Restore camera and scene viewport after disabling VR
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6 changed files with 31 additions and 0 deletions
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@ -78,6 +78,8 @@ public:
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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/// Get the frustum to use for clipping
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/// Get the frustum to use for clipping
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Get the original frustum of the camera
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virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Is there a next pass
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/// Is there a next pass
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virtual bool nextPass();
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virtual bool nextPass();
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@ -101,6 +101,8 @@ public:
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera) = 0;
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera) = 0;
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/// Get the frustum to use for clipping
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/// Get the frustum to use for clipping
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const = 0;
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const = 0;
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/// Get the original frustum of the camera
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virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const = 0;
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/// Is there a next pass
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/// Is there a next pass
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virtual bool nextPass() = 0;
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virtual bool nextPass() = 0;
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@ -91,6 +91,8 @@ public:
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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virtual void updateCamera(uint cid, const NL3D::UCamera *camera);
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/// Get the frustum to use for clipping
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/// Get the frustum to use for clipping
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
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virtual void getClippingFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Get the original frustum of the camera
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virtual void getOriginalFrustum(uint cid, NL3D::UCamera *camera) const;
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/// Is there a next pass
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/// Is there a next pass
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virtual bool nextPass();
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virtual bool nextPass();
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@ -152,6 +154,7 @@ private:
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_ClippingFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_LeftFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_RightFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CFrustum m_OriginalFrustum[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
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CMatrix m_CameraMatrix[NL_STEREO_MAX_USER_CAMERAS];
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mutable bool m_OrientationCached;
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mutable bool m_OrientationCached;
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mutable NLMISC::CQuat m_OrientationCache;
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mutable NLMISC::CQuat m_OrientationCache;
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@ -328,6 +328,12 @@ void CStereoDebugger::getClippingFrustum(uint cid, NL3D::UCamera *camera) const
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// do nothing
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// do nothing
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}
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}
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/// Get the original frustum of the camera
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void CStereoDebugger::getOriginalFrustum(uint cid, NL3D::UCamera *camera) const
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{
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// do nothing, as we never modified it
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}
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/// Is there a next pass
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/// Is there a next pass
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bool CStereoDebugger::nextPass()
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bool CStereoDebugger::nextPass()
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{
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{
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@ -400,6 +400,8 @@ bool CStereoOVR::getScreenResolution(uint &width, uint &height)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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void CStereoOVR::initCamera(uint cid, const NL3D::UCamera *camera)
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{
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{
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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 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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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_LeftFrustum[cid].initPerspective(fov, ar, camera->getFrustum().Near, camera->getFrustum().Far);
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@ -427,6 +429,12 @@ void CStereoOVR::getClippingFrustum(uint cid, NL3D::UCamera *camera) const
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camera->setFrustum(m_ClippingFrustum[cid]);
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camera->setFrustum(m_ClippingFrustum[cid]);
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}
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}
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/// Get the original frustum of the camera
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void CStereoOVR::getOriginalFrustum(uint cid, NL3D::UCamera *camera) const
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{
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camera->setFrustum(m_OriginalFrustum[cid]);
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}
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void CStereoOVR::updateCamera(uint cid, const NL3D::UCamera *camera)
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void CStereoOVR::updateCamera(uint cid, const NL3D::UCamera *camera)
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{
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{
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if (camera->getFrustum().Near != m_LeftFrustum[cid].Near
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if (camera->getFrustum().Near != m_LeftFrustum[cid].Near
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@ -516,6 +516,16 @@ void releaseStereoDisplayDevice()
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{
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{
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if (StereoDisplay)
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if (StereoDisplay)
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{
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{
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StereoDisplay->getOriginalFrustum(0, &MainCam);
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if (SceneRoot)
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{
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UCamera cam = SceneRoot->getCam();
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StereoDisplay->getOriginalFrustum(1, &cam);
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}
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nlassert(Driver);
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Driver->setViewport(NL3D::CViewport());
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nlassert(Scene);
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Scene->setViewport(NL3D::CViewport());
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delete StereoDisplay;
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delete StereoDisplay;
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StereoDisplay = NULL;
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StereoDisplay = NULL;
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StereoHMD = NULL;
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StereoHMD = NULL;
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