Cleanup and make bloom work with stereo rendering, re #43

This commit is contained in:
kaetemi 2013-06-26 15:49:31 +02:00
parent e51d9e15d9
commit 7672ab2812
6 changed files with 209 additions and 70 deletions

View file

@ -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<CStereoDeviceInfo> &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);

View file

@ -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;

View file

@ -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 };

View file

@ -131,8 +131,6 @@ void initCamera()
if (StereoHMD)
{
StereoHMD->nextPass(); // test
StereoHMD->initCamera(&Camera);
}

View file

@ -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);
}

View file

@ -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