); OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation();
NLMISC::CMatrix coordsys; NLMISC::CMatrix coordsys;
float csys[] = { float csys[] = {
@ -374,7 +384,24 @@ NLMISC::CQuat CStereoOVR::getOrientation() const
NLMISC::CMatrix matr; NLMISC::CMatrix matr;
matr.rotateX(NLMISC::Pi * 0.5f); // fix this properly... :) (note: removing this allows you to use rift while lying down) matr.rotateX(NLMISC::Pi * 0.5f); // fix this properly... :) (note: removing this allows you to use rift while lying down)
NLMISC::CMatrix matnel = matr * matovr * coordsys; NLMISC::CMatrix matnel = matr * matovr * coordsys;
return matnel.getRot(); NLMISC::CQuat finalquat = matnel.getRot();
m_OrientationCache = finalquat;
m_OrientationCached = true;
return finalquat;
}
/// Get GUI shift (todo: move to CStereoHMD)
void CStereoOVR::getInterface2DShift(float &x, float &y, float distance)
{
NLMISC::CVector vector = CVector(0.f, -distance, 0.f);
NLMISC::CQuat rot = getOrientation();
rot.invert();
NLMISC::CMatrix mat;
mat.rotate(rot);
mat.translate(vector);
CVector proj = getCurrentFrustum().project(mat.getPos());
x = proj.x - 0.5f;
y = proj.y - 0.5f;
} }
void CStereoOVR::listDevices(std::vector<CStereoDeviceInfo> &devicesOut) void CStereoOVR::listDevices(std::vector<CStereoDeviceInfo> &devicesOut)

View file

@ -42,7 +42,6 @@ namespace SBCLIENT {
extern NL3D::UCamera Camera; extern NL3D::UCamera Camera;
extern NL3D::UCamera SkyCamera; extern NL3D::UCamera SkyCamera;
extern NL3D::UVisualCollisionEntity *CamCollisionEntity; extern NL3D::UVisualCollisionEntity *CamCollisionEntity;
extern NL3D::CStereoOVR *StereoHMD;
extern NL3D::UScene *SkyScene; extern NL3D::UScene *SkyScene;
// //

View file

@ -35,6 +35,7 @@
#include <nel/3d/u_3d_mouse_listener.h> #include <nel/3d/u_3d_mouse_listener.h>
#include <nel/3d/u_material.h> #include <nel/3d/u_material.h>
#include <nel/3d/u_landscape.h> #include <nel/3d/u_landscape.h>
#include <nel/3d/stereo_ovr.h>
#include "network.h" #include "network.h"
#include "snowballs_client.h" #include "snowballs_client.h"
@ -374,6 +375,9 @@ void updateCommands()
uint32 _width, _height; uint32 _width, _height;
Driver->getWindowSize(_width, _height); Driver->getWindowSize(_width, _height);
float width = (float)_width, height = (float)_height; float width = (float)_width, height = (float)_height;
NL3D::CViewport vp = Driver->getViewport();
width *= vp.getWidth();
height *= vp.getHeight();
float CommandsLineHeight = CommandsFontSize / height; float CommandsLineHeight = CommandsFontSize / height;
float CommandsBoxX = ((float)(sint32)(SBCLIENT::CommandsBoxX * width)) / width; float CommandsBoxX = ((float)(sint32)(SBCLIENT::CommandsBoxX * width)) / width;
float CommandsBoxWidth = ((float)(sint32)(SBCLIENT::CommandsBoxWidth * width)) / width; float CommandsBoxWidth = ((float)(sint32)(SBCLIENT::CommandsBoxWidth * width)) / width;
@ -381,6 +385,17 @@ void updateCommands()
float CommandsBoxHeight = ((float)(sint32)((CommandsNbLines + 1) * CommandsLineHeight * width)) / width; float CommandsBoxHeight = ((float)(sint32)((CommandsNbLines + 1) * CommandsLineHeight * width)) / width;
float CommandsBoxBorderX = ((float)(sint32)(SBCLIENT::CommandsBoxBorder * width)) / width; float CommandsBoxBorderX = ((float)(sint32)(SBCLIENT::CommandsBoxBorder * width)) / width;
float CommandsBoxBorderY = ((float)(sint32)(SBCLIENT::CommandsBoxBorder * height)) / height; float CommandsBoxBorderY = ((float)(sint32)(SBCLIENT::CommandsBoxBorder * height)) / height;
if (StereoHMD)
{
float xshift, yshift;
StereoHMD->getInterface2DShift(xshift, yshift, 1.0f);
// snap to pixels
xshift = ((float)(sint32)(xshift * width)) / width;
yshift = ((float)(sint32)(yshift * height)) / height;
// adjust
CommandsBoxX += xshift;
CommandsBoxY += yshift;
}
// Display the background // Display the background
Driver->setMatrixMode2D11 (); Driver->setMatrixMode2D11 ();

View file

@ -42,6 +42,7 @@ namespace NL3D {
class UScene; class UScene;
class UTextContext; class UTextContext;
class ULandscape; class ULandscape;
class CStereoOVR;
} }
namespace SBCLIENT { namespace SBCLIENT {
@ -58,6 +59,7 @@ public:
}; };
extern NL3D::UDriver *Driver; extern NL3D::UDriver *Driver;
extern NL3D::CStereoOVR *StereoHMD;
extern NL3D::UScene *Scene; extern NL3D::UScene *Scene;
extern NL3D::UTextContext *TextContext; extern NL3D::UTextContext *TextContext;
extern NLMISC::CConfigFile *ConfigFile; extern NLMISC::CConfigFile *ConfigFile;